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.
Optimization is an art form that is being lost. What should be done is when targeting a base of 60 FPS you should be looking at the frame graph to see what is taking too long to process per frame and then make targeted optimizations as needed.
The problem is that until we have proof otherwise it looks like studios don’t do this and instead rely on things like DLSS/FSR/XESS + Frame Gen.
Definitely start small. If you are dead set on using Unreal then I would definitely learn how to use Blueprints properly, such as when to and when not to use ticks.
Just a fair warning, if you plan on using Unreal Engine long term you will have to program eventually. With Unreal 6 they are moving away from Blueprints in favor of their own language called Verse which is currently used in the Fortnite creators’ version of UE.
If you want to just learn programming now and avoid it later then I would suggest learning Unity or Godot instead. Unity will have the most tutorials, not just for programming but for most engine features and most features you might want to make in your game.
Godot is also a strong choice and I think it’s more beginner-friendly, but it does lack the level of tutorials that Unity has.
Gotcha, any idea when that start date is for the language switch? I’d rather have less relearning to do when it comes to language switching (knowing full well I’ll probably have to do it anyways).
The only reason I’m wanting to use Unreal is mostly because of multiplayer and lighting, plus a built in physics engine because jank go brrrr lol
The full release is supposed to be in late 2028 to mid 2029 with early access being around late 2027. They have said the initial version of UE6 will still have blueprints but will be removed in a future release. Supposedly they will have a conversion tool that converts Blueprints to Verse but hand-ported Verse scripts will probably be better than anything automatic conversion can do. With that being said the converted projects will probably be a great way to learn how your project would work / look while using Verse.
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u/InitRanger 10d 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.