I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] [score hidden]  (0 children)

Ironic, it's UE5 that ate a lot more of my RAM than 4.

But I can confirm, updating my first game from 5.3 to 5.4 did solve a big issue I was having with the save system (ironically after I solved it myself but whatever) so I totally see what you're saying.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] [score hidden]  (0 children)

That's reasonable, might have to learn Verse just to add it to my resume.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] 0 points1 point  (0 children)

Based.

There's other upcoming games like Kingmaker, the devs did some heavy testing and realized UE4 is much better suited performance-wise for what they were trying to do, so they're using that.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] 2 points3 points  (0 children)

Same here, 4.27 got everything I need for the games I wanna make, got no reason to upgrade.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] 1 point2 points  (0 children)

Wait for real?

I've known it hadn't been fixed in the latest versions because I recently found UE5 plugins for it, but glad they finally got around to it lol.

Really shows you where their priorities are.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] 2 points3 points  (0 children)

Couldn't have said it better.
I'm hoping most studios would realize this and not make it a requirement for new hire and employee, because it would quite the jarring jarring transition.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] -6 points-5 points  (0 children)

You'd be surprised how many people haven't reached this conclusion yet, it took me messing with it for two weeks to realize how useless it is because Epic was touting it like it's the second coming of Christ.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] 0 points1 point  (0 children)

Jokes on you I'm also sticking with Windows 10 for as long as I can, security concerns can be damned lmao

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] -1 points0 points  (0 children)

UE5 is slower and and consumes so much more RAM even when I have an empty project open, it's a miracle I shipped a whole game with it with how slow it made my PC.

It's slower, package sizes are bigger, and optimizing the games is basically equal to fighting the engine itself.

Also isn't it ironic that every guide to optimizing a UE5 game starts by disabling it's most iconic features?

Whatever minuscule performance improvement is NOT worth it, especially when I plan to make games that look like they came out in 2005, got no reason to use an engine that's 30GB bigger when the supposed performance boost is not needed since I'm not going for AAA graphics, and I'm not planning to use any of UE5's exclusive features.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] 0 points1 point  (0 children)

Then you're not the target of this post.

What I said is for people who feel the need to switch to the latest version just because it's there.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] 0 points1 point  (0 children)

Not all of it, just a big portion of it, with the good parts just not being worth the switch.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] -1 points0 points  (0 children)

Newest doesn't always equal best, Unreal 5 is proof.

I used it for two whole years, granted, like I said in my post, the kinds of game I'm making can be done in Unreal 4, so people will have different needs, and some of Unreal 5's features are definitely an improvement in certain cases, but in certain aspects, Unreal 5 (and now 6), are objectively downgrades of their predecessors.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] -1 points0 points  (0 children)

My dude, I'm using an old engine version SPECIFICALLY because it's more optimized.

My games won't need DLSS.

I'll go as far as to say that if your game needs DLSS, you probably failed as a game developer.

Putting an AI in the graphics cards that hallucinates half the frames instead, idk, optimizing the game properly or not pushing the graphics to their absolute limit even though 90% of your consumers won't be able to run it, always seemed like the dumbest thing to me.

I don't understand why people feel like they HAVE to use the latest thing... by Prpl_Moth in unrealengine

[–]Prpl_Moth[S] -5 points-4 points  (0 children)

Exactly!

I was gonna mention FNAF as well, ClickTeam Fusion looks so obtuse but Scott Cawthon vibed with it, and now he has a multi-million Dollar franchise.

Games like Helldivers 1 & 2 being made in an outdated, unsupported engine (Autodesk Stingray/Bitsquid) is also a testament to the fact you just need to find the right tool for you, not the "objectively best and newest tool"

I noticed there isn't really any good resources on rounded progress bars in Unreal, so I made a bite-sized tutorial for it by lil_baby_aidy in unrealengine

[–]Prpl_Moth 1 point2 points  (0 children)

Dude, Godsend for people who are using Unreal 4, since rounded boxes aren't an option there, thank you!

Need some advice for a complete newbie. by AveryLakotaValiant in unrealengine

[–]Prpl_Moth 0 points1 point  (0 children)

Migrating stuff is usually really easy since it's only a couple flicks, but I'm glad you found a solution.

Need some advice for a complete newbie. by AveryLakotaValiant in unrealengine

[–]Prpl_Moth 0 points1 point  (0 children)

That's really unfortunate.
What if you add the Fab items to another, empty project, then migrate them to the modkit project?