• Broadfern@lemmy.world
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    3 hours ago

    Even unreal engine 4 can be rough on mid-range specs.

    Playing an 8GB UE4 game on my steam deck I’d get drops to 17 FPS in some spots.

    Epic’s had a rough go for the last decade+ at this point.

    • yuri@pawb.social
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      3 hours ago

      i swear as soon as they stopped releasing new unreal tournaments the engine itself started getting more bloated and unoptimized with every new version.

        • yuri@pawb.social
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          3 hours ago

          i wanna make a slop farming simulator game on ue2 or some shit, but finding old dev resources is a unique challenge. maybe i’m just looking in the wrong places.

          • Quetzalcutlass@lemmy.world
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            32 minutes ago

            You’d be hard pressed to find solid, user-friendly documentation for UE2 as the engine wasn’t publicly available back then. There’s official docs, but it’s lacking compared to later editions.

            If you really want to play around with old Unreal for some reason, the UDK (their first “free” release, based on Unreal Engine 3) might be your best bet if you can find a working download.

      • boonhet@sopuli.xyz
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        2 hours ago

        My theory:

        I think it used to be that the customers for Unreal Engine oftentimes weren’t all these big studios at all. The only AAA games I personally remember from late 2000s and early 2010s that used UE, other than Epic’s own games of course, were the Mass Effect games.

        Now they’ve got investors to please (Tencent) so they keep pushing new features that look great in showcase trailers, for big studio execs to pick Unreal. And it seems to be working. Downside is that these things need to be used really carefully or sometimes not at all, but they’re advertised as the end-all-be-all solution to make things pretty and easier to build. I’m talking about Lumen, Megalights, Nanite, etc.

        E.g Nanite makes little to no sense for games where all your scenes are low complexity. You’ll just lose a bunch of performance. It starts making sense when you have a lot of complex geometry and then it boosts how much you can actually do at the top end. Not every game needs it.