#Unreal engine
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What is your current opinion on Unreal Engine 5? Between Digital Foundry, content creators, and people on social media, everyone appears to be constantly attacking UE5 for performance issues (stuttering, frame rate, etc.). Is this criticism warranted, or is it more a case of developers still getting used to UE5 and its complexities (meaning it will likely improve in time)?
Everything improves with time as the engineers learn the details and optimize their work. This is true of every tech platform ever and won't be any more different with Unreal Engine 5 than it has been with UE4, 3, or anything else. That said... after having very recently worked with UE5 for enough time to get used to some of its foibles and having looked into some core engineering issues in a project utilizing some of the new tech introduced in UE5 (and the caveats and side effects of using that tech), I can say with fair confidence that (some) complaints about the performance issues are definitely warranted. These aren't global to all UE5 projects, but they are major performance issues we ran into and had to solve.
One major issue we ran into was with Nanite. Nanite is the new tech that allows incredibly detailed high poly models, a sort of [LOD system] on steroids. The Entity Component System of the Unreal Engine (every actor is a bag of individual components) allows developers to glom nanite meshes onto just about anything and everything including characters, making it very powerful and quick to stand up various different visuals. However, this also requires significant time spent optimizing that geometry for lighting and for use in game - interpenetrating bits and pieces that don't necessarily need to calculate lighting or normals or shadows unnecessarily add to the performance cost must be purged from those nanite models. Nanite looks great, but has issues that need to be ironed out and the documentation on those issues isn't fully formed because they're still being discovered (and Epic is still working on fixing them). We had major performance issues on any characters we built using nanite, which meant that our long-term goal for performance was actually to de-nanite our characters completely.
Another major issue I ran into was with the new UE5 World Partition system. World Partition is essentially their replacement for their old World Composition system, it's a means of handling level streaming for large contiguous world spaces. In any large open world, you're going to have to have individual tiles that get streamed in as the player approaches them - there's no reason to fit the entire visible world into memory at any given time with all the bells and whistles when the player can only see a small part of it. The World Partition system is supposed to stream in the necessary bits piecemeal and allow for seamless play. Unfortunately, there are a lot of issues with it that are just not documented and/or not fixed yet. I personally ran into issues with navmesh generation (the map layer used for AI pathfinding) using the World Partition that I had to ask Epic about, and their engineers responded with "Thanks for finding this bug. We'll fix it eventually, likely not in the next patch."
Most of these issues will eventually get ironed out, documented, and/or fixed as they come to light. That's pretty normal for any major piece of technology - things improve and mature as more people use it and the dev team has the time and bandwidth to fix bugs, document things better, and add quality of life features. Because this tech is still fairly new, all of the expected bleeding edge problems are showing up. You're seeing those results - the games that are forced to use the new less-tested systems are uncovering the issues (performance, bugs, missing functionality, etc.) as they go. Epic is making fixes and improvements, but us third-party game devs must still ship our games and this kind of issue is par for the course.
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A Courting of Curses
🌟 3D Third-Person RPG 🥳
💖 Romance Options (Men & Women) 💕
👩🏽 Play as a villainess FeMC Protagonist 💃
🏰 Magical Academy Setting 🌹
🖤 Gothic Romance Vibe 🥀
💬 Character-Driven Choices 😈👼
👗 Dress Up (with Flowing Dresses!) ✨
#AHHHHH#OK#so#this has been my daytime job for a few months now#AND I FINALLY MADE MYSELF SHOW SOMETHING#I HOPE TO SHOW MORE SOON!#a courting of curses#rpg#romance#fantasy#romantasy#fantasy romance#otome game#english otome#indie games#I work on Sherlock also (just like I did when studying)! I made that very clear to the peeps I work with/towards! 😌#Sherlock is my beloved hobby#This is my job#anyway#I hope it gives you joy as it does me#unreal engine
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STAR CREW!!!!! STAR CREW! WISHLIST PLEASE SO I CAN EAT FOOD AND PAY RENT OK!
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Soo I really should’ve posted this a while ago but I was waiting to get marks back for it. I don’t know what my unis policy is with posting assignments but I wanted to be safe rather than sorry.
So this tri one of my classes was on animation in video games and the assignment was we had to make ‘a game entity.’ What they expected us to do was to use pre made assets and just add code in unreal engine to make them playable.
Me being *normal* and *sane* pitched IN FRONT OF MY ENTIRE CLASS (I swear everyone at that university just knows me as the miraculous girl) to make cat noir and do ALL THE ANIMATIONS from scratch. Yknow like a moron.
They’re not my best work but time constraints. I picked cat noir over ladybug because I knew I could draw him faster (all those spots make me want to die) and his pre s6 design for the same reason, I know it better so I can do it faster.
The animations I made were an idle, jump, fall, run and attack. (Everything but the attack was mandatory to pass)
I drew some new buildings for the environment (but I mostly reused spring and a storm assets SUE ME I HAD TO CUT CORNERS SOMEWHERE) and made cat noir into a *mostly* functional video game character.
Now before anyone asks. No I’m not making this into a full video game. I did it for my university and that’s it. While it was fun, I do not have the time nor energy to start a project that big right now.
#miraculous ladybug#miraculous fanart#adrien agreste#cat noir#chat noir#unreal engine#2d fighting game#2d animation#hawkmoth#a tiny bit at least
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The wonders of modern video game engines. The only way to destroy Demily is with multiple mini-Demilys traveling at mach 10
I would like the Demily Launcher (tm)
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The true size of Windhelm.
Recreated by L.Torres (Lion Towers3d) in Unreal Engine 5.
#This one really needs more than few screenshots to be grasped#highly recommended a watch#L. Torres#tes#skyrim#eso#The elder scrolls#Elder Scrolls#Ue5#unreal engine#The elder scrolls online
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One of my 3D midterms. I used Unreal Engine for the first time!
#my art#3d art#unreal engine#hastur#the king in yellow#← Not sure why I'm using these like fandom tags. Is anyone out there drawing yaoi of Hildred Castaigne
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I spent the last two days making a clan camp in Unreal Engine 5, using assets from Stylized Landscape 5 Biomes + Stylized + Low poly forest : Orasot Bundle. I'm really proud of how it turned out!
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this reminds me of a puzzle...
spent 2 months working on this and hoo boy 🥵 everything was modelled from scratch and texture painted by hand in blender before being put into unreal engine
#professor layton#unwound future#professor layton and the unwound future#rae art#blender#unreal engine#3d model
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Solitude in Unreal Engine 5 by Leo Torres
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Made it so that the shakiness while running eases off over time.
Next up is sampling some real camera motion data for the micro shakes on top of the motion shakes.
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Sorry, the eel does something much funnier:
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🥶
#gravity falls#dipper pines#unreal engine#gaming#mabel pines#fangame#ue5#wendy corduroy#grunkle stan#grunkle ford#the book of bill#billford
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