• Unreal Engine v4.9 Released With A Gargantuan Number Of New Features And Improvements
    44 replies, posted
[QUOTE=dai;48599710]I don't think you realize who you just replied to [editline]e[/editline] nor what his point was[/QUOTE] Yeah Unity can look pretty nice but UE4's PBR system is way better imo
[QUOTE=elixwhitetail;48597546][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] Rust doesn't look particularly good at all. It looks like an average game from around 2012
The debate about how Ganges look and no one mentioned Interstellar Marines using Unity.
[QUOTE=Laserbeams;48599787]Rust doesn't look particularly good at all. It looks like an average game from around 2012[/QUOTE] And runs like poop currently
[QUOTE=Major_Vice;48599490]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.[/QUOTE] See, I completely disagree with basically everything you said, but I think it highlights a core difference in who each of the engines are appealing to. The fact that you say "unless you want to learn C# fast" makes me think you're not a programmer, and that's a fundamental difference in how you would perceive both engines. I wear both hats. I used to be primarily a 3D artist, but these days I do (and tend to prefer) programming. Unreal is better for artists and large teams. In particular with the powerful material and shader editors. I would even go so far to say that if you (not you specifically, the second person you) were an art student looking to get into AAA games, Unreal Engine should be the one you focus on as it's easier to create an impressive looking portfolio and AAA studios will tend towards UE4. Unity on the other hand, appeals more towards generalist small teams and (despite using C#) programmers. It is mindbogglingly easy to pick up and program for Unity. I cannot emphasize enough how easy Unity is to program, debug, and prototype with. I find Unreal's workflow to be very assbackwards, and the way that C++ is integrated into the engine makes implementing, and especially debugging, complex functionality a pain in the ass. I also find Unity's documentation to be much better and much more straightforward, especially when it comes to the programming side of things. To be fair though, it's been a while since I used UE4, so I wouldn't doubt the documentation has improved. Blueprint was invented so that the artists and level designers wouldn't have to bother programmers to implement simple features. Blueprint, while very powerful, is not, nor will it ever be, a replacement for learning how to program or making long term maintenance and performance minded code. This is a large part of why UE4 is more geared towards larger teams with more dedicated roles. To say nothing of the fact that you have to work with C++, which is a more specialized and difficult language to work with compared to C#. As a "one man army" kind of dev, Unreal's fragmented and complex way of developing has always been very off putting to me.
If/when UE4 adds volumetric lighting natively I will take off my wedding ring and let Tim Sweeney do whatever he wants with me.
So is Matinee userfriendly now or is it still shit
I haven't seen anything too mind blowing from Unity but I have infinite respect for it due to it's versatility.
[QUOTE=Why485;48600622]See, I completely disagree with basically everything you said, but I think it highlights a core difference in who each of the engines are appealing to. ...[/QUOTE] Yes, Unity is a great programmer's engine - if you're trying to make a game alone or in a small team, it's centered around and for you. Everything is designed to make the art pipeline easy and hands-off, even purchased from a storefront if desired. On the flip side, when you start really digging into the art side, where you have to go from simple 'this is one step off from placeholder' to advanced 'this is your main job, own it' level, it becomes a battle. It's not one thing in particular (although lack of a visual shader editor comes close) but it's a litany of niggles and black box undocumented issues that turn even the simplest tasks, like importing an FBX at a specific scale, into a research project, finding obscure posts on support forums and doing test runs. Things like piss poor grid snapping, built in level blockout, lightmap uv previewing (or even documentation), collision and physics mesh creation/editing, probe placement, material editing, and texture packing that turn it into a frustrating experience. Like it's been said, it takes more work to make art look good in unity, it tests your patience, or drains your wallet buying extensions/workarounds off the store. This is doubly so when you've had a taste of UE4 and know this shit is a non-issue there. It's not about how easy or hard it is to learn C#; my job on the team is to create good art, not fight the editor. I'm already dealing with a modeling toolkit I've spent years learning along with texture editors, baking tools, texture tools, photo-editors, and the like to contend with, I don't want to have the last step in the pipeline a fight too, at least not when it doesn't have to be. I get where you're coming from and I appreciate your perspective, but from a pure art pipeline point of view, it's hard to give Unity the edge over UE4. Although both are valid engines capable of great things, and everyone should understand the technical aspects of real time rendering/at least appreciate what's going on under the hood when working with games, not everyone wants or needs to be a programmer on a game development team.
Contributor list is impressive: [QUOTE]Andrew Zhilin (zoon), Artem V. Navrotskiy (bozaro), Artyom Sovetnikov, Ben Rog-Wilhelm(zorbathut), Ben Wiklund (bwiklund), Black Phoenix (PheonixBlack), Błażej Szczygieł (zaps166), Brad Grantham (bradgrantham), Brent Scriver (FineRedMist), Cengiz Terzibas (yaakuro), chipgw, Christian Radich (yoyohobo665), Christopher P. Yarger (cpyarger), Clay Chai (chaiyuntian), Cliff Jolly (ExpiredPopsicle), Dave Newson (dave-newson), Derek van Vliet (derekvanvliet), Dorgon Chang (dorgonman), ewirch, Felix Laurie von Massenbach (erbridge), Gabriel Hare (GabrielHare), gatools, Hakki Ozturk (ozturkhakki), HueyPark, JaredTherriault, Jason Spangler (Stormwind99), Javier Osset (Xaklse), Jeff Rous (JeffRous), JohnAlcatraz, Kitatus Studios (KitatusStudios), Konstantin Nosov (gildor2), korypostma, Lee Berger (MrCrowbar), Maarten Scholl (maartenscholl), Marat Radchenko (slonopotamus), marynate, Matthias Huerbe (MatzeOGH), Maxim (maxpestun), Michael Allar (Allar), Michael3DX, MiniTurtle, Moritz Wundke (moritz-wundke), Nako Sung (nakosung), Nari Demura (demuyan), Nastenko Michael (deM-on), Nathan Stocks (CleanCut), Niels Huylebroeck (red15), Pablo Zurita (pzurita), Patrick Flanagan (valtrain), Pedja Ljubomirovic (3dluvr), Philipp Smorygo (fsmorygo), Pierdek, Piotr Bąk (Pierdek), Quadtree, Rajko Stojadinovik (rajkosto), Rama (EverNewJoy), Rem (rveilleux), rlefebvre, Robert Khalikov (nbjk667), Russ Treadwell (trdwll), Salamanderrake, Sebastian Witkowski (witkowski-seb), Sébastien Rombauts (Srombauts), Simon Taylor (simontaylor81), Stephen Whittle (stephenwhittle), szyszq, TK-Master, Tobias Mollstam (mollstam), Tomasz Sterna (smokku), user37337, Victor Xie (FTPiano), Vladimir Ivanov (ArCorvus), Will Stahl (merlin91), yamashi, Zhi Kang Shao (zkshao)[/QUOTE] For me this is the true advantage of UE4 over other engines - epic games can work on the new features while community is working on fixing bugs and vice versa.
[QUOTE=Sinatra;48597089]Unreal is getting more realistic each day that goes by.[/QUOTE] No way man! That can't be realistic! It's..... [i]Unreal[/i] ........ I'm sorry...
[QUOTE=Socram;48597463]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...[/QUOTE] It's pretty offensive that you tell me I don't know what I'm talking about when shader design is a large part of my job. Among a lot of other things I've implemented cook-torrance microfacets in Unreal 3, importance sampled GGX specular in Unity, and am currently working on exploring some novel updates to Unreal's BRDF. I've been working deeply with this stuff for over 3 years. PBR is a set of principles for both matching real world data and energy conservation. It would be too much to go into to break down why Unity's claim to PBR is hardly true, and I don't really see the point when you're gonna just dismiss me right off the bat. As far as doing anything in Unity that can be done in Unreal, this is untrue unless you have source code to modify or are willing to create new code for every type of light, shadow casters (super hard), screen space effects, etc. And in the end it will never be as performant with their current shader implementation. Sorry but you're the one who doesn't have a clue what you're talking about.
More like real engine :excited:
Actually, do we know the technical shit behind the Fox Engine; because that looks fantastic as well.
[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] its aliased weird
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