Best PC for Unreal Engine
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The
AMD Ryzen 9 5950X 16-Core should be your choice of CPU if you're into the other side of development like animation and modeling. Also, you need 64GB DDR4 RAM and an NVIDIA GeForce RTX 3090 24GB video card.
The Cheaper version:
Cgidirector - you're all good with 16gbytes
The point is that there is a lo, mid, and hi end for it and since we're inexperienced content creators who want to be rendering 20% of the time one presumes that one wants it to render fast rather than middle or slow.
There isn't really 'much' middle ground between the lo-end and the hi end. The low end is cheap and easy and will game OK and the high end is simply 2x the cost especially if you go water cooling to have
PBO on a Zen 4 for a 10% boost - and anything over DDR5-4000 doesn't impact unreal engine performance.
Puget systems preferred 4000mhz. 4800mhz ddr5 was unstable and resulted in bsods.
So while the system might be perfect for gaming you'd have to still switch off PBO and underclock your memory and reconfigure every time you want to use unreal engine.
That being so why not simply opt for the DDR4-4000 overclock on Zen 3 to max out what it can do and if it weren't for the 5800x3d baking lighting bug it would have been the best balance between both worlds.
A 5950x or 5900x doesn't quite have the same FPS for gaming so technically you can't do both tasks perfectly without running into the Unreal Vcache bug and taking a 43% performance hit when 'baking lighting' which more or less means probably waiting for jobs to complete more than 20% of the time.
Going around the bug with the 5900x or 5950x is more expensive but you get more threads so multithreaded work will complete faster even if you don't use it often.
At least science can borrow your spare threads when you aren't using them to run crowdsource apps.
...a shadowy flight into the dangerous world of a content creation system whose ddr4-4000 4x16gb cas 15 dimms - do not exist. Durn de durn durn dun dun.
Anyway hasn't anyone thought that in content creation you have to basically re-invent everything like if you want a virtual cardboard box you have to actually study the physx of a cardbox box and how it bends and creases and how the light falls on it and whether it collapses realistically when you hit it with a crowbar and when you really look at the credits roll of major titles it was engineered by a lot of people.
I think there was one called 'prey' (2006) which was done by a single developer who promised a sequel which never materialized.
And when you really think about the gfx we 'experienced' it was still all kinda goofy - like the zombie blood in hl2 didn't really splash, there were indestructible light bulbs, and the paint splashing wasn't really 'realistic' but you know the old original half life and games of that era were still pretty much best sellers.
There's that lo-mid-hi range again - how much trouble is it worth to render objects in a scene that require a certain level of realism or representation because in fact what we put up with in pc games is generally quite simplistic but still probably quite complex to program.
So if you put all your effort into realistic water or something - well that's about 1% of the scene. So then you have these engines to generate stuff from templates- not all that original because in any case studios just invented what they wanted with team of engineers since the 70's.
The idea that it's all shrink wrapped in a pre-programmed app dunno if it does everything you want. People still like to play quake for example - but nobody's done 'quake remastered in hd'. Well they did kind of but not 'reinvented' it. They just made the picture cleaner but it still has all the same goofy effects. Sometimes you just can't do anything because of licensing and while you could do all sorts of stuff for fun, stuff that's going to be original and marketable is a different ball game. Strictly speaking there is no subject that Sci Fi or any Fi has not re-hashed in some form or another multiple times over.
You played alien isolation? They brought back Ripley in the form of Daughter and in the end, jettisoned her into space in a eva suit and left no sequel. The fx were goofy - you got a blow torch and gadget to open doors, and you 'forgot' your silenced pistol when entering into an emergency situation aboard a remote space station.
You have to think in stupid to do things like that because, for reasons unknown to science, stupid works and manages to sell stuff.