Rendering farm for Unreal Engine 5

Our company is considering to create Unreal Engine 5 rendering farm, as it’s world’s best video game engine.

Would it be beneficial for developers?
I’ve read that for developers, Unreal Engine mostly uses CPU rather than GPU?

Workstations specs which we own are: intel i7-11700, 128GB RAM, 5X 3080Ti, 1TB SSD. So main power is in GPUs.

We own 400 units of this workstations (2000 GPUs).

Best regards,
V

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The latest version of the engine is steering away from pre-rendered lighting, so this might not be so useful.

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How is it going on, Boss?

@anonymous_user_380d7eb6 — before you sink time and money into managing 2000 GPUs yourself, you might want to sanity-check the economics. UE5’s Movie Render Queue is firmly GPU-bound for final frames, but the real grind is in asset syncing, job dispatch, storage throughput and keeping those cards busy 24/7 — exactly the bits most in-house farms struggle with.

A faster shortcut is HyperRender

UE-only cloud farm. One-click from MRQ; the plugin packages your project, uploads just the changes, and fans shots out to dedicated 4090/A6000 nodes.

Scales in minutes, pay-as-you-go.

No idle burn. Spin up 200 nodes for crunch week, spin them down after delivery.

If you really need to keep everything on-prem those 400 boxes are great, but if utilization ever dips below ~30 % a purpose-built cloud render pass will almost always win on cost and headache-avoidance.

Happy to DM a test credit if you want to benchmark it.