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Welcome to Unreal Engine 4

unrealengine.com

101–110 of 168 posts

Re: Welcome to Unreal Engine 4

#101
Now I'm looking forward to when the ultimate code dives start coming out, like they did after ID released their source code for Quake / Doom / ect... All the interesting tricks / shortcuts that people found when they really started picking into the code base. Heck, even style, and how they've organized and managed such an enormous code-base would be neat to see a deconstruction on.

Re: Welcome to Unreal Engine 4

#103
post #63

This could be huge for indies who want to use something other than Unity. $19 per month is a very low barrier to entry. And 5% isn't much compared to every other AAA engine. And access to source code for this price? Damn. I'm still going to stick to my open source tools (for now), but this just put Unreal Engine on my radar...

"And access to source code for this price? Damn" That's pretty standard. I spoke to a guy working with the Cryengine, and he said that it was so full of unfinished features and bugs that you were absolutely forced to work on the engine's codebase.

I bet he (or his company) paid more than $19/month to see the source code. A lot more...

Re: Welcome to Unreal Engine 4

#104
post #59

I'll say it, THANK YOU! I've used UE at previous jobs, and while I'm not gonna say it is the best ever engine, allowing this piece of software in the hands of indies for 19 bucks a month is a bargain. I will probably not use it as I left the games industry, but compared to other commercial offerings out there, the 19 bucks a month plus the 5% is a bargain if any team is doing high end graphics games. You can bitch ab…

What's the best engine you've worked with? (just curious)

Re: Welcome to Unreal Engine 4

#105

Yes! Another step forward in the field of graphics.. Soon we may see graphics approaching eye level quality

I read a blog post recently that outlined why we may never actually see photo-realistic games even as the technology improves. Basically, it's a MASSIVE amount of work/cost to create individual blades of grass that independently react to a person walking on them, vs just pasting an static grass texture on the ground. And unless the movement of the grass is really important to the story, it will never be cost-effectiv…

Getting to the point where that's in the eye of the beholder. Those intimately experienced with nuances of rendering may see glaring indications of unrealism, but many are starting to just not see the difference. At one extreme we have movie CGI special effects which nobody notices isn't real; at the other are viewers who don't notice a 4:3 frame stretched across a 16:9 screen.

Re: Welcome to Unreal Engine 4

#106
post #72
post #39

Earlier quoted context omitted.

Adobe already tried that. It was discontinued. http://helpx.adobe.com/legacy/kb/stock-photo-service-being-d...

Was it integrated directly into the applications, or was it a standalone?

I think it was tied in to Adobe Bridge which is tied into the other apps.

Re: Welcome to Unreal Engine 4

#107
post #104
post #59

I'll say it, THANK YOU! I've used UE at previous jobs, and while I'm not gonna say it is the best ever engine, allowing this piece of software in the hands of indies for 19 bucks a month is a bargain. I will probably not use it as I left the games industry, but compared to other commercial offerings out there, the 19 bucks a month plus the 5% is a bargain if any team is doing high end graphics games. You can bitch ab…

What's the best engine you've worked with? (just curious)

Unreal is _very_ good despite its flaws. I have used a bunch of them and Unreal was the clear winner among them. I too have left the games industry but may come back in some years and this is a good sign for me. I may start with Unreal. If I were better off financially, I'd try right away with the 19$ a month thingy.

Re: Welcome to Unreal Engine 4

#108
post #74

Earlier quoted context omitted.

I've been saying there will be a huge middle man market for assets for years. A whole studio specializing in different models for boxes - every era, every state of decay, every material. A studio dedicated to the most realistic rain effects possible - at the lowest price and graphics overhead. You don't have to worry about the "Wilhelm Scream" of boxes or rain effects though because there will be a lot of choice, a l…

This sounds nice from the point-of-view of somebody looking to put something together in a hurry, but this sounds awful from the point-of-view of the guy getting hired to model boxes all day. Maybe that's not a huge difference from what a lot of people are doing at AAA studios anyway, but my god.

heh, I think you'd be surprised. Doing it well would mean hiring photographers, texture artists, illustrators, and so on. I'd think it would be like a collaborative still life if anything — people working together to create a perfect depiction of something, even if (as in the original still life paintings) it's just a plate with some grapes. The fun is in the process, and people will pay for it too!

Re: Welcome to Unreal Engine 4

#109
post #5

The 5% is a bit misleading too because it's 5% of "sticker price" (what they call "gross revenue" which means purchase price not including sales tax). So for a $10 iTunes game they get $0.50 (5% of what Apple gets) and not $0.35 (5% of what you get). This is particularly bad for retail games where you're getting 30% or less of retail price (and that's hardly pure profit). Unity, in comparison, costs more per month (o…

You dont get access to the source with Unity though, which is a huge thing. You can get Sourcecode licenses for Unity but thats where they start charging big money. The same is true if you want to publish for consoles.

Re: Welcome to Unreal Engine 4

#110

Earlier quoted context omitted.

I read a blog post recently that outlined why we may never actually see photo-realistic games even as the technology improves. Basically, it's a MASSIVE amount of work/cost to create individual blades of grass that independently react to a person walking on them, vs just pasting an static grass texture on the ground. And unless the movement of the grass is really important to the story, it will never be cost-effectiv…

Remember when 640kb was ought to be enough for anybody? Never say never in tech world. Someone might and probably will come up with tech to realistically render individual grass blades, just like they did with TreesFX, hair strand simulation technology used in most recent Tomb Raider game.

I remember reading something about O(2^n)... That may apply to the cost of making the illusion appear real: it doesn't scale.

It may be that instead of looking at rendered photo-realistic grass, one may be better of going out touching the real thing.

As for the artificial realm, who cares if it isn't photo-realistic? It is artificial anyway.

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