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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

#331
post #192

Earlier quoted context omitted.

That's funny you bring up the PS3, because my first reaction to the parent commenter and the OP video was how I remember thinking things couldn't get much better than the PS3 demos [0] – which now look comparatively primitive – but I've had that same feeling with PS4 and now PS5. But PS5 really does seem to be getting close to real-time interactive realism. But I agree with you that I expected games to be much "bette…

I lost my mind when I saw the announcement for Killzone https://youtu.be/PDfu1mYQXEg

The video that reignited Xbox360 vs PS3 forum battles around the internet.

Re: A first look at Unreal Engine 5

#332
post #201
post #136

Earlier quoted context omitted.

> Developers who try to push every ounce of power out of it will hate it. How common is this though in an era where most releases are multi-platform?

The PS still sells itself heavily based on console exclusives (Uncharted, The Last of Us, Horizon Zero Dawn) that are ostensibly well-tuned to the hardware. Guess we'll have to wait until HZD's makes it to PCs to see how easily it's ported.

I think Death Stranding is on the docket first for a PC port; that uses the Decima engine as well.

Re: A first look at Unreal Engine 5

#333
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?

Or by just using Flash.

I never did it myself. I know there are plenty of reasons to dislike flash. And I know plenty of people absolutely hated sites created solely using Flash.

But I have to admit I enjoyed the creativity I saw on many Flash sites. There a generic sameness to much of the modern web. I know Flash sites were useless for SEO, and probably for accessibility too. So I don't think things are necessarily worse now. Just more generic.

Of course, you can create a Flash-like site using web-native technologies, but it's probably more work.

Re: A first look at Unreal Engine 5

#334
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…

Maybe i just don't play many games where a camera tracks a single player like the demo. But the camera tracking felt jerky. Is that normal?

Depends on the game, and camera logic is usually up to developers rather than the game engine so sensitivity can be fairly flexible.

Re: A first look at Unreal Engine 5

#335
I really liked the fluid simulations. It's always been something hard to get right in games. Albeit, it did look pretty janky in the demo but I hope we can get some quality fluid simulations in games soon.

Re: A first look at Unreal Engine 5

#336

Earlier quoted context omitted.

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,…

You asked for the negatives, but please don't get me wrong. I really like the interface and many of the features of UE, and the tech behind it. It's just a shame I felt forced to move away from it. Also, please keep in mind I'm not the typical person who is trying to get into gamedev on the side, as I'm a RMS loving, linux-only, most of my stack is gpl sorta dude.

On the last point, you may be right, I might have been a bit hyperbolic but there are cases where I have seen it play out. One of my favorite games in the potential department was Mortal Online, but it constantly struggled with UE3 limitations despite official Epic support and moves with Atlas, etc (heres to hoping Mortal Online II using UE4 is good). UE4 has great graphics but as you know there is more to a game than that.

Re: A first look at Unreal Engine 5

#337
post #63

Earlier quoted context omitted.

But real games have always and will continue to use the same tricks. This demo could be put directly into a Tomb Raider game and would be fantastic.

The Tomb Raider-esque parts where the character is jumping and climbing didn't look right. She's missing some kind of "weight" or something in her animation that makes it look like she's not really doing those things. Lara Croft's animations are much more convincing.

This isn't supposed to be a real game but a tech demo of engine capabilities. Expecting them to spend as much money on getting climbing animations as good as a AAA game is kind of crazy.

When it comes to animation the interesting stuff were the "automated" hand/foot placement animations like the hand on the door they mentioned.

Re: A first look at Unreal Engine 5

#339

For someone with zero insight into these kinds of things. What happened with Id software delivering game engines? Do they have competing software or are they not doing that sort of thing?

They are still doing in house engine. id Tech is now at version 7 and is used by their latest game Doom Eternal (running on Vulkan exclusively). Extremely well optimized for any configuration spec and run great especially on AMD GPU.

Re: A first look at Unreal Engine 5

#340

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…

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

This made my day dude, thanks for that. Imma dropping everything now and going to make rounded corners button with WebGL canvas, using signed distance function in a fragment shader.
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