Unreal Engine 5.6 is more than 30% faster than UE5.4 in CPU bound scenarios

I disagree. Peish has the right idea, this should have been one of the use cases when Epic creates version upgrades for Unreal Engine:
"As a developer, I would like to seamlessly update to the latest version of Unreal Engine without additional overhead testing current implementation."
If not, something they should strive for. Epic should want their customers to use the latest version effortlessly.
It's astroturfing from someone who doesn't know how it works.
I'm not really know how it is for UE, but I know how it is for a lot of business soft. And I expect UE be the same.
There usually a tons of "home customization" of soft (and these soft are not windows, they do allow to customize and even rebuild for own needs). And company for sure can't support millions customization across the globe of customers it has (heck, even ~windows~ have limited compatibility and require some efforts to migrate business structure to the next version).
The moment dev change something - something will break. Because, unironically, those "home customization" often uses "hacks" of software to make things better in non-intended by software developer way. Or they use "workarounds" to make things work. And the moment core code is fixed in a "best intention" basis - these adjustments just break.
Big projects with lots of legacy is very hard to migrate, even if new version is better.
 
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It's astroturfing from someone who doesn't know how it works.
I'm not really know how it is for UE, but I know how it is for a lot of business soft. And I expect UE be the same.
There usually a tons of "home customization" of soft (and these soft are not windows, they do allow to customize and even rebuild for own needs). And company for sure can't support millions customization across the globe of customers it has (heck, even ~windows~ have limited compatibility and require some efforts to migrate business structure to the next version).
The moment dev change something - something will break. Because, unironically, those "home customization" often uses "hacks" of software to make things better in non-intended by software developer way. Or they use "workarounds" to make things work. And the moment core code is fixed in a "best intention" basis" - these adjustments just break.
Big projects with lots of legacy is very hard to migrate, even if new version is better.
Yup, you cant just recompile hoping it will just migrate. Even with super small projects you are bound to run into some issues.
 
Ah you're referring to the console versions. Yea it's definitely too heavy for current gen and is best experienced on PC for now.
He's lying. 640p is nonsense. he might be referring to Stalker which is an abomination. even on PC.

UE5 Games may drop to 720p but only in 60 fps modes, and thats true for virtually every game engine this gen. Snowdrop's Avatar and outlaws can both drop to 720p far more often than UE5 games ever do. They both use FSR which is far worse than UE5's TSR. Remedy's northlight engine runs at 864p and still drops frames in 60 fps mode. Had they used 720p as base like UE5 and Snowdrop games, they would not have had performance drops. Its image quality is far worse because they also use FSR. Dead Space which was built on Frostbite has a higher resolution but it literally shipped with the worst image quality of any game ever due to sub 1080p resolution and awful VRS implementation. Dragon Age, the other frostbite game, runs at 864p which is the average resolution for most UE5 games. Square Enix's luminous engine in Forspoken also drops to 720p and looks like shit compared to UE5 games. Square Enix's FF16 engine literally locks to 720p during combat sections in the 60 fps mode.

That leaves AC Shadow's Anvil engine which literally does not have RTGI or any RT features in their 60 fps mode. It looks last gen compared to the 30 fps mode which uses next gen lighting. Frostbite and Forspoken both remove RT in their performance modes too leading to a very last gen look.

Most of the recent games like Avowed and Expedition 33 run at 1080p 60 fps because they do use the newer versions that got lumen upgrades. Fortnite recently upgraded to Hardware Lumen because they recently improved hardware lumen performance to match software lumen. Again at 1080p 60 fps. This whole notion that UE5 performance still sucks on consoles is retarded.
 
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How is this not create a trust issue? Imagine as a dev you start to develop a game using Unreal Engine. You pour your everything and reach so far in development and then bam! New version comes out and it says "We have huuuge performance enhancements with this new version". So how do you feel? Also how come 5.1, 5.2, 5.3 is so inferior with the new versions? There shouldn't be this much difference between small increase of version numbers. If there is a huge performance difference, then brand the engine UE6 why don't cha?

I really don't understand this. It is not consistent and developer friendly. I shared in one of my previous message that some of the developers are not happy about this. Because their fanbase demands devs to use new versions of UE and I believe it is not simple to do it. At least make it easy for devs to upgrade their games to the new version easily then.
 
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How is this not create a trust issue? Imagine as a dev you start to develop a game using Unreal Engine. You pour your everything and reach so far in development and then bam! New version comes out and it says "We have huuuge performance enhancements with this new version". So how do you feel? Also how come 5.1, 5.2, 5.3 is so inferior with the new versions? There shouldn't be this much difference between small increase of version numbers. If there is a huge performance difference, then brand the engine UE6 why don't cha?

I really don't understand this. It is not consistent and developer friendly. I shared in one of my previous message that some of the developers are not happy about this. Because their fanbase demands devs to use new versions of UE and I believe it is not simple to do it. At least make it easy for devs to upgrade their games to the new version easily then.
They are not small upgrades as much as the 5.x terminology may want you to think. 5.6 effectively rewrote the engine's pipeline from scratch, it's closer to what UE6 would do if anything.
 
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Even the likes of Silent Hill 2, what is the gain of having strobe-like high refresh Lumen scene updates when almost everything is static?
SH2's entire map is literally covered in dynamic fog. you need a dynamic lighting solution for it.

also, lumen has far better AO and GI coverage than baked lighitng. The Witcher 4 devs even talked about how big of a difference hardware lumen has over software lumen in terms of AO and GI and why they decided to not go even with software lumen which itself has far better AO and GI coverage than baked GI solutions.
 
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