Should I go with i7 12650h with 3060 6gb vram or i7 12700h with 3050ti 4gb vram for game development with unreal engine 5?
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Those are laptops correct? What is the budget and country of purchase?Should I go with i7 12650h with 3060 6gb vram or i7 12700h with 3050ti 4gb vram for unreal engine 5?
Yes, those are laptops. My budget is around 100,000 INR and the country of purchase is India.Those are laptops correct? What is the budget and country of purchase?
If I had to choose just between those CPUs and GPUs it would be the first option with the 3060. All you get with the 12700 over the 12650h is 4 more efficiency cores which do not have hyper threading so even in allcore workloads the 12700h is only marginally faster (~20%).
Please check the edit in my post, I added more information.Yes, those are laptops. My budget is around 100,000 INR and the country of purchase is India.
The problem with the 3060 one is that the laptop is from MSI and MSI does not have a good after sales service in India.Please check the edit in my post, I added more information.
I am not the best at finding deals in India. Can you post the links to the exact laptops you are considering?
In game development optimization is one of the last steps before releasing the game. The compile times between these two laptops are going to depend more on cooling capabilities and TDP rather than 4 non-hyperthreading efficiency cores. If the 12700h laptop has the better cooling it can compile faster but it would be the difference between a 15 minute compile and an 18 minute compile. I would much rather have 50% more vRAM and a faster GPU to develop with.I would argue focus more on the CPU than the GPU, because the game needs to compile before you can run it. Faster compiling requires a faster CPU. On top of this, you should develop with as low quality of graphics as you can to make sure that the game itself is running smoothly. It doesn't matter if you have the most whizzbang graphics, if the game logic is coded such that the CPU spends most of its time crunching it, you're not going to get high FPS anyway.
Also make sure you're targeting a system that performs worse than your development one. You can simulate this by only allowing the game to run on some of the CPU's cores (there may be something in the Unreal 5 SDK to allow this without going through Task Manager)
Which is how we get this crappy practice of "release a buggy game now, patch it later" in the gaming industry.In game development optimization is one of the last steps before releasing the game.
And those compile times can add up if you're in a situation where you're constantly reiterating your software. All a better GPU gets you is "oh look, I can see what my game looks like at a faster frame rate with higher quality settings" assuming the core game logic isn't tying down the CPU. Arguably knowing what a game looks like at high quality & fast FPS isn't really valuable until towards the end of development. And in fact, early on in most game development cycles, image quality takes a backseat and many, if not most assets are placeholder graphics.The compile times between these two laptops are going to depend more on cooling capabilities and TDP rather than 4 non-hyperthreading efficiency cores. If the 12700h laptop has the better cooling it can compile faster but it would be the difference between a 15 minute compile and an 18 minute compile. I would much rather have 50% more vRAM and a faster GPU to develop with.
No, we have this crappy practice because producers force game releases before they are finished at the behest of the game developers because money.Which is how we get this crappy practice of "release a buggy game now, patch it later" in the gaming industry.
Getting useable framerates when testing the game is more important than a few minutes of extra compile time. You will spend more time in an editor than you ever will waiting for compiling another build of the game.And those compile times can add up if you're in a situation where you're constantly reiterating your software. All a better GPU gets you is "oh look, I can see what my game looks like at a faster frame rate with higher quality settings" assuming the core game logic isn't tying down the CPU. Arguably knowing what a game looks like at high quality & fast FPS isn't really valuable until towards the end of development. And in fact, early on in most game development cycles, image quality takes a backseat and many, if not most assets are placeholder graphics.
Have you developed something more complicated than "Hello world"?Getting useable framerates when testing the game is more important than a few minutes of extra compile time. You will spend more time in an editor than you ever will waiting for compiling another build of the game.
Significantly more complicated, yes. And pray tell, exactly what are your qualifications? How many GDDs have you written and turned into playable games? What studio are you with? What engine do you develop games in? What programming languages do you know? I have given my opinion and you have given yours. If you cannot accept that both have merit but our opinions differ in the end, I have nothing else to say to you.Have you developed something more complicated than "Hello world"?