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All Apple Mac users&fans get in this thread we share information about running UE4 on a Mac & MacOS

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    All Apple Mac users&fans get in this thread we share information about running UE4 on a Mac & MacOS


    Why should we talk about UE4 and Mac?
    1. We love UE4 (no doubt ~) -if not shut off this page.
    2. And we love Mac & MacOS (absolutely no doubt~) -if not just leave. enjoy your pc.
    3. But 2 lovely girl did not get along very well with each other, that's the problem !

    UE4 Saying:
    1. I can running on the MacOS
    2. But that's not my true love , my target platform is windows, So running on the MacOS should be getting lower performance on it.(I didn't know why and how exactly, it's complicated. If you want to tell us the detail please write below~)
    3. So if you want the same performance you need more from a Mac. Not my bad...find out my creator...

    Mac Saying:
    1. You know. My price higher, my price performance lower, and that thing (UE4) asking more performance... and you know, my GPUs ...my cooling system... But after all, I'm elegant and you standing by my side.
    2. And you need me to build iOS apps. - don't tell me about the hackintosh or Virtual machine, it's tons of trouble and it is not elegant.
    3. And here is a good news now ! AMD is stand up finally ~ So let's talk about the performance you need. and the price...love and peace.

    ---This is all the things I know---

    Back to the topic. Find out !

    How could UE4 running perfect on Mac & MacOS!

    Below is the official system requirement on the website.(But in my personal experience it's not enough for a Mac user.)

    ---

    Here are the latest Unreal Engine 4 system requirements:
    • Desktop PC or Mac.
    • Windows 7 64-bit or Mac OS X 10.9.2 or later.
    • Quad-core Intel or AMD processor, 2.5 GHz or faster.
    • NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher.
    • 8 GB RAM.

    ---

    Let make a list, for mac user reference:
    (and I need you guys to share information to improve this list.)
    • New Mac Pro 2019 = Absolutely Yes -the price...

    Yes, certainly. It is an over kill. Unless you could afford the price. and don't tell me if you have the pro stand too.
    • iMac Pro = Yes -the best price performance?

    iMac Pro "10-Core" 3.0 27-Inch (5K, Late 2017)3.0 GHz 10-Core Xeon W-2150B* 5302 35620
    iMac Pro "14-Core" 2.5 27-Inch (5K, Late 2017)2.5 GHz 14-Core Xeon W-2170B* 5169 40974
    iMac Pro "18-Core" 2.3 27-Inch (5K, Late 2017)2.3 GHz 18-Core Xeon W-2191B* 5156 47221
    1. Yes, With Vega 56 / Vega 64 / Vega 64X. I think all of them could running UE4 very well.
    2. But I want compare iMacPro to iMac-27 top-end find out the best price performance Mac for UE4.
    Let's talk about the CPU with UE4:
    iMacPro 3.0 GHz 10-Core Xeon W-2150B Geekbench 4 (SingleCore): 5302 (MultiCore): 35620
    iMacPro 2.3 GHz 18-Core Xeon W-2191B Geekbench 4 (SingleCore): 5156 (MultiCore): 47221
    iMac "Core i9" 3.6 27-Inch (5K, 2019)3.6 GHz Core i9 (I9-9900K) (SingleCore):6166 (MultiCore): 32200

    I didn't know which one is the best price performance for UE4 development. better single core or multi core ?

    I think it is depend on what kind of content you are working on. I am working on a AR/VR project so it is 3D scene and the scene scale is not too big, so it is a small 3D project. I prefer to the better single core, I think the 3.6 GHz iMac-27 is better for UE4 and it has a better price too. Tell me if I was wrong.
    • iMac = Yes&No

    iMac "Core i3" 3.6 21.5-Inch (4K, 2019)3.6 GHz Core i3 (I3-8100) 4611 13403
    iMac "Core i7" 3.2 21.5-Inch (4K, 2019)3.2 GHz Core i7 (I7-8700) 5855 27121
    iMac "Core i5" 3.0 27-Inch (5K, 2019)3.0 GHz Core i5 (I5-8500) 5203 20649
    iMac "Core i9" 3.6 27-Inch (5K, 2019)3.6 GHz Core i9 (I9-9900K) 6166 32200



    Now, Let's talk about the GPU with UE4:
    Official requirement shows the base line of GPU is AMD Radeon 6870 HD = Radeon Pro 555X(iMac-21.5 base line).

    But I think if you are working on a 3D project now, It's not enough.(I am not sure ~), if you are running UE4 on a iMac-21.5, tell me your experience.

    In my opinion, the whole 21.5 inch iMac is out of option.I think the graphics is not enough. And I only recommend Vega 48 in the top-end iMac-27.That's should be an no regret choice. But I still need more information about this.


    iMacPro or iMac27-top-end, which one has the best price performance for UE4 ?
    • MacBookPro = Yes/No? But still have hope.

    2018-MBP
    MacBook Pro "Core i7" 2.6 15" Touch/2018 Vega2.6 GHz Core i7 (I7-8850H) 5057 21264
    MacBook Pro "Core i9" 2.9 15" Touch/2018 Vega2.9 GHz Core i9 (I9-8950HK) 5334 22421
    2019-MBP
    MacBook Pro "Core i5" 2.4 13" Touch/20192.4 GHz Core i5 (I5-8279U) 4860 17890
    MacBook Pro "Core i7" 2.6 15" Touch/20192.6 GHz Core i7 (I7-9750H) 5324 23572
    MacBook Pro "Core i9" 2.3 15" Touch/2019 Vega2.3 GHz Core i9 (I9-9880H) 5451 28585
    MacBook Pro "Core i9" 2.4 15" Touch/2019 Vega2.4 GHz Core i9 (I9-9980HK) 5627 30196


    There is no doubt that you must to chose the best one if you want run UE4 on a MBP.

    Even you have a MBP-15-i9-Vega20-2019, you still need a pray, hope it is stronger and cooler enough to handling with your UE4 project.


    Question:Why do we need UE4 running on a MBP ?
    Answer: It is the only Portable option for mac!


    I need portable so I need MBP to run UE4. That's the beginning of this story.

    Compare to the iMac, I can accept the lower GPU to exchange the portable ability.If it could running UE4 well.

    I have a 2015-MBP-15inch, and I tried every thing to make it run UE4. even tried with a eGPU, failed.


    (by the way eGPU is not recommended because it is not stable and not fully supported by apple, not really fully.)

    I find out that the biggest issue prevent a MBP running for UE4 is the Heat. Both the CPU & GPU make too much heat (especially CPU), when UE4 is running, without doing anything just open the edit, the fans are already noisy (up to 4000 rpm),and the cpu temperature is reach 80 centigrade. And when you doing something it could reach 90 centigrade easily and the fans are crazy!

    What I tried:
    1. Optimized all the settings in the UE4, set it to lowest performance. Not too much help with cooling.
    2. Running UE4 on Boot Camp Windows 10, and hope it could reduce the cpu temperature. works but not enough.
    3. Turning off the CPU's Turbo boost, it works but still not cooler enough.
    4. Use eGPU to help reduce the cpu temperature, both in the MacOS and Win10, it works but not enough and eGPU is not support well in boot camp win10.
    5. Conclusion: give up my 2015-MBP-15inch to run UE4.

    ---that's my experience---

    How about the New MBP?

    Let's see this video on the youtube created by Xcreate(not me)
    Unreal Engine 4 for Windows vs MacOS | Which is Best for Game Dev?

    Unreal Engine 4 on MacBook Pro | 555X vs Vega 16 Performance


    Thanks for this Guy and he light up my hope again.

    After watch this video that I think the latest 2019-MBP-15-Vega20 may running UE4 well. And I begin to expect the next Navi MBP now.

    But after all it is still depend on what your project content is. So I still need more information to insure it. Tell me about your experience if you are Working on a latest MBP with UE4.

    We developers need it for long time running, not just a while. So it must be cooler enough and stable all the time.
    • MacMini = Err...No

    Mac mini "Core i3" 3.6 (Late 2018)3.6 GHz Core i3 (I3-8100B) 4671 13828
    Mac mini "Core i5" 3.0 (Late 2018)3.0 GHz Core i5 (I5-8500B) 5146 20126
    Mac mini "Core i7" 3.2 (Late 2018)3.2 GHz Core i7 (I7-8700B) 5653 24072


    Mac Mini is not recommend because it's weak GPU.

    And if you want use a eGPU with it to make a best price performance combination.The 20% eGPU performance lost var Thunderbolt 3 is not a big issue. The only thing you should really take care is the eGPU's stability. Tell me if you made it and feel well.
    • MacBook Air = No
    • MacBook = forget it.
    • iPadPro = Err...Yes, I hope UE5 should running on the ARM.

    That's all.

    Please share your experience for all Mac-UE4 developer.
    Last edited by luoyeshu; 06-08-2019, 06:59 AM.

    #2
    I hope this thread could collect and end all the periodic questions just like: May I running UE4 on my Mac xxx XxxX XxxXxxx ?
    And leading ppl right way to go.

    Last edited by luoyeshu; 06-08-2019, 06:46 AM.

    Comment


      #3
      Here is a fully test on 2015-MBP-15inch to show why it could not run UE4 cooler enough.

      MBP:MacBook Pro "Core i7" 2.5 15" Mid-2015 (DG) i7 (I7-4980HQ) Geekbench 4 (SingleCore) 4088 (MultiCore)13965
      CPU: quad core base frequency 2.5Hz Turbo Boost 3.7Hz TDP:47W
      GPU:AMD Radeon R9 M370X 2 GB
      Record by iStat Menus.


      Running UE4 on MacOS with Turbo Boost turn off

      Why turn off Turbo Boost? Because if not most of MBP's CPU will got too hot to run UE4. Turn off is the only way to do this for now.(as I know). And yes it slow down the building time and launching time obviously.

      Base Situation = just open a blank project make a blueprint actor stay in event graph without doing anything

      Working Situation = doing everything


      CPU temperature Fans speed CPU Power CPU frequency
      Base 60-67 centergrade 4000 7-10W 1.7-2.0 Ghz
      Working 83-99 centergrade 6150(top) 35-60W 2.5 Ghz (locked)

      GPU is always keep 65-70 degrees Celsius. So it's not GPU's problem. Most Heat come from CPU.

      And even turn off CPU's Turbo Boost it still could ramp up to 60W power. That's the heat come form.

      There is a tool Volta could limit the Power from CPU. But it needs to modify System Integrity Protection. I'm not sure it is stable to use.


      And another test is done by Xcreate yestoday.

      He said: For me when I turn off Turbo Boost the editor still runs fine and the fans drop to their base level of 2k. The only thing I've noticed that's slower in this mode is compile times, so you can always toggle it depending on if you're doing that. In Windows my fans ramp up to 5950 during a compile, but if I turn off Turbo again they drop to silent.

      And His MBP: MacBook Pro "Core i7" 2.2 15" Touch/2018 2.2 GHz Core i7 (I7-8750H) 4915 21111
      CPU: six core base frequency 2.2Hz Turbo Boost 4.1Hz TDP:45W
      GPU:AMD Radeon Pro 555X


      Good new is this 2018 MPB could be drop to silent when turn off Turbo boost running UE4.

      So the conclusion is: it on the CPU. 2015-MBP even has 2.5GHz base frequency higher than 2018-MBP, But it is not a cooler CPU. Hot is the only issue prevent MBP run UE4. 2018-MBP's CPU is much cooler, it has a better Watt Performance, that's the key to run UE4 on a MBP.
      Last edited by luoyeshu; 06-09-2019, 12:10 AM.

      Comment


        #4
        So we know How to choice a MBP for UE4 now = better Watt Performance = we need MBP better Performance and be cooler too

        Apple would update the hardware performance every generation without doubt.

        But would apple update the thermal performance ? That's the question, we need it to be cooler too !

        And you need an Expert to do the Fully-Test-Job for every new generation of MBP, and get that information.

        Thanks God give us Anthony and he did this fully test video today. God bless him.

        2018 MBP Pro vs 2019 MBP Pro




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        Now we know exactly the detail we want.

        Thanks
        Anthony !

        Keep doing this on the Next MBP Please.

        Comment


          #5
          There is still room for improvement in UE4 itself. This video is 2 years old and still relevant.

          https://www.youtube.com/watch?v=foxTo0vDOTc

          And while UE4 isn't exactly idle in the background, the Epic Games Launcher absolutely CHEWS up CPU time, even in the background.
          Attached Files

          Comment


            #6
            Originally posted by chiltonwebb View Post
            There is still room for improvement in UE4 itself. This video is 2 years old and still relevant.

            https://www.youtube.com/watch?v=foxTo0vDOTc

            And while UE4 isn't exactly idle in the background, the Epic Games Launcher absolutely CHEWS up CPU time, even in the background.
            Yes! The Epic Games Launcher is an awful resource hog. It makes the fans on a Mac spin up like a jet plane, for what? It's ridiculous.

            UE4 itself runs fine on my 15" MacBookPro late 2016.
            Blueprint scripting with multi-touchpad on a retina display is delightful.

            But in the editor viewport "Realtime" should be turned off.
            Beginners should learn about local and shared Derived Data Cache and Packaging Settings. That cuts compile and package times down a lot.
            https://docs.unrealengine.com/en-US/...che/index.html
            https://docs.unrealengine.com/en-US/...ent/index.html

            Comment


              #7
              Hi

              For the Imac you say that :

              Originally posted by luoyeshu View Post
              • iMac = Yes&No

              iMac "Core i3" 3.6 21.5-Inch (4K, 2019)3.6 GHz Core i3 (I3-8100) 4611 13403
              iMac "Core i7" 3.2 21.5-Inch (4K, 2019)3.2 GHz Core i7 (I7-8700) 5855 27121
              iMac "Core i5" 3.0 27-Inch (5K, 2019)3.0 GHz Core i5 (I5-8500) 5203 20649
              iMac "Core i9" 3.6 27-Inch (5K, 2019)3.6 GHz Core i9 (I9-9900K) 6166 32200




              But Imac 2017 - 2018 ?
              There are only imac 2019 in your list
              Last edited by Caltelus; 07-25-2019, 09:57 AM.

              Comment


                #8
                You don't have to oversize all of your text, it makes it really hard to read.
                Also, if you don't want to start a platform war between PC and Mac, you should get right to the point instead of telling people who don't love Mac to just leave. Talk about Mac development and don't even mention PC or Windows.

                Now regarding why UE4 has lower performance on Mac, it's simply because UE4 was developed for Windows first and foremost. For UE4 to work on Mac, they had to add a lot of platform specific stuff just to get it working and Windows support takes precedence over Mac support. The fact is, Windows is used a lot more for game development than Mac or Linux is. Whether the reasoning for that is right or not doesn't change that fact.

                Also, Mac Mini is working just fine for me. Mainly because I develop and run the editor on a PC and remote on a Mac Mini for building for Mac OS and iOS.

                Plus, you don't need the Epic Games Launcher running to use the Unreal Editor.

                Comment


                  #9
                  Originally posted by ANameTooLongToFi View Post

                  Also, Mac Mini is working just fine for me. Mainly because I develop and run the editor on a PC and remote on a Mac Mini for building for Mac OS and iOS.

                  Plus, you don't need the Epic Games Launcher running to use the Unreal Editor.

                  Thanks AnameTooLongToFi

                  I must buy a mac because i will only build on iphone. When i read this post, i was thinking than mac mini is not good to build. I had created another post there is some month and someone said that was good.

                  Whatever

                  Can you tell me what mac mini are you please. The specs ?

                  Sorry for my English

                  Comment


                    #10
                    Originally posted by ANameTooLongToFi View Post
                    You don't have to oversize all of your text, it makes it really hard to read.
                    Also, if you don't want to start a platform war between PC and Mac, you should get right to the point instead of telling people who don't love Mac to just leave.
                    Yes the big propaganda text could be a bit more... tasteful...

                    I don't think there is any "platform war" intended by luoyeshu. You are bringing the discussion a bit in that direction and are probably not even aware of that.

                    As most us know, outside the unreal community, the PC crowd has a reputation for being toxic and hostile towards other platforms. Hence the widely used term "glorious PC master race".
                    Luckily this unreal forum is not that toxic and we would like to keep it this way.
                    luoyeshu was preventing a "platform war" by asking those kids to leave, because it always sabotages a useful discussion.
                    There are too many occurrences where developers on Mac reach out and get little to no support and instead get useless "macs are slow and not for gaming, it will always be like that for eternity, amen!" comments. Mac users are hesitant to use Unreal with all the misinformation on the web, that is in 2019 not sustainable anymore. Less users, less support for Mac.

                    Originally posted by ANameTooLongToFi View Post
                    UE4 has lower performance on Mac, it's simply because UE4 was developed for Windows first and foremost. For UE4 to work on Mac, they had to add a lot of platform specific stuff just to get it working and Windows support takes precedence over Mac support. The fact is, Windows is used a lot more for game development than Mac or Linux is. Whether the reasoning for that is right or not doesn't change that fact.
                    Yes, putting windows first makes sense for Epic, since it is a bigger gaming market. Explaining this triviality is unnecessary and we all know that porting software is not done in a day.
                    This is exactly what luoyeshu wanted to avoid. This same old, same old comment, that misses the point and distracts from problems.
                    Unreal Engine is not only used in Gaming. Most Design, Architecture, Film&Television productions use Macs and they are promised Unreal Engine, not Unreal Engine Lite.


                    So please, let's stay on topic.


                    Even when put in relation to the pc gaming market, the support for Unreal on Mac and iOS/tvOS is disappointing.
                    Basic features, that would take only little effort, are not implemented. No GameCenter support for Mac, iOS Subsystem incomplete, bugs in editor (4.21 was a crash disaster), iOS Subsystem not recognized, proudly announcing iCloud-support, which turns out to be broken and so on. Bugs can happen, but their fixes are often in limbo, postponed to undetermined releases.

                    It is baffling, after Apple proudly showed off their devices running Unreal Engine, giving us Metal, millions of users, $500 Million Investment to their Apple Arcade platform, xbox/ps4-controller support and so on.
                    Don't we all want Unreal Engine to be best choice for this opportunity?


                    Originally posted by ANameTooLongToFi View Post
                    Plus, you don't need the Epic Games Launcher running to use the Unreal Editor.
                    It always starts by itself with the editor, there is no workaround and it slows work down until closed again. This is not a tragic drama, but an indicator for problems and as such should it be regarded.



                    Thanks for bringing this topic up, ANameTooLongToFi

                    Peace!

                    Comment


                      #11
                      Originally posted by CosmicLobster View Post
                      As most us know, outside the unreal community, the PC crowd has a reputation for being toxic and hostile towards other platforms. Hence the widely used term "glorious PC master race".
                      As I said, don't even mention PC or Windows. You are just inviting more discussion on a topic we both do not want with this remark.

                      Originally posted by CosmicLobster View Post
                      Explaining this triviality is unnecessary and we all know that porting software is not done in a day.
                      I was answering Iuoyeshu question in his first post:
                      Originally posted by Iuoyeshu
                      But that's not my true love , my target platform is windows, So running on the MacOS should be getting lower performance on it.(I didn't know why and how exactly, it's complicated. If you want to tell us the detail please write below~)
                      Originally posted by CosmicLobster View Post
                      It always starts by itself with the editor, there is no workaround and it slows work down until closed again. This is not a tragic drama, but an indicator for problems and as such should it be regarded.
                      There are 2 ways to open the editor without the launcher, AFAIK.

                      With the rocket version of the engine (The version downloaded from the launcher itself), you can go in the engine code and comment out the code that causes the engine to launch.
                      You can find that code in EditorEngine.cpp (See: http://www.froyok.fr/blog/2015-01-ue...-modifications)

                      You can also use the source version of the engine found on Github which doesn't use the Launcher at all (This means you don't even need to have the launcher installed).
                      I haven't really looked into how to start UE4 using the source on Mac (On Windows there is a UE4Editor executable in the Win64 binaries folder to start the editor), but I know you can start the editor from your project Xcode. I assume there is something similar as the Win64's UE4Editor.exe for Mac but don't quote me on that.


                      Originally posted by Caltelus View Post
                      Can you tell me what mac mini are you please. The specs ?
                      I answered in private message but posting it for others:

                      macOS Mojave
                      Version 10.14.5
                      Mac mini (2018)
                      Processor: 3.2 GHz Intel Core i7, 6 cores
                      Memory: 32 GB 2667 MHz DDR4
                      Graphics: Intel UHD Graphics 630
                      Last edited by ANameTooLongToFi; 07-29-2019, 09:31 AM.

                      Comment


                        #12
                        Originally posted by ANameTooLongToFi View Post
                        As I said, don't even mention PC or Windows. You are just inviting more discussion on a topic we both do not want with this remark.
                        Come one, don’t tell people what they can and cannot talk about. This is a forum.
                        The irony: YOU went there and you don’t even develop on a mac, remote packaging is not the full experience.

                        Originally posted by ANameTooLongToFi View Post
                        With the rocket version of the engine (The version downloaded from the launcher itself), you can go in the engine code and comment out the code that causes the engine to launch.
                        You can find that code in EditorEngine.cpp
                        The engine version from the launcher is already compiled. Engine source code cannot be edited. It is included in projects for reference.

                        Comment


                          #13
                          Originally posted by CosmicLobster View Post
                          you don’t even develop on a mac, remote packaging is not the full experience.
                          Don't assume what I do or do not do as a developer.
                          I do more than just "remote packaging".

                          Originally posted by CosmicLobster View Post
                          The engine version from the launcher is already compiled. Engine source code cannot be edited. It is included in projects for reference.
                          What are you talking about? It's not just for reference. You can modify the engine code as much as you want, all you have to do is change your scheme to UE4 and build it, otherwise it will use the latest build that are saved in it's intermediate/saved/binaries folders to avoid wasting time building the engine every time.

                          Comment


                            #14
                            Originally posted by ANameTooLongToFi View Post
                            What are you talking about? It's not just for reference. You can modify the engine code as much as you want, all you have to do is change your scheme to UE4 and build it, otherwise it will use the latest build that are saved in it's intermediate/saved/binaries folders to avoid wasting time building the engine every time.
                            so did you ever try it?
                            if you don't believe me, maybe you believe epic's staff: https://answers.unrealengine.com/que...urce-code.html

                            Tim C ♦♦ STAFF Jan 24 '17 at 12:40 AM

                            Hi Ian,

                            The version of the Engine that is installed by the Launcher is a pre-compiled binary version of the Engine. The source code is included there for reference only, and the only thing that is actually being compiled in Visual Studio when you perform a build is your project code.

                            If you want to be able to actually make changes to Engine source code, as CleanCut mentioned, you will need to download the source code from GitHub and build the Engine yourself. When you have built the Engine from source code, any subsequent edits that you make to the source code will result in those changes being built into the Engine.

                            Tim
                            Last edited by CosmicLobster; 08-05-2019, 06:36 AM.

                            Comment


                              #15
                              Originally posted by CosmicLobster View Post
                              so did you ever try it?
                              if you don't believe me, maybe you believe epic's staff: https://answers.unrealengine.com/que...urce-code.html
                              You're right.
                              Though nothing stops you from using the source code on Mac.

                              Comment

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