swapping engines is tough.
It's just useless unless you start a completely new project.
Even minor upgrade like switching from UE 4.26 to UE 4.27 can break core functions in a game.
99% of the time if a game was started on a specific engine version, it stays there.
It's not like opening a .blend file from blender 3.5 in blender 4.2 and everything just magically works + you have new features.
Switching from UE4 to UE5 requires porting EVERYTHING to the new version and recompiling and fixing every bit of code that stopped working.
I don't even want to mention the sheer performance issues of UE5, nanite was so overhyped that it overshadowed it's disadvantages. A simple handtuned LOD with quads performs 200% better than a generated nanite mesh.
So many things just eat performance to achieve a "better render quiality" as quickly as possible.
What ue5 does is magdonald's-ing good graphics so every beginner can just use it.
Meanwhile capable professionals manage to achieve even better results on older engines.
Best example is Mortal Kombat 11 which was made on UNREAL ENGINE 3 ffs.
Yes it might be modified but still, Netherrealm studios used ue3 to make MK9 and MKX, they literally changed to ue4 just recently to make the latest MK1.
And tbh, MK11 sometimes looks even better than MK1.
So please guys, just remember, it's not the engine that's responsible for good graphics, it's the dev.
It's just useless unless you start a completely new project.
Even minor upgrade like switching from UE 4.26 to UE 4.27 can break core functions in a game.
99% of the time if a game was started on a specific engine version, it stays there.
It's not like opening a .blend file from blender 3.5 in blender 4.2 and everything just magically works + you have new features.
Switching from UE4 to UE5 requires porting EVERYTHING to the new version and recompiling and fixing every bit of code that stopped working.
I don't even want to mention the sheer performance issues of UE5, nanite was so overhyped that it overshadowed it's disadvantages. A simple handtuned LOD with quads performs 200% better than a generated nanite mesh.
So many things just eat performance to achieve a "better render quiality" as quickly as possible.
What ue5 does is magdonald's-ing good graphics so every beginner can just use it.
Meanwhile capable professionals manage to achieve even better results on older engines.
Best example is Mortal Kombat 11 which was made on UNREAL ENGINE 3 ffs.
Yes it might be modified but still, Netherrealm studios used ue3 to make MK9 and MKX, they literally changed to ue4 just recently to make the latest MK1.
And tbh, MK11 sometimes looks even better than MK1.
So please guys, just remember, it's not the engine that's responsible for good graphics, it's the dev.