After the many fiascos of UE4 and the shit Sweeney and Epic have pulled I dont really care, I'm sticking with blender and godot.
I'm trying to think of others, maybe you could expand a bit?
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After the many fiascos of UE4 and the shit Sweeney and Epic have pulled I dont really care, I'm sticking with blender and godot.
I'm trying to think of others, maybe you could expand a bit?
does it run on linux?
You'll probably have to compile it yourself, but it isn't hard. (I did it).
https://docs.unrealengine.com/en-US/Platforms/Linux/Beginner...
Wow, 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.
Amazon is getting in the engine game as well, with Lumberyard. And there is always the possibility of other studios making their proprietary engine available if there is a profit opportunity. RAGE and Anvil come to mind.
The real-time GI is amazing. Ray tracing is going to be a game changer, not only in terms of visual quality, but also because it's one of those rare times in computer graphics where the more advanced solution is actually making it easier on graphics programmers by replacing a bag of dirty tricks with a unified, physically based solution. One interesting note: they say the GI is "instant" but you can actually see that…
I tried to figure out whether the new GI used raytracing, and it doesn't seem like it is? If it is using raytracing hardware it isn't nearly as impressive. If it isn't , then it's sheer magic.
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If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time, especially when the camera is so far away. I wonder how many GPU's that system had.
> If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time Umm, Ray tracing would love to have a word :P In all seriousness, typical animated frames for big budget films easily take hours or longer _per frame_. It really depends on what looks you're trying to achieve. Game engines have come a long way in terms of realistic graphics with realtime rendering, but it'…
btw. Only about 50% of the scenes were made with this setup. rest was traditional ray-tracing.
It's a total game changer. Time for everyone to learn Unreal, Houdini, and Mari.
Wow, 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.
Unity doesn't really overlap with Unreal. Unreal is big and cutting edge for AAA titles. Unity is much more simplified. The path of least resistance is usually pretty clear for someone starting a project.
More recently it's been making a lot of noise about its new scriptable render pipeline and shader graph. Of course these are still playing catch-up with Unreal, but they're doing an admirable job.
Meanwhile Unreal totally changed its pricing model ~5 years ago to be much more similar to Unity's and affordable for indies/individuals, as well as adding native support for mobile platforms, etc.
For some customers there may be a clear choice, but for now at least there's also a ton of overlap between their markets. We'll see where things go in the future.
I really, really, really want an Unreal Tournament 2021. It's a shame they haven't pushed that series as a showcase for the engine anymore.
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I think with every engine- or console generation people will go "this is photorealistic!", but in practice / real games it doesn't look / feel that way, or (maybe more likely) you get used to it until you run into the next best thing. That said, The Mandalorian has used the Unreal engine to render real-time backgrounds for scenes, so it's good enough for that at least. And in films they don't need to do real-time, th…
In this demo I thought it "didn't feel that way" more due to the camera positioning and character than anything else, though. The environment seemed quite indistinguishable from pre-rendered CGI.