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#UnrealEngine Vite: Just updated the README in preparation for July Major release. Updated Toolchain set up, updated changelogs and more technical explanations on precisely why #UE4 is objectively a b

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Twitter / X#UnrealEngine Vite: Just updated the README in preparation for July Major release. Updated Toolchain set up, updated changelogs and more technical explanations on precisely why #UE4 is objectively a bgithub.com
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#UnrealEngine Vite: Just updated the README in preparation for July Major release. Updated Toolchain set up, updated changelogs and more technical explanations on precisely why #UE4 is objectively a better Engine for many projects targeting 9th-gen consoles. Quote from README: Physics System: #Chaos is significantly slower than #PhysX in many workloads, largely due to less efficient #SIMD utilization, comparatively poor #multithreading and generally less efficient engineering decisions. Internal stress tests show Chaos performing over 5× slower than PhysX in heavily physics-bound scenarios. This performance difference affects not only rigid-body simulation, but also physics queries, collision calculations and transforms. Resulting in a measurable CPU overhead even in projects that make little or no use of physics simulation. The substantial performance advantage of PhysX also enables significantly more complex and larger-scale cloth simulation and destruction effects within the same CPU budget. Character Movement Component: It has become increasingly expensive in newer versions of the engine. When compared to Unreal Engine 5.6, version 4.27 performs up to 2.2-2.8× faster in movement and collision calculations, even when not accounting for PhysX sweps speed improvement. Skeletal Meshes: Skeletal Meshes became more complex around 5.1/5.4, the base cost of a SKM in 4.27 is far lighter. *SKMs are often the worst #CPU offenders. General increased base costs: for core classes, both Game/Render Logic in both execution cost and memory usage. UActor is 50% bigger, UStaticmesh 101% Render Thread Heaviness: With the deeper integration UE5 Epic's features: #Lumen/#Nanite/VSM/Virtual Textures/TSR/Substrate/Chaos Cloth/Hair, the render systems became larger and more fragmented. Affecting the whole Renderer performance even when not using said features. Volumetric effects, Fog and general visual effects: Large performance regression on the systems/materials that handle Volumetrics, Fog,Sky and many other default engine Shaders; increased shader complexity further beyond the base material cost increases Join the UEVite community on Discord: #rendering #programming #gamedev #cpp

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