Unreal Engine 5.5 Preview

Yeah the unfortunate truth is they expect developers to dig in and start turning off all these “film and virtual production” features individually it appears as they toss more in to appease the Disney’s and Weather Channels using the engine now. With every release I have to go back through each scalability setting with a fine tooth comb and do like you where I test between CMS and VSM, Lumen cvars, forward vs deferred for each project I work on vs the target I plan to hit and balance it with the performance I want.
I really dislike this focus the industry is in with temporal upscalers and post process samplers with methods to capture velocities of every material so it can be smoothed out in post. Its a blurry (TAA) or smeared artifact producing mess and the benefits of a PP AA solution (performance) is starting to be quickly outweighed when it’s approaching twice the cost of MSAA and other superior quality AA methods. I’d go so far as to say TSR isn’t even a “game feature” and is primarily focused on supporting “real-time” film rendering with lumen at something closer to 24 fps so they don’t have to wait on pathtrace renders. Its just being slammed into the engine as “default” to show it off.
Unfortunately the floor isn’t very low anymore and the engine defaults are approaching targeting a RTX 2080 for 75fps. I talked about this in the thread below where my 2080 was hitting 120fps in 5.1 vs 75/80 in 5.5. There is still forward rendering which is very fast and automatically turns off VSM, substrate, Lumen and gives you MSAA which is amazing for lower spec platform targets. But yeah if you want decent lighting AND to hit a steamdeck or switch on deferred… Well… Buckle up and whip out the cvar viewer plugin and profiler.
UNREAL ENGINE 5.4 EXTREMELY BAD PERFORMANCE - Development / Rendering - Epic Developer Community Forums

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We need far better indirect lighting for forward.

But TAA is extremely cursed since it would be an easy fix for the engine programmers to implement two frame/two sample hybrid post AA/TAA (no accumulation buffer were ghosting happens). This would be SO much cheaper than TSR and actually help jagged edges.

TSR looks bad in motion and cost insane. Many other engines have lightmap alternative lightings far cheaper than Lumen but Lumen will always cost the same in a static or dynamic environment.

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OMG this! lol … If I had a dollar for every topic all over the internet screaming this. Most ppl drop TSR and TAA and go with a custom AA method via source mods or just go with DLSS as its the lesser of the evils. But yes… we need actual engine native solutions that aren’t 4x as expensive as previous methods or clearly outlines the intent of use and doesn’t just slap it into every single material function (TAA) to work in that rendering pass.

Currently if you want to see some of the best that “Unreal Engine” has to offer from a performance and quality standpoint I’d say go check out Throne and Liberty. It’s a testament to UE4 [I miss it :frowning: ] stability performance and networking and runs butter smooth with 100s of characters on screen with some of the largest vantage points I’ve seen.

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doesn’t just slap it into every single material function (TAA) to work in that rendering pass.

Well you got 169+ devs who want a more TAA independency in the engine. You should probably vote for it to make it an even number :wink:

(edit, didn’t see your name on the votes?)

And thanks for the reference, I’ll check it out.

Haha … yeah 1 of those votes are already mine :wink:

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Basic Skeletal Mesh Component Set doesnt update in 5.5 preview. I got a really basic setup in the pic whenever I go to refresh the variable the “Set Skeletal Mesh Asset” doesn’t update only on compile which makes no sense. This only in 5.5 preview.


See no mesh update even on empty.

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Time for an Update :slight_smile: And Where is FAB???

Unreal Engine 5.5 Preview is a game-changer, elevating creativity to new heights! With enhanced features like the Lumen global illumination system and Nanite virtualized geometry, developers can easily craft stunningly realistic worlds. The intuitive interface empowers creators, while powerful performance optimizations ensure smooth gameplay. Dive into the future of game development and experience unparalleled realism and efficiency. Get ready to unleash your imagination like never before!

Looks like bots are in now.

Lumen and nanite have been in the engine for years now.

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Unfortunately that’s a dream with in a dream. Tim Sweeney’s ongoing Apple feud is obviously effecting things here. It isn’t the technical challenge they want you to imagine. I wish I could release what we have in house :frowning:

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Yeah I wish that was over and everybody would be friends again :smiley:

Good Day, I’m not sure where to post this. I would like to find out if you guys would consider having a option in your game engine for blender users like myself to be able to select a option for blender controls and navigation please, please, please. The default controls are all over the place.

haha, yeah, its all a matter of perspective. I AM one of those film and tv guys (although working for neither a weather channel nor for disney) and I´m constantly thinking: "Well, of course its a game engine first, but I really don´t give a fk about performance, if all I´m doing is rendering it via movie render queue…but bury all these game related performance settings so deep behind cvars over cvars and not just make a switch for “IDGAF about performance”.

I just dished out a project with 6000 frames of animation in a full scale landscape, delivered in a 7 day extended workweek…and render times for 4k with DLAA where abour 40 minutes for the whole thing.
It would have taken me that long to render a single frame using 3ds max and vray and it would have looked only slightly better…

So, I get your frustration and I do hope that they don´t fall into the “growth at all costs” trap and expand into too many territories at once.

Or they might end up like 3ds max itself: A jack of all trades who can do everything, but you need plugins for every single thing to be good and you have people from 10 different industries tugging at every corner to get “more of this” and “less of this”…with increasing complexity to maintain both backwards compatibility and making everything work together AND not lagging behind with that other tools cool new features…

But yeah.

I think Unreal always excelled more in some areas than in others and BOY was wukong a crazy ride and demonstration of what its capable of…

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Yeah and I don’t want to discredit that value at all because I see it and have many friends moving from cinema 4D and other rendering pipelines to UE5 for this exact reason. There is huge value here! I’m super stoked and fully behind the benefits your industry is getting from unreal. I just also wish there was balance and better flexibility. It’s hard to point out some of the causes and results of the push without “blaming” or ruffling feathers but I also see how well you self reflect and your honest take on how you use the engine and your ability to put yourself into others shoes. Thank you :pray: :heart::100:

Keep making awesome stuff and know there is a difference between not wanting those capabilities and simply wanting balance, bugs to be fixed, features to be finished, and game optimization options. I apologize if it came off any other way.

Nah, its all good.
Feedback is good, I think its just hard to filter and balance for the devs I guess.

And of course “I´m a bit worried as well” is what I was saying I guess…I´ve poured a lot of my time into making that transition and I´d hate the engine to fall apart midterm because they are trying to evolve to fast into too many directions…
While on the other hand ALWAYS having been on the quest to find THE tool that just does it ALL…:slight_smile:

software lumen is completely broken in 5.5 DX11


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Megalights doesn’t work on GNU/Linux (RTX3000, kernel 6.5, nvidia driver 555.58.02), like at all.
Enabling em changes nothing.

Also not having that lighting issue like Farshid.
Lighting literally doesn’t change.

First time I hear that. I import animation data via FBX from Vicon Shogun and MotionBuilder, and I don’t encounter any issues.

it works for me with 550 driver on a 3060.

get sure to enable megalights support in your project settings AND in your post process volume

On 550 driver UE crashes like there’s no tomorrow