Months of work. One shrine. Now on your phone.
Nihon Legacy open beta is now live.
Explore Meiji Jingu in a real-time 3D experience built with Unreal Engine 5 for mobile.
Try it here 👇
https://t.co/qWncQ2xWRc
#UnrealEngine#UE5#MobileDev#GameDev#RealTime3D
New UE5 mobile lighting tutorial is now live.
Covering:
• Deferred and Forward Rendering
• Light Mobility
• Lightmaps and Baking
• Mobile Preview
Full tutorial ↓
https://t.co/ngxL78ckGl
#UnrealEngine#UE5#GameDev#MobileDevelopment#RealTime3D
Want large scenes to run on mobile?
Use a Cull Distance Volume.
• Cover your entire scene
• Set distances based on object size
Less objects rendered.
Better performance.
#UnrealEngine#UE5#GameDev#RealTime3D#Mobile
@simplydt Thanks!
Runs on low-end devices, and I’m getting a steady 60 FPS on more recent phones.
Still gathering data on mid-range.
Using baked lighting + LODs and culling 👍
Months of work. One shrine. Now on your phone.
Nihon Legacy open beta is now live.
Explore Meiji Jingu in a real-time 3D experience built with Unreal Engine 5 for mobile.
Try it here 👇
https://t.co/qWncQ2xWRc
#UnrealEngine#UE5#MobileDev#GameDev#RealTime3D
I’d really appreciate your feedback, especially on performance across devices🙏
https://t.co/h03d3HpntV
The beta is currently limited to selected countries on Google Play, and the page is still rolling out.
Expanding soon.
One tree might be fine on mobile…
But a forest?
Foliage can quickly become expensive.
The fix:
• Fewer, larger leaves
• Leaf clusters instead of single leaves
• Simpler branches
Same look. Much lighter.
#UnrealEngine#UE5#GameDev#MobileOptimization#SpeedTree
Unreal Engine 30-Second Tip 02
Baked lighting makes foliage shadows static.
The fix:
• Cast Dynamic Shadow on foliage
• Use a Stationary light
• Adjust shadow distance
A good balance between performance and visual quality.
#UnrealEngine#UE5#gamedev
Unreal Engine tip
Getting “Video Memory Has Been Exhausted”?
The culprit might be your textures.
Quick fix:
• Pack channels (RMA)
• Reduce to 512px
Result:
94 MB → 710 KB (~99% VRAM saved)
#UnrealEngine#UE5#GameDev#MobileOptimization
@EyeOfScar Good point! Limiting the max texture resolution is another great way to reduce memory usage in-game. In this case I reduced the textures directly to keep the project size smaller.
5/ Same environment.
Two different technical pipelines.
Working within mobile constraints while keeping a believable look is what makes the process interesting.
Unreal Engine · Mobile · Real-time 3D · Nihon Legacy
#UnrealEngine#gamedev#realtime3d
Cinematic UE5 environment → mobile.
Porting a scene built for high-end rendering to mobile
required optimizing several parts of the pipeline.
Here’s a quick breakdown of some of the main optimizations I implemented for Nihon Legacy
Cinematic UE5 scene → mobile.
No Nanite. No Lumen.
Baked lighting, optimised assets.
Challenging. Still worth carrying your work in your pocket.
#UnrealEngine#mobiledev