Distributed Builds vs Local Builds: A Performance Comparison
The Local Build Problem
Every Unreal Engine developer knows the pain: you hit "Package Project," your workstation fans spin up to maximum, and for the next 2–4 hours your machine is essentially unusable. No level editing, no blueprint work, no testing — just waiting.
Let's quantify exactly how much this costs in time, money, and productivity.
Benchmark Setup
We tested a mid-size Unreal Engine 5.4 project with the following characteristics:
- ~500,000 lines of C++ code
- ~15,000 assets (textures, meshes, materials, blueprints)
- ~3,000 shader permutations
- Win64 Shipping configuration
- Full cook and package
Test Environments
| Environment | Specs |
|---|---|
| Local workstation | AMD Ryzen 9 7950X, 64GB RAM, NVMe SSD |
| GitHub Actions | 8-core runner, 32GB RAM |
| Buildpixel (Horde) | 500+ distributed cloud servers |
Results
| Metric | Local | GitHub Actions | Buildpixel |
|---|---|---|---|
| Full build time | 2h 45m | 4h 10m | 18 minutes |
| Incremental build | 35m | 1h 15m | 4 minutes |
| Shader compilation | 1h 20m | 2h 30m | 6 minutes |
| Content cooking | 55m | 1h 25m | 8 minutes |
| Developer blocked? | Yes | No | No |
| Cache effectiveness | None | Basic | Content-addressable |
Key Takeaways
Buildpixel is 9× faster than local builds and 14× faster than GitHub Actions for a full Shipping build. More importantly:
- Local builds block your workstation. You can't work on your game while it's building.
- GitHub Actions runs on a single machine. It's actually slower than local because CI runners have weaker hardware and no Unreal-native optimization.
- Buildpixel distributes work across hundreds of machines. Each server handles a slice of the work, and intelligent caching eliminates redundant processing.
The Real Cost Comparison
Local Builds
Assuming a team of 5 developers, each triggering 2 builds per day:
- Build time per developer: ~3 hours/day waiting
- Productive time lost: 15 developer-hours/day
- Monthly cost of lost productivity: ~€15,000 (at €50/hr average)
- Plus: Electricity, hardware wear, cooling, desk space for powerful workstations
GitHub Actions
- Build time: Still hours per build, but doesn't block developers
- Compute cost: ~€0.48/min for large runners × 250 min avg = €120/build
- Monthly cost (10 builds/day × 20 days): €24,000/month
- Plus: Slow feedback loops, no Unreal-native optimization
Buildpixel
- Build time: 18 minutes average
- Monthly cost: €45/team member = €225/month for a 5-person team
- Plus: Fast feedback, Unreal-native, content-addressable caching, zero infrastructure
Why Distributed Builds Win
The fundamental advantage of Unreal Horde's distributed architecture is parallelism. A local machine compiles C++ files sequentially (or across its 16–32 cores). Horde distributes compilation across hundreds of machines, each handling a subset of translation units.
The same applies to content cooking. A local machine processes assets one-by-one through the cooking pipeline. Horde identifies independent assets and cooks them simultaneously across many machines.
Shader compilation sees the most dramatic improvement. Thousands of shader permutations that take over an hour on a local GPU are distributed across dedicated shader compilation servers, finishing in minutes.
When Local Builds Still Make Sense
To be fair, local builds aren't always wrong:
- Quick iteration during development: The Unreal Editor's hot-reload and live coding features are faster than any CI pipeline for small changes
- Solo projects: If you're a one-person team with a small project, the overhead of CI/CD may not be justified (though Buildpixel's free tier eliminates this concern)
- Platform-specific debugging: Sometimes you need to build and test on your specific hardware
But for production builds, QA builds, and anything going to testers or release — distributed cloud builds through Buildpixel are the clear winner.
Conclusion
The numbers speak for themselves. Distributed builds with Unreal Horde are an order of magnitude faster than local compilation, and dramatically cheaper than generic CI/CD runners. For any studio serious about CI/CD for game development, cloud-distributed builds aren't a luxury — they're a competitive advantage.
Get started with Buildpixel or get in touch to learn how we make this possible.