Unreal Engine 5: A Double-Edged Sword for Game Developers
Unreal Engine 5 is rapidly establishing itself as the preferred game engine for a multitude of studios, thanks to its innovative features that empower developers to create experiences previously deemed impossible. However, this cutting-edge technology does not come without its challenges, particularly concerning performance.
While major consoles like the PlayStation 5 and Xbox Series X and S manage to handle the demands of Unreal Engine 5 with relative ease, the same cannot be said for personal computers. Even the most advanced laptops designed for game development often find themselves struggling under the weight of resource-intensive features such as Nanite and Lumen. Gamers on PC frequently voice their frustrations regarding inconsistent visuals and performance hiccups, leading some industry experts to suggest that a new generation of hardware may be necessary to fully realize the engine’s potential.
In a recent episode of the Broke Silicon podcast, Bryan Heemskerk from Moore’s Law is Dead remarked that at its launch, Unreal Engine 5 was “two GPU generations off being performant.” He highlighted the advantage that consoles possess with their dedicated I/O controllers, which efficiently manage data compression and decompression. In contrast, PCs are often hindered by data bottlenecks that can disrupt smooth gameplay. “It might have been a bit too soon,” Bryan noted, while optimistically adding that the upcoming Nvidia GeForce RTX 6000 series is likely to run Unreal Engine 5 exceptionally well, potentially paving the way for enhanced performance by 2026 or 2027.
As game developers increasingly seek capabilities for intricate technical art and lifelike character movements, Unreal Engine 5 rises to the occasion. However, Bryan suggests that for those not fully utilizing the latest features—such as the stunning photorealism showcased in titles like Black Myth: Wukong—there may be merit in sticking with older engine versions. “Unreal Engine 5 is doing a lot of new heavy stuff that gives game developers potential that they haven’t had before,” he explained, particularly referencing advancements in time-of-day systems and the vast amounts of geometry that can now populate virtual worlds. Yet, he cautioned, “the problem is that they’re taking all our performance right away. Between Lumen and Nanite, there just isn’t much performance left.”
Epic Games is aware of the performance challenges plaguing Unreal Engine 5 games. Recent updates have introduced systems aimed at mitigating shader compilation issues, although these solutions do not always function seamlessly without additional developer intervention. Meanwhile, a segment of the gaming community advocates for optimization efforts that cater to the current hardware landscape, rather than waiting for advancements that may not arrive for another couple of years.