Holy crap, the "New Realistic Eye Shading" is insane: The shading model approximates subsurface scattering through the sclera, caustics on the iris and specular on the wet layer. To be used in conjunction with the provided eye material and eyeball geometry. Together these additionally model the refraction through the cornea, darkening of the limbal ring, with controls for dilating the pupils. In realtime 3d games. Th…
Unreal Engine 4.11 Released
41–50 of 94 posts
Re: Unreal Engine 4.11 Released
#42It's interesting that Unreal releases end up always on the front page, but when Crytek released the source code of Cryengine 5 for free ~3 weeks ago [1] (with DX12, official C# bindings, volumetric clouds, no royalties, even better renderer, VR support for all major VR headsets, Python scriptable editor based on QT, a humble bundle including Ryse assets etc.) it didn't even scratch the front page. I know most people…
Thank you! I hate this massive imbalance in the publicity. UE4 gets almost everything. When a game is in UE4, you can be sure it will be mention in every article about the game, likely even in the title. But CryEngine? Nothing. CE5 was released and the only thing that's happened was that a few people found out CE(4) existed.
Re: Unreal Engine 4.11 Released
#43Re: Unreal Engine 4.11 Released
#44If anyone told me 10 years ago that Unreal and CryEngine would be, for all practical purposes, free... It's wonderful time to be a gamedev (tech-wise), I presume. Writing your own graphics engine now seems to be more in line if you really enjoy writing your engine more than the game itself - or if you really want to do something you can't do easily with engines available.
The biggest problem with this pre-packaged software is when something ultimately goes wrong, which it always does. Then you find yourself digging round in internals (assuming you have access, looking at you Unity) to find out what when wrong and why banding is appearing only when you use stencil shadows and apply SSAO factor X.. basically, it's still complicated, and you still have to know your stuff.
Another problem with these engines is they force you into a particular way of working. Unreal blueprints for example are a nightmare once you add a decent amount of functionality as per the law that visual programming does not scale.
Finally you underestimate how much code is the actual game logic, which is also the hardest part to write. In this case the engines don't help at all, Unity even just throws you into Visual Studio and lets that deal with you. Additionally I've yet to see a good solution for figuring out why my AI are running through walls on their way to a target, without writing a ton of custom visualization stuff myself. Many algorithms take place over time (units moving, animating, etc), so you can't just step though code in a debugger as that's like looking at a landscape through a keyhole.
Re: Unreal Engine 4.11 Released
#45It's interesting that Unreal releases end up always on the front page, but when Crytek released the source code of Cryengine 5 for free ~3 weeks ago [1] (with DX12, official C# bindings, volumetric clouds, no royalties, even better renderer, VR support for all major VR headsets, Python scriptable editor based on QT, a humble bundle including Ryse assets etc.) it didn't even scratch the front page. I know most people…
I just registered at CryEngine because of your comment. Unfortunately, I can't find out how I can get the source after registering for an account. There's only a link to a 'launcher', but it's a .exe and doesn't seem to run on Linux. Googling lands me in their manual that does have a page on compiling for linux, but nowhere does it say how to get the source. Maybe I'm not a typical game developer, as I don't like to…
Re: Unreal Engine 4.11 Released
#46It's interesting that Unreal releases end up always on the front page, but when Crytek released the source code of Cryengine 5 for free ~3 weeks ago [1] (with DX12, official C# bindings, volumetric clouds, no royalties, even better renderer, VR support for all major VR headsets, Python scriptable editor based on QT, a humble bundle including Ryse assets etc.) it didn't even scratch the front page. I know most people…
Maybe the fact that I, a random dev, know Unreal from 100 other sources and sites, but have seldom heard about Cryengine explains that?
Re: Unreal Engine 4.11 Released
#47Earlier quoted context omitted.
Thank you! I hate this massive imbalance in the publicity. UE4 gets almost everything. When a game is in UE4, you can be sure it will be mention in every article about the game, likely even in the title. But CryEngine? Nothing. CE5 was released and the only thing that's happened was that a few people found out CE(4) existed.
As a Linux user, most other engines, including CryEngine, have nothing to offer me. Unreal was also the first "free" open source release of that class of engine.
Desktop Linux is a tiny niche (measured to below 2%), and Linux gaming even smaller part of that.
Heck, even OS X which got around 10% doesn't get much love, gaming wise...
Re: Unreal Engine 4.11 Released
#48It's interesting that Unreal releases end up always on the front page, but when Crytek released the source code of Cryengine 5 for free ~3 weeks ago [1] (with DX12, official C# bindings, volumetric clouds, no royalties, even better renderer, VR support for all major VR headsets, Python scriptable editor based on QT, a humble bundle including Ryse assets etc.) it didn't even scratch the front page. I know most people…
I'm guessing it's more an inherit problem of how Hacker News works. Good posts get ignored all the time. Just take a look at https://news.ycombinator.com/newest And not every Unreal post gets to the front page. The exact same link was submitted way earlier and if the dupe check would have worked this wouldn't be on the front page because nobody would have seen it.
I've used Unity, Cryengine and Unreal. Crytek has some great tech but they are very deficient in supporting the community and Epic has invested a huge amount of resources into training, content, tools and even no-strings attached grants for devs working in Unreal. I'm not surprised at all that this has translated to more goodwill for Ue4 on HN than other engines.
Re: Unreal Engine 4.11 Released
#49Earlier quoted context omitted.
What would be the browser equivalent of "once you get big enough to make $y thousand a year"?
X number of employees? The principle of the model is make em pay once they can afford it. So having X employees would usually mean the company can afford to pay say $10 per employee per year to use it.
Re: Unreal Engine 4.11 Released
#50Earlier quoted context omitted.
I'm running a mid 2012 macbook with a Geforce 650M and unreal runs very well, runs even better when I boot into windows. Looking forward to trying the new Metal renderer. For me, Unreal wins on its its extensibility, being able to expose custom functionality to the artist, access to the source even if only for reference.
The last time i tried running the engine it would constantly put load on the GPU (even if the game view is paused) resulting in high temps and noisy fans. I also barely got 10fps in the gameview on a 13" Macbook Pro with Iris 5000 graphics. Did they fix this for OSX ?