Unreal Engine 5

Are they going to improve this in UE6?
Or, as always, the solution will be: pump-up the hardware and throw more power at it.

They should be able to improve this in UE5. However, there is a lot of incentive to push upscaling, especially proprietary upscaling.

I think it will come down to developer pushback...which may be absent as long as the ease of use is there and the end result is acceptable enough. The more marketshare UE gets, the less incentive there is to make improvements, as switching engines is no small task.
 
Has the micro stutter issue been sorted out yet? (I actually do not have any of the games which suffered from it to test).

this was a problem with a number of games and happened even on high end hardware which were otherwise not really being stretched. iirc it was most obvious on some Sony PS4/5 and PC cross platform releases. The playstation ports were fine, but PC had microstutter.
 
which may be absent as long as the ease of use is there and the end result is acceptable enough.
There. If you are in a business to make money, the end result is nice enough (and look how UE5 games are received on their visuals), the excellent tooling and ease of building up a game around the engine will dictate the market share. Look at how CDPR moved out from their own excellent in-house engine to UE5 for their next generation of games, it's pure pragmatism. What we should be worried about is a monopoly and there I hope that Decima for example can still compete.

About micro stutter I'm not sure, didnt hear about it on UE5 yet, there have been a lot of changes on the render path so the result might be different.
 
Is it fair to assume that Cobra has failed to keep up and only Frontier use it?
No. (from what i can tell it was not meant to be deployed industry-wide)

Look at PC2 and the capabilities; elite is also the only mmo i've ever seen that can be updated in realtime.
It is as close to a work of art as you get with a graphics/coding engine simply put. It scales immensely well. (runs dx12/dlss/fsr/pbr/etc)
-take note that parts of the elite codebase backend is in part the reason for elite having issues, not cobra.


Has the micro stutter issue been sorted out yet? (I actually do not have any of the games which suffered from it to test).
Microstutters are as ancient as computergames, maybe bar pong.

They are most often caused by bottlenecks in systems. (read: almost always)

I can only recommend searching the net for more indepth articles, because it is a field in itself.


Two examples:

steam has recently had an issue where it changes the windows power management settings for unknown reasons.
-this introduces both stutter and lag and needs to be fixed manually.

Nvidia control panel has a setting called "latency" that often needs to be set to "ultra".

_

Case in point as always with anything computer-related, the factors can be near innumerable.
_



Topic: Yes UE5 looks impressive, however as always theory is not real-world application.
 
Last edited:
No. (from what i can tell it was not meant to be deployed industry-wide)

Look at PC2 and the capabilities; elite is also the only mmo i've ever seen that can be updated in realtime.
It is as close to a work of art as you get with a graphics/coding engine simply put. It scales immensely well. (runs dx12/dlss/fsr/pbr/etc)
-take note that parts of the elite codebase backend is in part the reason for elite having issues, not cobra.

From a technical standpoint the ED version of the Cobra Engine is impressive. Except the graphics (level of detail and lighting, bad anti-aliasing) in first-person are like a last-gen game. ED really needs a graphics upgrade.

Topic: Yes UE5 looks impressive, however as always theory is not real-world application.

Unreal Engine 5 is being used by many current and upcoming games. Graphics-wise it can produce near photo-realistic visuals, with easy procedural generation of large maps. F1 Manager 2024 uses UE5 too.

 
Last edited:
From a technical standpoint the ED version of the Cobra Engine is impressive. Except the graphics (level of detail and lighting, bad anti-aliasing) in first-person are like a last-gen game. ED really needs a graphics upgrade.



Unreal Engine 5 is being used by many current and upcoming games. Graphics-wise it can produce near photo-realistic visuals, with easy procedural generation of large maps. F1 Manager 2024 uses UE5 too.

Graphic way yes but ue5 at the moment runs like crap
Not going to argue anymore: we are developing on ue4 .27.2 and we doesn't take in consideration moving to ue 5.
Pcg, nanite and lumen , vsm, world partition are too acerb to properly develop with them...
 
Voxel Plugin 2 for Unreal Engine 5 adds voxels. Procedural worlds can be generated on the fly. The video shows a 1:1 scale Mars at the end.

"Non-destructive workflow, Runtime Nanite, Nanite Tessellation, Splines, Unlimited Materials, Voxel Sculpting, Runtime Lumen, Planet, PCG"

 
Last edited:
Voxel Plugin 2 for Unreal Engine 5 adds voxels. Procedural worlds can be generated on the fly. The video shows a 1:1 scale Mars at the end.

"Non-destructive workflow, Runtime Nanite, Nanite Tessellation, Splines, Unlimited Materials, Voxel Sculpting, Runtime Lumen, Planet, PCG"

impressive but I am a little bit perplexed. Aren't voxels and poligons two different things, nanite applies to poligons? From the video they don't really seems voxels, they lack the usual blockiness.
 
Aren't voxels and poligons two different things, nanite applies to poligons?

Yes.

From the video they don't really seems voxels, they lack the usual blockiness.

Nothing about voxels needs to imply blockiness--that's usually a stylistic or performance choice. That said, UE5 is still generating polygonal meshes from the underlying voxels, which is what Nanite operates on. It isn't a voxel-based renderer....pretty much nothing modern is. Hardware 3D acceleration, which has been almost exclusively based on polygons, pretty much ended the native rendering of ray-cast voxels in non-retro titles back in the mid-1990s.

 
Pax Dei - UE 5.5 Demo.

"realistically render in-game player-made spaces and cities. With support for a reported 8,000 players using multiple servers, the game world is over 150 square miles in area and now available in early access."

 
Voxel Plugin 2 for Unreal Engine 5 adds voxels. Procedural worlds can be generated on the fly. The video shows a 1:1 scale Mars at the end.

"Non-destructive workflow, Runtime Nanite, Nanite Tessellation, Splines, Unlimited Materials, Voxel Sculpting, Runtime Lumen, Planet, PCG"

A voxel based 1:1 scale Mars is impressive, tie that planet gen into Stellar Forge and wrap it up.
 
With a 15% drop in performance
Maybe because it is the first releasebut since 5.0 the engine hs lost almost 25 30% in performance ( if not more).
 
Back
Top Bottom