>making your own engine is expensive
not nearly as expensive as they claim >and a pain
only because companies refuse to hire people who actually know how to write software.
>not nearly as expensive as they claim
Yes and no. Why would I waste time learning to make an engine from scratch, which costs time that I could be using to make my small pet project in RPG Maker or something.
software optimization is a dying art, and coding itself is dying too. Most programmers don't know what a cache is. People are becoming too incompetent to write games without engines.
It'll be alright. That's kind of like complaining that artists should only paint with brushes they've fabricated themselves. It's silly.
>It'll be alright. That's kind of like complaining that artists should only paint with brushes they've fabricated themselves. It's silly.
That's not what I mean at all. Using your example, what I am saying is that artists don't even know how to paint anymore.
The artistry happens in the game making per Unreal Engine, not the programming. That's kind of why it exists. To make it easier to make games at all. Like how paint canvases exist so people don't have to make paint canvases themselves.
As a solo hobby gamedev using UE, I just want to make my dream game. What tools I use or what I know do not care.
I don't have to "prove" anyone that I have the skills or ability to do so-and-so. All I care about is using the right tools for the right jobs with as least difficulty as possible, since gamedev itself is already a huge challenge. There's no need to make it more difficult than it needs to be.
With that said, no, I don't care how certain things work if I don't need to know. If it works, it's good enough for me. That's the beauty of game engines.
You can create your own engine and it'll take you years. Or you can use a game engine and it'll take you the same amount of time within days.
>not nearly as expensive as they claim
Maybe making a barely working prototype, just to show some cool shit isn't expensive. But let's your prototype will support 5+ different platforms and some industry standard middleware? Also, you need to create tools for designers who don't know how to code and use your beloved console.
>be company like ea or ubisoft >have proprietary engines >want to hire new staff >need people who are somehow trained to write code for your proprietary engines
good luck with that
Dead by daylight is stuck in this loop except instead of it being the engine it's their map design
Bhvr literally said in a reddit ama the process is >Hire new map designers >They release shit maps for a year and a half >Finally learn how to make good maps >They leave >Have to hire new map designers
It also doesn't help that bhvr don't know their ass from their elbow
>hire contractors to make a new engine for halo infinite >fire em before they're there for 18 months to save on cash >end up with an engine nobody knows how to properly work with >halo infinite slowly becomes a broken piece of shit >have to switch to ue5
>need people who are somehow trained to write code for your proprietary engines
I'm in the industry, here's how it works: >hire brand new coders, artists, tech, etc. >put the engine in front of them >expect them to figure it out with minimal documentation by just asking around >give 0 appreciation to people who take time from their tasks to onboard and teach >give them leads who might have heard of video games as a concept >when they either fail or barely succeed, blame the chaos that ensues on anything unrelated to the problem, so it never gets adressed >newbloods stick around because they're enthusiastic/have nothing to compare it to >when newbloods finally start figuring out how to be good at their job, they also figure out how dumb it all is and leave for much better pay >produce shitty game >hire new people >cycle repeats
>not nearly as expensive as they claim
ok anon, heres a real life scenario: the homosexual making the custom engine gets hit by a car and goes into a coma. The company is left with a half baked buggy piece of shit that sometimes work and sometimes doesnt. Do they
a) keep throwing money into autistic morons to come and figure out everything that was done until that point (could take months without documentation), hoping they will finish it
b) switch over to an industry standard open source engine with all the bells and whistles you will ever need, with a worldwide base of experienced specialists to hire >only because companies refuse to hire people who actually know how to write
they refuse to pay for software they dont *need*. What youre talking about is autistic decorum.
How exactly would a custom engine benefit any UE5 game? >t-they wouldnt look like an UE game!
not an argument, or fault of the engine
You're a fricking moron, you have no idea how much work goes into an engine that is used in a professional environment by a large dev team. What engines have you made, anon? You probably think 99% of the work is making the fricking renderer, you absolute moron. It's not, 99% of the work is tools, productivity, and workflow.
Even DICE's Frostbite was a piece of shit on that end, so much so that everyone hated working on it, DICE included.
The real reason is that if you are someone in games who is technically qualified to make an engine, you will be headhunted by a bunch of bigger tech companies who pay more.
Companies switch to Unreal because we're getting to a point where they literally no longer have the technical talent to maintain a bespoke engine
Don't forget that you have to train people to work with your own engine whereas with the mainstream engines you can just pick and choose to hire people who are already experienced with it without dedicating ages to training someone before they even do anything for you. It's why Yakuza wants to step away from their in-house engine for UE.
Is it any more moronic than you not knowing exactly how your microwave works on a foundational level? It's so silly to me to see people b***h about these things. >A bloo bloo things are easier now 🙁
>for no reason
Oh yeah there are reasons.
Years of poor work conditions leading your engine devs (the most competent within a studio, generally) to quit and find jobs somewhere else where the pay and the work ethics are not borderline slavery. This leads, in the industry with the highest turnover of all software development fields, to entire studios incapable of understanding their own in-house engine, because they have to train new people and those who designed it aren't here anymore to maintain and keep developing it.
We've had a first hand example of this happening with CDPR and their next gen Witcher 3 update. Their DirectX 12 implementation is horrible, among the worst of all video games, causing extremely severe CPU bottlenecks when DX12 should alleviate this compared to DX11. Visual glitches everywhere, 8 years of updates down the drain overnight, setting a new precedent in the history of gaming.
Why do you think they're switching to UE5? Their current team barely understands the RED Engine and they showed they're incapable of adapting the engine's renderer to current gen techs.
>No one switches out the default shaders/lighting. That's why it all looks the same
Analogous to calibri fonts and word's paragraph spacing.
How does one change the default shaders? I want to see some examples of how much of a difference it makes and how it's from the development side, but no, everyone is too busy making fricking dark souls cloning tutorials for a millionth time instead.
I know that VotV tries to emulate looking like a mix of ps1 and source engine graphics, but the former is pretty much just making graphics shit on purpose.
PostProcess shaders can do 1/3 of the job. Another 1/3 is done by tweaking the unreal setting. For the rest, you gotta know your way deep into the engine, write some shaders and so on.
can somebody explain why everything looks wet in UE
software optimization is a dying art, and coding itself is dying too. Most programmers don't know what a cache is. People are becoming too incompetent to write games without engines.
It's just a cost thing. Why bother changing the default Unreal rendering settings, materials, etc when you can just use it and save man hours? To management your few hours spent on shaders could have been spent on microtransactions instead.
That's why most of them don't even bother to adjust the BRDFs (which is a 5 minute text file edit job, assuming you already know what you want). UE can look about as diverse as you want it to (compare Ace Combat 7 to DBFZ), but management doesn't see a return on that time investment.
Actual explanation: UE4 used a fricked up roughness curve (among other things) so your 0.85 rough material in other programs (e.g. Substance or whatever you use for materials) would actually be way shinier inside of UE4. That's why things in UE4 had a shinier look than intended.
UE5 added a simple tick box to turn on fully rough materials so the curve isn't fricked up anymore. If devs will bother to use it (or even notice it exists) remains to be seen. Not sure why it took them this fricking long, but whatever.
Actual explanation: UE4 used a fricked up roughness curve (among other things) so your 0.85 rough material in other programs (e.g. Substance or whatever you use for materials) would actually be way shinier inside of UE4. That's why things in UE4 had a shinier look than intended.
UE5 added a simple tick box to turn on fully rough materials so the curve isn't fricked up anymore. If devs will bother to use it (or even notice it exists) remains to be seen. Not sure why it took them this fricking long, but whatever.
Oh and energy conservation too (by default UE4 rendering is not energy conserving). That causes the fricked up fresnel which gives the edges a wet look. This also has a simple checkbox now.
UE 3 had the same problem but the textures were blurry and shiny for some ungodly reason.
Wouldn't be surprised if this was a carry-over from UE3. Either way you could fix this yourself rather easily before too, but as others have said that's man hours not being put into MTX which is seen as bad by management.
Unreal's bloom is pretty ugly too by the way (some would argue it's fricked up as well but I think that stuff is more of an artistic choice rather than objective reality), that can also be changed but you'll have to write your own bloom (you should).
software optimization is a dying art, and coding itself is dying too. Most programmers don't know what a cache is. People are becoming too incompetent to write games without engines.
>making your own engine is expensive
not nearly as expensive as they claim >and a pain
only because companies refuse to hire people who actually know how to write software.
The people who can actually do this kind of stuff are extremely intelligent. You need deep knowledge in trigonometry, calculus, analytic geometry, linear algebra ect
>You need deep knowledge in trigonometry, calculus, analytic geometry, linear algebra ect
its not like it cost a million dollars to hire a programmer to study up on physics. Also anybody who knows calc has studied the others. you sound moronic.
That programmer works in some other area which needs programmers, for example finance, because that programmer knows that video games industry employees are more expendable than fast food burger flippers, due to infinite amount of söyboys who see it as their "dream job" because of playing bing bang wahoo in childhood. Video game industry is simply not going to hire than programmer for twice the wage they can get one of those.
What is a cache? Like L2 cache? I hear cache thrown around interchangeably with buffer. Basically 'contiguous memory area you'll use more than once' is my understanding.
It just works. Also, it doesn't require from you to keep a very costly engine dev team. People who liked "how different inhouse engines look" didn't work with them.
Licensing an engine is cheaper and more efficient. Making your own engine will involve needing to spend time just making it which cuts into development costs then you have to worry about maintaining and documenting it. Then eventually the engineers that made it leave the company and over time, the newer developers don't know it all really works.
Unreal Engine has always been pretty big, and now that their competition hasn't been keeping up, every studio without their own engine considers UE the best option.
Because they hired contractors to work on the engine for cheap then fired them away to keep the costs low. The engine is held by duct tape, and the remaining programmers have no idea how to work on the engine.
>management team was beyond moronic
they would have to be for this to happen in the first place. it was supposed to be a money-saving measure and it ended just fricking them over so badly, they're probably losing millions now over infinite breaking and/or having ti switch engines
You can repair your car unsuccessfully for 5 years too and only then admit to yourself that you are incompetent so new car+sevise was always a better option.
Publishers normally want to only publish games made in engines they have experience with. They already know everything about Unreal and have tools built to help their developers. When you introduce a bug in your custom engine no one but you is going to really know the ins and outs of it, but if you introduce a bug in a game in Unreal the publisher already has a whole fricking support team that knows how to fix it most likely.
Then you have the fact that it's used in college now, you're basically indoctrinated to use it right out of school. When 70% of developers coming out of college know how to use an engine then that engine will always be the most popular since it's the easiest to hire for.
And lastly you have the fact that it has no competition for 3D other than Unity but Unity is moronic and shot themselves in the foot repeatedly over the years.
>Free till you rake in a mill in profit >ready made so it cuts down on engine building >Ready made to port games actross multiple consoles
Now the downside is that the devs are moronic gibbons. That and Unity shat the bed so hard it got dropped by everyone because israelites are moronic.
I don't recall any Unreal Engine 5 game that was successful or had a smooth release. The engine is a complete piece of shit that is hard to work with and feels duct-taped. Even Fortnite since the Unreal Engine 5 update has garbage optimization and visual bugs
>I don't recall any Unreal Engine 5 game that was successful
Maybe that's because there were hardly any UE5 games released to begin with since the engine is new and most devs only started working with it recently
>Maybe that's because there were hardly any UE5 games released to begin with since the engine is new
We have had multiple UE5 engine games already, either in beta or released, and they all consistently look and run like shit. Even Epic themselves can't make Fortnite, a fricking cartoon game, run stable and without a shitton of glitches and technical issues
Such a weird move from CDPR, considering RED Engine keeps being updated with all the newest NVIDIA tech. Shit, it's probably better than UE5 is right now...
>It's an investment because they would rather pay 30% of their profits to Timmy Tencent and rotate unexperienced underpaid workforce rather than invest and support a workforce of talented developers that knows, support and updates a proprietary engine and all the know how
No, it's just short term profit and lazy management. moronic poles are moronic and their shithole country should be split back again between Germany and Soviet Union (the good old times)
Immortals of Aveum is making the rounds for UE5 debut, but no one noticed En Garde which released 9 days ago which is >UE5 >looks incredible >has stellar performance >made by a pretty small studio
same plasticy graphics, just that unreal got real good lightning
9 months ago
Anonymous
I think your critique is that art styles aren't very severe anymore. PS1 games - Vagrant Story, Silent Hill, MGS1, Resident Evil - they're very identifiable as PS1 games. If you grew up with them you know what I mean, right? But you wouldn't ever mistake Silent Hill for Resident Evil because their art styles are different enough. Contemporary games tend to lack any distinctive styles, such as that screenshot when compared to something like Subnautica. The content is certainly different, but the colors are too similar.
9 months ago
Anonymous
Hm, good point actually.
Makes sense that when devs start using premade assets and stuff like that more games will look very similar and not stand out amongst others
>looks incredible
pic unrelated? >UE5 has stellar performance
UE4 was one of the worst performant engines, 5 is way way worst with all the shit they added
>Most employees are familiar with Unreal or Unity >If they ever leave the company they have experience that can carry over to a different one >Instead of "yeh I have 5 year experience for poopoopeepee engine" >Don't have to spend years reinventing the wheel, and have new employees learn the engine
Although, I guess having a custom engine maybe helps with employee retention?
>What's the advantage of it being made in Unity over Unreal?
nothing, just that unreal engine doesn't make games automatically good or better looking. Most stuff looks the same
Because nobody can program a full engine anymore, the knowledge died with Gen-X and a LOT of cocaine, plus most millennials are too hyper-sexualized, hyper-socialized and cucked to care about learning how to code not just in C, but ASM for total "SOVL".
That's the true purpose behind engines like UE4-5 for 3D games and Unity for 2D games, to compensate for the complete loss of programmers(most of them run away from the industry since is more lucrative to make accounting programs and algorithms) and too many hyper-homosexual ANTIFA millennial "Le ArHtisTe" types(Bad quality, pretentious Drawgays(fake french accent included when they say "artist")).
The Bright side of things is that those 2 engines can be good to make a quick game when you are bored or the games industry or all of society collapses.
Both engines have all the necessary features to the point i consider them to be the Mario-Maker of game engines.
Forgot to mention that the ones[millennials] that actually somehow manage to learn to code become trannies for some bizarre reason(most likely BlackRock and the CIA using sex agents to convince them, since millennials like to show off a lot)...
Unified game engines among developers means alot more potential morons willing to throw themselves into the AAA-Meatgrinder to churn out goyslop running at a stuttery 40fps/1080p native on modern hardware for no feasible benefit to thee game itself.
That's exactly what we have now. They just moved from UE4 to UE5, except now even more are picking up UE5. Devs can learn it uniformly and transfer experience across companies. Granted, this implies that the Devs themselves aren't moronic buttholes who tell you to turn DLSS on when they realize the game now has twice the hardware requirements for (in the average game) nothing whatsoever.
99% of games made both in unity and unreal are shovelware asset flips. Unity might be a joke, but it doesn't change the fact that they have industry by the balls.
Unity is fricking dead.
It's the mark of the beast for games almost universally and irrideemably bad, a tleast in public consensus.
UE4/5 is "le AAA game" engine. Unity has nobody by the balls except it's own investors as it crumples and fails.
I wish unity was dead, but despite making bad decisions after bad decisions and never actually finishing implementing features some of them have been in development limbo for like a decade now it keeps on living. Mobile market is the fastest growing one and unity absolutely dominates there.
Christ I fricking hate Unity. You can spot a Unity game instantly just from a casual glance, and they always have performance about 4x worse than you'd expect given the graphics.
>You can spot a Unity game instantly just from a casual glance, and they always have performance about 4x worse than you'd expect given the graphics.
post your game
How funny, in a thread where a moronic anon keeps trying to disqualify criticism of Epic, he suddenly starts talking about how Unity sucks when someone casually shows that the shitty engine that makes Epic lose 200 million a year is vastly outperformed by its competitors...
Why is this shit catching on when it doesn’t even fricking work for the twitch streamer homosexuals that they pay to promote it?
I briefly watched a stream of someone playing that stupid immortals of aveum game and his LE EPIC 4090 system was borderline melting just trying to maintain 45fps and it didn’t even look good
Because the devs turned off LODs on purpose. No one does line of sight rendering anymore that's why perfomance is shit. Instead everyone opts for the sphere of render. So the GPU spends time and resources rendering shit that's behind a wall that you won't see till you get on the other side of the wall.
Wasn't Nanite supposed to help that by dynamicaly reducing the polygons relative to the number of pixels on screen? I thought it was meant to save the frames, not destroy them!
>a nothing burger that sounds good to investor brainlets
Denuvo needs to be paid for to start with. Second, there is only one troony who bothers to crack a game once a year. Third, name one new game that deserves a pirate.
And it can't be integrated by default because: Tim will have to pay Denuvo for every instance of UE being downloaded from EGS or GitHub, or have a license fee, which will tarnish his dreams of standardization.
Wrinkle your brain a bit then come back. This will be an average google project.
9 months ago
Anonymous
I'll never understand you submissives
9 months ago
Anonymous
>underaged moron doesn't understand logistic >screeches and flails at perceived tyranny
One day you will understand.
9 months ago
Anonymous
>Erm, achyually me being a cuck is le good
tell daddy to rape your ass harder, that makes it so you're on the winning side 😉
9 months ago
Anonymous
I see your parents were indeed siblings and so are your grandparents so I will spoonfeed you. Denuvo's "integration" into UE will be left up to the publisher at the end of the dev cycle like it is currently and it will a wrapper at best. But instead of bloating up the exe it will bloat up .pak files. Completely irrelevant to anything. They'll have to implement denuvo again anytime there is a new patch. And you are a sheep that gets scared everytime the tv man says to be scared.
>making UE games unmoddable
This is the future of games, I hope you know. The glory days of "user made content" and mods was always the bane of developers.
When a modder can make a skin for a character in a few days at most for free; it undermines "jUsT cOsMeTiC" microtransactions.
When a modder can make content,; it undermines DLC and even up to Battlepasses.
When a modder makes big DLC; it undermines "expansions" or even sequels.
When a modder implements "advanced" systems; it makes the devs look bad when lone people do things better than them for free.
You will own nothing. You will not be allowed to modify anything.
>make your own ultra-goyslop with AI
Those things are illegal and controlled by the corporate overlords with fees for every use of the "generate" button, which will take hundreds of not thousands of clicks to produce something usable.
Welcome to the future.
>Bespoke exclusive underground game markets
Welcome to the future indeed.
9 months ago
Anonymous
>Bespoke
You don't even know what that means, you're just repeating it because you heard it recently from someone else.
9 months ago
Anonymous
>adjective. British. (of clothes) made to individual order; custom-made: a bespoke jacket. making or selling such clothes: a bespoke tailor.
It is very aptly used. If you weren't a moron, you'd understand.
I predict they want to ruin the current job market just to leave no choice for contractors in the future. "Open source" models will require unobtainium hardware, and paid models will be extremely expensive but you don't have a choice, goy, you have only a few hundred professionals in the world
In reality, we will see an unimaginable amount of pajeetslopware that will drown out everything else. If you think current asset flips shovelware flood is bad then you have no idea what's coming. Especially when chatgpt starts churning out salvageable code.
this, i'm atleast happy that Bethesda and Valve haven't done anything to truly crack down on modding their games.
The creation club is cringe, but atleast it brings mods to consoles, although paid mods.
But atleast it's the modders being paid and not just bethesda with microtransactions.
>Age of empires, Amnesia,Crysis, stardew valley >gamepasses
9 months ago
Anonymous
you didn't know?
9 months ago
Anonymous
I don't read taco bell, beaner. How did they put a battlepass in Amnesia, kek.
9 months ago
Anonymous
there is no such thing as a Amnesia battlepass. And this is not spanish, how can you confuse the two languages when you have so many words at your disposal.
9 months ago
Anonymous
I don't know what "Approvazionne" means, mutt. You non-whites really are inbred.
>The glory days of "user made content" and mods was always the bane of developers.
Hahahhahaha, how wrong you are.
The real trend, which is going to hit the market soon~ish is providing game making tools and expecting the public to make shit on their own time so the providers get a cut.
This is Unreal's actual money-making model: a factory of dreams where every aspiring game dev pays out of their own pocket and both them and buyers hand over a cut to Epic. 0 responsability, only profit.
It just works. And it works well while looking pretty.
I was initially really concerned about performance but it performs on par with 4 if the new rendering features are turned off and even then the new features aren't that taxing.
What are you talking about? So far there hasn't been a single UE5 game that didn't have huge performance issues on PC but especially on consoles. And it doesn't even look any different from UE4.
Its 100% a dev issue. You can test the engine out yourself to compare it to 4, and I think people should. The performance is in most cases identical with similar lighting setups, you know raytracing turned off and such.
Devs aren't optimizing their games, they are just throwing models straight from zbrush or using raw photoscans.
I have yet to see a UE5 game that is good or performs well
I’m not even looking for both of those things, just 1. UE4 was already shit, the only game I remember enjoying was Chivalry and then the devs killed it bc they didn’t realize that people played it bc of the comedy
I was going to start making my own hyper realistic engine. I've been sudying math and physics for 1.5 years now. Is it really a waste of time like everyone itt says?
Nanite was the best and the worst thing that happened to unreal. So many 'devs' think it works like magic, and think checking the box 'Enable Nanite' is enough for an optimisation.
Nobody likes making lods, nobody likes pop-ups. It's not about optimization, it's about a "stable" image. Nanite has downsides, hi-poly meshes bloat the size of the game.
Nanite is a meme, it offers no visual or performance improvement over regular LODs (which are generated automatically) and it bloats the size of your project by 10-20x
>dude, just like make your own software lmao
You do realize that there are ENTIRE COMPANIES focused on NOTHING BUT making a game engine? Unless you have stupid amounts of money AND the actual know-how and talent to develop an in-house game engine, you will fail.
The latter point is very important. Finding know-how and talent nowadays is near impossible. As shown my the posts in this thread, the vast majority of people pretend to know but don't know shit.
Also, I bet none of you would be willing to pay 80-90$ for a videogame to compensate the company making an in-house engine for you.
the massive switch to ue5 is so confusing to me
It runs like absolute dogshit, visually it looks extremely generic unless you invest a lot of money to do your own stuff with it which negates the whole fricking point of licensing an external engine in the first place
It’s so bizarre. A lot of AAA devs already have their own engines anyways, what is the selling point here?
>unless you invest a lot of money to do your own stuff with it which negates the whole fricking point of licensing an external engine in the first place
mount stupid
Blockchain stuff like NFTs, digital currency, as well as the concept of the metaverse, where all games and different communities are connected through one giant VR hub space, will require standardization. If you're not on Unreal by 2025, you'll be irrelevant.
People often overlook the immense potential of the digital item market in the future. Imagine being able to purchase or acquire items within one game and trade/sell them to be used in another game. Prominent brands could offer their own clothing items, which could be universally worn across all the games you own. Additionally, real-world items could be scanned with smartphones, digitized with app, and sold in the virtual space. All this can be facilitated through a single platform.
unfeasible unless the game permeates meat space like the Matrix or Ready Player One. Metaverse failed to do this. Won't happen till there's a 90% unemployment rate worldwide.
I believe this is mainly a generational matter. Millennials tend to be hesitant about change, while zoomers and alpha gen will surely embrace the metaverse. It's only a question of time and who figures it out. The way Zuck did it was laughable.
Why the FRICK would I want to "buy" ANYTHING for a """""virtual space""""", let alone wear my Nike/Supreme/Gucci/(insert other zoomer trash brand here) clothes in games? >scanning a real world object and selling its digital representation (some pixels on a screen)
lol
lmao even
I understand your perspective, and it's perfectly valid. The concept of purchasing virtual items for a digital space might not resonate with everyone, and that's completely okay. Virtual goods and spaces in games and online environments are a new form of self-expression and enjoyment for many people. Some individuals find value and satisfaction in collecting items or customizing their avatars with virtual versions of popular brands. Did you know that some CS GO items go for a $400k?
>Imagine being able to purchase or acquire items within one game and trade/sell them to be used in another game.
This will never fricking happen you moron. Multiple companies aren't going to collaborate so you can use your Superman skin in both Fortnite and Call of Duty.
It's a full enterprise solution. It also helps when it's a widely used piece of software. Instead of having to learn a new engine everytime you switch gaming companies, or having to learn multiple engines, you just master Unreal Engine and you can go anywhere.
>make a engine for moron devs with no passion or care >suddenly all AAA devs use it besides like 2-3 companies
it's like complaining about hookers and homeless people in the shit side of town and instead of leaving you just lie in the flith
>it's like complaining about hookers and homeless people in the shit side of town and instead of leaving you just lie in the flith
That's not really an apt comparison. It's more: >It's like complaining about hookers and homeless people in the shit side of town, and then your neighbour starts giving them housing.
>sound as if we can do anything about it >most of japan is still in to their own engines and shit except for lazy filler anime trash games >indies making their own games on unity or whatver
you have options you just refuse to use them
>completely misunderstands the post >ignores the fact that I just told you there are good games on other engines and isn't just lazy trash that's copy pasted
sometimes people were made to not make it
but I guess you were just too stupid to do so
>ignores the fact that I just told you there are good games on other engines and isn't just lazy trash that's copy pasted
Black person, if every single regular visitor on Ganker stopped buying generic AAA slop tomorrow, I don't think the industry would even notice. I don't buy that garbage anyway.
9 months ago
Anonymous
it's almost as if there's a problem with the industry that needs to be fixed but won't be until someone comes in and regulates it >inb4 heckin evil capitalism great
9 months ago
Anonymous
have a nice day.
9 months ago
Anonymous
only when you do it
9 months ago
Anonymous
Sounds fair enough
9 months ago
Anonymous
>Regulates it
No let's not go to forcing people to go through game dev DMV just to post a game on Steam
Trust busting is all that is really needed
9 months ago
Anonymous
>until someone comes in and regulates it
Yeah, making the government involved was always a great solution to every problem.
9 months ago
Anonymous
how do you suggest fixing corporations going out of their way to abuse people who are mentally ill and weak when it comes to something limited
fortnite is the worst thing to ever happen to video games because everything is now just a seasonal store with fake gameplay
9 months ago
Anonymous
>Abuse the mentally ill
If they want to whale, let them whale
Make a game with 10 whales buying digital slop you make with your outsourced content mill and you're set for years.
9 months ago
Anonymous
>if they want to whale >just let them
okay now you're left with no video games coming out and you're just left with indies and japan >oh but that's how it been already >who cares
yep just let things get worse
9 months ago
Anonymous
They call em gacha games
Because they GOTCHYA!
9 months ago
Anonymous
>okay now you're left with no video games coming out
Why is this a bad thing? You do have a stem degree before 30 and you ua e a decent paying job that doesn't require you to work alot, right? You're not a manchild looser who obsesses with the state of gaming, right?
9 months ago
Anonymous
I have a MFA in Philosophy I got this
9 months ago
Anonymous
Based academia grifter. You are playing games during workhours, right?
9 months ago
Anonymous
The only thing we've got from government involvement with video games is ESG, but sure lets give the gov even more power to regulate them. They will fix the problem for sure this time.
9 months ago
Anonymous
>but esg
anon that's just how those companies were always
they didn't put that shit in back in the past because society didn't tolerate it
today you have a spineless society
Why does every mobile game dev use Unity Game Engine?
Because they're easy to access and have a framework easily shared among a team and anyone you hire for the project. Having to make a custom engine and teach people it is not easy and if it fricks up (see: Slipspace Engine) it's a massive fricking money sink.
how the frick are people still talking about engines? you realize you can completely modify them right? it's insane that people think an engine equates to anything about a games quality. it doesn't. you could have a game that looks like shit run like shit on it, or a game that looks amazing run amazing, or everything inbetween. same with unity. same with any of them. i'm so tired of this idea that an engine has intrinsic qualities to it. it's just a tool. imagine saying "hey i heard this garage was switching to x branded tools". i would kill myself on the spot hearing such autism.
just look up webpages of people showing how they did and retrofit it to your own project. there's hundreds of them. i have one where some dude literally wrote out his own open world zone loading system using parallel queueingl
I don't think Ganker has the mental capacity to understand what a game engine is and just uses the term as a buzzword to call games bad without having actual criticism
Also GTA the definitive trilogy is technically impressive but in a way that makes you go "oh God why would you make this abomination". Basically they took the renderware engine, gutted it of graphical and audio output then ported it to work within the unreal engine and made a translation layer to unreal engine can understand what the frick this archaic abomination wants it to render
Because Unreal Engine 5 is the gigachad engine. You must touch grass to megascan the best graphics into a mega game world like by lumen and have that nanite tier resolution. If you keep using onions pajeet cucks for mobile like Unity Game Engine you'll be stuck in a content slop mill making shitty casino games and just wiring premade assets together with no love or vision.
I have no issue with every devs using unreal engine
However, please make sure that your game doesn't look like default unreal shit with its default motion blur, lighting, and shaders
It's very oblivious and your game will not stand out from other asset flip
If you ever posted a shitty game on itch.io or steam (if you have money to burn) no one played just so you can say you published a game on your resume you're in the industry
Lack of competition. Unity has stagnated and was never particularly good for large projects.
The only other option really is proprietary engines and those are expensive to make.
Because Tim did what Cryengine, Frostbite and FoxEngine failed to do. REngine will never get popular because the japs will guard it like they guarded FoxEngine.
Knowing the devs, it's gonna be fricking awful. These Black folk can't even implement Piggy Bank events for the 10th anniversary without accidentally breaking lobbies.
Imagine you're starting a new project and you don't have money for shit.
You can either:
1) Use an existing engine that implements every or most modern features, get started right away, and not get charged anything until you reach 1 million revenue (that is, use UE5)
2) You implement everything from scratch, spend years or decades to get to the level of a modern engine without earning anything depending on how many people you can get working on it for free
Now, I'm not saying UE5 is the only option out there, but it's one of the few things Epic Games has done right. And I wish Valve would go the same way with Source. Would be an instant competitor, think they would only gain from doing it (since they don't send out many games in Source anyway). These things work as an abstraction. It's like asking why every program is compiled into Assembly. Because ain't no one got the time to be redoing what took a lot of time to be done before
because its what wannabe game devs learn to use on their own before they even apply for jobs
and the small studios get the wannabe devs that learned unity
its about saving training cost
It's also related with the times. Back then, people had to work with lower level tools to get things done. There were companies focused on making engines to be able to make something higher level. Today, if you apply to make an engine the question you'll get asked is "why would I need someone for that when I already have something that does that already". Works both ways.
>laziness
If you mean that in a condescending way, I dare you to start your own gaming company and go with the decision to make your own engine, then watch you swallow those words
lumen basically doesnt work without nanite, and even with nanite has big issues and the workflow is tedious since the "card" feature of lumen only works if your mesh isn't too big, so devs working with lumen need to piece everything up...
once they fix everything they'll both be amazing for sure, the compression factor in nanite alone is too great to pass up
baking light will always be more efficient and better looking but require more work from devs, and we are fast heading towards a state of play where publishers will force everyone toward real time lighting just to save time
I keep hearing conflicting opinions between dynamic and baked light. Which actually costs less resources?
9 months ago
Anonymous
there is 0 ambiguity? baking light is just changing texture data, dynamic solutions require ray tracing and very complex calculations
9 months ago
Anonymous
how could baked light not cost less resources anon? Is just a matter of textures, no further calculation.
To replicate Mirror's Edge walls in real time you would need a much more powerful PC that can do REAL ray tracing in real time, not that half assed bullshit so many games have where is just a handful of extra shadows.
9 months ago
Anonymous
you don't need to do real ray tracing anymore
nvidias ai ray tracing is faster and more efficient than baking or any other method .
dlss 3.5 + nanite is the future
9 months ago
Anonymous
Sadly this. DLSS Quality really is an "Optimize game button".
9 months ago
Anonymous
yep
just render your game at 160p and then upscale to 4k
its literally that easy
9 months ago
Anonymous
>nvidias ai ray tracing is faster and more efficient than baking or any other method
you went full moron there bro
9 months ago
Anonymous
don't care
just ray trace it
doesn't matter what it is
ai it
9 months ago
Anonymous
but I want my games to be pixel perfect and not have 1s ghosting with artifacts
9 months ago
Anonymous
watch
you don't need to do real ray tracing anymore
nvidias ai ray tracing is faster and more efficient than baking or any other method .
dlss 3.5 + nanite is the future
ghosting and artifacts are no more
9 months ago
Anonymous
>promotional nvidia video proof of anything >guys, this time no artifacts for sure
yeah sure
9 months ago
Anonymous
its true bro
believe it
9 months ago
Anonymous
DLSS and FSR were created to solve the moronation that gamedevs introduced by chasing graphics supported by the morons who bought 4k monitors by the truckload because they wanted to irradiate themselves with 60'' monitors.
9 months ago
Anonymous
>you don't need to do real ray tracing anymore >nvidias ai ray tracing is faster and more efficient than baking or any other method .
Thats not what it is you moron, its a denoiser for a ray traced render
While nvidia may brag about being the "first" to do it, most popular 3d rendering packages had complex denoisers for ages now, even blender has it
The normal denoisers just blurred the result to shit removing 90% of the detail, so the GI result lacked any detail, nvidia denoiser takes a depth pass into account to look for where details should be kept and where blurred, it dosnt create any extra information, only blurs less in corners basically.
9 months ago
Anonymous
its upscaling with a denoiser plus more ai magic
9 months ago
Anonymous
its not, DLSS includes multiple separate things, Nvidia uses a general DLSS term just as a marketing gimmick, none of those systems are related
reflex which removes input queuing and forces the game to use the most recent control input reducing latency, its not related in any way to the renderer, its a modification to the API
upscaler which works independent of the rest, needs motion vectors from taa to work
frame generation, which happens at the very end, not part of the upscaler, also seems to need motion vectors to work
and now DLSS "3.5" includes a new denoiser for ray tracing renders, its a replacement for what ever the game uses by default, its completely independent from the upscaler, reflex and frame gen, and part of the initial rendering pipeline
9 months ago
Anonymous
>its completely independent from the upscaler,
watch the video
9 months ago
Anonymous
watch what?
its not even the same fricking sdk, you download rtx and dlss separate if you want to implement it into your game, ray reconstruction is yet another package that needs the other two to work, they are up on nvidia website
9 months ago
Anonymous
>Thats not what it is you moron, its a denoiser for a ray traced render
Often it's not even a ray traced render. The game renders the image in the traditional way, then it just uses the rays to predict what shadows or reflections should actually look like or some shit like that. The denoiser comes in to turn bad shadows and reflections into something acceptable.
9 months ago
Anonymous
>Often it's not even a ray traced render. The game renders the image in the traditional way, then it just uses the rays to predict what shadows or reflections should actually look like or some shit like that. The denoiser comes in to turn bad shadows and reflections into something acceptable.
pretty sure its a new denoiser for GI and reflections, rt shadows are done per pixel so your slap in just a blur, reflections every few pixels and GI is dotty mess and they need clenup
i guess thats where the speed boost comes from, combines 3 passes into one pass
9 months ago
Anonymous
>Film directors, editors, cinematographers etc. have understood for decades the importance of lighting in relation to conveying mood, tone, setting, atmopshere >Game devs just want to slap REALISM on everything and to fear grimace at the pretty textures
9 months ago
Anonymous
isnt it depressing?
9 months ago
Anonymous
It is bizarre how anyone doing CGI movies or using it in a film production had to deal with Ray tracing and now you get developers who think they can just turn on global illumination to make something look pretty.
9 months ago
Anonymous
You are lying, real time unreal on background screens is de facto a standart for TV show production
9 months ago
Anonymous
its not. For one, your floor has to be relatively flat.
Didn't AssCreed do that, and decide to back away from it. Seems like single player games need at least two years to cook. Exceptions like COD and FIFA are effectively $60/yr subscriptions for a multiplayer game.
They didn't. Brotherhood and Revelations are techincally expansion packs for AssCreed 2. Just like the dlcs expansion packs for Origins, Odyssey and Valhalla. They just started doing them in one game after Unity flopped so hard due to being released raw. I wouldn't mind an annual release for AssCreed. None of them besides Black Flag and Rogue are worth replaying or preserving. And 3 if you wanna slaughter the british.
Unity is literally better.
Yes C++ is 2x faster than C#, but it doesn't matter because games are bottlenecked by GPUs now not CPUs.
Unity is better because the development speed is 2x faster.
The execs think that UE5's nanite system means they no longer need to spend hours (and that's hourly wages) on optimizing the game since the engine will do it for them. UE5 was successfully marketed as the cheap way to make AAA games so every greedy suit out there wants their studio to use that one.
Read homie read. That's what I'm saying. The moronic suits who've studied economics or something and have never spent even a single second in their lives programming have been sold on the idea that they don't need to pay the devs to spend time on optimizing their game because the nanite system will do that for them. When a moron who doesn't know shit about making a game is there telling the actual developers what they are and are not allowed to do during working hours you get the garbage we call modern AAA games.
Unity is a much better engine. Everything builds at least 10x faster, its easier to script, and the graphics are only minimaslly worse. You can 100% build Space Marine 2 in it.
Outside of Capcom, they can't do in-house engines for shit.
Look at Square Enix, they tried with their own Luminous Engine, even made their own studio that would only use it, but only used it for 2 games:
FFXV and all of it's DLC
Forspoken
and then got rid of the studio when Forspoken bombed
I'd outsource to pakis in a heartbeat. You know how cheap it is? Hire em, tell em to do shit, then pay like 2-3 actual people to look it over and fix it. This is how you do business.
Because you cant work without knowledge of the most used monopoly engine.
If you work on proprietary engines, you wont get hired to work at studios using Unreal, or unity. It takes time and effort to relearn.
Blame the consumer for allowing fortnite and Epic to become the monopoly it is on game engines, now both hardware and software advancements are pushed by only a few engines.
>Why?
Finished sdk tools with a good documentation.
The problem is that a dev that needs to use third party tools since they cant do anything inhouse will obviously have 0 idea how to use a third party tool properly.
Why half of Unreal 5 games will run like pure garbage, between new API and engines that offer TOO MUCH freedoom to modify anything the incompetent devs have no fricking idea how it works and what to do with it.
My prediction: >Unreal Engine 5 is so bad that game sales will start to decline because no one can run them decently >companies discover that they can't change engines because the trained monkeys have all been adapted to work in the Unreal environment >Fortnite starts to decline and Epic will have less money to burn on loss-making projects like Unreal Engine >The snowball will only get bigger, with games getting worse and worse, selling less and less, with less and less support from Epic. >media start talking about a new "crash" in video games >meanwhile, those who were outside this AAA and Unreal Engine reality grows
Oh, and an optimistic part of the prediction:
NVidia takes part of the blame because it's forcing things like fake resolution, fake frame rate that doesn't translate into lower input lag when compared to real resolution, etc., and Intel sees the possibility of delivering decent GPUs focused on rasterization instead of the realistic simulation of electromagnetic waves that have ZERO importance for video games and begins to gain market share and further divide the industry, between AAA games that run like shit and people can barely play even on $3000+ equipment, and the part that has modest computers but plays at 4K and/or 120+fps perfectly.
Oh, and an optimistic part of the prediction:
NVidia takes part of the blame because it's forcing things like fake resolution, fake frame rate that doesn't translate into lower input lag when compared to real resolution, etc., and Intel sees the possibility of delivering decent GPUs focused on rasterization instead of the realistic simulation of electromagnetic waves that have ZERO importance for video games and begins to gain market share and further divide the industry, between AAA games that run like shit and people can barely play even on $3000+ equipment, and the part that has modest computers but plays at 4K and/or 120+fps perfectly.
>videogame industry crash cope + seething at Epic
kek, throw in some "MUH CHYNA" in there to complete the delusion please, thanks.
It’s versatile and provides most fundamentals an engine needs. Everyone in this thread acts like they’re using the vanilla version of the engine when nearly all developers create their own custom version of Unreal Engine 4/5 with their own tools.
We used to hate unity games for shit perfomance, but it was literally kids and teens fricking around with engine making their first indie game about depression and personality disorder >when done by a proper devs it runs smooth (genshin, tarkov) >AAA studio of what is supposed to be experienced devs picks UE5 >shits out unplayable mess that even top bibeo cards can't handle
Should I also mention the bizzare minimal specs for UE5 to smoothly run the editor?
Developing a new engine is more costly and difficult than paying for a license and royalties.
It sucks, but unless you need to develop an engine for something very specific in mind, you are better off just get something that is reasonably function out of the box.
People come and go on a monthly basis in game studios, it's cheaper to use UE5, and engine on which most people are trained, than an in-house engine on which half their time at the studio will be spent on training them on it. Then you have to make sure the engine devs stick around so you're not stuck with an engine that doesn't evolve and progressively becomes obsolete.
Really it's down to how the game industry works. It's not too different from the movie industry where people come and go at a very high rate, except everything's pretty much standardized, and this is what's happening to games.
>unreal is the most documented engine ever because they have an entire team for such things
Ironically its less documented than Unity
9 months ago
Anonymous
It's rootmotion documentation is beyond useless. Also the Blender to Unreal pipeline is abysmally complex and moronicly simple at the same time. Orientation doesn't batter because it will always default to Z up and -Y forward. FBX is stupid and all you need to do is the set the scale in Blender to match that of Unreal.
9 months ago
Anonymous
Unity only documents their exposed API. Blueprints does a better job documenting itself by being so accessible.
9 months ago
Anonymous
>Blueprints does a better job documenting itself by being so accessible.
Is this a joke?
9 months ago
Anonymous
you really fell for that image?
9 months ago
Anonymous
There are thousands of nodegraphs in the wild just like that. I grew up writing code up and down in an editor
9 months ago
Anonymous
Just letting you know because I do feel some pity for you:
There was a bug in early UE4 that would on occasion wildly throw around your nodes in your graph without any regard for your original organization.
The image you posted is that bug.
Nobody in their right mind writes blueprints like that.
9 months ago
Anonymous
anon, its called a spaghetti mess for a reason. It doesnt matter if there is some little bug or not. Whatever you are using - geo nodes in blender, unity, unreal, slowdini, mari, nuke - the more nodes you put down the likelihood of you achieving a SPAGHETTI node MESS approaches 1
9 months ago
Anonymous
Spaghetti is only made by morons whom don't know a thing about optimisation, there are tons of tools in every software that help you keep the graph clean and readable.
9 months ago
Anonymous
>the more nodes you put down the likelihood of you achieving a SPAGHETTI node MESS approaches 1
speak for yourself
blueprints are fantastic as a scripting, design and integration layer
if you suck at writing clean blueprints, that's your own problem
Making your code impossible to read is the best way to keep it secure. No encryption needed when the requirement is pure autism.
>code >encryption
huh?
9 months ago
Anonymous
>blueprints are fantastic as a scripting, design and integration layer
you sound like a no-coder. Learn to develop games properly, in a text editor, up and down. Forget about nodes and the spaghetti it causes. Maybe you will be able to ship.
9 months ago
Anonymous
Oh, that's right, it takes eternity for you to rebuild in unreal. Not My Problem.
9 months ago
Anonymous
Oh, that's right, it takes eternity for you to rebuild in unreal. Not My Problem.
midwit take, bad programmers often think this way
once you have a few more years of experience, you should understand why an abstraction layer on top of C++ code is a *necessary* feature for game engines
whether that's node based programming or an additional scripting language is not relevant
especially so when you have designers on your team that do not know C++
unless of course you are scripting in C++
which is a typical rookie mistake, understandable
9 months ago
Anonymous
how do you not know C++ and have a degree in CS which is required to get a job? Get real anon.
9 months ago
Anonymous
project some more
9 months ago
Anonymous
Making your code impossible to read is the best way to keep it secure. No encryption needed when the requirement is pure autism.
9 months ago
Anonymous
You have never used blueprints in your life, haven't you?
9 months ago
Anonymous
That's a meme, Bluepoint is very simple to use
9 months ago
Anonymous
>brainlet can't follow a simple web of lines
You sure you even have a double digit IQ?
9 months ago
Anonymous
People can disagree but I've come across shit like this more than once. Of course its easy for a single person to write pretty blueprints but as soon as you start dealing with a single person who didn't organize their blueprints you are going to have issues.
Is there a board more moronic than Ganker? I'm asking sincerely. When you talk to hobby enthusiasts they have at least a baseline understanding of the hobby but Ganker is so horribly wrong about everything they say. People here are literally blast-processing tier when it comes to their understanding of how games work.
But it's even worse than that. It's one thing to just not know how things work but it's another thing to be so confident in the bullshit you're spewing.
>Why?
Because making your own 3D engine that does everything you need it to do is very difficult. In some instances you have a team of experienced devs who can make one for a specific type of game, like with Grimrock, but otherwise custom engines are only for big studios like Capcom. Unreal also lets people gain "universal" experience that can be transferred to other projects, and it has great documentation. >all the games look and run like shit!
No. That's a dev problem entirely.
>Unreal also lets people gain "universal" experience that can be transferred to other projects, and it has great documentation.
this fricking guy. How learning to graphics beside the donut tutorial
Everything I said is true, especially the experience part. If a dev is hiring people and they use UE5 at their studio, and they have candidates who've worked with UE5 and other candidates who've worked with an engine specific to their last studio, guess who they're hiring.
Anon, when you apply to a studio, you load in your models and your animations just by dragging them in, the same as with in any engine. How do you trigger them in script? >*sequence.play >animation editor
Same with any engine
It doesnt matter what you use, learn the fundamentals of 3d and keep posting your models and animations on artstation and you will earn the opportunity to have a job
You are just trying to cover up for poor personal portfolio work when the reality is that the workflow between engines (importing, animation seq triggering) is the same and only build time and ease of debugging varies
9 months ago
Anonymous
No, I'm telling you how reality works. If you can say that you worked in the engine that you worked with, you're automatically going to the top of the list. You're inherently disadvantaged if you've worked in another engine, even if you were good at it.
9 months ago
Anonymous
> If you can say that you worked in the engine that you worked with, you're automatically going to the top of the list. You're inherently disadvantaged if you've worked in another engine, even if you were good at it.
Yeah, I worked with unreal, it was crap. Who cares? Now look at my ArtStation.
9 months ago
Anonymous
>Who cares?
HR and the hiring manager. Next applicant.
9 months ago
Anonymous
My body of work on ArtStation is better
9 months ago
Anonymous
That's cool. The people who do the hiring don't care. Next applicant.
9 months ago
Anonymous
Why would I want to be hired by a company who doesn't care about your portfolio?
9 months ago
Anonymous
You don't seem to know how screening works. They care, but only after you've met baseline conditions and experience.
9 months ago
Anonymous
Why would I want to be screened by an intern who is an non artist and cant tell good from bad? I already have a job
9 months ago
Anonymous
Obscene amounts of cope.
9 months ago
Anonymous
>anon has a job >"dude ur coping"
lmao
9 months ago
Anonymous
>Why would I want to
It's not about what you want. That's how hiring processes work.
9 months ago
Anonymous
I have gotten jobs IN 3D - in GAMES - without knowing their engine, off of polycount
9 months ago
Anonymous
That's cool, but what I explained is still how hiring practices for devs work.
9 months ago
Anonymous
anon....I did game dev off of the polycount gamedev job section. Are you ok?
9 months ago
Anonymous
>I'm a 3D artist and I got a job so what you're saying about the industry that's objectively true and well documented doesn't actually apply
Okay anon. Whatever you say.
9 months ago
Anonymous
3d is 3d. If you have to learn an engine for work, you can learn it, but chances are if you freelance, you will encounter new engines that you cant prepare for. You're good to go.
I think the lack of qualified talent is the most important point. Croteam for example always built their own engines, and they did insane things like putting 100+ monsters on the screen when the FPS at the time could barely put 4. From what I've read, they lost their programming genius to Google, and after that we had Serious Sam 4 whose engine is clearly a complete disaster. Recently they announced a game for Unreal Engine 5 (Talos Principle 2).
Croteam is like a microcosm of the current industry: the highly qualified and intelligent programmer migrates to a technology corporation and those who continue with the games are not so qualified, switching to Unreal Engine 5, where they will probably pollute the industry with poorly optimized shitty games that need an RTX4090 generating fake frames to run in a minimally acceptable way.
It's pretty bad, actually. Stutters and huge frame rate drops for no apparent reason are common in the game. I've never seen any video of anyone playing the game without large stutters here and there, which is a bad sign.
On my RTX3070 the frame rate will drop from 120fps to 80fps with nothing very obvious indicating why performance is suffering. Siberian Mayhem uses the same engine as SS4 and there is no significant improvement, maybe the difference is just in the way the guys built the maps, since in SS4 there are several custom maps that run relatively well too, despite the base game running like shit.
Its a great engine that works on everything from phones to desktop machines, there is massive library of assets from megascans to sketchfab, it just works and provides top of the line visuals and performance.
>Unreal Engine gets super popular with ever dev team switching to it because maintaining your own inhouse engine is expensive and difficult >UE5 runs like shit >because studios keep hiring easily replaceable codemonkeys who can't optimize shit things get even worse >basically need shit like FSR or DLSS in order to even reach 60 FPS on most setups
At this point i am happy when i read that a game is using fricking Unity Engine. That alone should tell you how dogshit this current situation is.
Nobody wants to make their own engines anymore cause that requires talented developers who know how to develop and maintain an engine. You don't want people who know their shit within your company. Imagine hiring 2 or 3 guys who can maintain that new fancy engine of yours and one day they decide to ask you for a raise - If you decline they will leave and that means the engine you paid for is now dead. You can't just hire someone else and give them time to learn and understand the engine that other people have been working on for so long. You don't want to get into a situation where your employees have leverage over you. So hiring talentless hacks who only know the basics of Unreal Engine is cheaper and less stressful for you as the owner of a studio.
The time where studios get made by developers is over. It's all suits nowadays who make studios because they smell the big lootcrate/microtransaction money.
they sign a contract that says they'll make X Game then release it on EGS exclusively for a year or someshit probably or if you release on EGS they probably waive royalties or something
>Hurr durr why don't you just reinvent the wheel hurr durr
Also if this board also thinks AI needs to replace human creation then you're doublestandard as frick saying this shit when AI being used everywhere will be the exact same output but omniversally faster to the point everyone will just off themselves to escape this hellscape of cancerous content.
Most AAA studios are basically a revolving door of fresh out of education devs, because they are the most easy to exploit and corporately intimidate.
So switching from a proprietary engine, that takes time to learn to use, to a public one that's known for being easy to get into is more effective for the current "crunch 'em and dump 'em" development tactic.
This tatic of exploiting new devs passion for profit is also why games keep going down hill in quality these day, older devs jump ship to a studio that won't abuse them and the inexperienced devs fumble without guidence.
>older devs jump ship to a studio that won't abuse them and the inexperienced devs fumble without guidence.
and yet there are no new games, just remakes.
>Most AAA studios are basically a revolving door of fresh out of education devs
Meanwhile every studio I'm applying to demands years of experience and at least one released game for even most junior position.
Because its SDK is insanely braindead and very well documented to a point where double digit IQ baboon can use it thats why you never see "MARIO ZELDA 4K HD REMAKE NINTENDO HIRE ME" garbage made on any other engine. This lets them to work faster,hire underqualified people since blueprint system is braindead and more. Unreal is very good engine from average western developers perspective but its insanely dogshit if you are consumer(see every single Unreal release in last couple of years).
>devs want to hire moronic pajeets to outsource code and want to populate their western offices with incompetent diversity hires and trannies, using a prominent engine with a universal toolset that no one really needs to learn from the ground up facilitates this
it's more or less a symptom of the games industry deteriorating
>talent is attrited out of the industry altogether, leaving a system of revolving door hiring for the more junior employees that they refuse to train into new talent because then they would have to pay them >workers come and go so fast that they don't know how to work on the company's proprietary game engine, creating a situation like cyberpunk 2077 >companies see UE5 and think "hm everyone has this engine on their CV, now we can squeeze the life out of our workers even FASTER" >games look, feel and run like shit every time, and tend to flop horribly, and the companies end up paying royalties to epic out of their meager earnings (they use that money to develop new useless buzzwords for the engine) >management fails to connect the dots, because after all, they have experts who have 15 years of experience clicking & dragging strings into boxes in unreal >company is sold to microsoft to be dissolved
basically it's just uncomfortable for companies to face the facts and actually commit to the work required to make good games, and they instead do 1-2 final copes with unreal engine, which usually ends up with the company dead afterwards. see: pic related
not really, i just think it's awful if you use it the way epic games advertises to gullible businessmen, like trying to use it unmodified with every moronic buzzword attached to it, and then letting the special kids frick around with blueprints until the main CPU thread chokes to death. these companies think they can bypass the talent hiring/retaining just by using unreal, but they find out 3 years down the line that they in fact can't.
imo the best use for it is the way the deep rock galactic guys did: as in, they seemingly rewrote it to not feel and run like shit. i don't know how they managed it, but they did. it feels like it was made in a proprietary engine.
You would need some pretty serious programming chops to do that right? Are there any publically available modifcations of unreal along those lines? I've tinkered with ue4 as a hobby, but my guess is I wouldn't need something like that to put out some indie jank, I really jist need to learn how to make a game not look like every other unreal game in terms of lighting
Nah I like blueprints and would rather work with cpp than c#. Don't really want to use unity and don't see a reason to when I believe I'll be able to figure out how to modify the lighting in unreal. Unity would be my next choice, I wouldn't want to frick with godot. What is your reasoning behind suggesting I switch?
9 months ago
Anonymous
>What is your reasoning behind suggesting I switch?
"unreal" build and turnaround times
9 months ago
Anonymous
Will build time be an issue if my PC is good? And how much will turnaround time affect me if I'm just making simple games? Is this something you have to optimize for, or is it jist unavoidable?
9 months ago
Anonymous
>Will build time be an issue if my PC is good? And how much will turnaround time affect me if I'm just making simple games? Is this something you have to optimize for, or is it jist unavoidable?
sounds like you haven't made frick all yet. I thought you had actual experience.
9 months ago
Anonymous
Nah I'm a beginner. I appreciate the information you're giving though. Really I'm just looking to make relatively simple games. I don't feel that the engine will be too much of a burden in thst context
9 months ago
Anonymous
you are talking to 2 different anons
if i was a total beginner and starting all over again, i would use unity
i cant tell you what you should do. i can only tell you that my personal experience of UE is highly negative because of how slow it is to work with it, and due to the many gotchas and mysterious quirks the engine has.
i've enjoyed developing games in unity and other people's proprietary engines but i just hated working in unreal.
Nah I like blueprints and would rather work with cpp than c#. Don't really want to use unity and don't see a reason to when I believe I'll be able to figure out how to modify the lighting in unreal. Unity would be my next choice, I wouldn't want to frick with godot. What is your reasoning behind suggesting I switch?
i think unity is just better if you are new enough to be asking these questions, simply because it is faster to work with. C# compiles nigh instantly and you can mess around with the objects in game and observe their values in the editor all the while debugging. being able to make a lot of mistakes, identify them and fix them quickly also means you yourself are going to improve a lot faster too. a small mistake in cpp might take an hour to identify when it would take 2 minutes to identify it in unity's C#.
Hm I'll consider it. I haven't had any issues with unreal really but I've only done simple stuff. Learning from videos and books, and then experimenting based on what I've learned. At this point it wouldn't take too long to get to the same level in unity, but I really like blueprints despite knowing how to program to some degree already.
>making high quality assets is hard
yes, of course
but why would that be particularly difficult in Unreal as opposed to other engines?
what the hell does the engine have to do with modeling/animation in the first place?
>what the hell does the engine have to do with modeling/animation in the first place?
Everything.
9 months ago
Anonymous
But you don't model/animate in the engine
What the hell are you talking about
9 months ago
Anonymous
Both unreal and unity literally have animation tools and an animation editor and you have to set keys to trigger events. But, you will have to make all the assets that you put in the engine or else you are not really doing game dev, you are just flipping, and as i said, my challenge was to make something ORIGINAL
>how the engine accepts models >how the engine deals with material setup/importing it from modeling program to save time >how the engine handles model armatures and what formats it can import >how the engine supports and handles actions & drivers for animation >how the engine UI lays this all out for you to tweak, adjust, and set state systems for >how the engine let's you blend between animations or procedural blends, if it supports it >how the engine streams them in without hitching or quirks
9 months ago
Anonymous
>how the engine accepts models
You can stop right there because Unreal shits on the competition in this regard. UE is so modular and versatile it was literally being used as middleware for DICE games.
If you want to see how compatible UE is with 3rd party software just go and listen to ArcSys devs. Or just look at their gorgeous games.
Both unreal and unity literally have animation tools and an animation editor and you have to set keys to trigger events. But, you will have to make all the assets that you put in the engine or else you are not really doing game dev, you are just flipping, and as i said, my challenge was to make something ORIGINAL
You're an idiot.
9 months ago
Anonymous
I was just giving examples to the anon of how important an Engine is with regards to models/animation support. Wasn't insinuating UE was shit at those, since if it were, no one would be using them as having a streamlined asset pipeline is one of the most important things you can have in a large studio.
9 months ago
Anonymous
>You can stop right there because Unreal shits on the competition in this regard. UE is so modular and versatile it was literally being used as middleware for DICE games.
and ironically unity supports every format you will need
9 months ago
Anonymous
Unity is alright but it's not a competitor. It's occasionally somewhat preferable for smaller/mobile/indie games depending on the scope and devs.
Otherwise UE reigns supreme across the board and it's only leaving it in dust over time. Unity is carving a niche for it which is the only way for it to survive.
9 months ago
Anonymous
>Otherwise UE reigns supreme across the board and it's only leaving it in dust over time. >30 fps, 720p on 12 teraflops
9 months ago
Anonymous
Works on my machine. Don't blame the tool which was proven time and again to work. Blame the braindead cuckolds who can't code for shit. Also shove Denuvo everywhere.
>Exactly my point. A no budget, tiny team needed an engine that was easy (Again: A REALTIVE use of the word in this context) to make a game in to push a game out.
My point is I have never heard of them nor cared enough to learn about them and I have been gaming for over 30 years so I dont think their choice of engine really matters
Ace Combat is a renowned franchise and you're a dumb Black person.
9 months ago
Anonymous
UE is ass for indies, especially those targeting reasonable specs for low-poly/simpler titles. Also that UE5 is a fricking HEAVY engine to run on your PC in a dev environment vs. Unity/Godot, so those latter two have that going for them for now.
9 months ago
Anonymous
>UE is ass for indies
No it's not. The truth is most indie devs are ass, not the engine.
Project Wingman was made by /vg/ shitposters from Australia and it looks and plays better than Ace Combat 7 - Bamco's flagaship and the staple for the genre.
Mortal Shell look gorgeous and run smoothly despite being made by 5 guys.
Bright Memory Infinite looks the best in the business and it's very well optimized - made by 1 guy.
No excuses.
9 months ago
Anonymous
never ever heard of any of those, probably for good reason
9 months ago
Anonymous
Amid Evil Black Labyrinth just came out and it looks and runs great and was made by like 3 dudes.
9 months ago
Anonymous
just another sad indie game, basically they are begging for my dollars
Relative to ye old in-house game engines and most others? Absolutely. Relative ease of use is what put UE on the map and is what keeps it there. Project Aces (Ace Combat dev studio) switched to it for 7 because they had almost no budget and a tiny team.
Exactly my point. A no budget, tiny team needed an engine that was easy (Again: A REALTIVE use of the word in this context) to make a game in to push a game out.
>Exactly my point. A no budget, tiny team needed an engine that was easy (Again: A REALTIVE use of the word in this context) to make a game in to push a game out.
My point is I have never heard of them nor cared enough to learn about them and I have been gaming for over 30 years so I dont think their choice of engine really matters
Western Game companies have lost the knowledge to make their own, save for a few companies. Epic Games also poached a lot of the older talent years ago to solidify their grasp on the industry.
Its cheaper and easier than hiring dedicated engine team, and many companies are driven by pure greed at this point, no matter who works for them
you can have a great team on project, but your company will literally destroy your vision of a game to sell it
It's more that Lumen/Nanite have such heavy performance hits that they're not worth the fricking time. If you approach a project the same way you would UE4, UE5 has equivalent performance since it basically is just UE4.1 under the hood.
Fortnite doesn't use those on phones, and on current gen consoles, they hover around 1080p on Lumen/Nanite mode. Keep in mind it's also an old game ported forward that always targeted 60fps.
>trailer for new game >"UNREAL ENGINE 5" logo comes up >yawn >75% it's the same fricking tech demo with nothing new/improved >all games look like they use the same formula and assets
It will oversaturate and we'll move on eventually, cashing in on nostalgia over and over
Costs 5% of revenue. Game engine development is expensive. You have to sell a lot games for the 5% revenue making it feasible to do your own engine. Also own engines have other extra costs like no one will know how to work with your engine while it's easy to hire developers who know UE5.
its the best engine
GOOD MORNING SIRS
EPIC GEME GOOD
EPIC GEME STORE GOOD
UNREEL ENGENE GOOD
You asked a question and got answer, sperg
GOOD MORNING SIR
OG ARYAN RULE BABY
Type 40k space Marine first minutes on youtube dumb "patriots"
Lol
hi todd
All true
because it's good and making your own engine is expensive and a pain
Because
Yeah there it is.
>making your own engine is expensive
not nearly as expensive as they claim
>and a pain
only because companies refuse to hire people who actually know how to write software.
>not nearly as expensive as they claim
Yes and no. Why would I waste time learning to make an engine from scratch, which costs time that I could be using to make my small pet project in RPG Maker or something.
It'll be alright. That's kind of like complaining that artists should only paint with brushes they've fabricated themselves. It's silly.
>It'll be alright. That's kind of like complaining that artists should only paint with brushes they've fabricated themselves. It's silly.
That's not what I mean at all. Using your example, what I am saying is that artists don't even know how to paint anymore.
The artistry happens in the game making per Unreal Engine, not the programming. That's kind of why it exists. To make it easier to make games at all. Like how paint canvases exist so people don't have to make paint canvases themselves.
As a solo hobby gamedev using UE, I just want to make my dream game. What tools I use or what I know do not care.
I don't have to "prove" anyone that I have the skills or ability to do so-and-so. All I care about is using the right tools for the right jobs with as least difficulty as possible, since gamedev itself is already a huge challenge. There's no need to make it more difficult than it needs to be.
With that said, no, I don't care how certain things work if I don't need to know. If it works, it's good enough for me. That's the beauty of game engines.
You can create your own engine and it'll take you years. Or you can use a game engine and it'll take you the same amount of time within days.
>not nearly as expensive as they claim
Maybe making a barely working prototype, just to show some cool shit isn't expensive. But let's your prototype will support 5+ different platforms and some industry standard middleware? Also, you need to create tools for designers who don't know how to code and use your beloved console.
>be company like ea or ubisoft
>have proprietary engines
>want to hire new staff
>need people who are somehow trained to write code for your proprietary engines
good luck with that
Dead by daylight is stuck in this loop except instead of it being the engine it's their map design
Bhvr literally said in a reddit ama the process is
>Hire new map designers
>They release shit maps for a year and a half
>Finally learn how to make good maps
>They leave
>Have to hire new map designers
It also doesn't help that bhvr don't know their ass from their elbow
reminds me of 343
>hire contractors to make a new engine for halo infinite
>fire em before they're there for 18 months to save on cash
>end up with an engine nobody knows how to properly work with
>halo infinite slowly becomes a broken piece of shit
>have to switch to ue5
>need people who are somehow trained to write code for your proprietary engines
I'm in the industry, here's how it works:
>hire brand new coders, artists, tech, etc.
>put the engine in front of them
>expect them to figure it out with minimal documentation by just asking around
>give 0 appreciation to people who take time from their tasks to onboard and teach
>give them leads who might have heard of video games as a concept
>when they either fail or barely succeed, blame the chaos that ensues on anything unrelated to the problem, so it never gets adressed
>newbloods stick around because they're enthusiastic/have nothing to compare it to
>when newbloods finally start figuring out how to be good at their job, they also figure out how dumb it all is and leave for much better pay
>produce shitty game
>hire new people
>cycle repeats
>not nearly as expensive as they claim
ok anon, heres a real life scenario: the homosexual making the custom engine gets hit by a car and goes into a coma. The company is left with a half baked buggy piece of shit that sometimes work and sometimes doesnt. Do they
a) keep throwing money into autistic morons to come and figure out everything that was done until that point (could take months without documentation), hoping they will finish it
b) switch over to an industry standard open source engine with all the bells and whistles you will ever need, with a worldwide base of experienced specialists to hire
>only because companies refuse to hire people who actually know how to write
they refuse to pay for software they dont *need*. What youre talking about is autistic decorum.
How exactly would a custom engine benefit any UE5 game?
>t-they wouldnt look like an UE game!
not an argument, or fault of the engine
>>t-they wouldnt look like an UE game!
>not an argument, or fault of the engine
it is, it is
i accept your concession
>just make your own engine bro
You're a fricking moron, you have no idea how much work goes into an engine that is used in a professional environment by a large dev team. What engines have you made, anon? You probably think 99% of the work is making the fricking renderer, you absolute moron. It's not, 99% of the work is tools, productivity, and workflow.
Even DICE's Frostbite was a piece of shit on that end, so much so that everyone hated working on it, DICE included.
The real reason is that if you are someone in games who is technically qualified to make an engine, you will be headhunted by a bunch of bigger tech companies who pay more.
Companies switch to Unreal because we're getting to a point where they literally no longer have the technical talent to maintain a bespoke engine
Here's a suggestion for you. Make your own company. Start hiring people to make a new engine for your new game. Good luck.
I imagine hiring artists/junior programmers is cheaper than getting a team of software engineers.
>not nearly as expensive as they claim
the Fox Engine was $60 million
And no custom engine comes close
Don't forget that you have to train people to work with your own engine whereas with the mainstream engines you can just pick and choose to hire people who are already experienced with it without dedicating ages to training someone before they even do anything for you. It's why Yakuza wants to step away from their in-house engine for UE.
Finally someone else says it. Tim wins by creating an infinite pool of morons who know how to use his engine.
Is it any more moronic than you not knowing exactly how your microwave works on a foundational level? It's so silly to me to see people b***h about these things.
>A bloo bloo things are easier now 🙁
Kys namegay
They want to make their games shit that's why.
Wrong. Many devs with existing engines are switching to UE for no reason too.
>for no reason
Oh yeah there are reasons.
Years of poor work conditions leading your engine devs (the most competent within a studio, generally) to quit and find jobs somewhere else where the pay and the work ethics are not borderline slavery. This leads, in the industry with the highest turnover of all software development fields, to entire studios incapable of understanding their own in-house engine, because they have to train new people and those who designed it aren't here anymore to maintain and keep developing it.
We've had a first hand example of this happening with CDPR and their next gen Witcher 3 update. Their DirectX 12 implementation is horrible, among the worst of all video games, causing extremely severe CPU bottlenecks when DX12 should alleviate this compared to DX11. Visual glitches everywhere, 8 years of updates down the drain overnight, setting a new precedent in the history of gaming.
Why do you think they're switching to UE5? Their current team barely understands the RED Engine and they showed they're incapable of adapting the engine's renderer to current gen techs.
Easy to use.
Easy money where 'good realistic graphics' help to keep the lights on. The new features of UE are complete jank though in their current state.
Hah, lol no.
No one switches out the default shaders/lighting. That's why it all looks the same.
It's the mircosoft word of game engine
>No one switches out the default shaders/lighting. That's why it all looks the same
Analogous to calibri fonts and word's paragraph spacing.
How does one change the default shaders? I want to see some examples of how much of a difference it makes and how it's from the development side, but no, everyone is too busy making fricking dark souls cloning tutorials for a millionth time instead.
I know that VotV tries to emulate looking like a mix of ps1 and source engine graphics, but the former is pretty much just making graphics shit on purpose.
PostProcess shaders can do 1/3 of the job. Another 1/3 is done by tweaking the unreal setting. For the rest, you gotta know your way deep into the engine, write some shaders and so on.
westoids are bankrupt both in terms of skills and creativity
worse yet japs are getting infested by this chink engine as well
I hate how everyone is using UE5
In house engines are special and help the games look different
It's just a cost thing. Why bother changing the default Unreal rendering settings, materials, etc when you can just use it and save man hours? To management your few hours spent on shaders could have been spent on microtransactions instead.
That's why most of them don't even bother to adjust the BRDFs (which is a 5 minute text file edit job, assuming you already know what you want). UE can look about as diverse as you want it to (compare Ace Combat 7 to DBFZ), but management doesn't see a return on that time investment.
name one sandbox rpg coming out on unreal engine
those aren't real video games
can somebody explain why everything looks wet in UE
real time lighting
Actual explanation: UE4 used a fricked up roughness curve (among other things) so your 0.85 rough material in other programs (e.g. Substance or whatever you use for materials) would actually be way shinier inside of UE4. That's why things in UE4 had a shinier look than intended.
UE5 added a simple tick box to turn on fully rough materials so the curve isn't fricked up anymore. If devs will bother to use it (or even notice it exists) remains to be seen. Not sure why it took them this fricking long, but whatever.
UE 3 had the same problem but the textures were blurry and shiny for some ungodly reason.
Where do I find this tick box/ what is it literally called?
Oh and energy conservation too (by default UE4 rendering is not energy conserving). That causes the fricked up fresnel which gives the edges a wet look. This also has a simple checkbox now.
Wouldn't be surprised if this was a carry-over from UE3. Either way you could fix this yourself rather easily before too, but as others have said that's man hours not being put into MTX which is seen as bad by management.
Unreal's bloom is pretty ugly too by the way (some would argue it's fricked up as well but I think that stuff is more of an artistic choice rather than objective reality), that can also be changed but you'll have to write your own bloom (you should).
It's a globalist shill psyop
software optimization is a dying art, and coding itself is dying too. Most programmers don't know what a cache is. People are becoming too incompetent to write games without engines.
The people who can actually do this kind of stuff are extremely intelligent. You need deep knowledge in trigonometry, calculus, analytic geometry, linear algebra ect
>You need deep knowledge in trigonometry, calculus, analytic geometry, linear algebra ect
its not like it cost a million dollars to hire a programmer to study up on physics. Also anybody who knows calc has studied the others. you sound moronic.
That programmer works in some other area which needs programmers, for example finance, because that programmer knows that video games industry employees are more expendable than fast food burger flippers, due to infinite amount of söyboys who see it as their "dream job" because of playing bing bang wahoo in childhood. Video game industry is simply not going to hire than programmer for twice the wage they can get one of those.
video game programming is not real programming.
you are moronic
Most devs aren't programmers
game devs aren't programmers
What is a cache? Like L2 cache? I hear cache thrown around interchangeably with buffer. Basically 'contiguous memory area you'll use more than once' is my understanding.
they get paid to
its easy to use, requires no/little programing knowledge
It just works. Also, it doesn't require from you to keep a very costly engine dev team. People who liked "how different inhouse engines look" didn't work with them.
Licensing an engine is cheaper and more efficient. Making your own engine will involve needing to spend time just making it which cuts into development costs then you have to worry about maintaining and documenting it. Then eventually the engineers that made it leave the company and over time, the newer developers don't know it all really works.
Build your own game engine is hard
Unreal Engine has always been pretty big, and now that their competition hasn't been keeping up, every studio without their own engine considers UE the best option.
because it has the best devtool and its extremely easy to make games that look "good"
It seems that they have them convinced it will be like the UE3 days.
>wins again
HE CAN'T KEEP GETTING AWAY WITH IT STEAMIES!
Only the fat man should be able to afford a yacht!
Why did 343 abandon the highly expensive Slipspace engine that took over 5 years, and switched Unreal?
Because they hired contractors to work on the engine for cheap then fired them away to keep the costs low. The engine is held by duct tape, and the remaining programmers have no idea how to work on the engine.
this is so moronic that im baffled anyone at the studio thought this was a good idea
is it any surprise 343 isnt in charge of halo anymore
one of the devs that was fired commented about these contractors and how the management team was beyond moronic
>management team was beyond moronic
they would have to be for this to happen in the first place. it was supposed to be a money-saving measure and it ended just fricking them over so badly, they're probably losing millions now over infinite breaking and/or having ti switch engines
You can repair your car unsuccessfully for 5 years too and only then admit to yourself that you are incompetent so new car+sevise was always a better option.
Publishers normally want to only publish games made in engines they have experience with. They already know everything about Unreal and have tools built to help their developers. When you introduce a bug in your custom engine no one but you is going to really know the ins and outs of it, but if you introduce a bug in a game in Unreal the publisher already has a whole fricking support team that knows how to fix it most likely.
Then you have the fact that it's used in college now, you're basically indoctrinated to use it right out of school. When 70% of developers coming out of college know how to use an engine then that engine will always be the most popular since it's the easiest to hire for.
And lastly you have the fact that it has no competition for 3D other than Unity but Unity is moronic and shot themselves in the foot repeatedly over the years.
cheap licensing fees
>Free till you rake in a mill in profit
>ready made so it cuts down on engine building
>Ready made to port games actross multiple consoles
Now the downside is that the devs are moronic gibbons. That and Unity shat the bed so hard it got dropped by everyone because israelites are moronic.
I don't recall any Unreal Engine 5 game that was successful or had a smooth release. The engine is a complete piece of shit that is hard to work with and feels duct-taped. Even Fortnite since the Unreal Engine 5 update has garbage optimization and visual bugs
Because you're a moron, there were like 3 games and
>Because you're a moron, there were like 3 games and
uh, anon?
The last wrinkle on his brain smoothed out and now he's catatonic
he probably said candlejack in another threa
>Witcher 4
>Yen is an indian
>Triss is a Black person
Why should I care for The Witcher 4?
What the frick are you talking about.
>he thinks Larry Fink will allow Witcher 3 models and designs to be in Witcher 4
You innocent child.
I'll eat my shoe if CDPR makes Yen and Triss Black folk or whatever you said.
Get your shoe ready.
>I don't recall any Unreal Engine 5 game that was successful
Maybe that's because there were hardly any UE5 games released to begin with since the engine is new and most devs only started working with it recently
>Maybe that's because there were hardly any UE5 games released to begin with since the engine is new
We have had multiple UE5 engine games already, either in beta or released, and they all consistently look and run like shit. Even Epic themselves can't make Fortnite, a fricking cartoon game, run stable and without a shitton of glitches and technical issues
Fornite runs and looks good despise being UE
Such a weird move from CDPR, considering RED Engine keeps being updated with all the newest NVIDIA tech. Shit, it's probably better than UE5 is right now...
It's an investment so that in the future they can hire people experienced in Unreal instead of people experienced in some random video game engine.
I can't wait CDPR games to launch in an even worse state than Cyberpunk when they start hiring UE5 "devs".
>It's an investment because they would rather pay 30% of their profits to Timmy Tencent and rotate unexperienced underpaid workforce rather than invest and support a workforce of talented developers that knows, support and updates a proprietary engine and all the know how
No, it's just short term profit and lazy management. moronic poles are moronic and their shithole country should be split back again between Germany and Soviet Union (the good old times)
Anon...From Software is owned by Kadokawa Corporation...........which Tencent has a stake in.
It's not weird at all, all the actual talent left during and after CP77's development.
They left even earlier, during witcher 3 development. Cyberpunk was made by hohols and other diversity hires.
They left when they made Witcher 3 (which is, to be fair, an extremely mediocre game) and broke records but received no bonuses/wage increase
There *was* overlap between the two games' development, you realize.
A lot of the original CP77 devs also fricked off after Marcin threw out all the pre-production work, I believe.
Immortals of Aveum is making the rounds for UE5 debut, but no one noticed En Garde which released 9 days ago which is
>UE5
>looks incredible
>has stellar performance
>made by a pretty small studio
lightning looks good, otherwise it just looks like any other indie game that could have been developed in unity
>otherwise it just looks like any other indie game that could have been developed in unity
Wtf? Like what? Provide examples.
Rust, Genshin Impact, Subnautica
because he made it seem like this is only possible with unreal engine
>Rust, Genshin Impact, Subnautica
Those look nothing like that screenshot.
same plasticy graphics, just that unreal got real good lightning
I think your critique is that art styles aren't very severe anymore. PS1 games - Vagrant Story, Silent Hill, MGS1, Resident Evil - they're very identifiable as PS1 games. If you grew up with them you know what I mean, right? But you wouldn't ever mistake Silent Hill for Resident Evil because their art styles are different enough. Contemporary games tend to lack any distinctive styles, such as that screenshot when compared to something like Subnautica. The content is certainly different, but the colors are too similar.
Hm, good point actually.
Makes sense that when devs start using premade assets and stuff like that more games will look very similar and not stand out amongst others
>Sekiro in spain with a broad
Thank you for telling me, Anon. I will privateer it tut sweet.
>looks incredible
pic unrelated?
>UE5 has stellar performance
UE4 was one of the worst performant engines, 5 is way way worst with all the shit they added
>way worst
good morning sir do needful of using unity sir thank u
>literally every phone and switch game is made with unity cause unreal sucks hard on low platform optimization
yes?
>Most employees are familiar with Unreal or Unity
>If they ever leave the company they have experience that can carry over to a different one
>Instead of "yeh I have 5 year experience for poopoopeepee engine"
>Don't have to spend years reinventing the wheel, and have new employees learn the engine
Although, I guess having a custom engine maybe helps with employee retention?
This. Standardization is a good thing despite what raging homos would have you believe. Want new modules? Code a plugin.
What's the advantage of it being made in Unity over Unreal?
>What's the advantage of it being made in Unity over Unreal?
nothing, just that unreal engine doesn't make games automatically good or better looking. Most stuff looks the same
Why'd you mentioned it then?
>What's the advantage of it being made in Unity over Unreal?
Unity doesn't take a cut of your profits. That's pretty much it.
Because it needs to be licensed first. Then the store taxes comes in.
Because nobody can program a full engine anymore, the knowledge died with Gen-X and a LOT of cocaine, plus most millennials are too hyper-sexualized, hyper-socialized and cucked to care about learning how to code not just in C, but ASM for total "SOVL".
That's the true purpose behind engines like UE4-5 for 3D games and Unity for 2D games, to compensate for the complete loss of programmers(most of them run away from the industry since is more lucrative to make accounting programs and algorithms) and too many hyper-homosexual ANTIFA millennial "Le ArHtisTe" types(Bad quality, pretentious Drawgays(fake french accent included when they say "artist")).
The Bright side of things is that those 2 engines can be good to make a quick game when you are bored or the games industry or all of society collapses.
Both engines have all the necessary features to the point i consider them to be the Mario-Maker of game engines.
Forgot to mention that the ones[millennials] that actually somehow manage to learn to code become trannies for some bizarre reason(most likely BlackRock and the CIA using sex agents to convince them, since millennials like to show off a lot)...
holy sparkling mega-gemerald
my sides
Too many devs fell down the making an engine rabbithole and never made their games. Also no point in reinventing the wheel just to be a snowflake.
Timmy threw money at them
Unified game engines among developers means alot more potential morons willing to throw themselves into the AAA-Meatgrinder to churn out goyslop running at a stuttery 40fps/1080p native on modern hardware for no feasible benefit to thee game itself.
How's that any different from what we have now?
That's exactly what we have now. They just moved from UE4 to UE5, except now even more are picking up UE5. Devs can learn it uniformly and transfer experience across companies. Granted, this implies that the Devs themselves aren't moronic buttholes who tell you to turn DLSS on when they realize the game now has twice the hardware requirements for (in the average game) nothing whatsoever.
So how do we dissolve the Epic Games monopoly on game engines?
>monopoly
>Unreal market share: 13%
>Unity market share: 43%
>unity market share
You mean 99.996% of that stuff that is literal shoverlware and scamware languishing in the Steam dungeons?
Unity is a joke.
99% of games made both in unity and unreal are shovelware asset flips. Unity might be a joke, but it doesn't change the fact that they have industry by the balls.
I’ve played a few truly great games made with unity despite how shovelware-baity it is
Same can’t be said for unreal
Unity is fricking dead.
It's the mark of the beast for games almost universally and irrideemably bad, a tleast in public consensus.
UE4/5 is "le AAA game" engine. Unity has nobody by the balls except it's own investors as it crumples and fails.
do you even know how many games run unity?
you can pay to remove the logo and you would never know
I wish unity was dead, but despite making bad decisions after bad decisions and never actually finishing implementing features some of them have been in development limbo for like a decade now it keeps on living. Mobile market is the fastest growing one and unity absolutely dominates there.
Unity will never die
It is so cheap to use
Profits from most unity games don't exceed its license fee
Christ I fricking hate Unity. You can spot a Unity game instantly just from a casual glance, and they always have performance about 4x worse than you'd expect given the graphics.
>You can spot a Unity game instantly
no you can't
Skill issue.
look at tarkov
look at genshin
nothing is similar
Tarkov looks like crap because of Unity render, genshin uses a toon shader to hide crappy unity render
>You can spot a Unity game instantly just from a casual glance, and they always have performance about 4x worse than you'd expect given the graphics.
post your game
How funny, in a thread where a moronic anon keeps trying to disqualify criticism of Epic, he suddenly starts talking about how Unity sucks when someone casually shows that the shitty engine that makes Epic lose 200 million a year is vastly outperformed by its competitors...
What can expect from such a shit engine?
the engine isn't shit, its the user
>unity isn't shit
It absolutely is.
you're [i]wrong[/i]. For one, it builds at LEAST 10-20x faster than Unrealshit, and the graphics are only ~20% worse with HDRP
if you morons can blame unreal for making shit games then I will blame unity for making shit games.
I bet they get paid to use it. It's a shit engine, with zero optimization and death to modding community.
Why is this shit catching on when it doesn’t even fricking work for the twitch streamer homosexuals that they pay to promote it?
I briefly watched a stream of someone playing that stupid immortals of aveum game and his LE EPIC 4090 system was borderline melting just trying to maintain 45fps and it didn’t even look good
Because the devs turned off LODs on purpose. No one does line of sight rendering anymore that's why perfomance is shit. Instead everyone opts for the sphere of render. So the GPU spends time and resources rendering shit that's behind a wall that you won't see till you get on the other side of the wall.
>No one does line of sight rendering anymore that's why perfomance is shit. Instead everyone opts for the sphere of render.
... why though?
graphics war
It's too much trouble to go around fiddling with a few menus and settings. Like I said, modern devs are moronic gibbons.
You dont understand occlusion planes are hard work!
Wasn't Nanite supposed to help that by dynamicaly reducing the polygons relative to the number of pixels on screen? I thought it was meant to save the frames, not destroy them!
it should. But you're still rendering shit you're not seeing. And on 4k uber ultra graphics it will tank the performance regardless.
>it should. But you're still rendering shit you're not seeing
wrong
nanite automatically stops rendering anything that's not visible
thats not how raytracing works, kid
ai raytracing works like that actually
>nanite automatically stops rendering anything that's not visible
>ai raytracing works like that actually
should we tell him?
that's the magic of ai. even without it rendered it still just werks
UE is adding denuvo to keep integrity of game files
Unity is promoting modding games
Which one is your friend and which one is helping devs selling cosmetic dlcs?
Engine doesn't come pre-packaged with Denuvo. Devs put it at the end, before release.
You missed the latest news pal.
>a nothing burger that sounds good to investor brainlets
Denuvo needs to be paid for to start with. Second, there is only one troony who bothers to crack a game once a year. Third, name one new game that deserves a pirate.
>this solution is easy to integrate into any game
so not integrated by default
way to prove the other anon right
And it can't be integrated by default because: Tim will have to pay Denuvo for every instance of UE being downloaded from EGS or GitHub, or have a license fee, which will tarnish his dreams of standardization.
Like I'm gonna gonna pay for a feature on a free engine. I'm paying 1$ for gamepass if I really want to play it. Mods have been shit for years anyway.
>like why would I want good things for free when I can pay for slop like a good obese browny
Wrinkle your brain a bit then come back. This will be an average google project.
I'll never understand you submissives
>underaged moron doesn't understand logistic
>screeches and flails at perceived tyranny
One day you will understand.
>Erm, achyually me being a cuck is le good
tell daddy to rape your ass harder, that makes it so you're on the winning side 😉
I see your parents were indeed siblings and so are your grandparents so I will spoonfeed you. Denuvo's "integration" into UE will be left up to the publisher at the end of the dev cycle like it is currently and it will a wrapper at best. But instead of bloating up the exe it will bloat up .pak files. Completely irrelevant to anything. They'll have to implement denuvo again anytime there is a new patch. And you are a sheep that gets scared everytime the tv man says to be scared.
>making UE games unmoddable
This is the future of games, I hope you know. The glory days of "user made content" and mods was always the bane of developers.
When a modder can make a skin for a character in a few days at most for free; it undermines "jUsT cOsMeTiC" microtransactions.
When a modder can make content,; it undermines DLC and even up to Battlepasses.
When a modder makes big DLC; it undermines "expansions" or even sequels.
When a modder implements "advanced" systems; it makes the devs look bad when lone people do things better than them for free.
You will own nothing. You will not be allowed to modify anything.
>AI voice
>AI 3d models
>AI music
>AI/free sound effects
Make your own games.
this
next gen ai + ue5 lets you create aaa goyslop for fricking pennies
>make your own ultra-goyslop with AI
Those things are illegal and controlled by the corporate overlords with fees for every use of the "generate" button, which will take hundreds of not thousands of clicks to produce something usable.
Welcome to the future.
Not a problem, not even an inconvenience
>Bespoke exclusive underground game markets
Welcome to the future indeed.
>Bespoke
You don't even know what that means, you're just repeating it because you heard it recently from someone else.
>adjective. British. (of clothes) made to individual order; custom-made: a bespoke jacket. making or selling such clothes: a bespoke tailor.
It is very aptly used. If you weren't a moron, you'd understand.
>nooo you can't just say bespoke
I predict they want to ruin the current job market just to leave no choice for contractors in the future. "Open source" models will require unobtainium hardware, and paid models will be extremely expensive but you don't have a choice, goy, you have only a few hundred professionals in the world
In reality, we will see an unimaginable amount of pajeetslopware that will drown out everything else. If you think current asset flips shovelware flood is bad then you have no idea what's coming. Especially when chatgpt starts churning out salvageable code.
this, i'm atleast happy that Bethesda and Valve haven't done anything to truly crack down on modding their games.
The creation club is cringe, but atleast it brings mods to consoles, although paid mods.
But atleast it's the modders being paid and not just bethesda with microtransactions.
Bethesda deserves 0% cut for mods bc their games are so shit, anyone who pays into that garbage should die
name a game with a gamepass that has mods.
I don't even use goypass.
And you're just trying to prove my point.
You're inbred. What you're referring to is ALREADY the case.
Bethesda games, Valheim,Grounded,Age of empires, Amnesia,Crysis,Halo series,stardew valley,etc
>Age of empires, Amnesia,Crysis, stardew valley
>gamepasses
you didn't know?
I don't read taco bell, beaner. How did they put a battlepass in Amnesia, kek.
there is no such thing as a Amnesia battlepass. And this is not spanish, how can you confuse the two languages when you have so many words at your disposal.
I don't know what "Approvazionne" means, mutt. You non-whites really are inbred.
>The glory days of "user made content" and mods was always the bane of developers.
Hahahhahaha, how wrong you are.
The real trend, which is going to hit the market soon~ish is providing game making tools and expecting the public to make shit on their own time so the providers get a cut.
This is Unreal's actual money-making model: a factory of dreams where every aspiring game dev pays out of their own pocket and both them and buyers hand over a cut to Epic. 0 responsability, only profit.
>Anon doesn't know about Denuvo in engines
Unity is promoting ai and recently made a merger with a literal isreali malware company.
>Unity is promoting ai and recently made a merger with a literal isreali malware company
weve come a long way since pong
>Unity is promoting modding games
No, it's a side effect of using fricking C#, it's like saying Python is promoting modding
It just works. And it works well while looking pretty.
I was initially really concerned about performance but it performs on par with 4 if the new rendering features are turned off and even then the new features aren't that taxing.
What are you talking about? So far there hasn't been a single UE5 game that didn't have huge performance issues on PC but especially on consoles. And it doesn't even look any different from UE4.
Its 100% a dev issue. You can test the engine out yourself to compare it to 4, and I think people should. The performance is in most cases identical with similar lighting setups, you know raytracing turned off and such.
Devs aren't optimizing their games, they are just throwing models straight from zbrush or using raw photoscans.
I have yet to see a UE5 game that is good or performs well
I’m not even looking for both of those things, just 1. UE4 was already shit, the only game I remember enjoying was Chivalry and then the devs killed it bc they didn’t realize that people played it bc of the comedy
I was going to start making my own hyper realistic engine. I've been sudying math and physics for 1.5 years now. Is it really a waste of time like everyone itt says?
watch this
this is why everyone is switching to ue5, no other engine has anything like this
Nanite was the best and the worst thing that happened to unreal. So many 'devs' think it works like magic, and think checking the box 'Enable Nanite' is enough for an optimisation.
>and think checking the box 'Enable Nanite' is enough for an optimisation.
it actually is
try it yourself
when the framerate chugs the models lower in quality
Nobody likes making lods, nobody likes pop-ups. It's not about optimization, it's about a "stable" image. Nanite has downsides, hi-poly meshes bloat the size of the game.
>hi-poly meshes bloat the size of the game.
literally not a downside
Nanite is a meme, it offers no visual or performance improvement over regular LODs (which are generated automatically) and it bloats the size of your project by 10-20x
>dude, just like make your own software lmao
You do realize that there are ENTIRE COMPANIES focused on NOTHING BUT making a game engine? Unless you have stupid amounts of money AND the actual know-how and talent to develop an in-house game engine, you will fail.
The latter point is very important. Finding know-how and talent nowadays is near impossible. As shown my the posts in this thread, the vast majority of people pretend to know but don't know shit.
Also, I bet none of you would be willing to pay 80-90$ for a videogame to compensate the company making an in-house engine for you.
the massive switch to ue5 is so confusing to me
It runs like absolute dogshit, visually it looks extremely generic unless you invest a lot of money to do your own stuff with it which negates the whole fricking point of licensing an external engine in the first place
It’s so bizarre. A lot of AAA devs already have their own engines anyways, what is the selling point here?
>unless you invest a lot of money to do your own stuff with it which negates the whole fricking point of licensing an external engine in the first place
mount stupid
see
it is the best engine for 3d by a huge margin
it doesn't take much fiddling to make it look unique
you also don't need to do LoD models
>It runs like absolute dogshit
sounds like you problem
>AIEEEEEEEEEE BUT IT RUNS LIKE SHIT AND MUH PERFORMANCE AND OPTIMISATION
What year do you think it is
When Ganker complains about optimization it's because they have 100s of GBs of futanari porn on their disk and refuse to make space for a 20GB game.
Why are you brown people so cucked?
If a game can't run on a 1070, RX 580 or Series S at 1080p and locked 60 fps, it is not worth existing.
poorgay cope
Dude I just upgraded from a 1070 to a 3060 that card is fricking old. You need to get your ass an RTX card already.
Thats a fallacy, most games could run way better than they do if only they knew the tech they work with.
Just think of all those abismal SSR implementations done with cubemaps so you save a ton of performance and avoid visual artifacts
"WHAT DO YOU MEAN I CAN'T RUN AT MAX SETTINGS (which are a scam btw). WHAT HAPPENED TO OPTIMIZATION?"
UE is the best engine for VR in terms of visuals
Nobody cares about vr
Blockchain stuff like NFTs, digital currency, as well as the concept of the metaverse, where all games and different communities are connected through one giant VR hub space, will require standardization. If you're not on Unreal by 2025, you'll be irrelevant.
People often overlook the immense potential of the digital item market in the future. Imagine being able to purchase or acquire items within one game and trade/sell them to be used in another game. Prominent brands could offer their own clothing items, which could be universally worn across all the games you own. Additionally, real-world items could be scanned with smartphones, digitized with app, and sold in the virtual space. All this can be facilitated through a single platform.
unfeasible unless the game permeates meat space like the Matrix or Ready Player One. Metaverse failed to do this. Won't happen till there's a 90% unemployment rate worldwide.
I believe this is mainly a generational matter. Millennials tend to be hesitant about change, while zoomers and alpha gen will surely embrace the metaverse. It's only a question of time and who figures it out. The way Zuck did it was laughable.
Aesthetic clashing cosmetics look like shit and all of existence will look like a high def asset flip.
Why the FRICK would I want to "buy" ANYTHING for a """""virtual space""""", let alone wear my Nike/Supreme/Gucci/(insert other zoomer trash brand here) clothes in games?
>scanning a real world object and selling its digital representation (some pixels on a screen)
lol
lmao even
Let me guess, you're a massive NFTard.
I understand your perspective, and it's perfectly valid. The concept of purchasing virtual items for a digital space might not resonate with everyone, and that's completely okay. Virtual goods and spaces in games and online environments are a new form of self-expression and enjoyment for many people. Some individuals find value and satisfaction in collecting items or customizing their avatars with virtual versions of popular brands. Did you know that some CS GO items go for a $400k?
>Imagine being able to purchase or acquire items within one game and trade/sell them to be used in another game.
This will never fricking happen you moron. Multiple companies aren't going to collaborate so you can use your Superman skin in both Fortnite and Call of Duty.
It's a full enterprise solution. It also helps when it's a widely used piece of software. Instead of having to learn a new engine everytime you switch gaming companies, or having to learn multiple engines, you just master Unreal Engine and you can go anywhere.
>make a engine for moron devs with no passion or care
>suddenly all AAA devs use it besides like 2-3 companies
it's like complaining about hookers and homeless people in the shit side of town and instead of leaving you just lie in the flith
>it's like complaining about hookers and homeless people in the shit side of town and instead of leaving you just lie in the flith
That's not really an apt comparison. It's more:
>It's like complaining about hookers and homeless people in the shit side of town, and then your neighbour starts giving them housing.
you make it sound as if we can do anything about it
>sound as if we can do anything about it
>most of japan is still in to their own engines and shit except for lazy filler anime trash games
>indies making their own games on unity or whatver
you have options you just refuse to use them
i dont work in the industry you dopeq
>completely misunderstands the post
>ignores the fact that I just told you there are good games on other engines and isn't just lazy trash that's copy pasted
sometimes people were made to not make it
but I guess you were just too stupid to do so
>ignores the fact that I just told you there are good games on other engines and isn't just lazy trash that's copy pasted
Black person, if every single regular visitor on Ganker stopped buying generic AAA slop tomorrow, I don't think the industry would even notice. I don't buy that garbage anyway.
it's almost as if there's a problem with the industry that needs to be fixed but won't be until someone comes in and regulates it
>inb4 heckin evil capitalism great
have a nice day.
only when you do it
Sounds fair enough
>Regulates it
No let's not go to forcing people to go through game dev DMV just to post a game on Steam
Trust busting is all that is really needed
>until someone comes in and regulates it
Yeah, making the government involved was always a great solution to every problem.
how do you suggest fixing corporations going out of their way to abuse people who are mentally ill and weak when it comes to something limited
fortnite is the worst thing to ever happen to video games because everything is now just a seasonal store with fake gameplay
>Abuse the mentally ill
If they want to whale, let them whale
Make a game with 10 whales buying digital slop you make with your outsourced content mill and you're set for years.
>if they want to whale
>just let them
okay now you're left with no video games coming out and you're just left with indies and japan
>oh but that's how it been already
>who cares
yep just let things get worse
They call em gacha games
Because they GOTCHYA!
>okay now you're left with no video games coming out
Why is this a bad thing? You do have a stem degree before 30 and you ua e a decent paying job that doesn't require you to work alot, right? You're not a manchild looser who obsesses with the state of gaming, right?
I have a MFA in Philosophy I got this
Based academia grifter. You are playing games during workhours, right?
The only thing we've got from government involvement with video games is ESG, but sure lets give the gov even more power to regulate them. They will fix the problem for sure this time.
>but esg
anon that's just how those companies were always
they didn't put that shit in back in the past because society didn't tolerate it
today you have a spineless society
Why does every mobile game dev use Unity Game Engine?
Because they're easy to access and have a framework easily shared among a team and anyone you hire for the project. Having to make a custom engine and teach people it is not easy and if it fricks up (see: Slipspace Engine) it's a massive fricking money sink.
how the frick are people still talking about engines? you realize you can completely modify them right? it's insane that people think an engine equates to anything about a games quality. it doesn't. you could have a game that looks like shit run like shit on it, or a game that looks amazing run amazing, or everything inbetween. same with unity. same with any of them. i'm so tired of this idea that an engine has intrinsic qualities to it. it's just a tool. imagine saying "hey i heard this garage was switching to x branded tools". i would kill myself on the spot hearing such autism.
This.
It's a tool. The problem is that all devs these days barely modify the defaults.
I'm too lazy and cheap to make a physics system or even integrate Havok instead of using Rigidbody like a moron though
just look up webpages of people showing how they did and retrofit it to your own project. there's hundreds of them. i have one where some dude literally wrote out his own open world zone loading system using parallel queueingl
Don't you have to pay for Havok?
I don't think Ganker has the mental capacity to understand what a game engine is and just uses the term as a buzzword to call games bad without having actual criticism
Also GTA the definitive trilogy is technically impressive but in a way that makes you go "oh God why would you make this abomination". Basically they took the renderware engine, gutted it of graphical and audio output then ported it to work within the unreal engine and made a translation layer to unreal engine can understand what the frick this archaic abomination wants it to render
Because Unreal Engine 5 is the gigachad engine. You must touch grass to megascan the best graphics into a mega game world like by lumen and have that nanite tier resolution. If you keep using onions pajeet cucks for mobile like Unity Game Engine you'll be stuck in a content slop mill making shitty casino games and just wiring premade assets together with no love or vision.
Unity Game Engine = Mobile Slop Engine
Unreal Engine = AAA Game Engine
I have no issue with every devs using unreal engine
However, please make sure that your game doesn't look like default unreal shit with its default motion blur, lighting, and shaders
It's very oblivious and your game will not stand out from other asset flip
If you ever posted a shitty game on itch.io or steam (if you have money to burn) no one played just so you can say you published a game on your resume you're in the industry
Lack of competition. Unity has stagnated and was never particularly good for large projects.
The only other option really is proprietary engines and those are expensive to make.
>western
japs using their own homebrew engines keep releasing unoptimized turds as well
Because Tim did what Cryengine, Frostbite and FoxEngine failed to do. REngine will never get popular because the japs will guard it like they guarded FoxEngine.
trannies
Every new modern phone is running Android, why?
Payday 3 will launch on Unreal 4 and update to 5. So that should be an interesting benchmark to see if things get better or worse.
Knowing the devs, it's gonna be fricking awful. These Black folk can't even implement Piggy Bank events for the 10th anniversary without accidentally breaking lobbies.
1) It just werks.
2) Making a modern game engine from scratch is a fricking chore, ESPECIALLY if it's 3D.
so you cant play their shitty game
only morons that buy anything will pay so they can still earn money
Imagine you're starting a new project and you don't have money for shit.
You can either:
1) Use an existing engine that implements every or most modern features, get started right away, and not get charged anything until you reach 1 million revenue (that is, use UE5)
2) You implement everything from scratch, spend years or decades to get to the level of a modern engine without earning anything depending on how many people you can get working on it for free
Now, I'm not saying UE5 is the only option out there, but it's one of the few things Epic Games has done right. And I wish Valve would go the same way with Source. Would be an instant competitor, think they would only gain from doing it (since they don't send out many games in Source anyway). These things work as an abstraction. It's like asking why every program is compiled into Assembly. Because ain't no one got the time to be redoing what took a lot of time to be done before
because its what wannabe game devs learn to use on their own before they even apply for jobs
and the small studios get the wannabe devs that learned unity
its about saving training cost
It's also related with the times. Back then, people had to work with lower level tools to get things done. There were companies focused on making engines to be able to make something higher level. Today, if you apply to make an engine the question you'll get asked is "why would I need someone for that when I already have something that does that already". Works both ways.
laziness
>laziness
If you mean that in a condescending way, I dare you to start your own gaming company and go with the decision to make your own engine, then watch you swallow those words
Ue5 on the box means good graphics
nanite, lumen. ue5 ist like 20 years ahead of any other engine
But does it work tho? I've been fricking around with UE4 for a while now, should I move on to UE5 for the luman and nanite?
lumen basically doesnt work without nanite, and even with nanite has big issues and the workflow is tedious since the "card" feature of lumen only works if your mesh isn't too big, so devs working with lumen need to piece everything up...
once they fix everything they'll both be amazing for sure, the compression factor in nanite alone is too great to pass up
Whatever helps me decrease the resource load is a good thing. No game should use more than 70% of hardware at a maximum.
baking light will always be more efficient and better looking but require more work from devs, and we are fast heading towards a state of play where publishers will force everyone toward real time lighting just to save time
I keep hearing conflicting opinions between dynamic and baked light. Which actually costs less resources?
there is 0 ambiguity? baking light is just changing texture data, dynamic solutions require ray tracing and very complex calculations
how could baked light not cost less resources anon? Is just a matter of textures, no further calculation.
To replicate Mirror's Edge walls in real time you would need a much more powerful PC that can do REAL ray tracing in real time, not that half assed bullshit so many games have where is just a handful of extra shadows.
you don't need to do real ray tracing anymore
nvidias ai ray tracing is faster and more efficient than baking or any other method .
dlss 3.5 + nanite is the future
Sadly this. DLSS Quality really is an "Optimize game button".
yep
just render your game at 160p and then upscale to 4k
its literally that easy
>nvidias ai ray tracing is faster and more efficient than baking or any other method
you went full moron there bro
don't care
just ray trace it
doesn't matter what it is
ai it
but I want my games to be pixel perfect and not have 1s ghosting with artifacts
watch
ghosting and artifacts are no more
>promotional nvidia video proof of anything
>guys, this time no artifacts for sure
yeah sure
its true bro
believe it
DLSS and FSR were created to solve the moronation that gamedevs introduced by chasing graphics supported by the morons who bought 4k monitors by the truckload because they wanted to irradiate themselves with 60'' monitors.
>you don't need to do real ray tracing anymore
>nvidias ai ray tracing is faster and more efficient than baking or any other method .
Thats not what it is you moron, its a denoiser for a ray traced render
While nvidia may brag about being the "first" to do it, most popular 3d rendering packages had complex denoisers for ages now, even blender has it
The normal denoisers just blurred the result to shit removing 90% of the detail, so the GI result lacked any detail, nvidia denoiser takes a depth pass into account to look for where details should be kept and where blurred, it dosnt create any extra information, only blurs less in corners basically.
its upscaling with a denoiser plus more ai magic
its not, DLSS includes multiple separate things, Nvidia uses a general DLSS term just as a marketing gimmick, none of those systems are related
reflex which removes input queuing and forces the game to use the most recent control input reducing latency, its not related in any way to the renderer, its a modification to the API
upscaler which works independent of the rest, needs motion vectors from taa to work
frame generation, which happens at the very end, not part of the upscaler, also seems to need motion vectors to work
and now DLSS "3.5" includes a new denoiser for ray tracing renders, its a replacement for what ever the game uses by default, its completely independent from the upscaler, reflex and frame gen, and part of the initial rendering pipeline
>its completely independent from the upscaler,
watch the video
watch what?
its not even the same fricking sdk, you download rtx and dlss separate if you want to implement it into your game, ray reconstruction is yet another package that needs the other two to work, they are up on nvidia website
>Thats not what it is you moron, its a denoiser for a ray traced render
Often it's not even a ray traced render. The game renders the image in the traditional way, then it just uses the rays to predict what shadows or reflections should actually look like or some shit like that. The denoiser comes in to turn bad shadows and reflections into something acceptable.
>Often it's not even a ray traced render. The game renders the image in the traditional way, then it just uses the rays to predict what shadows or reflections should actually look like or some shit like that. The denoiser comes in to turn bad shadows and reflections into something acceptable.
pretty sure its a new denoiser for GI and reflections, rt shadows are done per pixel so your slap in just a blur, reflections every few pixels and GI is dotty mess and they need clenup
i guess thats where the speed boost comes from, combines 3 passes into one pass
>Film directors, editors, cinematographers etc. have understood for decades the importance of lighting in relation to conveying mood, tone, setting, atmopshere
>Game devs just want to slap REALISM on everything and to fear grimace at the pretty textures
isnt it depressing?
It is bizarre how anyone doing CGI movies or using it in a film production had to deal with Ray tracing and now you get developers who think they can just turn on global illumination to make something look pretty.
You are lying, real time unreal on background screens is de facto a standart for TV show production
its not. For one, your floor has to be relatively flat.
tired of every Unreal Engine game having TAA shimmering and the devs are just like "USE DLSS BRO!"
Training and onboarding costs are reduced vastly if the entire industry is based around like 2 engines.
Production time needs to be cut to a year or 2 tops. 4 years is just excessive. Sequels should reuse as many assets as they possibly can.
Didn't AssCreed do that, and decide to back away from it. Seems like single player games need at least two years to cook. Exceptions like COD and FIFA are effectively $60/yr subscriptions for a multiplayer game.
They didn't. Brotherhood and Revelations are techincally expansion packs for AssCreed 2. Just like the dlcs expansion packs for Origins, Odyssey and Valhalla. They just started doing them in one game after Unity flopped so hard due to being released raw. I wouldn't mind an annual release for AssCreed. None of them besides Black Flag and Rogue are worth replaying or preserving. And 3 if you wanna slaughter the british.
CoD games have 4 years they have four studios working on a staggered schedule
Unity is literally better.
Yes C++ is 2x faster than C#, but it doesn't matter because games are bottlenecked by GPUs now not CPUs.
Unity is better because the development speed is 2x faster.
its the cheapest and have a huge comunity, literally free
The execs think that UE5's nanite system means they no longer need to spend hours (and that's hourly wages) on optimizing the game since the engine will do it for them. UE5 was successfully marketed as the cheap way to make AAA games so every greedy suit out there wants their studio to use that one.
>optimized
>fricking game stutters every 5 seconds
Read homie read. That's what I'm saying. The moronic suits who've studied economics or something and have never spent even a single second in their lives programming have been sold on the idea that they don't need to pay the devs to spend time on optimizing their game because the nanite system will do that for them. When a moron who doesn't know shit about making a game is there telling the actual developers what they are and are not allowed to do during working hours you get the garbage we call modern AAA games.
Unity provides 2x the productivity over Unreal. I don't care if Unreal looks 10% better (Unity games run smoother btw)
Lack of internal skill, means their internal engines are actually getting worse due to talent loss as time progresses
If UE 5 is so great why does Jedi Survivor run like crap?
It was published about 1 year earlier than it should
which means the engine is crap. Look at space marine 2 - much better engine.
Unity is a much better engine. Everything builds at least 10x faster, its easier to script, and the graphics are only minimaslly worse. You can 100% build Space Marine 2 in it.
Outside of Capcom, they can't do in-house engines for shit.
Look at Square Enix, they tried with their own Luminous Engine, even made their own studio that would only use it, but only used it for 2 games:
FFXV and all of it's DLC
Forspoken
and then got rid of the studio when Forspoken bombed
slop
The engine spoonfeeds devs a generic "AAA" physically based rendering look
3d development requires a ton of math and programming, and using that for a goal of rendering graphics in a desired style.
So to get the best effects your graphics programmers also need to be artists in their own right. Its very very hard to find someone like that.
Thats why 99 percent of cel shaded or low poly games look like shit.
Real reason? Because they can easily outsource stuff to third worlders for peanuts.
I'd outsource to pakis in a heartbeat. You know how cheap it is? Hire em, tell em to do shit, then pay like 2-3 actual people to look it over and fix it. This is how you do business.
Harder to get people to stay at one company for a long time so by the time you teach somebody your engine they leave, everybody already knows unreal
unreal gets really really bad frames compared to everything else
Because you cant work without knowledge of the most used monopoly engine.
If you work on proprietary engines, you wont get hired to work at studios using Unreal, or unity. It takes time and effort to relearn.
Blame the consumer for allowing fortnite and Epic to become the monopoly it is on game engines, now both hardware and software advancements are pushed by only a few engines.
Easy to learn required for every westen dev studio
>30 fps
>30 fps even with a 4090
>ITS THE USERS FAULT
Look at how FF15 turned out trying to make their own engine. 10 years of development hell and cancelled dlc
and that same engine was used for Forspoken and look at how shit that game looked/played.
Was also going to be used for Kingdom Hearts 3 but based Nomura went "I can't work with this shit engine" and jumped to Unreal
>Why?
Finished sdk tools with a good documentation.
The problem is that a dev that needs to use third party tools since they cant do anything inhouse will obviously have 0 idea how to use a third party tool properly.
Why half of Unreal 5 games will run like pure garbage, between new API and engines that offer TOO MUCH freedoom to modify anything the incompetent devs have no fricking idea how it works and what to do with it.
They don't have their own engine
>because its good
No its a piece of shit
My prediction:
>Unreal Engine 5 is so bad that game sales will start to decline because no one can run them decently
>companies discover that they can't change engines because the trained monkeys have all been adapted to work in the Unreal environment
>Fortnite starts to decline and Epic will have less money to burn on loss-making projects like Unreal Engine
>The snowball will only get bigger, with games getting worse and worse, selling less and less, with less and less support from Epic.
>media start talking about a new "crash" in video games
>meanwhile, those who were outside this AAA and Unreal Engine reality grows
sales actually increase the higher the system requirements
poors that can't run demanding games do not buy games
Oh, and an optimistic part of the prediction:
NVidia takes part of the blame because it's forcing things like fake resolution, fake frame rate that doesn't translate into lower input lag when compared to real resolution, etc., and Intel sees the possibility of delivering decent GPUs focused on rasterization instead of the realistic simulation of electromagnetic waves that have ZERO importance for video games and begins to gain market share and further divide the industry, between AAA games that run like shit and people can barely play even on $3000+ equipment, and the part that has modest computers but plays at 4K and/or 120+fps perfectly.
>videogame industry crash cope + seething at Epic
kek, throw in some "MUH CHYNA" in there to complete the delusion please, thanks.
Where are you posting from, anon?
>t. Gabe Newell
Because every western game was using unreal engine 4
So you're saying CoD games - the best selling games of ALL - were using Unreal Engine?
It’s versatile and provides most fundamentals an engine needs. Everyone in this thread acts like they’re using the vanilla version of the engine when nearly all developers create their own custom version of Unreal Engine 4/5 with their own tools.
We used to hate unity games for shit perfomance, but it was literally kids and teens fricking around with engine making their first indie game about depression and personality disorder
>when done by a proper devs it runs smooth (genshin, tarkov)
>AAA studio of what is supposed to be experienced devs picks UE5
>shits out unplayable mess that even top bibeo cards can't handle
Should I also mention the bizzare minimal specs for UE5 to smoothly run the editor?
>the bizzare minimal specs for UE5 to smoothly run the editor
I looked it up and shit Black person you aren't kidding.
Operating system: Windows 10 64-bit (Version 20H2)
Processor: Six-Core Xeon E5-2643 @ 3.4GHz
Memory: 64 GB RAM
Internal storage: 256 GB SSD
External Storage: 2TB SSD
Graphics Card: NVIDIA GeForce RTX 2080 SUPER
External tools: Xoreax Incredibuild (Dev Tools Package)
>imagine not having 64 gigs of RAM at a minimum
even if your mobo is dogtier sit and only supports 32gigs you should still max it out.
I do have 64GB RAM though, still insane
It is, yes. Debug symbols are 2x the engine size for some reason. Still don't know what they're for.
It will choke and die when you activate the debug tools.
>itt: people who watched 1 youtube video from some buttmad no-coder no-dev think they can judge the quality of an engine
lol. lmao even.
>professional AAA devs don't know this
Because coding your own engine takes white and asian males. And all western dev houses are 90% diversity hires from art schools.
Monopoly
Developing a new engine is more costly and difficult than paying for a license and royalties.
It sucks, but unless you need to develop an engine for something very specific in mind, you are better off just get something that is reasonably function out of the box.
>Developing a new engine is more costly and difficult than paying for a license and royalties.
only in the short term.
People come and go on a monthly basis in game studios, it's cheaper to use UE5, and engine on which most people are trained, than an in-house engine on which half their time at the studio will be spent on training them on it. Then you have to make sure the engine devs stick around so you're not stuck with an engine that doesn't evolve and progressively becomes obsolete.
Really it's down to how the game industry works. It's not too different from the movie industry where people come and go at a very high rate, except everything's pretty much standardized, and this is what's happening to games.
>it's cheaper to use UE5,
30 FPS ON 4090 !!!!!
They don't care about you, chud.
>your lead engine programmer leaves the studio
>your studio is doomed
require him to document his work as he works on it. Use your brain man
High-profile devs don't do this, unreal is the most documented engine ever because they have an entire team for such things
>unreal is the most documented engine ever because they have an entire team for such things
Ironically its less documented than Unity
It's rootmotion documentation is beyond useless. Also the Blender to Unreal pipeline is abysmally complex and moronicly simple at the same time. Orientation doesn't batter because it will always default to Z up and -Y forward. FBX is stupid and all you need to do is the set the scale in Blender to match that of Unreal.
Unity only documents their exposed API. Blueprints does a better job documenting itself by being so accessible.
>Blueprints does a better job documenting itself by being so accessible.
Is this a joke?
you really fell for that image?
There are thousands of nodegraphs in the wild just like that. I grew up writing code up and down in an editor
Just letting you know because I do feel some pity for you:
There was a bug in early UE4 that would on occasion wildly throw around your nodes in your graph without any regard for your original organization.
The image you posted is that bug.
Nobody in their right mind writes blueprints like that.
anon, its called a spaghetti mess for a reason. It doesnt matter if there is some little bug or not. Whatever you are using - geo nodes in blender, unity, unreal, slowdini, mari, nuke - the more nodes you put down the likelihood of you achieving a SPAGHETTI node MESS approaches 1
Spaghetti is only made by morons whom don't know a thing about optimisation, there are tons of tools in every software that help you keep the graph clean and readable.
>the more nodes you put down the likelihood of you achieving a SPAGHETTI node MESS approaches 1
speak for yourself
blueprints are fantastic as a scripting, design and integration layer
if you suck at writing clean blueprints, that's your own problem
>code
>encryption
huh?
>blueprints are fantastic as a scripting, design and integration layer
you sound like a no-coder. Learn to develop games properly, in a text editor, up and down. Forget about nodes and the spaghetti it causes. Maybe you will be able to ship.
Oh, that's right, it takes eternity for you to rebuild in unreal. Not My Problem.
midwit take, bad programmers often think this way
once you have a few more years of experience, you should understand why an abstraction layer on top of C++ code is a *necessary* feature for game engines
whether that's node based programming or an additional scripting language is not relevant
especially so when you have designers on your team that do not know C++
unless of course you are scripting in C++
which is a typical rookie mistake, understandable
how do you not know C++ and have a degree in CS which is required to get a job? Get real anon.
project some more
Making your code impossible to read is the best way to keep it secure. No encryption needed when the requirement is pure autism.
You have never used blueprints in your life, haven't you?
That's a meme, Bluepoint is very simple to use
>brainlet can't follow a simple web of lines
You sure you even have a double digit IQ?
People can disagree but I've come across shit like this more than once. Of course its easy for a single person to write pretty blueprints but as soon as you start dealing with a single person who didn't organize their blueprints you are going to have issues.
Is there a board more moronic than Ganker? I'm asking sincerely. When you talk to hobby enthusiasts they have at least a baseline understanding of the hobby but Ganker is so horribly wrong about everything they say. People here are literally blast-processing tier when it comes to their understanding of how games work.
But it's even worse than that. It's one thing to just not know how things work but it's another thing to be so confident in the bullshit you're spewing.
Thanks for the feedback, anon. We will try to improve.
>Why?
Because making your own 3D engine that does everything you need it to do is very difficult. In some instances you have a team of experienced devs who can make one for a specific type of game, like with Grimrock, but otherwise custom engines are only for big studios like Capcom. Unreal also lets people gain "universal" experience that can be transferred to other projects, and it has great documentation.
>all the games look and run like shit!
No. That's a dev problem entirely.
>Unreal also lets people gain "universal" experience that can be transferred to other projects, and it has great documentation.
this fricking guy. How learning to graphics beside the donut tutorial
Everything I said is true, especially the experience part. If a dev is hiring people and they use UE5 at their studio, and they have candidates who've worked with UE5 and other candidates who've worked with an engine specific to their last studio, guess who they're hiring.
Anon, when you apply to a studio, you load in your models and your animations just by dragging them in, the same as with in any engine. How do you trigger them in script?
>*sequence.play
>animation editor
Same with any engine
It doesnt matter what you use, learn the fundamentals of 3d and keep posting your models and animations on artstation and you will earn the opportunity to have a job
>It doesnt matter what you use,
Okay. Keep believing that.
You are just trying to cover up for poor personal portfolio work when the reality is that the workflow between engines (importing, animation seq triggering) is the same and only build time and ease of debugging varies
No, I'm telling you how reality works. If you can say that you worked in the engine that you worked with, you're automatically going to the top of the list. You're inherently disadvantaged if you've worked in another engine, even if you were good at it.
> If you can say that you worked in the engine that you worked with, you're automatically going to the top of the list. You're inherently disadvantaged if you've worked in another engine, even if you were good at it.
Yeah, I worked with unreal, it was crap. Who cares? Now look at my ArtStation.
>Who cares?
HR and the hiring manager. Next applicant.
My body of work on ArtStation is better
That's cool. The people who do the hiring don't care. Next applicant.
Why would I want to be hired by a company who doesn't care about your portfolio?
You don't seem to know how screening works. They care, but only after you've met baseline conditions and experience.
Why would I want to be screened by an intern who is an non artist and cant tell good from bad? I already have a job
Obscene amounts of cope.
>anon has a job
>"dude ur coping"
lmao
>Why would I want to
It's not about what you want. That's how hiring processes work.
I have gotten jobs IN 3D - in GAMES - without knowing their engine, off of polycount
That's cool, but what I explained is still how hiring practices for devs work.
anon....I did game dev off of the polycount gamedev job section. Are you ok?
>I'm a 3D artist and I got a job so what you're saying about the industry that's objectively true and well documented doesn't actually apply
Okay anon. Whatever you say.
3d is 3d. If you have to learn an engine for work, you can learn it, but chances are if you freelance, you will encounter new engines that you cant prepare for. You're good to go.
I think the lack of qualified talent is the most important point. Croteam for example always built their own engines, and they did insane things like putting 100+ monsters on the screen when the FPS at the time could barely put 4. From what I've read, they lost their programming genius to Google, and after that we had Serious Sam 4 whose engine is clearly a complete disaster. Recently they announced a game for Unreal Engine 5 (Talos Principle 2).
Croteam is like a microcosm of the current industry: the highly qualified and intelligent programmer migrates to a technology corporation and those who continue with the games are not so qualified, switching to Unreal Engine 5, where they will probably pollute the industry with poorly optimized shitty games that need an RTX4090 generating fake frames to run in a minimally acceptable way.
>Serious Sam 4 whose engine is clearly a complete disaster.
Sam : Siberian Mayhem is really really good. What are you talking about?
It's pretty bad, actually. Stutters and huge frame rate drops for no apparent reason are common in the game. I've never seen any video of anyone playing the game without large stutters here and there, which is a bad sign.
On my RTX3070 the frame rate will drop from 120fps to 80fps with nothing very obvious indicating why performance is suffering. Siberian Mayhem uses the same engine as SS4 and there is no significant improvement, maybe the difference is just in the way the guys built the maps, since in SS4 there are several custom maps that run relatively well too, despite the base game running like shit.
>Siberian Mayhem uses the same engine as SS4 and there is no significant improvement,
There is a big improvement. Look at some reviews, like this
Its a great engine that works on everything from phones to desktop machines, there is massive library of assets from megascans to sketchfab, it just works and provides top of the line visuals and performance.
>Unreal Engine gets super popular with ever dev team switching to it because maintaining your own inhouse engine is expensive and difficult
>UE5 runs like shit
>because studios keep hiring easily replaceable codemonkeys who can't optimize shit things get even worse
>basically need shit like FSR or DLSS in order to even reach 60 FPS on most setups
At this point i am happy when i read that a game is using fricking Unity Engine. That alone should tell you how dogshit this current situation is.
denuvo integration and easier to develop than creating an engine for every game
Nobody wants to make their own engines anymore cause that requires talented developers who know how to develop and maintain an engine. You don't want people who know their shit within your company. Imagine hiring 2 or 3 guys who can maintain that new fancy engine of yours and one day they decide to ask you for a raise - If you decline they will leave and that means the engine you paid for is now dead. You can't just hire someone else and give them time to learn and understand the engine that other people have been working on for so long. You don't want to get into a situation where your employees have leverage over you. So hiring talentless hacks who only know the basics of Unreal Engine is cheaper and less stressful for you as the owner of a studio.
>imagine establishing a company and not being to run it by yourself
Employees are meant to be a convenience, not a necessity.
The time where studios get made by developers is over. It's all suits nowadays who make studios because they smell the big lootcrate/microtransaction money.
Because it has shitty optimization and the israelites want to opress poorgays like me
they sign a contract that says they'll make X Game then release it on EGS exclusively for a year or someshit probably or if you release on EGS they probably waive royalties or something
>Hurr durr why don't you just reinvent the wheel hurr durr
Also if this board also thinks AI needs to replace human creation then you're doublestandard as frick saying this shit when AI being used everywhere will be the exact same output but omniversally faster to the point everyone will just off themselves to escape this hellscape of cancerous content.
Most AAA studios are basically a revolving door of fresh out of education devs, because they are the most easy to exploit and corporately intimidate.
So switching from a proprietary engine, that takes time to learn to use, to a public one that's known for being easy to get into is more effective for the current "crunch 'em and dump 'em" development tactic.
This tatic of exploiting new devs passion for profit is also why games keep going down hill in quality these day, older devs jump ship to a studio that won't abuse them and the inexperienced devs fumble without guidence.
>older devs jump ship to a studio that won't abuse them and the inexperienced devs fumble without guidence.
and yet there are no new games, just remakes.
>Old devs leave
>Corpo resorts to remakes because they know the game is going to be shit and wants to bank of nostalgia.
>Most AAA studios are basically a revolving door of fresh out of education devs
Meanwhile every studio I'm applying to demands years of experience and at least one released game for even most junior position.
>over 400 posts of no-devs arguing about which game engine is the best
Did you make 400 posts?
No, too busy refactoring my game's attack targeting code
>refactoring aka unfricking my spaghetti code
>here’s why you should listen to me
Tell me you're not a programmer without telling me you're not a programmer.
Holy shit anon, think before you post.
cope
Because its SDK is insanely braindead and very well documented to a point where double digit IQ baboon can use it thats why you never see "MARIO ZELDA 4K HD REMAKE NINTENDO HIRE ME" garbage made on any other engine. This lets them to work faster,hire underqualified people since blueprint system is braindead and more. Unreal is very good engine from average western developers perspective but its insanely dogshit if you are consumer(see every single Unreal release in last couple of years).
They fell for the "ecosystem" meme.
>moving onto Unreal Engine 5 before mastering the previous versions
Imagine if Goku went to SSJ2 before mastering SSJ1.
MK11 was on unreal 3. MK1 is on 4. It looks the same / worse
Bad analogy.
A better one would be:
>Learning how to use a calculator before mastering the Abacus
ironically you learn how to use these in every single pre-K school
>Amerilards
What was that for?
Sorry, lashing out, the room temp IQ in this thread is infectious
>Unreal Engine 5
>Unreal/Unreal Tournament is still dead in the water
I hate this fricking timeline...
Unreal tournament doesn't sell anymore, zoomers don't like arana fps, Fortnite is their shit.
Fortnite is just a really really big arena shooter.
I too long for the UDK days. It was just better then
>devs want to hire moronic pajeets to outsource code and want to populate their western offices with incompetent diversity hires and trannies, using a prominent engine with a universal toolset that no one really needs to learn from the ground up facilitates this
That's pretty much it.
it's more or less a symptom of the games industry deteriorating
>talent is attrited out of the industry altogether, leaving a system of revolving door hiring for the more junior employees that they refuse to train into new talent because then they would have to pay them
>workers come and go so fast that they don't know how to work on the company's proprietary game engine, creating a situation like cyberpunk 2077
>companies see UE5 and think "hm everyone has this engine on their CV, now we can squeeze the life out of our workers even FASTER"
>games look, feel and run like shit every time, and tend to flop horribly, and the companies end up paying royalties to epic out of their meager earnings (they use that money to develop new useless buzzwords for the engine)
>management fails to connect the dots, because after all, they have experts who have 15 years of experience clicking & dragging strings into boxes in unreal
>company is sold to microsoft to be dissolved
basically it's just uncomfortable for companies to face the facts and actually commit to the work required to make good games, and they instead do 1-2 final copes with unreal engine, which usually ends up with the company dead afterwards. see: pic related
are you saying UE is a shit engine?
not really, i just think it's awful if you use it the way epic games advertises to gullible businessmen, like trying to use it unmodified with every moronic buzzword attached to it, and then letting the special kids frick around with blueprints until the main CPU thread chokes to death. these companies think they can bypass the talent hiring/retaining just by using unreal, but they find out 3 years down the line that they in fact can't.
imo the best use for it is the way the deep rock galactic guys did: as in, they seemingly rewrote it to not feel and run like shit. i don't know how they managed it, but they did. it feels like it was made in a proprietary engine.
You would need some pretty serious programming chops to do that right? Are there any publically available modifcations of unreal along those lines? I've tinkered with ue4 as a hobby, but my guess is I wouldn't need something like that to put out some indie jank, I really jist need to learn how to make a game not look like every other unreal game in terms of lighting
look, just focus on your art assets and making them top notch and then switch to another engine.
Nah I like blueprints and would rather work with cpp than c#. Don't really want to use unity and don't see a reason to when I believe I'll be able to figure out how to modify the lighting in unreal. Unity would be my next choice, I wouldn't want to frick with godot. What is your reasoning behind suggesting I switch?
>What is your reasoning behind suggesting I switch?
"unreal" build and turnaround times
Will build time be an issue if my PC is good? And how much will turnaround time affect me if I'm just making simple games? Is this something you have to optimize for, or is it jist unavoidable?
>Will build time be an issue if my PC is good? And how much will turnaround time affect me if I'm just making simple games? Is this something you have to optimize for, or is it jist unavoidable?
sounds like you haven't made frick all yet. I thought you had actual experience.
Nah I'm a beginner. I appreciate the information you're giving though. Really I'm just looking to make relatively simple games. I don't feel that the engine will be too much of a burden in thst context
you are talking to 2 different anons
if i was a total beginner and starting all over again, i would use unity
i cant tell you what you should do. i can only tell you that my personal experience of UE is highly negative because of how slow it is to work with it, and due to the many gotchas and mysterious quirks the engine has.
i've enjoyed developing games in unity and other people's proprietary engines but i just hated working in unreal.
i think unity is just better if you are new enough to be asking these questions, simply because it is faster to work with. C# compiles nigh instantly and you can mess around with the objects in game and observe their values in the editor all the while debugging. being able to make a lot of mistakes, identify them and fix them quickly also means you yourself are going to improve a lot faster too. a small mistake in cpp might take an hour to identify when it would take 2 minutes to identify it in unity's C#.
Hm I'll consider it. I haven't had any issues with unreal really but I've only done simple stuff. Learning from videos and books, and then experimenting based on what I've learned. At this point it wouldn't take too long to get to the same level in unity, but I really like blueprints despite knowing how to program to some degree already.
oh boy can't wait until every AA/AAA title use that trash engine, on console you will get 720p and on pc for 1440p, you will need a 900-1200$ GPU
*AMD exclusive, not built with DLSS 3.5 support, ever
if it makes you feel any better, this engine is going to kill dozens of these studios in the next few years
>unreal engine
lol!
That looks fricking dank
So games can run like shit to sell new graphics cards. Epic is the cancer killing gaming.
It's easy to use and they keep hiring incompetent people.
>It's easy to use
I sincerely hope you people don't actually believe this
What's difficult about it?
Anyone can make a game in Unreal.
have this "anyone" make any - and I mean any - original AAA quality asset / animation sequence
>making high quality assets is hard
yes, of course
but why would that be particularly difficult in Unreal as opposed to other engines?
what the hell does the engine have to do with modeling/animation in the first place?
>what the hell does the engine have to do with modeling/animation in the first place?
Everything.
But you don't model/animate in the engine
What the hell are you talking about
Both unreal and unity literally have animation tools and an animation editor and you have to set keys to trigger events. But, you will have to make all the assets that you put in the engine or else you are not really doing game dev, you are just flipping, and as i said, my challenge was to make something ORIGINAL
Nothing actually.
>how the engine accepts models
>how the engine deals with material setup/importing it from modeling program to save time
>how the engine handles model armatures and what formats it can import
>how the engine supports and handles actions & drivers for animation
>how the engine UI lays this all out for you to tweak, adjust, and set state systems for
>how the engine let's you blend between animations or procedural blends, if it supports it
>how the engine streams them in without hitching or quirks
>how the engine accepts models
You can stop right there because Unreal shits on the competition in this regard. UE is so modular and versatile it was literally being used as middleware for DICE games.
If you want to see how compatible UE is with 3rd party software just go and listen to ArcSys devs. Or just look at their gorgeous games.
You're an idiot.
I was just giving examples to the anon of how important an Engine is with regards to models/animation support. Wasn't insinuating UE was shit at those, since if it were, no one would be using them as having a streamlined asset pipeline is one of the most important things you can have in a large studio.
>You can stop right there because Unreal shits on the competition in this regard. UE is so modular and versatile it was literally being used as middleware for DICE games.
and ironically unity supports every format you will need
Unity is alright but it's not a competitor. It's occasionally somewhat preferable for smaller/mobile/indie games depending on the scope and devs.
Otherwise UE reigns supreme across the board and it's only leaving it in dust over time. Unity is carving a niche for it which is the only way for it to survive.
>Otherwise UE reigns supreme across the board and it's only leaving it in dust over time.
>30 fps, 720p on 12 teraflops
Works on my machine. Don't blame the tool which was proven time and again to work. Blame the braindead cuckolds who can't code for shit. Also shove Denuvo everywhere.
Ace Combat is a renowned franchise and you're a dumb Black person.
UE is ass for indies, especially those targeting reasonable specs for low-poly/simpler titles. Also that UE5 is a fricking HEAVY engine to run on your PC in a dev environment vs. Unity/Godot, so those latter two have that going for them for now.
>UE is ass for indies
No it's not. The truth is most indie devs are ass, not the engine.
Project Wingman was made by /vg/ shitposters from Australia and it looks and plays better than Ace Combat 7 - Bamco's flagaship and the staple for the genre.
Mortal Shell look gorgeous and run smoothly despite being made by 5 guys.
Bright Memory Infinite looks the best in the business and it's very well optimized - made by 1 guy.
No excuses.
never ever heard of any of those, probably for good reason
Amid Evil Black Labyrinth just came out and it looks and runs great and was made by like 3 dudes.
just another sad indie game, basically they are begging for my dollars
Days Gone
Relative to ye old in-house game engines and most others? Absolutely. Relative ease of use is what put UE on the map and is what keeps it there. Project Aces (Ace Combat dev studio) switched to it for 7 because they had almost no budget and a tiny team.
>Project Aces (Ace Combat dev studio)
Literally who is this?
Exactly my point. A no budget, tiny team needed an engine that was easy (Again: A REALTIVE use of the word in this context) to make a game in to push a game out.
>Exactly my point. A no budget, tiny team needed an engine that was easy (Again: A REALTIVE use of the word in this context) to make a game in to push a game out.
My point is I have never heard of them nor cared enough to learn about them and I have been gaming for over 30 years so I dont think their choice of engine really matters
720p + FSR2 is all we need now a days.
Western Game companies have lost the knowledge to make their own, save for a few companies. Epic Games also poached a lot of the older talent years ago to solidify their grasp on the industry.
Its cheaper and easier than hiring dedicated engine team, and many companies are driven by pure greed at this point, no matter who works for them
you can have a great team on project, but your company will literally destroy your vision of a game to sell it
I'm starting to think UE5 is some fricking psy op to kill gaming. People can't keep 60fps on fricking 3k $ PCs.
It's more that Lumen/Nanite have such heavy performance hits that they're not worth the fricking time. If you approach a project the same way you would UE4, UE5 has equivalent performance since it basically is just UE4.1 under the hood.
Fortnite uses both and runs on fricking iPhone 4
Fortnite doesn't use those on phones, and on current gen consoles, they hover around 1080p on Lumen/Nanite mode. Keep in mind it's also an old game ported forward that always targeted 60fps.
>trailer for new game
>"UNREAL ENGINE 5" logo comes up
>yawn
>75% it's the same fricking tech demo with nothing new/improved >all games look like they use the same formula and assets
It will oversaturate and we'll move on eventually, cashing in on nostalgia over and over
>30fps on 4090
>I have a 240hz monitor
Unreal is a joke
Costs 5% of revenue. Game engine development is expensive. You have to sell a lot games for the 5% revenue making it feasible to do your own engine. Also own engines have other extra costs like no one will know how to work with your engine while it's easy to hire developers who know UE5.
>Alpha transparency? Lol let's just dither everything, the upscaler will hide it