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A first look at Unreal Engine 5

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Re: A first look at Unreal Engine 5

#551

Earlier quoted context omitted.

I think it remains to be seen. Unity's big upcoming feature seems to what they call the Data Oriented Technology Stack. Essentially, this supposedly allows you to put far more non-static objects onto the screen than is usually available in a game engine. I do agree though that what Epic's doing here is a huge deal.

I love the Unity's efforts with ECS, but how many games would benefit from it?

That's the big question, isn't it? Obviously every mobile game is going to benefit from it, because it will save battery life. The greatest question related to this for me is how many games that couldn't be easily made before are now doable? I imagine that Total War style games will be much easier to make with Unity.

Re: A first look at Unreal Engine 5

#552

buried lede, perhaps: retroactive to Jan. 1, "Unreal Engine royalties waived on first $1 million in game revenue" > Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.

Also > Epic Account and Game Services I think this has the potential to be a huge shift if enough developers build games targeting Fortnite players. There's an ecosystem right there to be tapped into, and Epic just happens to be giving you the tools to do it.

I'm not following this comment. Is it because the intersectionality of players includes lower-income people, children, and those struggling with addiction?

Re: A first look at Unreal Engine 5

#554
post #532

Earlier quoted context omitted.

- no shadows on the scarabs - obvious SSAO when hand touched the rock wall - odd reflections on the bird sculptures - down-resing of textures and motion blur when she flew - obvious uncanny valley face (pancake makeup, no subsurface scattering) on face closeup - dust sprite clouds were some of the things I noticed on my first watch but it was still quite pretty. like what I'd expect uncharted 5 on the pc to look like

also, the spinning shiny smoke in the portal looked like it's just a bunch of flat rotating textures

aah, yeah but it was damned gorgeous :) it was on many different planes

Re: A first look at Unreal Engine 5

#555
post #529

Earlier quoted context omitted.

Remember the PS1 dinosaur demo? Yeah the whole industry is famous for this. Games are more than tech demos.

Look up E3 game demo's and their launched comparison on YouTube. You'll learn all the game trailers with 'real game play footage' are all fake. The whole industry is filled this.

i don't think this is fake https://youtu.be/QiinO9JPUGw

Re: A first look at Unreal Engine 5

#556

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…

You just described practically any game engine demo ever made.

Re: A first look at Unreal Engine 5

#557

Earlier quoted context omitted.

What you are suggesting are called voxel engines, and there have been a lot of attempts at them, none close to success. There is no way we can simulate physics at the level you suggest for real-time games, not even in a hundred years. Unless you achieve a breakthrough in fundamental physics which would have an impact in every aspect of life, not just games.

Thanks, I didn't know what they were called! There must be some granularity at which voxel engines can work smoothly today. Let's say my room is a square with 320 pixels on each side. 320^3 = 32,768,000 voxels, which looks like a lot, but an RTX 2080 can render 17 billion triangles per second, which works out to 273 million per frame at 60fps. Let's ignore gravity and focus on momentum vectors and collisions. Even if…

You’re welcome!

Current systems simulate about 30k simple bodies. So that is already off by 3 orders of magnitude.

And that is a basic simulation, nothing complex, no fancy physics simulated, just rigid collisions.

Even if you could simulate the numbers you propose, 320 voxels per side is really low. Each voxel would be around a centimeter wide, which would look very bad (compared to the usual way of doing things).

Re: A first look at Unreal Engine 5

#558
post #516

Earlier quoted context omitted.

It is open source in the sense the source code is available for you to see. But probably not on the usage part.

It is not open source in any sense. You can see it so that part is shared but if you try to use it you fall under a very different licease. If you try to modify and sell you can't. Modify and use you must pay. Use you must pay. Bait open source might be a better term.

[deleted]

Re: A first look at Unreal Engine 5

#559
post #516

Earlier quoted context omitted.

It is open source in the sense the source code is available for you to see. But probably not on the usage part.

It is not open source in any sense. You can see it so that part is shared but if you try to use it you fall under a very different licease. If you try to modify and sell you can't. Modify and use you must pay. Use you must pay. Bait open source might be a better term.

In the sense of you can see the source, it is open source. Not everyone will agree with your definition of open source.

Re: A first look at Unreal Engine 5

#560
post #411

Earlier quoted context omitted.

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

I really don't agree with that. Current games look better than the UE4 demo. See this for the original demo of UE4. https://www.youtube.com/watch?v=dD9CPqSKjTU

What game looks better than that demo?
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