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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

#591
post #574

Earlier quoted context omitted.

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...

Does she watch Game of Thrones? What does she think about those VFX? Or which drama does she think that is not Computer Gaming Graphics like? It is an interesting complaint. Need some time to think about that in details.

We actually binge watched game of thrones for the first time while we were both on mat leave. Hadn't seen a single episode before then.

The difficulty there is that I think everyone universally acknowledges (?) GOT just fell apart like a car crash in slow motion in the later seasons. It's hard to separate that from the knowledge that they started to depart from the books and were clearly undergoing irreparable problems/pressures by the end of season 5. Don't think we can blame that solely on tech... And it's hard to think about the cgi specifically when the rest is falling apart...

Re: A first look at Unreal Engine 5

#592

Earlier quoted context omitted.

I think it came out on a demo disk at some point. You got to move the dino about and maybe the light source? It's been a long time!

For me it came on a disk caled Demo 1 which shipped with the first issue of the Playstation.

Same here, it came with a demo disk attached to the PS1. G-Police was on there too and Abe's Oddyssee I believe.

Re: A first look at Unreal Engine 5

#593
post #559
post #516

Earlier quoted context omitted.

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.

You're applying some general definition of "open", when the term "open source" has had a well understood definition for decades.

Re: A first look at Unreal Engine 5

#594
post #193

Earlier quoted context omitted.

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…

Maybe it's just because I am old enough to remember playing Super Mario on a CRT, but that attitude sometimes astounds me. Like I have read many assessments that the latest Doom game's incredible framerates are nothing to be impressed by, because the game is "visually underwhelming". I think a lot of people don't understand how difficult real-time computer graphics are to implement, and I have difficulty viewing the…

I'm old enough to remember playing games on a CRT with a 32x24 screen resolution (ZX80, ZX81) and whilst I am thoroughly impressed with graphics technologies of today, I do have to echo the feeling that AAA games have slumped to a local minimum of effort in gameplay and story.

But on the flipside, there's literally thousands of indie games with innovative, interesting gameplay, if not sparkling graphics.

Re: A first look at Unreal Engine 5

#595
post #559
post #516

Earlier quoted context omitted.

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.

https://en.wikipedia.org/wiki/Source-available_software#Dist...

Re: A first look at Unreal Engine 5

#596

Earlier quoted context omitted.

I always wondered if that dinosaur was using the 2MB of memory in the final retail unit, or 4MB often seen in arcade boards using the the PS1's technology.

I could swear I “played” it when I was a kid off a PlayStation magazine or Pizza Hut demo disk on a retail (well modded) unit

Yep, had it too!

Re: A first look at Unreal Engine 5

#597

Very late to the discussion but I might be missing something; a majority of you are bashing this by saying "it's just a demo"/"games never end up looking like that": a) If this demo is runnable at real time fps on ps5 hardware ($400-500 WITH markup)...that's a technologically phenomenal feat in itself. b) If the engine IS capable of running something like this...they are not lying. The responsibility for "good lookin…

You are correct. I am personally excited that this technology exists, but I am also sad that we will have to wait a few years to see an actual game to utilize this.

The engine releases sometime in 2021 and then it will probably take a few years for some other studio to develop a decent AAA title using this. That is, unless Epic Games releases something awesome on their own soon.

Re: A first look at Unreal Engine 5

#598
As a newcomer to Unreal, I have a question. Is C++ really that verbose and difficult to use, or does it get better as you gain more experience?

I'm relatively new to gamedev, I've spent several months learning Godot, and now I'm trying out Unreal. Unreal has many exciting things, but from what I can see so far, C++ looks like nightmare. It seems like everything I'm trying to do takes me 5x lines of code and 10x the time compared to doing this in Godot. Also the code looks far less readable and way more confusing. Granted I'm new to Unreal and C++, but I didn't have the same problems with other programming languages I've been using.

So my question is - does this get better/faster/easier when you get used to it and gain more experience? Or is this something you struggle with every day?

I know that Unreal has Blueprints, but they also seem pretty slow and limiting. I've been watching a tutorial where a guy has spend 40 minutes explaining how to do a thing in Blueprints which would take me like 3 minutes and 15 lines of code to do in Godot.

I really want to use all the sexy exciting features unreal has, but C++/Blueprints are really holding me back.

Re: A first look at Unreal Engine 5

#599

Earlier quoted context omitted.

Just looking at demoscene, it is possible to create amazing results with very little resources if you have right people and infinite time and resources to polish couple of seconds of it. This rarely transfers to a product that has a lot of content to be built, an actual budget, good but not star developers and conflicting requirements.

The reason behind demos looking so good is the fact that there is no input, no gameplay and no need for a toolset for designers and artists.

That doesn't seem fair in this case.

The demo has input. The video shows them modifying the world at several points, it's not on rails. It's more like a mini game (except maybe at the end).

UE's game creation tools are very good. The toolset is a huge part of their value prop. And this demo is very explicit in focusing on the fact that artists can now use movie-level tools instead of needing to spend a lot of time on optimisation and game-custom art assets. That's one of the two big leaps they're promoting here - it's partly about an increase in graphics quality, but clearly what they feel most proud of is the increase in tooling and asset flexibility the new capabilities give content creators.

Re: A first look at Unreal Engine 5

#600

As a newcomer to Unreal, I have a question. Is C++ really that verbose and difficult to use, or does it get better as you gain more experience? I'm relatively new to gamedev, I've spent several months learning Godot, and now I'm trying out Unreal. Unreal has many exciting things, but from what I can see so far, C++ looks like nightmare. It seems like everything I'm trying to do takes me 5x lines of code and 10x the t…

I've been using UE4 for VR development as a hobby for the last year or so. I have to say that I was against Blueprints and had quite to fight with myself to give them a chance, but once you get used to it it's not that bad. IMO still worse than pure code and sometimes much slower to write (complex arithmetic operations are painful), but at least it's not C++. Also, sometimes a visual representation of what your code is doing helps you simplify your code architecture when it gets too convoluted.
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