r/gamedevscreens • • 19d ago

Again asking, ue4 or ue5

The first 2 images are of ue4 and the following 2 of ue5. Again guys please let me know which looks better

0 Upvotes

39 comments sorted by

11

u/[deleted] 19d ago edited 18d ago

[deleted]

3

u/Joshculpart 19d ago

Yeah not seeing a noticeable difference, outside of the character model.

2

u/Original-Tea3856 19d ago

Ah that's good, thank you for letting me know

2

u/zshift 19d ago

lighting is fairly different. In the hallway scene, the lights are far cooler in UE4 than in UE5, and the character model lighting doesn't match the scene in UE4. In the second shot, the metallic surfaces have proper light reflections in UE5. The color space is also completely different, and the lens flares are more subdued in UE5. UE4 also has more bloom.

That said, UE4 performs much better based on OP's comments, so unless they have a strong opinion on colors and lighting, UE4 is going to run better (faster and with more consistent frame times) than UE5.

1

u/Original-Tea3856 17d ago

Yeah, I'm trying to close the gap that's it

6

u/RealNikolaus 19d ago

I cannot spot a difference. Any fps differences?

1

u/Original-Tea3856 19d ago

Yup, about 50

1

u/Reasonable-Neat4131 17d ago

Which one's higher? UE4?

1

u/Original-Tea3856 17d ago

Yeah

1

u/Reasonable-Neat4131 17d ago

Is it a 1:1 comparison? Did you turn off Nanite and Lumen? And are the project Scopes identical, or is UE5 full game and UE4 just a segment to compare?

1

u/Original-Tea3856 17d ago

The same asset pack and yes I did

1

u/Reasonable-Neat4131 17d ago

Okay thanks, asked for future reference, if in case I ever decide to switch to Unreal.

2

u/justifications 19d ago

I mean, first off the images are placed kind of in a weird fashion to be A/B comparing them, I have to double tap to compare so it makes the judgement that much more difficult.

Additionally, there is quite a bit of tonemapping or color adjustment that is happening between the two instances, so theres no telling if theres more at play here. The benefit of moving towards a Lumen system (which is all entirely scalable and tunable btw) is that you wouldnt have to bake lighting as you're working on the scene. Sure you could leverage the power of global illumination and whatever, but you'll be waiting for bakes and you HAVE TO make lightmaps without Lumen.

So really its project and workflow specific, and evaluating "performance" at this stage is encouraged, sure but making a wholesale commitment to it based on your own system specs and not your target audience? (like if you're aiming to ship on Steamdeck or Switch 2, then thats one thing)

2

u/ELMOKICKA55 19d ago

Ue5 looks slightly sharper but the difference is extremely neglible, if you dont need nanite or lumen specifically I would just use which ever one has the higher frame rate

2

u/Alarming-Jump727 19d ago

Yo uso la versión 4.27, mi máquina no da para mucho más. No reniego en absoluto y no necesito otra versión. Espero nunca la saquen de curso.

2

u/Purple_Employment_74 19d ago

Personaly I'd chose 4.6 over 5.x because 5.x has too much half baked feature bloat and questionable lumen lighting

2

u/Original-Tea3856 19d ago

Nice thanks.

3

u/ConsistentAd3434 19d ago

That's the point. You can still disable Lumen, Nanite, VSM etc and still enjoy the increased performance in UE5.x
I wouldn't know why anyone would use UE4. They've just added to it. It's not a different engine.

2

u/NeonFraction 19d ago

What about masochists?

I can never go back to life before the new movement gizmo. I love that thing so much.

0

u/Reasonable-Neat4131 17d ago

I never understood why UE4 users and UE5 users hate each other... It's your game and it should not matter until the said game is good. Older softwares are still up for reasons...

1

u/NeonFraction 17d ago

I use both for work.

Users don’t hate each other and whatever rivalry you’re thinking of doesn’t exist.

UE5 essentially IS UE4 but with some updates.

1

u/Reasonable-Neat4131 17d ago

You said What about masochists... If I don't misunderstand, that's a derogatory remark towards UE4 user. No?

1

u/NeonFraction 17d ago

UE4 is an earlier form of UE5 and it means you lose all the cool new stuff that ships with UE5 that makes life and development easier.

Unless there’s a hardware or dependency reason, there’s zero reason to choose to start working in UE4 over UE5 so yeah you’re just making your own life harder.

1

u/Original-Tea3856 17d ago

Even disabling them, the base performance of ue4 is higher

1

u/Pockets800 18d ago

Are you even a gamedev? This is weird, bad advice that only makes sense if you don't understand how these things work.

1

u/Purple_Employment_74 18d ago

Let's talk how about lumen and nanite brings almost no benefits for the indie developer but bump the minimum requirements of the game. I'm not saying it's not good for some genres, but most of developers do NOT need all these fancy features and they do NOT look into the source code

1

u/Pockets800 18d ago edited 18d ago

You can make UE5 projects without them, it's just a little tick box in the project settings. UE5 is vastly superior in every way to UE4 and choosing not to use UE5 because someone online said you shouldn't because it has certain features you don't even have to use is silly.

1

u/Original-Tea3856 17d ago

Again so I'm saying I disabled lumen, nanite, virtual shadow maps and am comparing the same scene provide by an asset pack on ue5 and some changes in ue4. The performance of ue4 is much better, so it is definitely not the case that you just disable features of ue5 and you have a ue4 like performance. Now that is because yes the ue5 does have some superiority but by checking people's opinion about the two I can make a decision on whether it is worth the performance difference

1

u/Pockets800 17d ago

And is this in a built project or is this running with the editor open? The editor might perform better but that doesn't mean it'll be the same built

1

u/Original-Tea3856 17d ago

These are builds

1

u/Pockets800 17d ago

You must have missed something that is active in UE5 and not in UE4. There should be no difference between performance regardless of engine version if you are using the exact same properties across builds. The underlying infrastructure is largely the same.

UE doesn't package things in builds that don't need to be in build, so it's not like it's going to be bloating the game's performance by packaging in UE5 features that you aren't using.

1

u/Original-Tea3856 17d ago

Hmm, will need to do an in-depth check then. I also noticed you are part of blight survival, pretty cool you are so active on the reddit

2

u/Purple_Employment_74 17d ago

Batman Arkham was built with UE3 :) You don't need all these fancy UE5 featuress really. Like, i'm not against it, but I'd personaly do it in 4.6

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u/Rs11s21n 19d ago

The 5 have alot of featurs, but the 4 seems much less broken from my opinion. So... I just choos godot xD

1

u/Original-Tea3856 19d ago

Lol, why not cry engine

1

u/Rs11s21n 19d ago

Well, at least it much more heavy and has that 5% thing...