It's amazing that a game engine can look as good as a properly set up renderer and render all that in realtime.
Good that everyday gamers will hopefully see this, people will stop talking shit on Unity's capabilities when they don't know what they're talking about.
Although I'm not sure why they're making such a big deal out of the sheets, its just a hi poly static model with PBR material on it.
[QUOTE=Socram;49097120]Good that everyday gamers will hopefully see this, people will stop talking shit on Unity's capabilities when they don't know what they're talking about.
Although I'm not sure why they're making such a big deal out of the sheets, its just a hi poly static model with PBR material on it.[/QUOTE]
When you cum in something daily you are closer connected to such thing, may it be physical or virtual.
[QUOTE=Plaster;49097179]When you cum in something daily you are closer connected to such thing, may it be physical or virtual.[/QUOTE]
Lol what? I'm sure that's not the author's rationale.
[QUOTE=Socram;49097120]Good that everyday gamers will hopefully see this, people will stop talking shit on Unity's capabilities when they don't know what they're talking about.
Although I'm not sure why they're making such a big deal out of the sheets, its just a hi poly static model with PBR material on it.[/QUOTE]
Are people really shit talking Unity's capabilities? Because it seems to me people who critique it are mostly referring to documentation and ease-of-use compared to Unreal.
[QUOTE=Chrille;49097228]Are people really shit talking Unity's capabilities? Because it seems to me people who critique it are mostly referring to documentation and ease-of-use compared to Unreal.[/QUOTE]
People do that all the time, exactly because of that ease of use. In no other game engine can you slap something together in an hour and have a "functional" product that you can ship on Steam. Having no barrier to entry is both a blessing and a curse.
And yet, Unity is phenomenally powerful, and probably one of the best general purpose engines available right now. If it weren't for Steam Greenlight, Unity might be taken seriously.
[QUOTE=Plaster;49097179]When you cum in something daily you are closer connected to such thing, may it be physical or virtual.[/QUOTE]
w..what?
[QUOTE=healthpoint;49097691]w..what?[/QUOTE]
[QUOTE=Socram;49097203]Lol what? I'm sure that's not the author's rationale.[/QUOTE]
didn't knew that joke would turn out to be too weird so I try to fix this now:
He loved bedsheets.
[QUOTE=Chrille;49097228]Are people really shit talking Unity's capabilities? Because it seems to me people who critique it are mostly referring to documentation and ease-of-use compared to Unreal.[/QUOTE]
It's got the same kind of reputation as Game Maker which is unfortunate because both have been used in some great games.
[QUOTE=Chrille;49097228]Are people really shit talking Unity's capabilities? Because it seems to me people who critique it are mostly referring to documentation and ease-of-use compared to Unreal.[/QUOTE]
I think it's mostly due to the fact that most unity games have utterly shit performance more often than not.
Though definitely much better with 4.5
[QUOTE=wraithcat;49097800]I think it's mostly due to the fact that most unity games have utterly shit performance more often than not.
Though definitely much better with 4.5[/QUOTE]
Yeah Corpse Party Blood Drive runs on unity and I swear it goes sub 20fps sometimes
That's optimization work on the behalf of the developer. Unity is pretty standard in terms of performance.
To be honest you can make a lot of engines look extremely detailed and good if you put in the right amount of work on details.
[video=youtube;wdwHrCT5jr0]https://www.youtube.com/watch?v=wdwHrCT5jr0[/video]
[QUOTE=Chrille;49097228]Are people really shit talking Unity's capabilities? Because it seems to me people who critique it are mostly referring to documentation and ease-of-use compared to Unreal.[/QUOTE]
I'd argue (and I'd say most devs and modders would agree) that documentation, resources, and ease of use is higher for Unity than Unreal, which your post appears to contradict unless I'm misinterpreting it. Unity has also had much more time to develop this side of things, so that's not to say its particularly a fault of Unreal which is certainly catching up. If I am misinterpreting and you're saying people hate on it because its "too easy" than that's no different than people who think Python is a shitty language because it's easy to learn and can also do complex processing very quickly. The tools should make the job as easy as possible, not be an artificial hindrance to productivity. Anyone who says otherwise has never had to ship a product.
However, writing code for Unity is about as simple as it gets, an area that I think Unreal really suffers in. While Unreal has blueprint which is cool and good for artists, the barrier for entry for writing actual code for Unreal engine is obnoxiously high. For "real programmers" blueprint is not nearly as fast for development as writing actual code, is a completely proprietary solution, and this is an area that I believe Unity is objectively superior. Once again, not exactly a fault of Unreal, since they intentionally structured things that way, but visual programming sucks.
Also, performance in both game is entirely dependent on the developer, neither engine is "slow" in it's own right.
Again, the undue hatred against either engine (but primarily Unity, since Unreal has Epic Games behind it and a debatable leg up in the visual department) is from [B]wannabe developers and uninformed gamers, a loud and annoying group[/B]. Anyone in the industry knows that both are professional grade engines capable of quality games. I work at a game company with revenue in the hundreds of millions and every single one of their products in made in Unity.
I think those bedsheets just look nice because of an ambient occlusion bake
I'd be impressed if you could move the bedsheets and it still looked as good
There is something about almost every Unity game that I find off-putting. It's hard to explain, but I don't feel that way about Unreal.
[QUOTE=Silikone;49098775]There is something about almost every Unity game that I find off-putting. It's hard to explain, but I don't feel that way about Unreal.[/QUOTE]
I'm willing to bet that's an issue of subconscious bias rather than anything real. You associate Unity with sub-par games, so to you it's a sub-par engine, even if you don't think about it directly. Unity's rendering pipeline is incredibly flexible, there are games you'd never know we're made in it unless they told you.
[QUOTE=Socram;49098154]code[/QUOTE]
To be honest, unrealscript is pretty much direct c++ if I remember right.
[QUOTE=woolio1;49099912]I'm willing to bet that's an issue of subconscious bias rather than anything real. You associate Unity with sub-par games, so to you it's a sub-par engine, even if you don't think about it directly. Unity's rendering pipeline is incredibly flexible, there are games you'd never know we're made in it unless they told you.[/QUOTE]
I'd say that unity might have expensive triggers. Or stuff that runs continously has a tendency to bog it down incredibly much (mind you, just my experience)
[QUOTE=woolio1;49097277]People do that all the time, exactly because of that ease of use. In no other game engine can you slap something together in an hour and have a "functional" product that you can ship on Steam. Having no barrier to entry is both a blessing and a curse.
And yet, Unity is phenomenally powerful, and probably one of the best general purpose engines available right now. If it weren't for Steam Greenlight, Unity might be taken seriously.[/QUOTE]
It is taken seriously
I recently went to a developer conference in Melbourne, talked with about 10 different people from 10 different studios
Every single one was using unity
It doesn't matter what the gamers think, Unity is doing fine, it's just retards who shill Unreal as the best shit ever (it is awesome though, I really wanna give it a shot sometime)
[QUOTE=Plaster;49096769]It's amazing that a game engine can look as good as a properly set up renderer and render all that in realtime.[/QUOTE]
A properly set up real-time engine can't compare to a properly set up offline renderer.
[QUOTE=paul simon;49101679]A properly set up real-time engine can't compare to a properly set up offline renderer.[/QUOTE]
With that I meant the big difference that one engine is real-time, while the other one usually needs, at least in my tests, over 5 minutes per frame.
When I read the thread title I was expecting some simulated bedsheets, but this is even better.
[QUOTE=Plaster;49096769]It's amazing that a game engine can look as good as a properly set up renderer and render all that in realtime.[/QUOTE]
It's a trend that's growing as game engines only get better.
Even Tesla recently hired someone proficient in the Unreal Engine to do exactly this. Why show images or waste days rendering a video when you can just load a car model up on the Unreal Engine and move the camera around and shit.
[QUOTE=Silikone;49098775]There is something about almost every Unity game that I find off-putting. It's hard to explain, but I don't feel that way about Unreal.[/QUOTE]
You're basically admitting that your dislike of "Unity games" is completely unsubstantiated. There is no such thing as a "Unity feel" or "Unreal feel", they're simply both tools.
[QUOTE=wraithcat;49100019]To be honest, unrealscript is pretty much direct c++ if I remember right[/QUOTE]
Except it's full of proprietary tags to expose variables and otherwise to Unreal's Blueprint system and has a fuckload of other boiler plate that makes it hard to just use out of the box, even if you're a seasoned C++ programmer. Unreal also suffers from what I and many others consider excessive inheritance, the Object tree for Unreal is multiple layers deep for just about anything you need to gain access to, and you have to rely on a lot of Unreal code to get something as simple as a player controlled box, which is trivial and probably about 5 lines of code in unity. Although Unreal has improved on the architecture front with the component system, which we can thank Unity for popularizing and demonstrating it's power.
Eh while I won't claim there's a distinct "unity" look to games, there's definitely an unreal feel. There's this plasticky metal highlight that plagues the engines.
The only unreal game I can think of that avoids is is mirror's edge, which pretty much threw out the lightning system fully.
Unity is catching up to Unreal faster than people think. Give it another year, and I believe Unity will have close to the same amount of features.
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