We might start this off with a comparison between both engines. Let's start off with their respective system requirements:
| Unreal Engine 5 | Ren'Py 8.1.3 |
---|
Operating Systems | Windows 10 20H2 64-bit
macOS Monterrey
Linux 3.X or newer | Any OS with Python 3.9 support |
CPU | Intel Core i5-12600K
AMD Ryzen 5 5600X | Any CPU that can run Python 3.9 scripts |
GPU | Any GPU with more than 6 GB VRAM that supports DirectX 11, Metal 1.2, OpenGL 3.2, or Vulkan 1.1 | Any GPU that supports DirectX 9, OpenGL 2, and WebGL |
RAM | 8 GB (16 GB is preferred) | 4 GB |
Storage | 500 GB | 300 MB |
So you can see that the system requirements for UE5 are far more demanding than Ren'Py but it's not ideal to compare the two so directly because they cater to many different needs. Although it is worth noting that many people might have computers that simply don't meet the minimum requirements to create games in Unreal Engine 5 and so that makes for one potential reason as to why we're seeing so many Ren'Py games versus UE4/UE5 games.
The other potential reason is that the structure of a Visual Novel is far less complicated and takes far less time to make as opposed to a fully fledged 3D game. Of course you could make an asset-flip on UE5 and use the graphical node system to tie everything together and call it a day but that's not going to get you very far when it comes to expectations.
The opposite can also be said with Ren'Py where you have to at least know how to code in Python and where you can make something that is very complex and feature-rich. Though most of what we tend to see could be boiled down to someone scraping hentai images and copying most cliché storylines that we've seen many times before from uninspired novelists.
The other potential reasoning for why we don't see as many games made in UE5 is because of the skill requirements. If you're wanting to make a 3D game without using premade assets then you'll have to learn how to make 3D models, how to set up the rigging for said 3D models to make animations, how to set up textures with UV mapping and normal mapping, how to write shaders, how to optimize the rendering engine with various techniques including LOD, occlusion culling, prebaking lights and textures, simplifying meshes, etc...
If you're wanting to avoid the graphical node editor in UE5 then you'll most likely have to delve into C++ at various points to handle the game's logic and that is far more than what could be said for Ren'Py which requires the ability to code in Python, the ability to generate images
(be it from 3D renders or 2D animations either drawn by hand or with vectors made on a computer), and maybe some use of shaders if you're wanting to be extra fancy.
Both engines do require you to know how to work with sound but you can omit sound for the most part if you can't be bothered to record yourself making various noises that might garner some attention from roommates, parents, and neighbors.
Distributing games made with UE5 is far more problematic than with Ren'Py because not everyone has a decent internet connection that can be sat for hours while uploading gigabytes worth of game data, although this could also be an issue with larger and more complex Ren'Py games.
Both engines do allow for you to sell your games as well without having to deal with any restrictive licenses or paying royalties based on calculated income figures that may or may not be accurate
(here's looking at you Unity).