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Unreal Engine 4.11 Released

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Re: Unreal Engine 4.11 Released

#91

Earlier 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.

O_o This is my machine: iMac (Retina 5K, 27-inch, Late 2015) 3.2 GHz Intel Core i5 32 GB 1867 MHz DDR3 AMD Radeon R9 M380 2048 MB All I can say is the engine runs like rubbish on it, so I'm flat out astonished to hear it runs 'very well' on your 2012 macbook . This is the compile time for running a 'hello world' project with a few tests: [2016.03.20-09.44.43:606][ 0]Log file open, 03/20/16 17:44:43 [2016.03.20-09.44.…

Perhaps very well was an overstatment, it runs well enough to use on OSX, I always build from source and I've just done a fresh build of 4.11 on El-Capitan. Build took about an hour. Initial build of the FPS template takes about 90 seconds and runs at an average FPS of 30-35. The Blueprints template runs at about 15fps at Epic setting and about 20-25fps on high. For scenes like this, I set the engine scalability to high or medium and material quality to medium. I often work from within Windows where it all runs better.

Re: Unreal Engine 4.11 Released

#92

The depth of these notes, both in verbosity and sheer number of line items, are of a scale i'd expect from a major OS release. The fact that UE is managing these "minor" releases on a regular (and relatively rapid) cadence leaves me baffled about the process they have in place. A bit of perspective: bullet points in patch notes: 2625 weekdays since last "minor" release: 100 bullets per day: 26 I don't know how big th…

Isn't it the community also?

Re: Unreal Engine 4.11 Released

#93
post #47
post #42

Earlier quoted context omitted.

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.

Well, it's not Linux is the primary target for commercial game engines (Unreal included) in the first place. 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...

That's why CryEngine is not making news by following in some limited footsteps of Unreal. Unreal's focus on linux is news, as was its initial open sourcing and drastic price drop. Plus, it has a very long, old history that many folks of all ages here are already familiar with.

Re: Unreal Engine 4.11 Released

#94
post #34

Earlier quoted context omitted.

Do you at least remember how big you thought it would be? Currently I have no idea of even the magnitude of the team.

I believe it was around 70-80 engineers, and the number mentioned in the twitch stream was lower (keep in mind I have no experience when it comes to writing large 3d engines. maybe my expectation was ridiculous to begin with). I actually tried to hunt down the video in which they mentioned that, but Epic is just too productive when it comes to producing videos, and I gave up. :D

I would say 70 is definitely very high for an engine. Most games don't even have that many programmers overall. Although I guess this also comes down to definitions. Like do the IDE/tool builders also go under the engine team? Then 70 isn't too high.
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