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Unreal Engine 4.11 Released

unrealengine.com

31–40 of 94 posts

Re: Unreal Engine 4.11 Released

#31
post #27
post #25

Earlier quoted context omitted.

It's open source with a pay x% once you get big enough to make $y thousand a year. It's proven effective and I hope more open sourcers copy the business model. Imagine if Mozilla was supported like this instead of being paid for customer data. It would be a game changer.

What would be the browser equivalent of "once you get big enough to make $y thousand a year"?

X number of employees?

The principle of the model is make em pay once they can afford it. So having X employees would usually mean the company can afford to pay say $10 per employee per year to use it.

Re: Unreal Engine 4.11 Released

#32
post #23

Earlier quoted context omitted.

By now a lot of high profile games get made with Unity, so i don't think it's really a downside that Unity Technologies don't build their own games. Unity is far less resource heavy and still the king for 2D or mobile games and the latest 3D rendering capabilities are getting close to Unreal as well (see Adam tech demo). I enjoy working with C# and have been using Unity since 2009 in one form or another. I'd like to…

I'm running a mid 2012 macbook with a Geforce 650M and unreal runs very well, runs even better when I boot into windows. Looking forward to trying the new Metal renderer. For me, Unreal wins on its its extensibility, being able to expose custom functionality to the artist, access to the source even if only for reference.

The last time i tried running the engine it would constantly put load on the GPU (even if the game view is paused) resulting in high temps and noisy fans. I also barely got 10fps in the gameview on a 13" Macbook Pro with Iris 5000 graphics. Did they fix this for OSX ?

Re: Unreal Engine 4.11 Released

#33
If anyone told me 10 years ago that Unreal and CryEngine would be, for all practical purposes, free... It's wonderful time to be a gamedev (tech-wise), I presume.

Writing your own graphics engine now seems to be more in line if you really enjoy writing your engine more than the game itself - or if you really want to do something you can't do easily with engines available.

Re: Unreal Engine 4.11 Released

#34
post #6

I wonder what is the size of whole unreal engine team.

They mentioned that in some of their twitch streams relatively short after Unreal 4s initial release. I don't remember the number, but it was smaller than what I thought it would be. Plus of course the people not working for epic who contribute to the source code on github.

Do you at least remember how big you thought it would be? Currently I have no idea of even the magnitude of the team.

Re: Unreal Engine 4.11 Released

#35
post #32

Earlier quoted context omitted.

I'm running a mid 2012 macbook with a Geforce 650M and unreal runs very well, runs even better when I boot into windows. Looking forward to trying the new Metal renderer. For me, Unreal wins on its its extensibility, being able to expose custom functionality to the artist, access to the source even if only for reference.

The last time i tried running the engine it would constantly put load on the GPU (even if the game view is paused) resulting in high temps and noisy fans. I also barely got 10fps in the gameview on a 13" Macbook Pro with Iris 5000 graphics. Did they fix this for OSX ?

    Did they fix this for OSX ?
No.

Re: Unreal Engine 4.11 Released

#37
post #23

Earlier quoted context omitted.

By now a lot of high profile games get made with Unity, so i don't think it's really a downside that Unity Technologies don't build their own games. Unity is far less resource heavy and still the king for 2D or mobile games and the latest 3D rendering capabilities are getting close to Unreal as well (see Adam tech demo). I enjoy working with C# and have been using Unity since 2009 in one form or another. I'd like to…

I'm running a mid 2012 macbook with a Geforce 650M and unreal runs very well, runs even better when I boot into windows. Looking forward to trying the new Metal renderer. For me, Unreal wins on its its extensibility, being able to expose custom functionality to the artist, access to the source even if only for reference.

O_o

This is my machine:

    iMac (Retina 5K, 27-inch, Late 2015)
    3.2 GHz Intel Core i5
    32 GB 1867 MHz DDR3
    AMD Radeon R9 M380 2048 MB
All I can say is the engine runs like rubbish on it, so I'm flat out astonished to hear it runs 'very well' on your 2012 macbook.

This is the compile time for running a 'hello world' project with a few tests:

    [2016.03.20-09.44.43:606][  0]Log file open, 03/20/16 17:44:43
    [2016.03.20-09.44.53:841][261]Display: Running Automation: 'NppTests' (Class Name: 'FNppTests')
    [2016.03.20-09.44.53:875][263]...Automation Test Succeeded (NppTests)
    [2016.03.20-09.44.55:055][264]Log file closed, 03/20/16 17:44:55

    real	6m47.566s
    user	3m58.869s
    sys	0m41.303s
That's not a full rebuild, just running:

    ./Engine/Build/BatchFiles/Mac/Build.sh TestProjectEditor Mac Development TestProject.uproject

    UnrealEngine/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor TestProject.uproject -Game -ExecCmds="Automation RunTests TestProject" -unattended -nopause -testexit="Automation Test Queue Empty" -log="TestResults.txt"
ie. It's only compiling the local project files and relinking the engine files. That takes 7 minutes.

With the quality settings dialed back completely, games are... kind of playable.

This doesn't match your experience?

I'm deeply deeply interested to know what you're doing, because it doesn't run like you describe on any apple device I've ever used.

What engine version?

Did you build it yourself? Which branch are you running? Did you change any of the build settings?

What quality settings are you using?

Seriously, I'm not trolling. If there's a magic 'make this actually work' setting some where I'm missing, I want to know about it, because the engine is monstrously slow in my experience, unless you're running it on a windows machine.

My recommendation for people using UE is 'dont use a mac'; I've never once varied from that position in the last year, I'm really interested if you have a different experience.

Re: Unreal Engine 4.11 Released

#38

It's interesting that Unreal releases end up always on the front page, but when Crytek released the source code of Cryengine 5 for free ~3 weeks ago [1] (with DX12, official C# bindings, volumetric clouds, no royalties, even better renderer, VR support for all major VR headsets, Python scriptable editor based on QT, a humble bundle including Ryse assets etc.) it didn't even scratch the front page. I know most people…

I personally at least cannot care much about CryEngine as long as its DX only. What is interesting about UE4 is how it is effectively a universal engine for all platforms, including the web.

Re: Unreal Engine 4.11 Released

#39
post #14

Earlier quoted context omitted.

It's like the best programmers aren't working on ads but on games

Even more impressively, it's like they actually base their version numbers on compatibility semantics rather than marketing.

It may be worth noting that minor versions are not strictly compatible but generally require some dev work.

Re: Unreal Engine 4.11 Released

#40
post #29

It's interesting that Unreal releases end up always on the front page, but when Crytek released the source code of Cryengine 5 for free ~3 weeks ago [1] (with DX12, official C# bindings, volumetric clouds, no royalties, even better renderer, VR support for all major VR headsets, Python scriptable editor based on QT, a humble bundle including Ryse assets etc.) it didn't even scratch the front page. I know most people…

Thank you! I hate this massive imbalance in the publicity. UE4 gets almost everything. When a game is in UE4, you can be sure it will be mention in every article about the game, likely even in the title. But CryEngine? Nothing. CE5 was released and the only thing that's happened was that a few people found out CE(4) existed.

How many games were released on CryEngine? How many on UE 3/4? How many devs are there from the UE 3 days when a lot of AAA titles were some in-house UE 3 variants. I love Crytek products, but I don't see any problems with the upvote distribution. Don't forget that every minor release of UE 4 contains an enormous list of new features and bug fixes which is impressive in its own way considering the release cycle is 3-4 months.
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