Gamers who speedrun NES games briefly poke their head out of the cave, see that life is more than shadows on a cave wall, reject that reality and return to the task at hand.
The engine isn’t bad itself. The problem is it has some really cool tools that are expensive to run, but developers just turn them all on instead of optimizing. See: ARC Raiders for how it should be done. It’s UE5, but they aren’t using Nanite or Lumen. UE5 can run very well. Game developers thinking the only thing that matters is having the most photorealistic games is what’s causes the issue.
UE 5.8 is supposed to include a “Lumen Lite” and some other improvements so that “games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps”. That’ll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version.
I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off
The developers can, or they can add a toggle. It isn’t fundamental to UE5. ARC Raiders and Squad are both on UE5 and don’t use Lumen.
The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn’t an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that’s more performant so everyone can (and must) use it.
For single-player games, it’s possible to have Lumen and another option. It’s just extra cost to development. They’d rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care.
What? Which ones? Escape from Tarkov is the most expensive Unity game to run that I know of, and it doesn’t have this issue.
The issues with UE5 aren’t the base engine. It’s Nanite and Lumen, and how easy they make them to just toggle on. Unity doesn’t have any features like this. You can get things like them on the store, but they aren’t baked in. They do have ECS, which is designed to have a ridiculous number of entities operating at once. I could see how that could cause this issue if unoptimized, but not many games are using it yet so it’s not what you’re talking about.
Yeah, that’s almost certainly not because of Unity. At most, it could be blamed on C#, if we’re blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there’s a reason you don’t see many games doing it.
All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they’re usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It’s not because they aren’t efficient. It’s because you’re telling it to go all out on processing.
Only for terrible AAA games. Actual fun games I am fine.
Gamers who speedrun NES games briefly poke their head out of the cave, see that life is more than shadows on a cave wall, reject that reality and return to the task at hand.
Who do you think returned to the cave to lead us all as philosopher kings?
yeah… just dont buy unreal engine 5 games and you are fine
I have never hated an engine before UE5. But god it is just a steaming pile of unoptimized, bloated dogshit.
The engine isn’t bad itself. The problem is it has some really cool tools that are expensive to run, but developers just turn them all on instead of optimizing. See: ARC Raiders for how it should be done. It’s UE5, but they aren’t using Nanite or Lumen. UE5 can run very well. Game developers thinking the only thing that matters is having the most photorealistic games is what’s causes the issue.
UE 5.8 is supposed to include a “Lumen Lite” and some other improvements so that “games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps”. That’ll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version.
I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off
I bet things would look better, too.
The developers can, or they can add a toggle. It isn’t fundamental to UE5. ARC Raiders and Squad are both on UE5 and don’t use Lumen.
The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn’t an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that’s more performant so everyone can (and must) use it.
For single-player games, it’s possible to have Lumen and another option. It’s just extra cost to development. They’d rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care.
I thought UE4 was bad… But then UE5 came along.
I’m getting like that for Unity games.
No idea what it is but just about every unity game makes my CPU run hot and starts pumping 40 degrees C air into the room.
What? Which ones? Escape from Tarkov is the most expensive Unity game to run that I know of, and it doesn’t have this issue.
The issues with UE5 aren’t the base engine. It’s Nanite and Lumen, and how easy they make them to just toggle on. Unity doesn’t have any features like this. You can get things like them on the store, but they aren’t baked in. They do have ECS, which is designed to have a ridiculous number of entities operating at once. I could see how that could cause this issue if unoptimized, but not many games are using it yet so it’s not what you’re talking about.
Raft, Software Inc, Tinberborn, Big Ambitions. None of those are heavy games, but all of them make cook my i7-9700K
Guess when I launched Raft and it hit high 50 degrees and when I exited the game.
Yeah, that’s almost certainly not because of Unity. At most, it could be blamed on C#, if we’re blaming the technology. This is an issue with their simulation I would assume. For example, Timberborn is simulating liquids and a population of workers. The liquids are probably the biggest culprit, and there’s a reason you don’t see many games doing it.
All the games you listed are simulation games though. They are going to be the largest CPU hogs you can get, especially when you use the highest simulation speed possible. At that point, they’re usually literally maxing out your CPU and running it as fast as it can process. As another example of this, Paradox games can not reach their highest speeds on weaker systems or later into the games. They run as fast as the CPU can process, which means nearly 100% utilization. It’s not because they aren’t efficient. It’s because you’re telling it to go all out on processing.