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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

#71
post #48
post #32

Earlier quoted context omitted.

The reputation of being poorly optimized only applies to version 5, UE was rather respected before the wave of terribly performing UE 5 AAA games came out and tanked UE's reputation. It also has a terrible reputation because a bunch of the visual effects have a hard dependency on temporal anti-aliasing, which is a form of AA which typically results in a blurry-looking picture with ghosting as soon as anything is movi…

Funnily enough a lot of those "poor performing" UE games were actually UE4 still, not UE5.

[deleted]

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

#72
post #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 wi…

My issue with Unreal is that Epic puts little effort into improving the developer experience, focusing instead on churning out tech demos, flashy visuals and half baked features that only become usable after several major releases (if ever). The artists at my company love it, the developers not so much.

The really sad part is, Epic knows they don't need to sell it to you. They need to sell it to the C-suite.

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

#73
post #61

Earlier quoted context omitted.

React devs re-discovering DOM manipulation... SMH. This is, in general, the idea that is being solved by native interaction with the DOM. It stores the graphic, so it doesn't have to be re-instated every time. Gets hidden with "display:none" or something. When it needs to display something, just the content gets swapped and the object gets 'unhidden'. Good luck.

The post you’re replying to is saying they went FROM always having the component mounted (at least in the component tree if not in the DOM as display:hidden), TO only mounting the component when it needs to be open. They moved from the way you’re talking about, to creating the component/DOM nodes only when needed. Excessive nodes - hidden or not - cost memory. On midrange Android it’s scarce and even if you’re not pu…

"Devs use React because they how to use the web platform, here's how to do it right" and then posts a vanilla solution that doesn't solve understand or solve the problem. Tale as old as time. Bonus points if covering the edge cases in the vanilla solution and making it work for a second component would involve a tiny homegrown reimplentation of most of React anyway.

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

#74
post #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 wi…

I think UE is so good at graphics that there is no reason to use it for most of the developers. I don't understand why many indie developers chose to use it.

The ecosystem, including tens (if not hundreds) of thousands of dollars of free assets are an extremely compelling use case for me

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

#75
I recently decided the fastest way to work with Unreal is to throw it out and go with something else. It's like 10 fucking minutes to compile an empty project.

I like Godot primarily because of GDScript; you are not compiling anything so iteration time is greatly reduced. Unigine is also worth a mention. It has all the modern features you could want like double precision, global illumination etc but without the bloat and complexity. It's easy to use as much or as little of the engine as you need; in every project you write the main() function. Similar license options to Unity/Unreal.

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

#76
post #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 wi…

I have worked full time for five years with a combination of Unreal and Unity. I've also worked for five years with Frostbite and another five in various custom engines.

I absolutely love both Unreal and Unity. Unreal is amazing from a technical perspective and having worked with a talented team in Unreal the stuff we were able to make were mind-blowing given the resources we had.

Unity is way easier to work with if you aren't focused on high fidelity graphics. In fact, I've never tried any engine that felt as easy to work with as Unity. I would absolutely not call it a monster. Even with a fairly green team you can hit the ground running and get really productive with Unity.

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

#77
post #13

Earlier quoted context omitted.

That breaks the out transition.

So, win-win? I want a modal to get out of the way as fast as possible, any fade/transition animations are keeping me from what I want to look at. :)

The designers don’t want to break the out transition, and the PM wants whatever the designer wants

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

#78
post #70
post #13

Earlier quoted context omitted.

That breaks the out transition.

You should rethink your modal system if removing the controller component from the render tree doesn’t transition out

I mean in react if it’s gone from the render tree, it’s gone. I know there are libs like transition-group but I honestly don’t understand how they work.

And the “react way” is to have the UI reflect state. If the state says the modal is not being rendered, it should not be rendered

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

#79
post #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 wi…

I have worked full time for five years with a combination of Unreal and Unity. I've also worked for five years with Frostbite and another five in various custom engines. I absolutely love both Unreal and Unity. Unreal is amazing from a technical perspective and having worked with a talented team in Unreal the stuff we were able to make were mind-blowing given the resources we had. Unity is way easier to work with if…

The problem with Unity for green developers is that a lot of the defaults are bad and there isn't a lot of guidance to fixing it unless you just Git Gud at Unity, which is not something I've observed a lot of green developers do. There's a reason why "Unity Asset Store Dump" is a meme and it's largely because of content farm companies churning projects off the backs of perpetually underpaid junior developers (with no seniors around to mentor them). I saw too many of my friends in the local VR scene 10 years ago see absolutely zero economic progress and very little technical progress because of it.

So yeah, Unity is an easy on-ramp. But unfortunately, I think it puts people in a bad market that doesn't serve them well.

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

#80

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 reputati…

No, it is not. You don't have to restart your computer/IDE every time you compile a project. With UE5, you nearly always do need to restart the editor.
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