UE4.27 or UE5 for mobile and VR Development? (Performance overview)

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  • Опубліковано 2 січ 2025

КОМЕНТАРІ • 15

  • @SkribblerStudios
    @SkribblerStudios 2 дні тому

    Man this video is really what iv been looking for, for 2 years... iv been working in unreal engine 5 and learning everything the hard way lol. tutorial hell. its so hard to jump in and find qaulity videos like this that explain things in a way that i can actually understand and possibly make decisions. as of right now im still trying to learn and make a decision. i learned how to build from source a few days ago, and i did so with 5.4 oculus branch. Now im wondering do i need to go back to 4.27, which was already a choice i was pondering on based on the fact that most of my fav vr games were made in 4.27. -sigh-
    im worried about going backward bc i dont want to go and learn a bunch in 4.27 and then later on have to move over to 5 and learn again if that makes sense.

    • @SkribblerStudios
      @SkribblerStudios 2 дні тому

      by the way your message at the end of the video needs to be heard by many many people. Its so hard to find those who are willing to guide you and be kind at the same time. or even give you the time of the day, when you need help.

    • @WildOxStudios
      @WildOxStudios  День тому +1

      I wouldn't worry too much about moving from 4.27 to UE5 later if you "need" to. Honestly most releases on 4.27 never have to worry with migration. Its only if something in UE5 exist that you need for the scope of your project (and honestly UE5 is missing more than it brings for VR in most cases)

    • @SkribblerStudios
      @SkribblerStudios День тому

      @@WildOxStudios Thanks a million. so i suppose now ill take the dive and build one of the 4.27 branches. thing is, i kinda really want to use mobil hdr. thats what has been keeping me from going back at this moment bc bloom lol. singly and soley bloom. but i may just do some cards instead. will have a nice old school look maybe. I digress... Do you have a dischord?

  • @papa2wars789
    @papa2wars789 9 днів тому +2

    It’s Christmas Eve!!!! Lmao

  • @eXe-di1lj
    @eXe-di1lj 8 днів тому

    what if i want to make a game for old hardware compatible do i need to use ue4?

    • @WildOxStudios
      @WildOxStudios  7 днів тому +1

      @@eXe-di1lj if you are trying to target Mali gpus. Say a fire HD 8 or fire stick then yes. UE5 only supports es3.2 and primarily Vulkan devices so older mobile gpus that run gl es3.1 would benefit from these ue4.27 branches. You’d have the rendering support and the ability to to target the necessary android target (32-34+)

    • @WildOxStudios
      @WildOxStudios  7 днів тому +1

      @@eXe-di1lj UE5 mobile gpu list below
      Mali T8xx, G71, G72, G76, G77, G78 and G710 series
      Adreno 5xx, 6xx or 7xx series
      PowerVR GM9xxx series
      Xclipse 920

    • @WildOxStudios
      @WildOxStudios  7 днів тому +1

      @@eXe-di1lj ue4 doesn’t have a list because it will just run on any gl es3.1 capable mobile processor

    • @eXe-di1lj
      @eXe-di1lj 7 днів тому +1

      @@WildOxStudios I just checked my phone has Adreno 506 and 3gb ram i also tried to build a apk file in ue5 for a test in default firstperson map fps drops but if i remove fog other objects and put old ue4 skybox it gives 60 fps also what about pc? I remembering playing a backrooms game made in ue4 my friend had a bad pc but in lowest graphics he was playing with no lag

  • @qooduffy3573
    @qooduffy3573 6 днів тому

    I am new in unreal VR. I have a question. I found that my quest 3 VR performance is not same as in my PC. Everything looks find in my PC but the visual performance is downgraded. How can I solve this problem? Using cable link, thanks

    • @WildOxStudios
      @WildOxStudios  6 днів тому

      @@qooduffy3573 can you explain “visual performance” this can mean a lot of things. Lower texture quality, lower frame rate, bad aliasing, missing shadows etc.

  • @IndietyV2
    @IndietyV2 8 днів тому

    Great video, very insightful, thank you.
    Glad I'm not alone in reaching the performance ceiling way too quick in UE5. I have been working in it for the past year and am now shopping around for future proof alternative engines before I get too stuck into the development process.
    Call me crazy but a 50,000 polygon, unshadowed, sub-thirty draw call scene should be light work for modern hardware, no?

    • @WildOxStudios
      @WildOxStudios  8 днів тому +1

      Yeah your not crazy. UE5 is a lovely engine and it can totally be performant especially if you stay in forward and use old school methods. The main thing is that UE4 and all the older stuff you still have access to (es3 and SOC) + cheaper shaders + DX11 stability + precomputed vis, cheaper cpu cost, smaller memory footprint, cheaper physics thread, HLOD groups and landscape tools. UE4 just allows you to pull your cost down even further than UE5 allows.

    • @IndietyV2
      @IndietyV2 8 днів тому

      @ I agree, suppose it’s a rock and a hard place though between squeezing under and the risk of deprecation.
      Wrote my reply on the discord, but again, thanks for sharing your experience.
      Merry Christmas