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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

#461
post #420

Earlier quoted context omitted.

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

Well I just discovered this 11 year old Firefox bug due to that page https://bugzilla.mozilla.org/show_bug.cgi?id=477157

Make the change easy -- then make the easy change

They're probably waiting until it goes away on its own as all epic bugs do

Re: A first look at Unreal Engine 5

#462

So I'm going to join the naysayers here and say while the graphics look absolutely phenomenal the game itself looks the the same game I've been playing for 20-25 years. A 3rd person character who walks through caves, canyons, ruins, slides through tight places where the camera moves in close, can only climb on areas painted with the "you can climb here color" and then pushes or pulls a few knobs for "puzzles" It coul…

I'm hoping games shift to a physics realism approach once we catch to what ever graphics goal the industry sees as "good enough". I'd prefer if 90% of the environment was "tangible".

Re: A first look at Unreal Engine 5

#463

Earlier quoted context omitted.

All Steve Jobs’ fault: https://www.folklore.org/StoryView.py?story=Round_Rects_Are_...

That was really great! Thanks!

Really great! This reminds me of how epic and iconic this company truly was -- I lived in a constant state of delight as a child using their software and software developed on their platforms starting with the old BRUN command on apple ][

Re: A first look at Unreal Engine 5

#464
post #42

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.

For a while we pretty much only had UDK (Unreal 3). Unity sort of invented the idea of an omni-platform game engine that's affordable and accessible for indies. Then Unreal slightly shifted its strategy to compete with that rising market, and Crytek... jumped in too. I think Unity is too valuable to low-medium end indies to go anywhere (you really don't need most of these new features if you aren't going for a photor…

You aren't wrong about features, but the fact it's now free until $1 million USD in sales means by the time you own Epic a cent you've made a LOT of money, in Indie terms. Depending on how tight you think your budget will be that could be important.

Re: A first look at Unreal Engine 5

#465
post #319

Earlier quoted context omitted.

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…

I was about to weigh in on how 9-slicing is absolutely a valid strategy for UI components, and give you an example from my professional work, only to realize that I can't think of a single example that wasn't, "hack around some library that doesn't have border-radius". I'll be glad for the day when 9-slice is a truly obscure technique.

Nine slice put a lot of food on the table but I started to question my purpose in life

Border-image came and changed the game in the early 2010's... Doing exactly that in essence

Re: A first look at Unreal Engine 5

#466
post #319

Earlier quoted context omitted.

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…

And for an authentic contemporaneous example of this technique, here's my website that I designed in 2002 when I was in high school: http://cydeweys.com/archive/ You won't know it from looking at it because you'll only see the rendered static HTML, but that entire site was actually written in C++. Using the AP C++ libraries (yes, that AP).

Shouts to Udephus!

Re: A first look at Unreal Engine 5

#467

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?

Call of Duty: Warzone requires over 100Gb free on the PS4 disk just to download updates.

Re: A first look at Unreal Engine 5

#468
post #409

Earlier quoted context omitted.

It used four synchronized PCs with a total cost of ~$20,000 to render three 4K panels, which is pocket change for a large production. The LED walls or a single lens costs more than that! This goes into way more technical details: https://ascmag.com/articles/the-Mandalorian Particularly interesting is how the system had ~10 frames of latency, so excessively fast camera turns would show lower quality renders.

Ah. of course. The system tracked camera and rendered what the camera saw and little around it accurately. Rest was rendered just for lightning.

The guy who developed the tracked camera invented the Roomba (maybe with others? not sure). Pretty cool dude.

Re: A first look at Unreal Engine 5

#469

Wow. It seems like real-time lighting and detail are getting to the point where they're so indistinguishable from reality... ...that now it's the actual quality of the models themselves, and even more of character motion, that are going to have to be the next steps in better graphics. I'm stunned by the lighting and detail, absolutely stunned. But at the same time, especially when you get into the architectural rooms…

Yeah, this is looking so good now that we seem to have reached the uncanny valley of rendering. Where instead of thinking "this game has really good graphics" I'm now thinking "this reality has some bad graphics".

Re: A first look at Unreal Engine 5

#470
post #319

Earlier quoted context omitted.

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…

Let’s also add the infamous sliding door div structure to making expandable dynamic height divs.

How about that layout with columns and a sticky footer --
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