![]() It's a very complicated function of a crazy variety of inputs. After seeing both demos for Unreal engine 4 which is awesome and Luminous engine which was breathtaking. ![]() There's more to a game than what engine is used. Arkham Knight was a (very late) Unreal Engine 3 game and looked more technically impressive than a lot of UE4 titles. Moreover, using an engine version number as some loose metric of 'how good a game will look' isn't great. certain groups of devs might feel less impinged in UE5 than in another engine, but you have to weigh all of that against the advantages that bespoke custom engines have, the skillsets of the developers, the specific objectives that UE5 might be less suited for right out of the box, existing work that they may want to more easily compound on, etc. I finally finished the ability to slow time. ![]() With nanite, lumen and all the other tech they've jammed in there, both from what it gives the end user and for devs to reduce their workload. This isn't to say that with unlimited budget, expertise, etc. Unreal Engine Game Production Tutorial 1 Getting Started UE5 013 Getting Started Opening the Physics Engine. 1 We've gotten a pretty decent look at UE5 so far and it's quite impressive. I guarantee you that it is possible to make some horrible looking games in UE5. That's not the point they're making I don't think. I can't wait to see what UE5 brings to the table in this generation for all tiers of game would one possibly even know this? They have their own internal engine that they have experience with and it wouldn't really make sense to use an engine they didn't intend to use otherwise unless it was incredibly unfit for purpose or something. We can thank UE4 for making it possible to have indie games with rather impressive graphics for their team sizes during this past generation. FF7 is a fucking gigantic game, so a lot of content needs to be created. UE4 is a general-purpose engine, moreso than Luminous (as i understand it) which is useful because FF7 is a varied game. Ideally, artists should be able to make their art assets at whatever detail they want and put it directly into their game. Then after an engine comes out, it takes time to evaluate it for future projects. ![]() Getting rid of that step would be a massive boon to the industry, one that UE5 seems to be acknowledging. These shaders have been a standard feature in game engines for a long time, but they are an artificial step in the development process. So, at the diference that a lot of people think, the fact that KH3 and FF7 run on a UE4 is not because the Luminous 'is shit', but mostly because he wasn't fully aproved and functional to be used on diverse games. Think about the shaders that add fake geometric detail to a 3D model, for example. Even just the system that allows developers to skip making duplicate models to handle different LODs should be a massive timesaver and, as a bonus, make graphics look better.ģD engines have, for the longest time, been all about fooling the player into thinking they see something that isn't really what it looks like. From what I've seen, UE5 takes great strides towards simplifying the process of building a game world and optimizing it, something I believe is the most important part of a game engine going forward. I think the main reason for a developer to use UE5 isn't necessarily to get the most mindblowing graphics ever, but to minimize the time and cost needed to get to an impressive level of detail. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |