What SDK / NDK / JRE Android do you need now?
lol i got 4 haha
Is there a recommended upper limit for the size of the VDBâs we use with the Heterogeneous Volumes? I have a VDB with two fields (density and flames, 300x100x300) and it flickers if I go higher than 18 fps. The editor is running fine at 70 fps so I assume itâs the streaming of the frames that is causing the flickering? Are there any settings that will affect this behavior? Thanks
Beats me, I only have 6!
We need a 5.2.2 and 5.2.3 on bug fixes though⌠I donât give a crap about new stuff I donât use :')
I noticed a big performance drop on the 5.3 preview with M2 Max Macbook pro vs the 5.2 release, from 54fps down to 33fps. No nanite meshes in this scene. Anyone else seeing the same?
Will this be addressed in the full 5.3 release?
Iâm on 5.1.1 with absolutely no crashes. 64gig ram, AMD x5950. Once I disabled CPB & PBO in my motherboard. The stability was amazing. This AMD feature makes no performance difference in Unreal. Taichi X570 MB. Hope this helps someone!
Check for differences in rendering features in the project settings and make sure the resolution scale and quality presets are the same for both. Iâd bet money the 5.3 preview one has some features turned on that the 5.2 one doesnât.
Check for differences in rendering features in the project settings and make sure the resolution scale and quality presets are the same for both. Iâd bet money the 5.3 preview one has some features turned on that the 5.2 one doesnât.
I have checked. The rendering features, resolution scale, and quality presets are the same for both versions. Does your m2 mac not have a performance drop on 5.3 preview vs 5.2?
Hi, is this project publicly available? Could you post the text output of the profilegpu command from each one? Also the same screenshots but with âstat unitâ?
@reuko7 Iâm told it might due to the fact that in Preview 1 the Mac platform has the SM6 shader model enabled by default, but this was rolled back after the preview release was cut as SM6 is not ready to be widely used on Mac. Can you try unchecking SM6 in Project Settings â Platforms â Mac?
âIf you donât keep screaming at them and bring it each time, theyâll forget about you and sweep your case under the rugâŚâ, are you one of those companies, Epic? Being a physicist, the only main roadblock between me and Unreal Engine is its physical simulationâs unpredictability; axiomatically, I am referring to the Async Physics thatâs still experimental to this day. (I created a thread about it, demonstrating it in detail)
When can we expect it to go production-ready? Unityâs DOTS Physics is fully deterministic, no matter whether your fps 1 or 100; Youâll Always get the same result. Can we expect this from Chaos Physics, or will Unreal Engine still lag behind physics-wise?
Trust me if they get it working next week you will receive a new engine version which breaks it. EPIC is nowhere to be found. Check my reports on the topic list⌠Iâm not keeping my mind shut when I smell b*llshit from a mile away and am expected to work with people.
For physics there is other software, depends on what field you need it for. Mechanical or temperature stress testing on models, robotics (simulation learning) etc they wonât ever be on UE as it is. If they provide an LTS version to receive long term bug fixes and no shiny new things they might restore community trust some day.
Alright alright alright⌠women give birth to a baby after 9 months, I finally had an ultimate opinion about UE5.3 after 9 days⌠easy-peasy win, in comparison, but itâs OK. I hope.
This version of our UE looks great, I never got a serious crash due to lack of performance compared to 5.2 and itâs not just because I pushed my RAM from 16 to 32GB, UE5.2 still crashes despite that anytime I use it with heavy performance projects {my old and proud GTX 1070 8GB still does magics}, 5.3 doesnât⌠it goes smooth as my skin when I was a baby⌠and most importantly itâs fast! Faster than 5.1, even when recompiling shaders still does the nightmare.
Now⌠if that alone is not a reason to step beyond the Preview phase to go fully operational and finally start having plugins updated for it so we can go developmental with our projects and keep up the pace with technology, which remains my mantraâŚ
Just my 2 cents after 2 years experience in Unreal Engine, of course.
Iâve got just one complain only: a full Foot IK still not enabled by default to have our charactersâ feet adapting to slopes and other irregular surfacesâŚ!?? Seriously? I simply wonder⌠why!?? Quite annoyingâŚ
Anyway⌠all the rest is cool, my love for Unreal Engine continues⌠as solo dev I and my UE will eventually deliver a baby⌠ehm⌠a full game in 9 years time at 59yoâŚ
You must unlearn what you have learned. Deoptimization it is. Same scene, same exact spot:
At least i will take a long vacation without Unreal. Proppably few years until 5.8
Thank you. Its Epic!
Just because you migrated a project doesnât mean itâs running exactly the same. Profiling is more than looking at one spot in the world and pulling up performance metrics.
Unreal Engine 5 shouldâve never released when itâs at this stage. Replacing PhysX with Chaos as default when the latter is still experimental is an unwise move. I want to use Async Physics for the Engineâs main industry: Games.
All the hope is that we get proper physics simulation before Unreal Engine 6.