Live data from Hacker News

A first look at Unreal Engine 5

unrealengine.com

491–500 of 695 posts

Re: A first look at Unreal Engine 5

#491

Earlier quoted context omitted.

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 bee…

I asked for fiascos, not negatives. I think it's absolutely fair to be critical or disagree with the approaches of Epic. It's one thing to say they made a decision you thought was wrong, it's another thing to call them a 'fiasco', that's all.

Re: A first look at Unreal Engine 5

#492

so PC gamers, with 8K textures and UE5, what would you like to see aside from pushed framerates?

Active worlds. I've played open world games like the Witcher 3, or Assassin's Creed Odissey; and damn they're impressive games. Assassin's creed in particular was really amazing, you could wander through ancient Greece and just enjoy the sights, visit the cities. With the kind of things demoed here it will be even more amazing. But the games feel somehow lifeless, as if you're the only one really living in there. Sur…

Do you have any ideas for approaches to this not including the dominant behavior tree paradigm used in Unreal Engine? If this type of true AI behavior has to be built on a case by case basis per game per behavior (pathfinding, animation, mechanics): it's gonna be a few decades to get there.

Re: A first look at Unreal Engine 5

#493

Earlier quoted context omitted.

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 bee…

I think you were totally right. His counter-arguement basically boils down to 'so what' which is pretty bad. Some thing's are more important than others. Buying and removing support for already supported systems is an incredibly anticompetitive move and shouldn't be forgotten.

First, not 'his'.

Second, I explicitly asked for evidence of any of the concerns, as many of the claims either didn't raise a specific concern (e.g. Tencent ownership) or didn't seem to be corroborated by evidence (e.g. Epic buying studios to pull their games off steam).

I'll ask you the same, can you provide examples of Epic buying games and removing support for systems? The only example I can find is Rocket League, and that decision was coupled to a desire to remove technical debt and unrelated to Epic's purchase of Psyonix.

Re: A first look at Unreal Engine 5

#494

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…

> To my knowledge that tech demo was never incorporated into the engine and never shipped.

I'm not sure when it shipped (it certainly may have not launched with the first version of the engine), but it is currently called "Light Propagation Volumes."

Re: A first look at Unreal Engine 5

#495

This is stunning, but scary. Even if my descendants survive plagues, nuclear war, climate change and malevolent AI's, they might not have a chance against the allure of these simulated worlds.

If these graphics are impressive today, imagine what will be possible in 500 years. We'll hit a point where simulated worlds will be indistinguishable from the real world.

But then, if simulated worlds can reach this level of fidelity, that means we could be in such a world right now and there would be no way to know it.

Re: A first look at Unreal Engine 5

#496
post #22
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…

Unreal is now starting to be used in place of green screens in some movies. (there's a lot more that goes into it, but essentially it seems like unreal is one of the core software pieces) Here is an example: https://www.youtube.com/watch?v=Hjb-AqMD-a4

I wonder if this has anything to do with my wife's complaint (and I agree with her on this) that modern productions are beginning to look more and more like computer games.

She's been watching the third season of westworld, and it's kinda scary to me how almost every episode feels more like a game trailer than an actual story...

Re: A first look at Unreal Engine 5

#498
post #161

Earlier quoted context omitted.

At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…

Your only commentary here is that it doesn't live up to your expectations. You wanted more. And then you wonder why AAA studios focus on graphics? > That being said I concede that I'm clearly in the minority You definitely aren't in the minority. r/gaming is full of people racing to be most unimpressed by a good looking game. All the HN comments pointing out flaws with "don't get me wrong, it looks decent!" could be…

I kinda agree with you, but I think it's expected: demos are just ads for technical people. So in a way you know that it's too good to be true.

Plus they don't actually explain how it works, how the demo was made and what's the limits of their technology. They only show the good side, so people naturally wants to know the not-so-good side as well.

Re: A first look at Unreal Engine 5

#499
post #362

Earlier quoted context omitted.

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…

In reality its the same rock mesh 1000s of times.

[deleted]

Re: A first look at Unreal Engine 5

#500

Earlier quoted context omitted.

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…

Instancing is the key, for that part of this demo at least. One statue replicated 300 times only costs slightly more than one of those statues alone.

Wow that's obvious in retrospect. Thanks!
Post reply on HN