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Unreal Engine 4.11 Released

unrealengine.com

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Re: Unreal Engine 4.11 Released

#81

Earlier quoted context omitted.

> Unreal blueprints for example are a nightmare once you add a decent amount of functionality as per the law that visual programming does not scale. Could you please elaborate on this one? Do you have first hand experience?

The beauty of programming with visual nodes: http://scriptsofanotherdimension.tumblr.com/

Well, anything can be made look sufficiently complex. But there can be(should be) ways to abstract out or compartmentalize a larger problems to make it easier to focus on small sections in visual programming.

It's true that there has been more questions then there are answers, but I was wondering what attempts have been taken thus far to solve it.

More specifically, I was curious to hear if OP had any story to share dealing with this kind of problem.

Re: Unreal Engine 4.11 Released

#82
post #61

Earlier quoted context omitted.

>Desktop Linux is a tiny niche (measured to below 2%), Not for developers. And both Unreal and Unity have Linux editors and support compiling for Linux.

Not for web/server/backend developers, but YES for game developers.

No for game developers. A lot of big studios sure but A LOT of indie devs and mobile game devs are mostly developing in Linux or mostly Mac OS X because if you are a mobile dev you have to support iOS. The game dev world is a lot larger than the latest AAA game.

Re: Unreal Engine 4.11 Released

#83

Earlier quoted context omitted.

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.…

Would I be wrong to say Apple doesn't prioritize GPU performance. Ergo, for game development it's undoubtedly safer to buy non-apple brand machines?

yes you would be wrong I have the same model and the hello world example runs WAY faster. I'm not sure how to explain the difference but I do not believe it's an issue with apple.

Re: Unreal Engine 4.11 Released

#84

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.

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.…

I have a MacBook Pro mid-2015 2.5 i7 16GB Ram 1tb ssd AMD Radeon R9 M370x. Here are my compile times for a non trivial game set to maximum settings. Literally straight up standard download from Epic version 4.10.4.

Building the game itself: Total build time: 20.36 seconds

Not quite a exact same test as yours but I've honestly never used the engine in the way you are compiling it there. I understand it's a basic compile and execute tests but I usually run my tests via xcode and build/launch the game from either xcode or the unreal editor both are very fast.

Re: Unreal Engine 4.11 Released

#85

Earlier quoted context omitted.

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.…

I have a MacBook Pro mid-2015 2.5 i7 16GB Ram 1tb ssd AMD Radeon R9 M370x. Here are my compile times for a non trivial game set to maximum settings. Literally straight up standard download from Epic version 4.10.4. Building the game itself: Total build time: 20.36 seconds Not quite a exact same test as yours but I've honestly never used the engine in the way you are compiling it there. I understand it's a basic compi…

Does that include relaunching the editor?

(tests obviously are not supported for hot reload)

Re: Unreal Engine 4.11 Released

#86

Earlier quoted context omitted.

I have a MacBook Pro mid-2015 2.5 i7 16GB Ram 1tb ssd AMD Radeon R9 M370x. Here are my compile times for a non trivial game set to maximum settings. Literally straight up standard download from Epic version 4.10.4. Building the game itself: Total build time: 20.36 seconds Not quite a exact same test as yours but I've honestly never used the engine in the way you are compiling it there. I understand it's a basic compi…

Does that include relaunching the editor? (tests obviously are not supported for hot reload)

That's the compile time for the game only launching the game editor takes an additional Full Startup: 12.02 seconds (BP compile: 0.17 seconds) according to the unreal engine logs. It feels a little longer than that but not much.

I'm always honestly a little surprised but that Java webapps we have at my day job take a lot longer to compile and launch than Unreal does in my experience.

I will say to be fair in Windows 10 on the same hardware (bootcamp dual boot) Unreal is at least twice as fast. It's kinda crazy and bums me out a bit.

Re: Unreal Engine 4.11 Released

#87

Earlier quoted context omitted.

Does that include relaunching the editor? (tests obviously are not supported for hot reload)

That's the compile time for the game only launching the game editor takes an additional Full Startup: 12.02 seconds (BP compile: 0.17 seconds) according to the unreal engine logs. It feels a little longer than that but not much. I'm always honestly a little surprised but that Java webapps we have at my day job take a lot longer to compile and launch than Unreal does in my experience. I will say to be fair in Windows…

Interesting.

Out of curiosity, what proportion of your game code is blueprint vs. C++?

Mine would be probably 80/20 in favour of C++; I wonder if using C++ heavily has a disproportional effect on the editor speed somehow.

Certainly sounds like you're having a much better time of it than I am...

Re: Unreal Engine 4.11 Released

#88
post #34

Earlier quoted context omitted.

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.

I believe it was around 70-80 engineers, and the number mentioned in the twitch stream was lower (keep in mind I have no experience when it comes to writing large 3d engines. maybe my expectation was ridiculous to begin with). I actually tried to hunt down the video in which they mentioned that, but Epic is just too productive when it comes to producing videos, and I gave up. :D

Re: Unreal Engine 4.11 Released

#89

Earlier quoted context omitted.

That's the compile time for the game only launching the game editor takes an additional Full Startup: 12.02 seconds (BP compile: 0.17 seconds) according to the unreal engine logs. It feels a little longer than that but not much. I'm always honestly a little surprised but that Java webapps we have at my day job take a lot longer to compile and launch than Unreal does in my experience. I will say to be fair in Windows…

Interesting. Out of curiosity, what proportion of your game code is blueprint vs. C++? Mine would be probably 80/20 in favour of C++; I wonder if using C++ heavily has a disproportional effect on the editor speed somehow. Certainly sounds like you're having a much better time of it than I am...

Mostly C++, probably a 80/20 split or so also. Two other things, I've noticed that performance has improved greatly over the last couple of releases and my older MacBook pro (2012 model, 1gb nvidia gpu) wasn't nearly as good. I wonder if it's a case of Epic really only testing on certain Mac Laptops? Not sure I'd still use the engine if I was getting your level of performance on my machine.

Re: Unreal Engine 4.11 Released

#90
post #61

Earlier quoted context omitted.

Not for web/server/backend developers, but YES for game developers.

No for game developers. A lot of big studios sure but A LOT of indie devs and mobile game devs are mostly developing in Linux or mostly Mac OS X because if you are a mobile dev you have to support iOS. The game dev world is a lot larger than the latest AAA game.

>The game dev world is a lot larger than the latest AAA game.

Yes. But while the iOS casual game dev world is in the millions, the Linux game world is still small.

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