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A first look at Unreal Engine 5

unrealengine.com

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Re: A first look at Unreal Engine 5

#311
post #106

Extremely impressive. That said, I am struck by how the inaccuracies in physics modeling start sticking out like a sore thumb the closer the visuals get to realism. After gawking at the ground and falling rocks in the first scene, I kept getting stuck on the weird movement of her ponytail. Also the landing of the first jump across the chasm. Picking nits for sure; incredible work here.

For sure, the physics once she starts rock climbing are horrific and super uncanny.

Forearms need to be parallel to the gravity vector almost all the time. Arms need to be kept straight almost all the time. The only exceptions for these are the actual top of a motion to move up to the next hold.

All stuff you would never notice if the graphics weren't amazing.

I think I'm so used to seeing unrealistic pony tails and clothes I don't even notice.

Other than Uncharted I don't recall playing games with climbing.. I've spent enough real world climbing time since then it's noticeable now.

Re: A first look at Unreal Engine 5

#312

Earlier quoted context omitted.

Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges

Better or worse kludges than this one? http://ridiculousfish.com/blog/posts/roundy.html

Thanks for the flashbacks! I had blacked out any memories of the world before 'border-radius' before seeing that!

Re: A first look at Unreal Engine 5

#313
post #106

Extremely impressive. That said, I am struck by how the inaccuracies in physics modeling start sticking out like a sore thumb the closer the visuals get to realism. After gawking at the ground and falling rocks in the first scene, I kept getting stuck on the weird movement of her ponytail. Also the landing of the first jump across the chasm. Picking nits for sure; incredible work here.

Hair is nowhere near realism, yet.

This is masked by using hairstyles which are either not intended to move or which are intended to display limited movement.

Her hair isn't in a true ponytail, anyway. Even with more restricted movement of the hairstyle she has, it still doesn't look right at all.

Re: A first look at Unreal Engine 5

#315
post #8

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…

I think it's the global illumination that really makes the difference. You can't get to realism just by drawing more polygons, but if light acts in believable ways (especially when the scene changes or lights move around) it really starts to look like real life.

Re: A first look at Unreal Engine 5

#316
post #38

> Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android. I wonder if they consider the Switch a current-generation console.

Too bad. I'm always curious about gains in cross-platform target productivity. The dream being that you build a high fidelity game and just need to drag a slider down to create a build that runs at 30fps+ on the, for example, Switch.

Of course what we normally see is a lot of work to port down games. A good example being all the work that went into getting Witcher 3 to run on the Switch: https://developer.nvidia.com/gtc/2020/video/s22697

Re: A first look at Unreal Engine 5

#317

Earlier quoted context omitted.

Many fiascos? Are you talking about how epic didn't pay dancers for their dances in fortnite? Or the crunch they pushed on their workers to ship fortnite content? I'm trying to think of others, maybe you could expand a bit?

Just a bit of background first. I bought in heavily to the ue4 ecosystem as soon as UE4 was released, back when it was $20/mo. After about 3 years I had enough and moved to godot and blender and being away from that ecosystems it's deficiencies grow ever more glaring. It started with promises that the editor would treat linux as a first class client. Those were lies, as not only did a community fork do more work than…

Some of those are very valid concerns, others don't really seem like fiascos.

Paragon: Epic returned all purchases and made all the assets free on their marketplace. That seems like a pretty consumer friendly way to shutter a product that wasn't doing well.

Exclusives: Paid exclusivity made games like Satisfactory possible, and I believe that all the exclusives are timed? Making games is expensive and unpredictable, exclusives ensure devs can take more risks without worrying about going bankrupt.

Security is a serious concern for sure.

Acquisitions: As far as I can tell, Psyonix is the only game studio they've bought, and they haven't pulled their game from Steam? Are there others?

Tencent ownership: What's the actual concern here? There's a lot of sinophobia in gaming circles these days. There's plenty to be concerned about with the CCP and Tencent, but what's the specific worry about them having a minority stake in Epic?

Linux support (Rocket League, Editor, etc.). These are data driven decisions. Rocket League, for instance, had 0.3% playership across Mac and Linux combined. They were updating their game, and fixing bugs for that small of a community just doesn't make financial sense. They issued 100% refunds, which seems pretty reasonable?

> Anybody who buys into the UE4 or UE5 ecosystem is probably going to regret it

As someone who worked in the industry for years (but never for Epic), I highly doubt this. I've worked with UE, Unity, and CryEngine/Lumberyard and there's a huge difference in support and tooling between them.

Re: A first look at Unreal Engine 5

#318
post #9

Earlier quoted context omitted.

Well, it's worth noting Unity doesn't have royalties - you just pay per seat on a monthly cost, and it's free indefinitely* if you make/raise less than $100k a year. * (this also means no official support and a few missing features, not sure if UE4 offers everything for free)

UE offers everything free and now they started providing some in game services (such as accounts, statistics) for free too. Only way to pay to use Unreal Engine is to earn more than 1.000.000 usd which for most people means everything is completely free. I’d say unreal has a much better value proposition in here.

i know games with $3 million dollar budgets that chose Unity over Unreal because with Unreal that would have cost them $150k where as with their 10 person team Unity cost them $45k for 3 years.

Re: A first look at Unreal Engine 5

#319
post #213

Earlier quoted context omitted.

Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges

Rounded corners using tables and gifs?

To invoke the old "rule 5" of explaining things:

Until surprisingly recently, there was no built-in way to make a rectangular element on a webpage have rounded corners. People had to use all sorts of dirty hacks to make a final product that "looked like" it was a native, built-in feature. Usually in the old days it basically amounted to various forms of "putting a picture of a rounded corner" (often a gif) in each of the corners of the element you were putting on the page.

There were a lot of different ways to do that, but one of them was to use "tables" - tables these days are usually only used for what their genuine, semantic intent is: for drawing a literally spreadsheet-like table of data. But back in the earliest days of the web, they were the only controllable way to visually lay things out on any kind of grid, so despite the fact that they were "supposed" to have nothing to do with visual layout, they'd get used all the time for that - often getting used to do visual borders and stuff.

So to do rounded corners, you'd basically make a table that was a 3x3 grid. In the corner elements of the grid, you'd have tiny pictures of rounded corners; in the side elements of the grid you'd basically have nothing (they'd be really skinny elements, either very wide or tall). Then the middle element in the grid would be gigantic, and would hold your actual content.

Re: A first look at Unreal Engine 5

#320

Earlier quoted context omitted.

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

FF 7 remake comes extremely close though. That's the best looking UE4 game I know. It's expected that real games do not have demo levels of visual fidelity.

I will say its Gears 5. Coalition has been incredible with their usage of Unreal since the original Gears of War back in Xbox360 days. They peaked with Gears 5.
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