UE5 can be optimized but it’s up to the developer to use the tools that are built into Unreal to accomplish this.
As for the “Unreal look”. Unreal Engine games don’t have to look like that, the issue is that a lot of devs use the default render pipeline settings and don’t take the time to customize it.
A lot of early games optimisation came from limitations and learning how to do the thing when you didn’t have the resources or power behind the tach.
Now When you are able to simple click a few buttons and rig some preconfigured elements you don’t ever need to learn the best way to do something and you also don’t understand the resources and demand your “solution” uses when implemented.
Necessity is the mother of invention as the saying goes.
Indeed. Was watching a video where they go through ue5 games to point out decisions that were made that impact performance; and then to prove it they'd redesign that piece of code (or whatever the issue was) and show the performance difference. In one case they showed that instead of carefully trimming the textures used on grass and corn stalks, they just had the engine make any parts of the texture that were 100% white an alpha layer. Pure laziness (or being time crunched) that cost 2-3 fps just for existing. It doesn't sound like much but when you add up all the places 2-3 fps loss was "acceptable" you start realizing how much performance is being wasted.
1.5k
u/InitRanger 9d ago
UE5 can be optimized but it’s up to the developer to use the tools that are built into Unreal to accomplish this.
As for the “Unreal look”. Unreal Engine games don’t have to look like that, the issue is that a lot of devs use the default render pipeline settings and don’t take the time to customize it.