this post was submitted on 21 Jun 2026
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[–] A_Random_Idiot@lemmy.world 28 points 1 day ago (2 children)

I have never hated an engine before UE5. But god it is just a steaming pile of unoptimized, bloated dogshit.

[–] Cethin@lemmy.zip 17 points 1 day ago (3 children)

The engine isn't bad itself. The problem is it has some really cool tools that are expensive to run, but developers just turn them all on instead of optimizing. See: ARC Raiders for how it should be done. It's UE5, but they aren't using Nanite or Lumen. UE5 can run very well. Game developers thinking the only thing that matters is having the most photorealistic games is what's causes the issue.

[–] __dev@lemmy.world 3 points 1 day ago

These features are enabled by default in UE5, devs aren't going out of their way to enable them. Epic lies about them being beneficial to performance, which is only true if your assets are shit. Nanite is especially bad because Unreal Engine doesn't have a different approach for automatic LODs; you either need to do it all yourself or use nanite.

Not to say that devs aren't to blame - they should know better - but they are just following Epic's recommendations and defaults.

[–] ryper@lemmy.ca 7 points 1 day ago

UE 5.8 is supposed to include a "Lumen Lite" and some other improvements so that "games that rely on global illumination for artistic purposes can run on Nintendo Switch 2 at 60 fps". That'll probably provide a big boost on other platforms, but I dunno if anyone will patch their existing games to the new version.

[–] A_Random_Idiot@lemmy.world 7 points 1 day ago* (last edited 1 day ago) (1 children)

I wish it was possible to disable lumen. I have a feeling that alone is whats robbing FPS, and that alone is why a lot of ue5 games have resolution scaling forced enabled and cant be turned off

I bet things would look better, too.

[–] Cethin@lemmy.zip 7 points 1 day ago (1 children)

The developers can, or they can add a toggle. It isn't fundamental to UE5. ARC Raiders and Squad are both on UE5 and don't use Lumen.

The issue is supporting Lumen and another lighting solution requires them to make sure both work. For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people. Squad, for example, looked into it, but they ended up going with a different GI system that's more performant so everyone can (and must) use it.

For single-player games, it's possible to have Lumen and another option. It's just extra cost to development. They'd rather go with the option that creates better trailers and not worry about people struggling to run it. They can run at an upscale 240p for all the executives care.

[–] Fmstrat@lemmy.world 2 points 1 day ago (1 children)

For multiplayer games especially, having both isn't an option, because then it gives an advantage to some people.

Not if the option is configurable. This is akin to how Rocket League has all kinds of stylistic options, but most pros disable them all. I'm sure that will hold true for their UE6 migration, too.

[–] Cethin@lemmy.zip 5 points 1 day ago* (last edited 1 day ago) (1 children)

No, I mean they can give you more information. Shadows can tell you where players are before you can see them, for example. You can also get information from reflections. Players who have hardware that can't support these features are disadvantaged. Lumen is not equivalent to, for example, texture resolution.

[–] Fmstrat@lemmy.world 3 points 1 day ago

Ahhhhh that makes sense.

[–] Rawrosaurus@lemmy.dbzer0.com 17 points 1 day ago

I thought UE4 was bad... But then UE5 came along.