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The game engine has virtually no bearing on how well optimized a game is, the blank project is a blank canvas for the devs to make great optimized art or a jumble of assets cobbled together with no care in the world for real time resource management.
I've just always found it funny how people attribute graphics/performance to game engines. UE5 offers Lumen over UE4 and that's about it(Unless they use nanite, then you can add that to the list). The rest of it is the fault of the devs be it good or bad.
The First ARK never got optimized (we just upgraded our PCs and have pretty low standards for what we call fine).
Why would this be any different?
Games in Early Access don't get "Optimized" at a later date, it's not a thing that happens in this later stage of game development. Performance typically goes down from here as more features/assets are added.
Exactly, this quote is right from Unreal "if you save an Asset in Unreal Engine 4.26, you can open it with Unreal Engine 5.0." So basically they opened their Project files in UE5 and then started tweaking configurations and painting new assets in areas on their already crafted map "The Island". Perhaps some of the other QOL features might be new systems and perhaps their puppet AIs might have been tweaked but by far and large, its pretty much the same game.
The simple fact of the matter is that the devs (not the game engine), are responsible for how optimized a game is.
The Game Engine's blank project runs perfectly fine. It goes down hill the moment devs start adding things or adding things poorly in such a way that consumes more resources than they need to (that's what we consider unoptimized, it's possible to have a game that is optimized but runs poorly simply due to fundamentally demanding render tasks eg: full scene path tracing).
Learning UE4 and UE5 is identical (I've done it). It's like riding a bike with a slightly different paint job(UI). UE5 is UE4 with some new rendering features like Lumen/Nanite which were too significant to be mere feature updates to UE4. I'm sure Epic took the opportunity to do some house cleaning under the hood but that doesn't meaningfully impact the user and if anything should fundamentally enhance performance, not hinder it.
If I code something in .NET 4 and now I get .NET 8 I wont know all the tricks yet.
Doesn't work that way for game engines. There's not some fix they're missing they made deliberate design decisions that ended up resulting in what we have.
It would be way too much work to "fix" it at this point, Early Access games RARELY end up performing better after their initial EA launch. As said performance usually just goes down as more things are added.
They had months and years to fix it but in the end they did and you could run that game very well on a GTX 780 which at the time is what i had and i played it at 1920 x 1200 on highest settings.
Just making a point that they can make performance patches to optimise the game.
I think i read somewhere though that UE5 is not great for older GPU's though which also could be the case in some cases.
I know people with 3070's and it plays fine on a mix of medium and high settings, I don't know anyone with a 2080 or a 2080ti who plays the game so i can't speak for them.
The map isn't even the same anymore. The map coordinates are different between ASE and ASA versions of the Island. Also, some parts of the map I don't even recognize as being in the original game at all or it has changed a decent bit. The map wasn't just copied over. It might have been copied then modified possible but there are many many changes to the map. Personally, I like some changes and dislike others but that is the way with games.
For example - Shooter error crashes. Dinos, players and eggs all falling through the mesh when not watched like a hawk. Dino Pathing- I dont know about upgraded I think its now worse than original game.
What an troll post. With a little bit research you would know that ASE is based on a Custom UE4. Thats why the game rarely got UE4 updates...
Now try to "convert" a custom UE4 with CUSTOM features which either doesn't exist in UE5 or have a completly other code.
If you wanna talk about copy paste, go take a look at Electronic Arts games. Especially FIFA (or EA Sports FC now) where all games are based on Frostbite. At least for the Battlefield and NFS series they updated the engine (and it didn't went well for BF).