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Speeding up Unreal Editor launch by not spawning unused tooltips

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Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#21

I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets.. It took the whole afternoon It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor.. State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even…

It's just like your computer and IDE, you start it up and never shut it down again.

Wouldn't it taking the whole afternoon be because it's downloading and installing assets, creating caches, indexing, etc?

Like with IDEs, it really doesn't matter much once they're up and running, and the performance of the product has ultimately little to do with the tools used in making them. Poorly optimized games have the reputation of being poorly optimized, that's rarely down to the engine. Maybe the complete package, where it's too easy to just use and plop down assets from the internets without tweaking for performance or having a performance budget per scene.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#23
post #19

I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets.. It took the whole afternoon It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor.. State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even…

Yet it is the engine dominating the industry and beloved by artists of all kinds. To get UE games that run well you either need your own engine team to optimise it or you drop all fancy new features.

Being around back in days when LCDs replaced the CRTs and learning importance of native resolutions. I feel like recent games have been saved too much by frame-generation and all sort of weird resolution hacks... Mostly by Nvidia and AMD.

I am kinda sad we have reached point where native resolution is not the standard for high mid tier/low high tier GPUs. Surely games should run natively at non-4k resolution on my 700€+ GPU...

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#24
From a purely technical perspective, UE is an absolute monster. It's not even remotely in the same league as Unity, Godot, etc. when it comes to iteration difficulty and tooling.

I struggle with UE over others for any project that doesn't demand an HDRP equivalent and nanometric mesh resolution. Unity isn't exactly a walk in the park either but the iteration speed tends to be much higher if you aren't a AAA wizard with an entire army at your disposal. I've never once had a UE project on my machine that made me feel I was on a happy path.

Godot and Unity are like cheating by comparison. ~Instant play mode and trivial debugging experience makes a huge difference for solo and small teams. Any experienced .NET developer can become productive on a Unity project in <1 day with reasonable mentorship. The best strategy I had for UE was to just use blueprints, but this is really bad at source control and code review time.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#25
post #13

This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.

That breaks the out transition.

Even when using view transitions?

https://developer.mozilla.org/en-US/docs/Web/CSS/@starting-s...

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#26
post #23
post #19

Earlier quoted context omitted.

Yet it is the engine dominating the industry and beloved by artists of all kinds. To get UE games that run well you either need your own engine team to optimise it or you drop all fancy new features.

Being around back in days when LCDs replaced the CRTs and learning importance of native resolutions. I feel like recent games have been saved too much by frame-generation and all sort of weird resolution hacks... Mostly by Nvidia and AMD. I am kinda sad we have reached point where native resolution is not the standard for high mid tier/low high tier GPUs. Surely games should run natively at non-4k resolution on my 70…

Games haven't been running full native resolution for quite some time, maybe even the last decade, as they tend to render to a smaller buffer and then upscale to the desired resolution in order to achieve better frame rates. This doesn't even include frame generation which is trading off supposed higher frame rates for worse response times so the games can feel worse to play.

By Games I mean modern AAA first or third person games. 2D and others will often run at full resolution all the time.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#27
post #22

Hmm, so what exactly is stored in that gigabyte of tooltips? Even 100,000 tooltips per language should take maybe a few tens of megabytes of space. How many localizations does the editor have?

It is not the text data. It is that every tool tip gets made into an UI element.

"Firstly, despite its name, the function doesn’t just set the text of a tooltip; it spawns a full tooltip widget, including sub-widgets to display and layout the text, as well as some helper objects. This is not ideal from a performance point of view. The other problem? Unreal does this for every tooltip in the entire editor, and there are a lot of tooltips in Unreal. In fact, up to version 5.6, the text for all the tooltips alone took up around 1 GB of storage space."

But I assume the 1GB storage for all tooltips include boilerplate. I doubt it is 1 GB of raw text.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#28
This was originally submitted with the title "Speeding up Unreal Editor launch by not spawning 38000 tooltips", a much closer match to the actual title of the post, "Speeding up the Unreal Editor launch by ... not spawning 38000 tooltips".

Why has it been changed? The number of tooltips improves the title and is accurate to the post.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#29

I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets.. It took the whole afternoon It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor.. State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even…

> It's no wonder UE5 games have the reputation of being poorly optimized

Care to exemplify?

I find UE games to be not only the most optimized, but also capable of running everywhere. Take X-COM, which I can play on my 14 year old linux laptop with i915 excuse-for-a-gfx-card, whereas Unity stuff doesn't work here, and on my Windows gaming rig always makes everything red-hot without even approaching the quality and fidelity of UE games.

To me UE is like SolidWorks, whereas Unity is like FreeCAD... Which I guess is actually very close to what the differences are :-)

Or is this "reputation of being poorly optimized" only specific to UE version 5 (as compared to older versions of UE, perhaps)?

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#30
post #29

I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets.. It took the whole afternoon It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor.. State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even…

> It's no wonder UE5 games have the reputation of being poorly optimized Care to exemplify? I find UE games to be not only the most optimized, but also capable of running everywhere. Take X-COM, which I can play on my 14 year old linux laptop with i915 excuse-for-a-gfx-card, whereas Unity stuff doesn't work here, and on my Windows gaming rig always makes everything red-hot without even approaching the quality and fid…

The reputation is specific to UE5. UE3 used to have such reputation as well. UE5 introduced new systems that are not compatible with traditional systems and these systems especially if used poorly tank the performance. Its not uncommon for UE5 games to run poorly even on the most expensive nvidia GPU and AI upscaling is requirement.
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