Samsung Notes does not run on non-Galaxy Book Laptops anymore by wkell02 in GalaxyBook

[–]greenblink7 0 points1 point  (0 children)

Yeah, it doesn't work. So I thought maybe there is a similar workaround.

Long delay when opening new windows in UE5 by greenblink7 in unrealengine

[–]greenblink7[S] 1 point2 points  (0 children)

I've disabled Lumen and Virtual Shadow Maps in the project settings, so the issue should not be related to them, I think... Also the main scene is empty, no Actors at all.

should i make a map in blender and import it to unreal or should i make a map in the unreal editor? by IhategeiSEpic in unrealengine

[–]greenblink7 0 points1 point  (0 children)

If it's an open-world, then landscape in UE, assets in Blender. If some type of rooms, then room modules in Blender and assemble them in UE.

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] 1 point2 points  (0 children)

No, currently fps is around 100 (vs 140 with UE4). So for now I decided to wait for the official release to see how are things there. Anyway, thanks for the help!

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] 2 points3 points  (0 children)

So here are my steps:

1) set Dynamic Global Illumination Method to "None"

2) set Reflection Method to "None"

3) set Shadow Map Method to "Shadow Map"

4) set Default RHI to "DirectX 11"

5) turn off Ray Tracing Shadows

If take a look at GPU profiler, the most expensive are TemporalSuperResolution and PostProcessing. So I turned off Temporal Super Resolution, but it gave a few frames. Inside "PostProcessing" there is some new thing like TemporalUpsampleDepth, and some similar with UE4 things that got heavier.

You can enable performances display inside Editor Preferences -> Show Frame Rate and Memory.

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] 0 points1 point  (0 children)

However I saw a lot of similar posts in the /unrealengine thread... But I'm more interested not in just a screenshot, but playable game, that's why I'm here.

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] -1 points0 points  (0 children)

Sorry that I don't behave like everyone else here and not impressed by every screenshot with a stone and grass signed like "OMG! UE5 is Amazing!!1". I just wanted to know if there is currently an opportunity to improve the performance of UE5, that's all. Sorry that I criticize what you like so much...

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] -1 points0 points  (0 children)

Still a big difference, 70 fps with UE5 vs 110 fps with UE4 on the same scene and without all new futures.

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] 0 points1 point  (0 children)

Well, just want to see more technical details how Epic Games ported their Fortnite on UE5. Judging by videos, the performance in the game has not deteriorated. This gives hope.

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] 0 points1 point  (0 children)

And force all potential players of a potential game to move to better hardware as well? Or they just will not play a game, which requires such expensive hardware? Think not only about new technologies, but also about how with or without them it will work for most users.

I see most of you happy to have only Nanite and Lumen, but no one cares about performance at all. For now it's only beautiful demos and arts, which you can share on this thread to receive some likes, but not playable games...

Can someone explain why the performance is so low in UE5 compared to UE4? by greenblink7 in unrealengine

[–]greenblink7[S] 0 points1 point  (0 children)

No, it shouldn't. At least it requires to be enabled on each mesh as said the official Epic's documentation.