{"id":194109,"date":"2026-04-29T15:25:00","date_gmt":"2026-04-29T14:25:00","guid":{"rendered":"https:\/\/cms-articles.softonic.io\/es\/?p=417877"},"modified":"2026-04-30T08:48:34","modified_gmt":"2026-04-30T07:48:34","slug":"starfield-a-failli-fonctionner-sur-unreal-engine-5","status":"publish","type":"post","link":"https:\/\/cms-articles.softonic.io\/fr\/starfield-a-failli-fonctionner-sur-unreal-engine-5\/","title":{"rendered":"Starfield a failli fonctionner sur Unreal Engine 5"},"content":{"rendered":"\n<p>Lors d&#8217;une r\u00e9cente interview, Heather Cerlan, artiste de Starfield et actuelle PDG de NEARstudios, a r\u00e9v\u00e9l\u00e9 que <a href=\"https:\/\/fr.softonic.com\/articles\/bethesda-renouvelle-la-gestion-des-pouvoirs-dans-starfield-avec-une-nouvelle-mise-a-jour\">Bethesda a fait face \u00e0 une intense discussion interne<\/a> sur la possibilit\u00e9 de <a href=\"https:\/\/fr.softonic.com\/articles\/starfield-a-failli-fonctionner-sur-unreal-engine-5\">passer de son moteur graphique Creation Engine<\/a> \u00e0 Unreal Engine 5.<\/p>\n\n\n\n<p><strong>La pression pour opter pour le moteur d&#8217;Epic Games \u00e9tait consid\u00e9rable, surtout apr\u00e8s les caract\u00e9ristiques impressionnantes comme Nanite et Lumen qui ont \u00e9t\u00e9 introduites dans UE5<\/strong>. Cependant, Bethesda a finalement d\u00e9cid\u00e9 de continuer avec le Creation Engine, qui a \u00e9t\u00e9 mis \u00e0 jour vers la version 2 pour Starfield, en raison de ses robustes capacit\u00e9s de modding.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Chez Bethesda, ils ont d\u00e9cid\u00e9 de continuer \u00e0 faire confiance \u00e0 leur moteur<\/h2>\n\n\n\n<p>La communaut\u00e9 de mods qui s&#8217;est d\u00e9velopp\u00e9e autour du Creation Engine a \u00e9t\u00e9 fondamentale pour le succ\u00e8s des titres de Bethesda. <strong>Cerlan a soulign\u00e9 que cette communaut\u00e9 a \u00e9t\u00e9 cl\u00e9 pour le maintien et l&#8217;expansion de ses jeux, ce qui rend le changement de moteur peu judicieux<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Starfield: Official PS5\u00ae Features Trailer\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/WhfHnKmcXAE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Malgr\u00e9 cela, divers anciens employ\u00e9s ont des opinions partag\u00e9es sur la pertinence de rester avec le Creation Engine. Nate Purkeypile, un ancien artiste de Bethesda, a exprim\u00e9 sa conviction que le passage \u00e0 Unreal Engine 5 aurait pu permettre un meilleur d\u00e9veloppement, arguant que l&#8217;exp\u00e9rience de travail avec le Creation Engine ressemble \u00ab \u00e0 \u00eatre dans un train tout en posant les rails \u00bb.<\/p>\n\n\n\n<p>D&#8217;un autre c\u00f4t\u00e9, Bruce Nesmith, qui a travaill\u00e9 chez Bethesda pendant pr\u00e8s de deux d\u00e9cennies, souligne que changer de moteur est un effort \u00e9norme qui pourrait retarder la production du jeu. Selon Nesmith, <strong>les avantages d&#8217;une transition vers Unreal Engine 5 ne se mat\u00e9rialiseront pas rapidement, et cela pourrait n\u00e9cessiter un an ou plus de travail technique avant que le studio ne b\u00e9n\u00e9ficie de ce changement<\/strong>.<\/p>\n\n\n\n<p>Enfin, Todd Howard a confirm\u00e9 que <a href=\"https:\/\/en.softonic.com\/articles\/bethesda-renews-the-power-management-in-starfield-with-a-new-update\">Bethesda am\u00e9liore le Creation Engine pour The Elder Scrolls VI<\/a> et d&#8217;autres projets futurs, <strong>signalant un retour \u00e0 la formule classique de RPG qui a caract\u00e9ris\u00e9 ses jeux les plus r\u00e9ussis<\/strong>. Avec cela, Howard prend en compte les critiques concernant certains lancements r\u00e9cents, promettant une exp\u00e9rience plus fid\u00e8le \u00e0 ce que les fans ont attendu.<\/p>\n\n\n<div class=\"sc-card-program\">\r\n  <div class=\"sc-card-program__body\">\r\n    <div class=\"sc-card-program__row clearfix\">\r\n      <div class=\"sc-card-program__col-logo\">\r\n        <img decoding=\"async\" class=\"sc-card-program__img\" src=\"https:\/\/images.sftcdn.net\/images\/t_app-icon-s\/p\/8b773de5-0b20-429f-a535-c159557192df\/2791990695\/xbox-game-pass-Xbox%20Game%20Pass%20for%20PC-logo.png\" alt=\"Xbox Game Pass\" width=\"100px\" height=\"100px\">\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-title\">\r\n        <span class=\"sc-card-program__title\">Xbox Game Pass<\/span>\r\n        <a class=\"sc-card-program__button sc-card-program-internal\" href=\"https:\/\/xbox-game-pass.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\">T\u00c9L\u00c9CHARGER<\/a>\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-rating\">\r\n        \r\n      <\/div>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <span class=\"sc-card-program__description\"><\/span>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <img decoding=\"async\" class=\"sc-card-program__bigpic\" src=\"\">\r\n    <\/div>\r\n    <a class=\"sc-card-program__link track-link sc-card-program-internal\" href=\"https:\/\/xbox-game-pass.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\"><\/a>\r\n  <\/div>\r\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Lors d&#8217;une r\u00e9cente interview, Heather Cerlan, artiste de Starfield et actuelle PDG de NEARstudios, a r\u00e9v\u00e9l\u00e9 que Bethesda a fait face \u00e0 une intense discussion interne sur la possibilit\u00e9 de passer de son moteur graphique Creation Engine \u00e0 Unreal Engine 5. La pression pour opter pour le moteur d&#8217;Epic Games \u00e9tait consid\u00e9rable, surtout apr\u00e8s les caract\u00e9ristiques impressionnantes comme Nanite et Lumen qui ont \u00e9t\u00e9 introduites dans UE5. Cependant, Bethesda a finalement d\u00e9cid\u00e9 de continuer avec le Creation Engine, qui a \u00e9t\u00e9 mis \u00e0 jour vers la version 2 pour Starfield, en raison de ses robustes capacit\u00e9s de modding. Chez Bethesda, ils ont d\u00e9cid\u00e9 de continuer \u00e0 faire confiance \u00e0 leur moteur La communaut\u00e9 [&hellip;]<\/p>\n","protected":false},"author":1009,"featured_media":194114,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","wpcf-pageviews":0},"categories":[16764,16761],"tags":[17304,37056,37053,37057,18959,20333,31840,17686,37054,37058],"usertag":[],"vertical":[],"content-category":[17559],"class_list":["post-194109","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","category-news","tag-acceso-anticipado","tag-criticas-the-division","tag-experiencia-de-mundo-abierto","tag-juego-movil","tag-jugabilidad","tag-requisitos-del-sistema","tag-shooter-en-tercera-persona","tag-the-division-resurgence","tag-ubisoft-connect","tag-versiones-de-juego","content-category-jeux"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/posts\/194109","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/users\/1009"}],"replies":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/comments?post=194109"}],"version-history":[{"count":3,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/posts\/194109\/revisions"}],"predecessor-version":[{"id":194214,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/posts\/194109\/revisions\/194214"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/media\/194114"}],"wp:attachment":[{"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/media?parent=194109"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/categories?post=194109"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/tags?post=194109"},{"taxonomy":"usertag","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/usertag?post=194109"},{"taxonomy":"vertical","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/vertical?post=194109"},{"taxonomy":"content-category","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/fr\/wp-json\/wp\/v2\/content-category?post=194109"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}