That really doesn’t seem to be the case in the vast majority of circles.
_Sharp_Law
They also don’t compress 4k textures
Tyz_TwoCentz_HWE_Ret
Re-posted from my earlier discussion on the topic. YMMV.
# Common Issues with Unreal Engine 5 from my perspective as a engineer and game player.
# Performance Problems
* **Shader Compilation Stuttering**: Many developers face stuttering during gameplay due to shader compilation. This occurs when the engine needs to compile a new shader while rendering, causing delays.
* **Random Crashes**: Users report frequent crashes, sometimes every 20 minutes, even on new projects. This can happen without clear reasons, making it difficult to identify the cause.
# Graphics and Rendering Issues
* **Visual Quality Concerns**: Some games developed with Unreal Engine 5 have been criticized for a “washed out” look and grainy visuals, which detract from the overall presentation.
* **High System Requirements**: Unreal Engine 5 demands more powerful hardware compared to its predecessor, Unreal Engine 4. This can lead to lower frame rates and performance issues on less capable systems.
# Development Challenges
* **Complexity of Features**: The advanced features of Unreal Engine 5, such as Nanite and Lumen, can be difficult to implement correctly, leading to further performance issues.
* **Inconsistent User Experience**: Developers transitioning from Unreal Engine 4 to 5 often find the new engine less stable, with reports of unresponsive behavior during development tasks.
# Solutions and Recommendations
* **Precompiling Shaders**: To mitigate shader stuttering, developers are encouraged to use precompilation techniques to load shaders before they are needed during gameplay.
* **Adjusting Settings**: Some users have found success by changing graphics settings, such as switching from DirectX 12 to DirectX 11 or reducing scalability settings to improve stability.
These issues highlight the challenges developers face with Unreal Engine 5, despite its powerful capabilities.
Objective as i could be on this…DX 12 still remains a thorn but not insurmountable. I Digress.
lkl34
Would be nice if the other engines get used i did not mind kingdom come 2 performance and they did patch out the bad bugs.
unholy_spirit94
Monster Hunter Wilds would like to say hello
A_Bit_Drunker
Annoying nerds…..assemble and angrily discuss.
Jebble
Sigh, upscaling **is** a form of optimisation. It won’t go anywhere and you will forever be expected to use it.
Edit: Ya’ll seriously need to stop portraying your opinions as facts and pretend that just be abuse you dont like something it isn’t a form of optimisation.
Legitimate-Gap-9858
Honestly after the Witcher 4 reveal I am way more confident in ue5
Doppelkammertoaster
From how it was explained to me by someone who understands this better, it actually is the issue with UE5. To look like this Epic applies tons of little tricks and filters instead of making a stable engine.
NotJatne
They also chose to no longer let the old baked in methods of making things work in UE4 no longer apply here. UE5 is now much more restrictive in how you make things and how you make em work, or you’ll be dealing with shit visuals, shit performance, or both
YourDadSaysHello
My 4090 can handle it. Idgaf
wildeye-eleven
How did I somehow assemble all the correct parts to never have these problems with UE5 games? It almost doesn’t seem fair that I get to have all the fun while everyone else suffers.
justrichie
Yeah it’s for sure a dev difference. For example, Black Myth Wukong and Expedition 33 ran like butter on PC.
TaserBone69
Jarvis you know what to do
theweedfather_
If you can count on two hands or less how many optimized titles there are on UE5, that means it IS unoptimized.
The_LastLine
Perhaps you’re right in that it isn’t the engine’s fault, but something certainly is at fault and UE5 games tend to be pretty demanding on requirements, especially when introducing elements like Ray tracing.
octahexxer
Ill just watch the lets play on the ol toob
totallynotabot1011
I’m having a blast now playing everspace 2 on my toaster, can’t believe it’s ue5. One of the best optimised ue5 games out now. It’s mostly in space so that probably helps, but still it needs to be appreciated in this day and age.
JaggedMetalOs
I mean, yeah, it’s not really the engine’s fault if devs enable all the heavy graphics features.
Just_Metroplex
Stutterchang stutter feathers
UnsettllingDwarf
Fuck unreal engine 5.
BedroomThink3121
Quite frankly Wuchang visuals are horrific for the shitty performance it’s delivering
Meatslinger
It’s that UE5 (and 4, in part) both have a lot of “sweetening” effects set to showcase-level defaults right out of the box. The instant you turn on Lumen lighting, you can expect a gigantic performance hit unless you actually dive into things and start tuning your world and the rendering effects applied to it. If you’re just basically told “make it look good and ship it”, then it’s easy to just leave these modules in their given form and you’ll have something that looks nice and runs awfully. A lot of UE5 projects I’ve played from people in early access will have placeholder textures, missing models, and incomplete maps, and yet they’re already running at 20-30 FPS in some areas just because the rendering is taking up ALL of the system resources. These can be optimized, but at their default values they sorta work, so it’s easy to make the mistake of just shipping it like that and hoping you can maybe be given some time to optimize it later and issue it as a patch; one of those “minor performance improvements” patchnote updates that seems to only change 3 kb of data and it’s because they finally went in and tweaked things like geometry culling or shadow maps away from 8K-level insanity values.
reefun
The Finals is also a UE5 game with insane destruction and actually optimized relatively well considering all the destruction.
It can be done for sure.
monWaffle
It’s so infuriating trying to capture gameplay for this engine. It’s so taxing even on high-end systems.
25 Comments
That really doesn’t seem to be the case in the vast majority of circles.
They also don’t compress 4k textures
Re-posted from my earlier discussion on the topic. YMMV.
# Common Issues with Unreal Engine 5 from my perspective as a engineer and game player.
# Performance Problems
* **Shader Compilation Stuttering**: Many developers face stuttering during gameplay due to shader compilation. This occurs when the engine needs to compile a new shader while rendering, causing delays.
* **Random Crashes**: Users report frequent crashes, sometimes every 20 minutes, even on new projects. This can happen without clear reasons, making it difficult to identify the cause.
# Graphics and Rendering Issues
* **Visual Quality Concerns**: Some games developed with Unreal Engine 5 have been criticized for a “washed out” look and grainy visuals, which detract from the overall presentation.
* **High System Requirements**: Unreal Engine 5 demands more powerful hardware compared to its predecessor, Unreal Engine 4. This can lead to lower frame rates and performance issues on less capable systems.
# Development Challenges
* **Complexity of Features**: The advanced features of Unreal Engine 5, such as Nanite and Lumen, can be difficult to implement correctly, leading to further performance issues.
* **Inconsistent User Experience**: Developers transitioning from Unreal Engine 4 to 5 often find the new engine less stable, with reports of unresponsive behavior during development tasks.
# Solutions and Recommendations
* **Precompiling Shaders**: To mitigate shader stuttering, developers are encouraged to use precompilation techniques to load shaders before they are needed during gameplay.
* **Adjusting Settings**: Some users have found success by changing graphics settings, such as switching from DirectX 12 to DirectX 11 or reducing scalability settings to improve stability.
These issues highlight the challenges developers face with Unreal Engine 5, despite its powerful capabilities.
Objective as i could be on this…DX 12 still remains a thorn but not insurmountable. I Digress.
Would be nice if the other engines get used i did not mind kingdom come 2 performance and they did patch out the bad bugs.
Monster Hunter Wilds would like to say hello
Annoying nerds…..assemble and angrily discuss.
Sigh, upscaling **is** a form of optimisation. It won’t go anywhere and you will forever be expected to use it.
Edit: Ya’ll seriously need to stop portraying your opinions as facts and pretend that just be abuse you dont like something it isn’t a form of optimisation.
Honestly after the Witcher 4 reveal I am way more confident in ue5
From how it was explained to me by someone who understands this better, it actually is the issue with UE5. To look like this Epic applies tons of little tricks and filters instead of making a stable engine.
They also chose to no longer let the old baked in methods of making things work in UE4 no longer apply here. UE5 is now much more restrictive in how you make things and how you make em work, or you’ll be dealing with shit visuals, shit performance, or both
My 4090 can handle it. Idgaf
How did I somehow assemble all the correct parts to never have these problems with UE5 games? It almost doesn’t seem fair that I get to have all the fun while everyone else suffers.
Yeah it’s for sure a dev difference. For example, Black Myth Wukong and Expedition 33 ran like butter on PC.
Jarvis you know what to do
If you can count on two hands or less how many optimized titles there are on UE5, that means it IS unoptimized.
Perhaps you’re right in that it isn’t the engine’s fault, but something certainly is at fault and UE5 games tend to be pretty demanding on requirements, especially when introducing elements like Ray tracing.
Ill just watch the lets play on the ol toob
I’m having a blast now playing everspace 2 on my toaster, can’t believe it’s ue5. One of the best optimised ue5 games out now. It’s mostly in space so that probably helps, but still it needs to be appreciated in this day and age.
I mean, yeah, it’s not really the engine’s fault if devs enable all the heavy graphics features.
Stutterchang stutter feathers
Fuck unreal engine 5.
Quite frankly Wuchang visuals are horrific for the shitty performance it’s delivering
It’s that UE5 (and 4, in part) both have a lot of “sweetening” effects set to showcase-level defaults right out of the box. The instant you turn on Lumen lighting, you can expect a gigantic performance hit unless you actually dive into things and start tuning your world and the rendering effects applied to it. If you’re just basically told “make it look good and ship it”, then it’s easy to just leave these modules in their given form and you’ll have something that looks nice and runs awfully. A lot of UE5 projects I’ve played from people in early access will have placeholder textures, missing models, and incomplete maps, and yet they’re already running at 20-30 FPS in some areas just because the rendering is taking up ALL of the system resources. These can be optimized, but at their default values they sorta work, so it’s easy to make the mistake of just shipping it like that and hoping you can maybe be given some time to optimize it later and issue it as a patch; one of those “minor performance improvements” patchnote updates that seems to only change 3 kb of data and it’s because they finally went in and tweaked things like geometry culling or shadow maps away from 8K-level insanity values.
The Finals is also a UE5 game with insane destruction and actually optimized relatively well considering all the destruction.
It can be done for sure.
It’s so infuriating trying to capture gameplay for this engine. It’s so taxing even on high-end systems.