Which version is the best for a typical TPS aimed for mid-range graphics cards?

Hi! I’ve seen a lot of comments that 5.5 and even 5.4 have performance drops for various projects or bugs in existing assets from library.
I’m not sure I would benefit from any new features of 5.4-5.5 since I’m only making first steps, and just want to have a stable environment to make a more or less stable build for the Early Access release.

My focus is:

  • TPS, open environment with a small map
  • simple graphics for mid-range cards (3060-3070)
  • simple game logic using free and cheap assets

Should I choose 5.3 instead? Or new versions have something really useful in my case? Thank you!

It’s unclear what features you require. What you’ve listed it too general to tell. You might as well do it in UE4. You’d need to skim 5.4 / 5.5 release notes to see if anything pops up as a must-have / critical bug fix that bothered you. However, since you’re just starting, I’d stick to v5.5 since by the time you’re ready with Early Access release, we’ll be on v5.10 anyway.

Updating the project from 5.5 → 5.6 will be less painful than 5.3 → 5.6. Again, this depends how far you would have gone with the development.


It’s not that 5.3 has fewer / more bugs than 5.5. It merely has a different set of bugs :innocent: The Physics Control component that I use a lot is under development, still experimental. And it worked better in 5.3 than 5.4/5.5 for my use cases, as an example - that’s be a reason to not switch / update.

I could not care about performance implication as this goes up / down between version releases. Make the game first, optimise later. There is no other way.

Now, if you had an entire studio and worked in a team, and had to decide now because you’re ready for rapid development and know you will not change versions, that’d be a different story altogether.

Thank you for providing the answer! I understand my question is very general, thank you for being patient and actually giving a decent advice! <3

I’ve read 5.4 and 5.5 notes but it felt like the changes are mostly focused on a high end or prerendered graphics like Path Tracing or useful for big teams with cloud features and stuff. I’ve completed only like 20 tutorials and courses so I know too little to make my own opinion but while reading the notes I saw not too many changes that are relevant for a small project like mine

I was thinking about that and actually leaning to that option since it’s the latest so shouldn’t be a bad choice. But I also have seen a lot of games that start with older versions and stick to it without updating, some are even using UE4. So I thought since I won’t be making something extraordinary it might also be a good idea to work 1-2 years on an old stable version (5.3) and just continue with it to the very end. Is that a bad idea?

Basically I want to make something that runs at stable 70-80 FPS at 1080p

Is that a bad idea?

Afaik, there isn’t anything groundbreaking (bar the alleged performance drop) about v5.5. Folks have been vocal about it, and rightly so, true that. Still, my personal advice is to kick off with v5.5. But do get a second opinion - I might be missing something crucial.

The thing is that nothing stops you from starting with v5.3 today and converting to another version tomorrow.

Coffee Stains started Satisfactory development in v4.16 and eventually transitioned to UE5. I remember following them - there wasn’t much love regarding the process. But the scope was different, ofc. Madmen.


a groundbreaking QoL in UE v5.5....

…are those white icons on function attributes and local variables:

Seem your requirement is quite simple - just upgrade to the latest UE5.
Most of the bugs you read are coming from minority and they are likely using the new features.

Because if you choose older version, there are likelihoods you will fall behind when you are searching assets in fab (marketplace). And also as new bugs are introduced (which most likely affect new features), existing features get hardened too and more stable.

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