#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
3d agoCode
Source
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#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
You might also wanna read
Formula 1 stars cause hilarious British Grand Prix chaos in lego cars
talksport.com·30m ago
The Game Ugly tactics and awful refereeing. Was justice served to Paraguay? Plus a look at
podfollow.com·35m ago
Flavio Cobolli 🤝 Matheus Cunha Wimbledon star explains why he copied Manchester United forward's celebration
mirror.co.uk·53m ago
RT @TelegraphRugby: “The buck ultimately stops with the head coach here. How are lessons not being learnt? How is the team repeatedly makin…
telegraph.co.uk·54m ago
RT @TeleCricket: A cricket match had to be abandoned after a runaway bull charged the pitch. The North East Premier League fixture at Burn…
telegraph.co.uk·54m ago
Chris Richards was celebrating with his Crystal Palace team-mates on the pitch at the Red Bull Arena in Leipzig when he spotted it. Amid the euphoria of Palace’s Europa League Conference triumph over
telegraph.co.uk·54m ago
Comments
Sign in to join the conversation.
No comments yet. Be the first.