• Unreal Engine v4.9 Released With A Gargantuan Number Of New Features And Improvements
    44 replies, posted
Source: [url]http://www.androidpolice.com/2015/09/01/unreal-engine-v4-9-released-with-a-gargantuan-number-of-new-features-and-improvements/[/url] [quote] When the developers of Unreal Engine ship an update, they mean business. Version 4.9 was released late yesterday and its changelog is remarkably length. Seriously, it's 36,950 words long and has 74 images, about a third of which are animated. It's basically the War And Peace of changelogs. There are far too many things in this update to cover here, so game developers might want to check out the changelog in all its monumental glory. However, the list of Android-related items is a little more tenable and might be interesting to those who don't make a living (or hobby) out of building games. [/quote] [img]http://www.androidpolice.com/wp-content/themes/ap2/ap_resize/ap_resize.php?src=http%3A%2F%2Fwww.androidpolice.com%2Fwp-content%2Fuploads%2F2015%2F09%2Fnexus2cee_image_18_thumb.jpg&w=728[/img] Sexy
Unreal is getting more realistic each day that goes by.
More dynamic lighting features make me hard.
Dynamic Lighting? hell yeah, New behavior tree, AI and Nav Mesh features and improvements? oh my god take my soul and body , have all of it
Unity and other engines just can't keep up anymore.
[QUOTE=Passing;48597140]Unity and other engines just can't keep up anymore.[/QUOTE] This actually isn't true, and is entirely perpetrated by the uninformed, usually gamers who don't know anything about actual game development. Both engines certainly have their pros and cons, but Unity is just as capable of looking this good since Unity 5 supports PBR, it might take a bit more effort, but there are plenty of things in Unity that take substantially less effort than in Unreal. Both engines are great, and it is excellent to have this kind of competition between them, I just wish people wouldn't talk out their asses about which is better based off anecdotal experiences with random indie titles from Unity and a couple screenshots. [QUOTE=Amplar;48597158]Everything i've seen on unity has looked like garbage.[/QUOTE] Case and point! Thank you Amplar.
Everything i've seen on unity has looked like garbage.
I still want to see a huge RPG come on Unigine. Something like Divinity 2 is reported to be heading...
I'd like to see a Myst remake on this, Selenitic and Channelwood Ages would be gorgeous.
[QUOTE=Socram;48597152]This actually isn't true, and is entirely perpetrated by the uninformed, usually gamers who don't know anything about actual game development. Both engines certainly have their pros and cons, but Unity is just as capable of looking this good since Unity 5 supports PBR, it might take a bit more effort, but there are plenty of things in Unity that take substantially less effort than in Unreal. Both engines are great, and it is excellent to have this kind of competition between them, I just wish people wouldn't talk out their asses about which is better based off anecdotal experiences with random indie titles from Unity and a couple screenshots. Case and point! Thank you Amplar.[/QUOTE] Isn't PBR a pro only feature in Unity? I ask since I'm a Unity 3D developer and am working on a WWII game. I got so far a few things working like recoil, a realistic magazine system (think ArmA 2/3), and others like this basic kamikaze AI for boats. I am working on the models now and am trying to make the graphics look the best I can since I am the sole developer of the game and have no modeler.
[QUOTE=Cows Rule;48597193]I'd like to see a Myst remake on this, Selenitic and Channelwood Ages would be gorgeous.[/QUOTE] As awesome as that would be, Riven needs some love too. After all Myst already has two remakes, one of which came out not too long ago. [QUOTE=TheNerdPest14;48597201]Isn't PBR a pro only feature in Unity? I ask since I'm a Unity 3D developer and am working on a WWII game. I got so far a few things working like recoil, a realistic magazine system (think ArmA 2/3), and others like this basic kamikaze AI for boats. I am working on the models now and am trying to make the graphics look the best I can since I am the sole developer of the game and have no modeler.[/QUOTE] Nope, it's available in the free version. Unity Free doesn't have any engine limitations anymore, all the limitations are on other things.
[QUOTE=agentfazexx;48596979] [img]http://www.androidpolice.com/wp-content/themes/ap2/ap_resize/ap_resize.php?src=http%3A%2F%2Fwww.androidpolice.com%2Fwp-content%2Fuploads%2F2015%2F09%2Fnexus2cee_image_18_thumb.jpg&w=728[/img] Sexy[/QUOTE] Single point light source :( I've been doing way too much raytracing...
[QUOTE=Amplar;48597158]Everything i've seen on unity has looked like garbage.[/QUOTE] that's because Unity for a long time has been very accessible (and for a very long time did indeed look like shit) and so you've probably seen a million Unity projects that are done by students or in a time limit that look bad Unity visuals take a lot more effort (albeit not so much now that Unity 5 brought along PBR) than UE4 which has a lot more graphical features out of the box [editline]2nd September 2015[/editline] for example take a look at The Forest and even Rust, they both use Unity
This is two non-static meshes and a single light source in Unity 5 [img]http://i.imgur.com/z3xEjgm.jpg[/img] It does alright.
[QUOTE=Socram;48597152]Both engines are great, and it is excellent to have this kind of competition between them, I just wish people wouldn't talk out their asses about which is better based off anecdotal experiences with random indie titles from Unity and a couple screenshots.[/QUOTE] It's not *our* fault that most indie devs can't flex Unity's muscles and all they seem to do is pixel art sidescrollers. Unfortunately, there may or may not be a whole lot of devs out there that can push Unity to its limits, graphically speaking. Only thing that looks just as good as UE4 is that Unigine demo, and it's just a benchmark, not even a game. As far as I'm concerned, Passing is right. [editline]2nd September 2015[/editline] [QUOTE=Squeegy Mackoy;48597384]This is two non-static meshes and a single light source in Unity 5 [IMG]http://i.imgur.com/z3xEjgm.jpg[/IMG] It does alright.[/QUOTE] Now we're talkin'.
[QUOTE=Pretiacruento;48597389]It's not *our* fault that most indie devs can't push Unity to its limits and all they do is pixel art sidescrollers. Unfortunately, there may or may not be a whole lot of devs out there that can push Unity to its limits, graphically speaking. Only thing that looks just as good as UE4 is that Unigine demo, and it's just a benchmark, not even a game. As far as I'm concerned, Passing is right.[/QUOTE][URL="http://i.imgur.com/3Vt5JB4.jpg"]*cough*[/URL]
I stand corrected. Upon further inspection, I failed to realize that Superhot and Cities: Skylines (among others) both use the Unity engine, and are pretty good looking games.
[QUOTE=Socram;48597152]Unity is just as capable of looking this good since Unity 5 supports PBR[/QUOTE] this isn't true
Don't forget about Firewatch: [t]http://www.firewatchgame.com/screenshots/firewatch-e3-4.jpg[/t] Rust is also a Unity game and is starting to look pretty nice in many areas. As Zerosix said a lot of this misconception comes from how much longer Unity has been available to the average indie developer or student, and how recently (5.0.0) that Unity got physically based rendering and shaders. [QUOTE=DOG-GY;48597455]this isn't true[/QUOTE] Aaaaaaaaaaaand more people who don't know what they're talking about. Again, I admit Unreal looks absolutely gorgeous out of the box, but there is much more to an engine than looking beautiful. Epic has ALWAYS been about pushing the graphical envelope, but the usability of their tools has been complete shit until very recently, and still has a long way to go. Unity for the longest time was user friendly and flexible since it was NOT designed to be used by an internal team that primarily made FPS games, but was less concerned with graphics until recently. This has changed. Any graphical fidelity that you see in Unreal can be done in Unity with custom shaders and the existing PBR system. If you don't fundamentally understand the fact that BOTH engines ultimately run their rendering engines on the exact same hardware and API's then your opinion (which is all it is) can not be stated as fact, and is completely misinformed. This all comes from the fact that someone said "Unity can't keep up". I happen to love both engines, and have used both for commercial work successfully. I'm just trying to stop the entirely unwarranted Unity hate from gamers who think they know what they're talking about because they read some change logs...
Loyalty to a brand is a concept that needs to die. It only benefits the company only and NEVER the customer. This comes from someone who's a sucker for Nvidia products, so yeah I'm not perfect either.
[t]https://i0.wp.com/playrust.com/wp-content/uploads/2015/08/2-abeXXy1.jpg[/t] [t]https://i1.wp.com/playrust.com/wp-content/uploads/2015/07/2015-07-23_01-05-48.jpg[/t] [t]https://i0.wp.com/s3-eu-west-1.amazonaws.com/files.facepunch.com/helk/2015/July/23/2015-07-23_01-06-45.jpg[/t] [t]https://i1.wp.com/playrust.com/wp-content/uploads/2015/08/4-S1cXt4r.jpg[/t] [t]https://i0.wp.com/s3-eu-west-1.amazonaws.com/files.facepunch.com/helk/2015/July/23/2015-07-23_01-13-28.jpg[/t] In case people haven't been paying attention to Rust lately, it's coming along nice.
[QUOTE=Jacen;48597228]As awesome as that would be, Riven needs some love too. After all Myst already has two remakes, one of which came out not too long ago. [/QUOTE] Check out [url]http://www.starryexpanse.com[/url] if you haven't already. It's an awesome looking fan remake of Riven, and I believe it's even running on unreal too. They even have full approval and support from Cyan, which is cool.
In reality, how good a game looks is mainly the job for the graphics artists. Unreal Engine might come with pretty shaders out of the box, but they don't really mean much if you just slap them on top of some poorly done graphics. In fact, it actually looks horrible, just like those people who put on Instagram filters over poorly done photos. It's not the tools that make the work look good, it's the one who wields them. Having a good tool that you're comfortable with makes it a lot easier to make things polished and shine, but first you need to know how to actually work with what you've got, and you need to have the skills to make it look nice. Here's what someone did in a heavily modified Doom engine: [media]http://www.youtube.com/watch?v=Ta1EGfCQN4Y[/media] It's rough around the edges and there are noticeable drawbacks to the fact that it's really running on a heavily souped up Doom engine, but it does look really good despite that. Unity gets an undeserved bad rap because of how easy this engine is to work with and how many untalented and cheap bastards just use it to slap together rushed, buggy, and ugly pieces of crap. And that's sad.
The problem with comparing Unreal and Unity based on the games is that Unreal has been adopted by AAA developers already 15 years ago. I haven't even heard much about Unity until maybe 3-4 years ago. And then there is CryEngine... I will just mention it here, it needs our love too.
Anyone who says Unity isn't capable of nice graphics have their head up their arse. Plenty of games out there showing just how nice it can look.
[QUOTE=PieClock;48598465]Anyone who says Unity isn't capable of nice graphics have their head up their arse. Plenty of games out there showing just how nice it can look.[/QUOTE] I suppose it's down to the designer.
As someone who loves using UE4 for arch-viz, I came. Finally, adjustable penumbras for directional lights.
I'm working on a unity project and I wish I was working with UE4 - it's not about graphics so much as the toolset/art pipeline. You have to pay $100 to get a node based shader editor, and the new light bake systems are very poorly implemented. It doesn't respect your lightmap uvs, and I've even seen it break smoothing groups. On top of that, although it's easier to get stuff into unity, it doesn't let you really dig into specifics or draw outside the lines, unless you want to learn C# fast. On top of that, the documentation for unreal is lightyears ahead of other engines - they have hours of video tutorials (made by the company, not 13 year olds), starter projects, a solid wiki, and a good community, plus they implement community fixes and have a faster turnaround for issues. The unreal editor > the unity editor + ~$300 of store bought editor extensions, and you don't even need to pay $1500 for a dark skin.
Having used and been taught both engines, I'm going to throw my hat into the arena here and say that Unreal 4 is much much easier for a beginner to pick up and use. That being said, Unity has been far more enjoyable to work with for things like UI, actual programming (not blueprint), rapidness and ease of deployment across several platforms, general flexibility, and much more freedom when it comes to adding outside-the-engine features like writing, exporting, and saving files and using features like GPS that make it not just suitable for making games, but also developing apps. Which I've had to do. Unreal 4's strength comes in being able to quickly make prototypes and have something functional up and running, which makes it good for Game Jams. If you really want to make a AAA game though, in the long run you'll be better off learning c++ than sticking with blueprint and getting trapped in the engine. Blueprint also has some frustrating issues when it comes to programming even the simplest of things, or having to hop through lots of unnecessary hoops just to call things outside of a script. That said UE4 looks gorgeous right out of the box, which Unity simply does not. Personally I prefer Unity to UE4, but honest truth? This is a stupid fucking debate. Pick an engine for a project and stick with it. I'm already pretty biased towards unity since I've been working with it for years and have to defend it from idiot classmates that couldn't program their way out of a paper bag on a regular basis. If you need to get comfortable with an engine, keep doing your homework on it and once you've settled in, don't bother poking your head up and going "but what if I had picked unreal 4 or unity?" I see more games get canned because of idiots who want to hop engines or are scared people won't like the engine they're using or blame the engine they're working with for their lack of motivation and shitty work ethic. Not lack of funding, or artists, or programmers, just people who aren't motivated to work. Recently Battery Jam came out of SCAD (my school) and it's pretty freaking flawless. It was only finished in it's current form in 18 weeks. It was made in UE4 and won lots of accolades and awards. It's stupidly fun to play. Do you think it would still be stupidly fun to play if the same game was made in another engine? Yeah, sure. My point is, they got off their asses and made a great game with what they had in a very narrow amount of time and it was good. And that's all that really matters. All that matters is whether the final product is good, and if you've found something you're happy working with, then good. The less time you have to spend focusing on the pipeline vs just making your idea, the better. In the end nobody will really give a shit. If I had to work in UE4 tomorrow to make a specific game, I'd do it just as fast as I would go about making a Unity game. oh but fuck cryengine tho
[QUOTE=Socram;48597463]Aaaaaaaaaaaand more people who don't know what they're talking about.[/QUOTE] I don't think you realize who you just replied to [editline]e[/editline] nor what his point was
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