Do you think UE5 is ready for production? ('Poll')

I just wanted to make a poll and to know your opinion, or if I’m the only ‘mad’ man. The question is simple, and you can reply with a simple ‘No’ or ‘Yes’, but you can give details too:

Is UE5 ready for production and are you using it yet (for production purposes, not experimental ones)?
  • Yes (E.g.: I have moved from UE4 because UE5 is ready to reeplace it and to publish my ‘project’)
  • No (E.g.: I’m still using UE4 because UE5 is NOT ready to reeplace it. Maybe I’m already using UE5 but experimentally, and I’m waiting for improvements/fixes on future updates. I couldn’t publish my ‘project’ with it)
  • Other. Better to specify in comments. (E.g.: I haven’t tried UE5 enough to clearly identify bugs, lacks…)

0 voters

For me, it’s clearly not ready; I’m still using UE4 for production. UE5 presents huge shaders compilation times, lot of bugs, lack of production-ready GPULightmass, Lumen weird results, RayTracing artifacts… and I just started trying it. What more? For me, it’s like an Alpha or Beta release; I’m sorry but IMO, I can’t understand why Epic launched this as a Final Release.

Just wanting to improve this marvellous world and be constructive.

Best regards!

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You can create real polls clicking the gear icon:

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No, imo too many issues for now, let’s hope that 5.1 will be better. Examples only from my projects:

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I think In almost the same manner.
I have a good PC with AMD Ryzen 9 5950X, 64 GB RAM, 4 TB SSD and a 24 GB RTX 3090.
But after 10 minutes crash City Sample in the small version, too.
Every time!

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my Project (no game) after an test update to 5.0 and some fixes my project runs on older PCs from friends with 50-80% more FPS then UE4 does … so its different from project to project if its ready. I dont use much from the new stuff but only the FPS gain shows EPIC have done a good job so far.

Sure it has a lot of bugs … for me its the WMF Plugin thats only work in DX11 to time and the other Media Players dont support dynamic framerates. So i use the Electra Player till UE5.1 is out for the WMF fix. For now i have a lot more FPS then in UE4 and it runs stable.

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Wow, thank you very much! Already updated the first post with a real poll :slight_smile:

Regards!

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Have you checked FPS gain is not just due to being running with a less screen percentage? UE5 runs at 70% aprox. by default, so FPS gain is not exactly a gain.

I set in my project the screen percentage 100 from start and the user can change it.

or man, you should have seen 4.1 that was hell :joy:
It’s clear to me that a half first or third person project should pass it to 5, have you seen Lira has kilos of things that in 4 or are not possible or do you have to do a frankestin of marketplace items?
unless you are going to release the game in the next few months of course

I think that it’s kind of early for UE5 to be rushed out like this. As great as it is to have nearly everything that you need contained in one program, there’s quite a few features that needs to be straightened out.

I’m starting to use it and work through the tutorials, but being plagued by the dreaded d3d GPU removal bug!

Epic is using ue5 for Fortnite if you are shipping the title tomorrow = next few months with no programming support I would use 4.27.2 but if you are shipping over the next year 5.0 is very stable and I use it all day for work.

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I voted other. We are working toward production only with 5, but the reason is we are looking at December for the earliest shipping and right now, it’s looking like we will blow that deadline. But 5.0 is going to mature faster than we can get our part together. I am not happy with good components that are to be deprecated in 5.0 eventually, but if our first release is successful, we have several followups and need to be on Epic tech that is not going to pulled out from under us. It just seemed prudent to move to 5.0 and hopefully they win the race on making it production ready before we are.

I guess my answer is sort of no, but we aren’t either and 5 has more potential for longterm support.

No, lots of aliasing issues with TSR which is supposed to be the next-level aliasing solution, tired of flickering and ghosting. It seems to be alright when motion vectors are working correctly but in 5.0 WPO/foliage seems to have problems with motion vectors…

What popular game out there doesn’t have foliage? The majority of games nowadays are populated mostly by vegetation.

Nanite is in a really weird place. They want us to use it for everything, but you can’t use it for the most important thing: Vegetation. That’s such a deal breaker.

Then there’s lumen, it’s probably the best of the three but there’s a lot of temporal/noise issues, and also issues with foliage… but I’m hopeful with lumen, it’s looking good.

Virtual shadow performance is pretty bad, hopefully that’s improved.

Volumetric light maps don’t work at all.

Then there’s the fact tesselation was removed, we still have no good alternative. Nanite isn’t even close to an alternative. Can’t use it for landscape or foliage, honestly it’s limitations are insane.

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Just because you are using UE5 doesn’t mean you have to use the all the bleeding edge features contained with in it.

I turned on what I needed but turned off what I didn’t “sort of a UE4.27.2” mode. The biggest disappointment / change for me is the lack of a APEX to CHAOS converter and the Cascade to Niagara converter crashing on every effect or not producing the desired results or anything close.

If you have a lot of APEX objects or an entire lib of VFX’s that you don’t have time to redo them all stay with Cascade / APEX to ship or don’t switch engines stay on 4.27.2.

I have been trying to get UE5 to work for a basic project. It’s totally broken and unusable. What a joke/waste of time. I have too many examples to list, but I’ll give really basic one. I created a new “Blank” C++ game project, and it is full of starter content that I don’t want. It is NOT POSSIBLE to delete this stuff because the basic functionality of deleting doesn’t work. Give me a freaking break.

User interface is awful since 4.24
UE5 made it even worse. I am generally using only 4.22, all engine versions are this one are not convenient. I am used to working with a certain user interface paradigm for years, and there was absolutely no reason to change it.

2 Likes

Agree - I have been using 5 for 3 months now everyday for work and still seem to be struggling not defaulting back to UE4 UI. I wish they offered an option to have either or 5 or 4. As soon as I open a UE4 product I am so happy to use the old UI, just feels faster. I keep hoping that I will get used to it and just to retrain myself but I am losing faith. I am forced to use 5 for work and converted over my projects so I am trapped now.

i haven’t messed with ue5 yet beyond 5 minutes but my immediate impression is that the flat UI is harder on the eyes for long development days. I like big, unique, colorful icons that are easy to spot so that you dont really need to search with your eyes so much.

I was kinda surprised so many people thought that wass a big improvment, or that the old style was bad. I wonder if there was any empirical testing involved to confirm benefits of flat modern style.

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i agree, UE4 icons is moore easier to find than UE5. the BIG colorfull icons is one of the reason i convert to UE. i hope in UE5 they bring back the BIG colorfull icons.