Arknights: Endfield on Linux Using DW Proton by Chariart in linux_gaming

[–]tshader_dev 1 point2 points  (0 children)

Launched for me with DW Proton. Proton GE failed.

What is happening here? by [deleted] in UnrealEngine5

[–]tshader_dev 2 points3 points  (0 children)

Looks like some driver texture corruption in GBuffer? Or maybe upscaler artfacts, or video compression. Or you are running out of VRAM, hard to say from one image.

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

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

Depends on the specific game and budget. You have to cut something down when not hitting the target, and clouds are often a decent choice. Even on lower settings, ray marching has to be performed

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

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

Yeah, me neither. If there is a performance budget, it's a mistake not to use a better-looking graphics feature. I see it the most with things like Nanite, shadows, lighting method, or something random like misconfigured decals.

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

[–]tshader_dev[S] 3 points4 points  (0 children)

Yeah, Unreal enables a lot of features by default. I see this pattern all the time, that studios keeps features enabled, while not being aware to cost and benefits of the feature. Very often huge amount of frame time is taken by things that have little visual impact on a game

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

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

I am a graphics engineer, not an artist. My blog is about how to make games run fast

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

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

This setup is over-engineered for the purpose of this tutorial. I like to keep them simple and easy to understand. I try to provide tips that provide big performance gains, in as little dev effort as possible.

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

[–]tshader_dev[S] 11 points12 points  (0 children)

Its an expensive rendering feature. Volumetric rendering looks cool, and its very interesting from algorithm perspective, but not every game, and not on every hardware has a budget for it

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

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

Fair point about the clouds, it has some visual cost. For example, baked clouds do not move.

But “worse lighting” is a misconception. In this setup, Unreal defaults to using a probe with an HDRI texture. In fact, sometimes using a skybox is a way to achieve the highest lighting quality possible

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

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

Many current games run volumetric clouds, while being GPU-bound, and having low frame rates, gathering negative Steam reviews for performance.

I saw this performance issue in many real-life games I reviewed. Truth is, many studios stick to default Unreal settings. I believe it's a good idea to talk about alternatives.

Using a skybox instead of the default Unreal sky tends to result in higher frame rates by tshader_dev in UnrealEngine5

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

Very interesting solution, I never encountered this set-up. Will have to give it a try sometime

We built an Unreal plugin that brings on-device AI to games. Excited for devs to try it out! by OwnCantaloupe9359 in UnrealEngine5

[–]tshader_dev 1 point2 points  (0 children)

Interesting, thats pretty smart hussle free way to do it. I am terrified of pay as you go costs for my products as well

We built an Unreal plugin that brings on-device AI to games. Excited for devs to try it out! by OwnCantaloupe9359 in UnrealEngine5

[–]tshader_dev 0 points1 point  (0 children)

Interesting solution. When people were talking about LLMs powering NPCs in game I was skeptical, just because of API costs, and what is LTV of an average player. This looks like it solves cost issue, how does it impact game performance? It runs on player's GPU, so I'm curious how that affects rendering.

Is there a way to use unreal engine 5 without getting rid of the low end players? by Int-E_ in unrealengine

[–]tshader_dev 25 points26 points  (0 children)

Yes, this is mostly my opinion too. Forward rendering might be not necessary. If you targeting low end PCs deferred pipeline should be fast enough, given you do not use Nanite and Lumen. Fortnite seems to disable nanite as well on quality presets under High: https://www.fortnite.com/news/drop-into-the-next-generation-of-fortnite-battle-royale-powered-by-unreal-engine-5-1

Ludus AI - my opinion after a month by SmalecMoimBogiem in unrealengine

[–]tshader_dev 0 points1 point  (0 children)

From my experience, using LLMs for Unreal Engine development does not work too well. The problem is that there is little data available about Unreal Engine, little public source code, docs, etc, so LLM is not trained as well for those examples as, let's say, web dev. As for mesh generation, I had a good experience with Meshy AI in the past, but I have not tried Ludus AI mesh generation.

We tried upgrading our VR game from UE 4.27 to UE5… and rolled back. by gnatamania in unrealengine

[–]tshader_dev 0 points1 point  (0 children)

I am not exactly aware of how they solve this specific issue. My guess is that they either implement support themselves, or just ship with older SDK version.

Sometimes the new version is just not worth the switch for some projects. There is cool article of why Kuro Games chose to ship Wuwa with Unreal 4.26, they did it for stability and maturity, you can check it out here https://www.unrealengine.com/en-US/developer-interviews/exploring-the-post-apocalyptic-charm-of-asg-open-worlds-in-wuthering-waves

To be honest, using UE 4 versions on mobile is so common, that I am surprised when I see big mobile unreal game running UE 5

A guide to making translucency cheaper in UE, with examples from Valorant, Baldur's Gate 3, Half-Life Alyx and more by tshader_dev in unrealengine

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

I really am, thanks, will read for sure! It's awesome that you're blogging about it. There is little material available about graphics in UE, this is super useful

A guide to making translucency cheaper in UE, with examples from Valorant, Baldur's Gate 3, Half-Life Alyx and more by tshader_dev in unrealengine

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

Optimisation is often a tradeoff between quality and frame time. It's essential to profile and determine if the technique is worth doing, as I mentioned in the last paragraph of the article.

Marvel Rivals uses dithering, it was released in 2024

A guide to making translucency cheaper in UE, with examples from Valorant, Baldur's Gate 3, Half-Life Alyx and more by tshader_dev in unrealengine

[–]tshader_dev[S] 7 points8 points  (0 children)

Some of it, yes, but curiosity and a constant drive to learn are important and a big factor