That’s not “Agenda” and I don’t know him personally. You just can’t accept the reality for whatever reason.
I’ve been voicing my opinion regarding UE optimization flaws since 2018, before you even started developing games, and many of the things I and other people talked about have been implemented with time. The most recent one is the CPULM support for World Partition, which is coming in UE 5.5, thanks to the community, as Epic said themselves.
However, as many developers and most gamers noticed, Epic tends to choose a different path lately. Instead of continuing developing optimization tools, they make one-click universal solutions for the ease of use for Fortnite kids and people unrelated to the GameDev/Realtime industries.
Even though these modern tools often result in a extremely poor performance and sometimes in a bad image quality.
I’ve been using a lot of engines since 2011, like GameMaker 6 - Studio 2, Unity3D, CryEngine, Unigine 2, and finally, Unreal from 2017. Each engine has/had different problems, but almost all of them perform bettern than Unreal out of the box.
Look at the Unigine 2 landscape solution for example, where you have stable 400 fps on a large landscape with voxel dynamyc GI, which by the way Tim Sweeney wanted to purchase around 2019 but was refused by Unigine developers because how deeply it was tied to their engine.
In Unreal, such scene would give you 40 fps, at best.
Look at Rockstar’s engine insane real time GI optimization techniques achived with partial baking which is basically impossible in Unreal. Look how beautiful and performant their volumetrics are, compared to Unreal.
Look at Frostbite’s baking capabilities, where you can bake Specular reflections and much more, where you can have dynamic shadows from foliage at 240 fps!
I could give you a lot more examples, but is there a point, if you just lack an ability to understand and not willing to accept it?