I like it but I wish the Linux experience was as good as the Windows one. It’s still usable but you have to compile it yourself which takes a while.
I’m game dev for Linux was eager to try Unreal 5 because of world partition before.
But…
I can easily crash UE 5.0.2 by pressing TOP view in map.
The city sample crash can be reproduced in https://forums.unrealengine.com/t/city-sample-fails-to-compile-on-ue5-linux-soundscape-electraplayer-and-more/520562/6
Hardware acceleration for lumen is not there in Linux.
Still lot of broken things, what do you think?
My favourites are: broken (and deprecated!) Ray Tracing (it worked better in UE4) and broken Lumen. So, right now we are like in a ‘limbo’ where we have lost (for production) the high quality real-time illumination and reflections system.
Seriously, with the millions and millions and millions of dollars Epic earns, couldn’t hire a bigger team to solve issues and to keep the community informed, replying in forums and maintaining a closer contact with the actual users?
couldn’t hire a bigger team to solve issues and to keep the community informed, replying in forums and maintaining a closer contact with the actual users?
This 100%, it is becoming very frustrating.
What do you mean?
Many things, but without thinking a lot: poor reflections, poor ambient occlusion in certain objects, RT shadows performing better than virtual shadowmaps, GI not working in some scenarios…
Anyway, the best thing is to take a look into this thread: Lumen GI and Reflections feedback thread
(The last post is mine)
Very interesting,
as a solo dev, my projects are graphically pretty simple and I’ve not explored Lumen too much yet so I was unaware about most of the things I’ve seen in that thread.
But another question I have, what do you think about using UE5 without lumen/nanite?
It should be the same graphic pipeline as UE4, am I wrong?
I’m a solo dev too, centered in ArchViz, but even trying to make a little test scene, I started to spot problems.
About your questions, I couldn’t reply it. I think they changed the internal pipeline, but the workflow for you should be the same, yes. Anyway, I have also seen other broken things just related to the engine itself, like GPU Lightmass, or even black spots on clouds, plus other things I have read and I don’t remember, like post process options not working, etc.
For my next project I will be using UE4.26, with the possibility to migrate to 4.27 or to 5.2, to compare and check.
GPU Lightmass aside, I’ve never experienced such issues turning lumen off…
I even tried forward shading for vr and everything seem ok so far.
Just to be clear, I’m using 5.1, I pretty much skipped 5.0