Lots of time and attention have been invested in optimizations. What does that mean? In a scene there are multiple shapes and sizes of on screen triangles and squares which are the wireframe that composes objects and even player characters. These objects a have many different angled polygons where the processor is sending commands to the gpu to express this data in more detail by applying shaders and different resolution image inside the shape to present texture and color to the objects. The more polygon in a scene can cause more strain on the components responsible for this visualization. To improve performance certain objects must be configured to lower the texture resolution based on the camera distance. Other objects need an LOD (level of detail) feature which can be done manually during the modeling workflow to create several versions of the object each having incrementally decreasing polygon count. Each of these LOD will be used only visible at a specific distance from the camera to further reduce further unnecessary strain on the system components. Many triple A games aren't even optimizing games as much anymore because AI has taken over the manual process. Currently the system is capable of reducing the polygon count of an object automatically by using a configuration of distances from the camera to simulate the appearance of lower resolution and lower polygon count. In the latest release of unreal engine 5 the engine itself was reconstructed to implement a new plugin system to render LOD obsolete and have no need to optimize the polygon count of any object in the scene. The difference in choice comes down to the player console hardware capabilities which where current gen and old gen comes into the equations. Lower end hardware on the old generation consoles still requires the need for optimizations of LOD. This can slow down the development process and instead unreal engine 5 can be the soliton to release the game faster but would possibly exclude older consoles from accessing the game. Though my intent is to release a game in a reasonable manor I personally prefer to offer the game to any and all platforms possible which would require the need of unreal engine 4. I appreciate the patience and support of the community. Stay tuned theres always more to see.
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GPU: NVIDIA GeForce GTX 1660 SUPER
CPU: AMD Ryzen 9 3900X 12-Core Processor
Memory: 48 GB RAM (47.93 GB RAM usable)
Current resolution: 1920 x 1080, 144Hz
Operating system: Windows 10 Enterprise
#ryzen #unrealengine #ue4 #gamer #development #survival #survivalgame #amdcpu #nvidia #gtx1660super #fps