Ever heard the saying “Everything looks like a nail when you have a hammer”? Basically, just because you have a tool, it doesn’t mean it’s the best tool for every job. UE5 is great for making games, cinematics and loads of other stuff. But why use it to effectively behave as a browser like Chrome or Firefox, but worse, when there are alternatives made specifically for that?
I don’t think benchmarks are really needed to explain this. The whole game engine part is an unnecessary step.
To initialize a web browser component within UE5, you first need to initialize UE5 and then the web browser within it. Or, you could initialize a web browser directly, saving the memory and time needed to start up UE5.
They clearly have developers who know how to use CEF or whatever web view framework since they added it to Unreal Engine, so it’s not like they don’t know how to add it to a standalone application.
Wait, wait. Do you think that “the whole engine” is loaded for every UE5 executable? I can tell you that’s not at all how this works. The point of a scalable engine is that it loads whatever relevant libraries or portions of the engine that would be needed, including swapping for custom code where appropriate. The idea that the storefront is unoptimised purely because it uses a game engine is just as ignorant as saying that you should measure all computers purely by a single metric. Maybe you could also compare EGS to other stores and measure only the executable’s size? By your reasoning there’s no need for benchmarks, so surely the store with the smallest exe wins, right?
You have provided absolutely no proof that using UE5 to run EGS is a waste of resources nor that your idea of using a browser directly would be more performant. Just saying things isn’t proof and the burden sits with you.
Why is it stupid exactly? UE5 scales very well and places very little demand on hardware for simple tasks.
Ever heard the saying “Everything looks like a nail when you have a hammer”? Basically, just because you have a tool, it doesn’t mean it’s the best tool for every job. UE5 is great for making games, cinematics and loads of other stuff. But why use it to effectively behave as a browser like Chrome or Firefox, but worse, when there are alternatives made specifically for that?
That’s not really a valid response. Please accurately clarify why UE5 is inefficient at running a store. Benchmarks and other evidence is required.
I don’t think benchmarks are really needed to explain this. The whole game engine part is an unnecessary step.
To initialize a web browser component within UE5, you first need to initialize UE5 and then the web browser within it. Or, you could initialize a web browser directly, saving the memory and time needed to start up UE5.
They clearly have developers who know how to use CEF or whatever web view framework since they added it to Unreal Engine, so it’s not like they don’t know how to add it to a standalone application.
Wait, wait. Do you think that “the whole engine” is loaded for every UE5 executable? I can tell you that’s not at all how this works. The point of a scalable engine is that it loads whatever relevant libraries or portions of the engine that would be needed, including swapping for custom code where appropriate. The idea that the storefront is unoptimised purely because it uses a game engine is just as ignorant as saying that you should measure all computers purely by a single metric. Maybe you could also compare EGS to other stores and measure only the executable’s size? By your reasoning there’s no need for benchmarks, so surely the store with the smallest exe wins, right?
You have provided absolutely no proof that using UE5 to run EGS is a waste of resources nor that your idea of using a browser directly would be more performant. Just saying things isn’t proof and the burden sits with you.