Live data from Hacker News

A first look at Unreal Engine 5

unrealengine.com

221–230 of 695 posts

Re: A first look at Unreal Engine 5

#221

I am always skeptical of tech demos like this, but if Epic has truly created a way to show full quality assets at runtime without manual LOD / optimization, then this is going to be a huge process improvement for game development. Same goes for this lighting. Baking lights is such a burden, if they can simply do all of this at runtime then making beautiful games just became that much easier. They also bought Quixel,…

I'm mostly concerned about the storage and bandwidth issues associated with this level of detail.

Are we going to download 500GB games on our Playstation 5s?

Re: A first look at Unreal Engine 5

#222

I am always skeptical of tech demos like this, but if Epic has truly created a way to show full quality assets at runtime without manual LOD / optimization, then this is going to be a huge process improvement for game development. Same goes for this lighting. Baking lights is such a burden, if they can simply do all of this at runtime then making beautiful games just became that much easier. They also bought Quixel,…

Don't you still need to do some of that just for file size and data transfer, if nothing else? In the demo they said it had hundreds of billions of triangles. Google tells me you can get down to 18 bytes or so per triangle, but even if we assume a lower bound of just three bytes per triangle (amortized storage of 1 vertex per triangle of an x,y,z point), we're talking about on the order of terabytes to just store tha…

"virtual" is the keyword. They do some magic to not calculate or store most of it, most of the time.

Re: A first look at Unreal Engine 5

#223

I've been wondering for a while Unreal doesn't just make the Unreal Browser. You download and install it. Then you give it a URL, and it streams down a map, and downloads DLLs containing behavior custom to that map. While you're in a map, you can walk through a portal to another map. Or you can just keep moving in a direction, which streams more and more map. If you're in a multi-player environment, you connect to a…

They did. It's called Fortnite. It's been fairly distuptive.

Re: A first look at Unreal Engine 5

#224

I am always skeptical of tech demos like this, but if Epic has truly created a way to show full quality assets at runtime without manual LOD / optimization, then this is going to be a huge process improvement for game development. Same goes for this lighting. Baking lights is such a burden, if they can simply do all of this at runtime then making beautiful games just became that much easier. They also bought Quixel,…

Unity pays lip service to AAA but its primary market segment mobile game development (which is nearly half of the entire gaming market).

And Hollywood, just like with Unreal, some studios are adopting Unity instead.

Re: A first look at Unreal Engine 5

#226

Earlier quoted context omitted.

Wait. What about id Tech?

Not licensed to third party studios. The last one that was open sourced was id tech 4 (Doom 3).

Other Bethesda studios can still use them. I remember Arkane got ahold of id tech 5 for Dishonored 2, and then renamed it "Void Engine" and added a bunch of bugs.

Re: A first look at Unreal Engine 5

#227

Can someone help me articulate my issue with this? Looking at a lot objects, they seem unnaturally detailed. Like the bugs, or the statue at around 6 minutes. Something about it makes me really uncomfortable feeling physically. Is this like a weird infinite depth of field kind of thing?

There's limited places for your eyes to rest. The end scene with heavily detailed architecture surrounded by smooth desert, does it feel more comfortable than the earlier footage?

Re: A first look at Unreal Engine 5

#228

Earlier quoted context omitted.

Both Unity and Unreal Engine offer their source code on Github... Both engines have bugs, and one of the biggest complaints about Unreal Engine is that any feature not used by Fortnite is half-baked until Fortnite uses it. With Unity, the biggest complaints are about the relatively transitory lifetimes of some of their biggest-marketed features, like rendering pipelines or networking code.

No, Unity only has the C# part on GitHub, but it also has a huge proprietary C++ code base.

The C++ part is being slowly replaced by C#, written in the HPC# subset.

And then there is always the possibility to pay for the source code anyway.

This is a business after all.

Re: A first look at Unreal Engine 5

#229
post #207

> you can download and use Unreal Engine to build games for free as you always have That's a very stretched-out definition of always. Unreal used to be one of the most expensive, if not the most expensive, game engines you could license. It's been only few years they adopted this free model.

It’s been six years already. While not necessarily “always”, that still pretty much covers the current generation.

Re: A first look at Unreal Engine 5

#230

Let me throw in an anecdote that may amuse some: I was working for a now defunct large game company when Epic and Tim Sweeny came in to demo Unreal Engine 3 very early before the PS3 and XBox360 were launched. This was about 2004. Their demo blew away executives in particular. They showed multicolored lights casting multicolored shadows on a single high detail character. One of the lights was behind a stained glass w…

It's say current UE4 games don't match the details of the UE4 demos they showed on release.
Post reply on HN