In the past, I have always looked at Demos from Games and thought this is very good and getting close to movie quality. But that "close to" remained "close to" for quite some time. Even though It is improving every year but you can still tell it is gaming graphics. Even if some of the shots are not real time and pre rendered, they are still gaming like. That Unreal 5 Demo was the first time ever I thought this is Hol…
Well, I may be wrong, but I was under the impression that the Unreal Engine will also work on the next XBOX (and any PC) and that the PS5 was less powerfull than the next XBOX.
A first look at Unreal Engine 5
91–100 of 695 posts
Re: A first look at Unreal Engine 5
#92Re: A first look at Unreal Engine 5
#93Wow, we'll soon be down to only one game engine. Crytek has financial worries. Plus it's the most difficult to use, because it's almost all C++. Unity is very accessible thanks to C# scripting, but has bug issues (and no source code). Unreal Engine looks amazing, is cheap or free for indie studios, and has source code included. If they can make UE slightly easier to develop for, they'll dominate the market.
Re: A first look at Unreal Engine 5
#94Re: A first look at Unreal Engine 5
#95buried lede, perhaps: retroactive to Jan. 1, "Unreal Engine royalties waived on first $1 million in game revenue" > Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.
I’d be really curious to see what a talented programmer or two could do with the engine by themselves, without bringing an artist on board. Is the Unreal engine flexible enough to do low fidelity, 2D games or are you just better off coding up your own engine at that point?
Pretty much every game needs someone talented in art or design. It can be one of the programmers, of course.
Unreal is not a good choice for a 2D game, anyway.
Re: A first look at Unreal Engine 5
#96One interesting note: they say the GI is "instant" but you can actually see that they are using temporal stabilization to achieve this effect, and there's a slight lag between when the light changes and when the GI finds its resting point. I suspect removing this lag will be one of the things which makes graphics feel "next gen" when GPUs can handle enough rays per pixel to handle GI in one or two frames instead of a few dozen.
Re: A first look at Unreal Engine 5
#97Earlier quoted context omitted.
You don't have to use C++, you have Blueprints, which can control not only shaders, but also game logic and levels.
If you're a programmer who wants to write code, you have to use C++
Re: A first look at Unreal Engine 5
#98Earlier quoted context omitted.
This has been done for ages in the audio production space, it's called "convolution reverb". It's quite nice, but it doesn't allow you to tune it very much, besides basic filtering and stretching/cutting.
Yah, they said "convolution reverb," so I think they expected audience to know what it was. Often it's not about creating new technology, but making existing technology accessible to new audiences and new creators.
Re: A first look at Unreal Engine 5
#99In the past, I have always looked at Demos from Games and thought this is very good and getting close to movie quality. But that "close to" remained "close to" for quite some time. Even though It is improving every year but you can still tell it is gaming graphics. Even if some of the shots are not real time and pre rendered, they are still gaming like. That Unreal 5 Demo was the first time ever I thought this is Hol…
the water effects just after the four minute mark looked odd. while the fixed assets like the statues and such later on looked great. however I kept going back to the water and questioning some of the lighting effects too. don't get me wrong, the fixed assets look amazing and I look forward to seeing more done with this system