Age of Empires 5 Could Employ Unreal Engine, Prompting Fears of Stuttering in RTS Game


The historic battlefields of Age of Empires may be getting a dramatic, next-generation visual overhaul, but a potential engine change has the community bracing for a different kind of conflict: the war against performance stuttering.

Fresh evidence suggests that World’s Edge, the Microsoft studio overseeing the beloved real-time strategy (RTS) franchise, is planning a significant technological shift for its next project, likely Age of Empires 5. The move, signaled by new job listings, would see the series abandon its current engine in favor of Epic Games' powerful but sometimes controversial Unreal Engine.

The Job Listings Hinting at a New Era

The clues come directly from the source. Recently posted on the Microsoft career board, World's Edge is seeking a Principal Unreal Engineer, Gameplay and a Senior Unreal Engineer, Shared Technology. The listings explicitly call for experience with Epic's engine to help in "planning and building our future tech stack" and "continuing the great legacy of Age of Empires."

You can view the Principal Engineer role here: Principal Unreal Engineer, Gameplay - World's Edge and the Senior Engineer position here: Senior Unreal Engineer, Shared Technology - World's Edge.

While it's not officially confirmed that the next project is Age of Empires 5—it could be a remaster or a spin-off—the language strongly points to a foundational change for the future of the franchise. This would mean moving from the Essence Engine (and its derivatives) used in Age of Empires IV by Relic Entertainment, to the cinematic prowess of Unreal Engine 5, or even a future Unreal Engine 6.

A Visual Leap at a Potential Cost?

The motivation for such a switch is clear. Age of Empires IV was praised for its compelling, history-based campaigns that reminded players why the series remains a titan of the RTS genre. However, its visuals were frequently labeled as somewhat cartoonish and lacking the gritty detail found in competitors' titles. Unreal Engine is renowned for enabling stunning, photorealistic graphics and dynamic visual effects that could modernize the look of Age of Empires immensely.

Yet, this potential upgrade comes with significant concerns. A vibrant discussion has already erupted on forums like ResetEra, where fans and tech-savvy users are debating the wisdom of the move. The core of their anxiety lies in one word: optimization.

As highlighted in this ResetEra thread: Age of Empires moving to Unreal Engine for future projects according to job listing, many are worried that Unreal Engine, particularly UE5, is not the ideal fit for a large-scale RTS.

The issues often cited include shader compilation stutter and general performance hiccups, which have plagued even high-profile, graphically intensive games. These problems could be magnified in an RTS, where the player must manage hundreds of individual units, sprawling civilizations, and massive battles simultaneously. The very complexity that defines the genre poses a unique and formidable challenge for any game engine.

A Precedent for Concern: The Case of Manor Lords

The community's fears are not unfounded. A recent and highly relevant example is the breakout hit Manor Lords. The medieval strategy title has been a massive success on Steam, but a common complaint among players, especially those with older hardware, involves performance stuttering. The game's development saw a transition to Unreal Engine 5, and while the visuals are impressive, it serves as a cautionary tale. Gamers with mid-range or budget PCs have found that the engine's demands can sometimes compromise the smooth, responsive gameplay that is essential in a strategy title.

This gameplay demonstration of Manor Lords shows the scale and visual fidelity Unreal Engine can bring to the strategy genre, but also hints at the performance hurdles: Manor Lords - Official Gameplay Trailer.

For many Age of Empires fans, one of the franchise's strengths has been its accessibility. Age of Empires IV ran reasonably well on a wide range of PC hardware at launch, a key factor in its broad appeal. The worry is that a shift to a more demanding engine could alienate a portion of the player base that prioritizes buttery-smooth frame rates over cutting-edge graphics.

The team at World's Edge now faces a classic development dilemma. Do they leverage the raw power of Unreal Engine to create the most visually stunning Age of Empires game ever made, potentially risking the performance that is the lifeblood of a competitive RTS? Or can they master the engine in a way that delivers both visual grandeur and rock-solid stability? The future of the franchise may hinge on finding the right balance.

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