Unreal 5

10:10

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Was wondering about the download size of Unreal 5 Engine. I downloaded a game or two that uses the Unreal Engine to see if my hardware can handle it. I was pleasantly surprised to see that my system ran smoothly on medium settings.

This motivated me to get my hands on Unreal 5 as I can code in C# and C++. I would move to get started but need some insight on its total download size. I am on prepaid LTE and need to budget for the download.

Any suggestions on how I can get the maximum for my money here? What is the initial download and how big are the addons you recommend downloading with it?
 
Same suggestion I gave in the last thread. Download it at a coffee shop if you can, that’ll cost you a coffee.

As for addons, if you use the Quizel Megasvans they can get big - 500MB-2GB if I remember correctly, but it’s been a while so I may be off. Then there are plugins for terrain design, water simulations etc, but you don’t need those initially.
 
1686475139122.png

I had a look on the net and it looks like a 20Gb data bundle might handle this download.
 
Same suggestion I gave in the last thread. Download it at a coffee shop if you can, that’ll cost you a coffee.

As for addons, if you use the Quizel Megasvans they can get big - 500MB-2GB if I remember correctly, but it’s been a while so I may be off. Then there are plugins for terrain design, water simulations etc, but you don’t need those initially.
Unfortunately, I don't live close enough to a shop that has reasonable internet. But I saw that I might need to update the GPU driver as well.
 
Unreal Sensei

I found the link above to a free introduction to Unreal. I will look into this once I downloaded the software and try to spin it up and get it running.
 
Right, I will load two bundles, and do the install report back.

I think this is going to be a lot of fun. :love:

I actually expected it to be much bigger. I will also look into pro-course on Unreal and see if I can get up to speed. Honestly, I thought it was going to be in the 40 to 80GB range. As most game sizes with assets range about that size. I suspect the size will grow as I download resources and slowly work with it. But I love learning new stuff.

I will document everything I find out here maybe it can be useful for others.
 
Telkom stopped working while I was downloading it last night. I just hate the idea that I have to have an Epic account. But I guess this is normal. I still need to read the terms and conditions. It is actually very important. That said I am continuing with Unity until I feel Unreal can replace it for me.

The important bit is that Apple is supplying tools for both Unity and Unreal. Porting is important as the more platforms we can reach the better our income stream will be. I am very exited to see this happen.
 
Telkom stopped working while I was downloading it last night. I just hate the idea that I have to have an Epic account. But I guess this is normal. I still need to read the terms and conditions. It is actually very important. That said I am continuing with Unity until I feel Unreal can replace it for me.

The important bit is that Apple is supplying tools for both Unity and Unreal. Porting is important as the more platforms we can reach the better our income stream will be. I am very exited to see this happen.

Here's the statistics about making a game:
99% of projects that are started will never be released.
90% of the remaining projects that are released will make between 0 and a very low hundred of dollars.
Of the remaining ones most will break even, only a few will go on to make a lot of money.

Platform wise Windows will be the majority income stream, after that consoles like Nintendo etc (you need a team to usually be able to port to the consoles, they don't usually allow random solo devs in unless if their game has already been selling very profitably on Windows).

Mobile, Macs and Linux are dead in the water. You can port to them, but its a lot of work for a very small percentage of the income stream (something like <2.5% is reasonable).

Overall if you want to make games you first need to focus on building skills and knowledge, delivering quick small games to itch, gamejams etc.
 
Telkom stopped working while I was downloading it last night. I just hate the idea that I have to have an Epic account. But I guess this is normal. I still need to read the terms and conditions. It is actually very important. That said I am continuing with Unity until I feel Unreal can replace it for me.

The important bit is that Apple is supplying tools for both Unity and Unreal. Porting is important as the more platforms we can reach the better our income stream will be. I am very exited to see this happen.
Stick with app development. You will get more clients that need internal software or have the need to maintain it. If you are going to continue in game development a lot of people say a publisher can be a plus. So maybe look into that.
 
Since we have no game development section that I can find, I'll just dump this here.
Nanite in UE5 really is amazing. This is a demonstration of its capability using a high quality Megascan asset from Quixel Bridge.

As you can see, 2 million poly model.

1689678384346.png

This is a cliff face asset that has been replicated multiple times to make a basic cliff wall. As you can see in the outliner on the right.

And since it's Nanite, it has automatic LOD with basically zero change in quality from a far distance.

Scene FPS:
Nanite off: ~20fps
Nanite on: ~112fps

1689678268772.png
 
I went a little overboard. 72 cliff meshes in the scene.

Nanite off: ~225.6 million "normal" polys

1689680560243.png

Nanite on: ~110 thousand Nanite polys

1689680190847.png

Nanite off: ~5fps
Nanite on: ~102fps

1689679672588.png
 
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