UE5

Hello there,

My daughter and I have just heard UE5 is ready for preview. Has anyone here tested it yet and what are your thoughts so far?

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…and so it begins.

brb microwaving popcorn

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My thoughts are disbelief at the size of the demo - apparently 100 GB. I cannot imagine how large an actual game project would be, as well as the final build size.

Two posts in literally 6 years. I’m always fascinated by this. Do you come here often, just never find anything interesting to comment on? If not, what brought you here today?

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Nope. They’re aiming at 2022 release, so there’s not much point. The only interesting piece of tech there for me is Lumen (becaue I’ll be the person who will take Lumen and see if it works with low poly.), and animation improvements.

However, following piece of information might be interesting for those eyeing high fidelity capabilities.

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This thread reminds me of another thread a few weeks/month back talking about the state of unity and unreal. It was deleted off the face of this forum. Maybe this one will magically disappear as well.

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The popcorn.

You mean this one?
https://discussions.unity.com/t/790633

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No, a different one – but it’s deleted :smile:

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I don’t remember seeing any other one, now I’m feeling excluded… I’m always up for a flamewar.

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As interested as I am to give it a try, I can’t see how they’re like “yeah it works magically really easy, no extra perf impact” while those system requirements are basically very high end.

I guess they were aiming for worst case scenario and getting it to run on top end hardware, but I wonder what can be done with something less. If not much, then it’s not yet useful.

Honestly it’s getting really hard to ignore how Unreal solves so many problems with built in tools (seriously, like half of the popular asset store tooling is UE’s built-in kit) while we get mostly broken things like SRP and DOTS for the last 5 years. Unity sticks because of where it works best, but sometimes it’s as if it’s trying really hard to not even do that.

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Apparently the demo is 24 GB when built: Unreal Engine 5 - Dev Workflow Stream Today 5/26 | Page 4 | ResetEra

How much would an actual game be at that fidelity?

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Let’s hope Unity can narrow the gap in the decades to come.

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Few hundred gigabytes, most likely.

I believe when chasing high fidelity eventually you’ll reach a point where it will be impossible to hire enough artists to produce media assets OR you hit storage/bandwidth limits.

–edit–

Imagine what would happen if somebody actually tried to create a life-sized GTA, except it would be 1:1 scale, with every interior present, every npc voiced and unique looking.

That will likely dwarf ISS construction budget and will be terabytes of space and decade in the making.

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I believe in case of the other thread certain user showed up started talking about “Premium”. (-_-) And that led to thread deletion.

To run the demo at 30fps a 12 core CPU is recommended? :eyes:

I was more impressed with collaboration and terrain loading features than the visuals. That “film quality” character did not look like it would belong in a recent CGI movie.

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I was expecting stuff like UE4’s early scalability issues from early on in its release cycle but the poor performance of this even in EA is kinda staggering. Unsurprising to see that the performance of things like Lumen and Nanite are both dramatically less than they said they’d be outside of very controlled situations. Lumen far more usable than Nanite, however.

That said, I in no way want to try and develop anything NPR using either of these systems so this engine is right out the window for me.

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7179451--860764--upload_2021-5-26_22-58-47.png

Sure, I’m on a peasant 970 - but thats the third person example map :smile:.
I hovered my mouse cursor over the desert demo, and my computer immediately caught on fire.

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I’m on a 1070 that’s showings its age and I’m getting about 5fps more than that. It may not be a new card but this is ridiculous. I’m not about to try and develop any game in an editor that’s running at an unstable sub-30fps framerate.

*** will solve. Most things are in Unreal 5 (2022), half of the plugins are in beta, not recommended for production.

Ah, thanks for the clarification. Still, I doubt Unity will have any progress toward a retort in 2022 anyway.

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Its also limited to rigid meshes.

To be fair, I’m sure they will by the time this is released (or at least mostly :smile:). Don’t think anyone is going to pick this up now unless they have some special deal with Epic, nor is anyone expected to.

It is pretty cool to have a gander at though.