<p>Renderware was common on the PS2. </p>

<p><a href="https://en.wikipedia.org/wiki/List_of_RenderWare_games" rel="nofollow noreferrer">List of PS2 Renderware titles</a></p>

<p>I would guess because these platforms were proprietary and none-standard from a graphics and resources POV that it would be a bigger effort to port Unreal along with all their existing content creation tools.</p>

CC BY-SA 4.0
2020-02-18T12:46:10.550Z
2020-02-18T12:53:28.157Z
2020-02-18T12:53:28.157Z
PaulHK
<p>From my understanding game developers used mostly proprietary, in-house graphics engines during the sixth console generation (Xbox, PS2, GC, DC) on a game to game basis. Why didn't standard engines like Unreal (for consoles), Unity etc. emerge earlier?
Wasn't it very inefficient to develop a new engine just for one (or probably a few) games?</p>

<p>Bonus question: Are there any good ressources on graphics development during that time? I'm especially interested in articles about the effort needed to develop an engine for any of the mentioned consoles.</p>

<3d>
Graphics engines during the sixth console generation
rEsTrisA
# Graphics engines during the sixth console generation

(Asked by: username_0 on 2020-02-18)

From my understanding game developers used mostly proprietary, in-house graphics engines during the sixth console generation (Xbox, PS2, GC, DC) on a game to game basis. Why didn't standard engines like Unreal (for consoles), Unity etc. emerge earlier?
Wasn't it very inefficient to develop a new engine just for one (or probably a few) games?

Bonus question: Are there any good ressources on graphics development during that time? I'm especially interested in articles about the effort needed to develop an engine for any of the mentioned consoles.

**Tags:** 3d


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## 1 answers

### Answer by username_1 on 2020-02-18. Score: 0 | Accepted answer

Renderware was common on the PS2.

[List of PS2 Renderware titles](https://en.wikipedia.org/wiki/List_of_RenderWare_games)

I would guess because these platforms were proprietary and none-standard from a graphics and resources POV that it would be a bigger effort to port Unreal along with all their existing content creation tools.


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