Xplainin
Banned
Not sure if the good folk at Digital Foundry still drop in here, bit this would be a good idea for one of your in-depth video breakdowns.
With the Decima engine making it's way to PC, along with UE5 coming down the tube next year, it would be good to get an understanding of the various game engine, in house and third party, to see what the strengths and weaknesses are of them.
This thread isnt me telling people what the differences are, it me asking what the differences are.
I guess the major third party ones That we would see on console and PC would be -
Unity
Unreal Engine
Cry Engine
There are some smaller ones that I am not sure if they get used much on consoles. These include -
Game maker
Godot
Lumber yard (Cry Engine clone)
Then we have the best in-house engine both on the ground and up coming -
Frostbite
Decima
Forzatech (being upgraded to ?)
Slipspace
Snowdrop
Id Tech
Source
IW Engine
Disrupt Engine
Anvilnext
Ignite
PhyreEngine
Destiny Engine
Chrome Engine
Fox Engine
RE Engine
Luminous Studio
I was surprised to see so many in house engines, and alot of them match what is currently being done on the big engines like UE4.
Plagues Tale by Asobo uses it own engine, and looks amazing. Asobo arnt big, and they were able to create an engine that holds up.
With what we have seen from the new UE5 demo, game engines are going to play a big role going forward into how games are going to look and perform.
Is it going to get to the point where smaller studios won't be able to create an in house engine that can match UE?
Will everyone just jump onto third party engines and not worry about putting their efforts into engine development?
I could still see the majors like EA, Ubisoft, Activision etc using and developing their own engines, but maybe not the smaller studios.
How much better is the UE than say Decima, or even Asobos engine?
How much is involved in creating a new engine?
What would Epic charge a major studio to licence UE for a game?
Whats the best in house engines?
How much do game engines rely on APIs for some of their abilities? (Such as say Direct X RT API for their ability to use RT)
With the Decima engine making it's way to PC, along with UE5 coming down the tube next year, it would be good to get an understanding of the various game engine, in house and third party, to see what the strengths and weaknesses are of them.
This thread isnt me telling people what the differences are, it me asking what the differences are.
I guess the major third party ones That we would see on console and PC would be -
Unity
Unreal Engine
Cry Engine
There are some smaller ones that I am not sure if they get used much on consoles. These include -
Game maker
Godot
Lumber yard (Cry Engine clone)
Then we have the best in-house engine both on the ground and up coming -
Frostbite
Decima
Forzatech (being upgraded to ?)
Slipspace
Snowdrop
Id Tech
Source
IW Engine
Disrupt Engine
Anvilnext
Ignite
PhyreEngine
Destiny Engine
Chrome Engine
Fox Engine
RE Engine
Luminous Studio
I was surprised to see so many in house engines, and alot of them match what is currently being done on the big engines like UE4.
Plagues Tale by Asobo uses it own engine, and looks amazing. Asobo arnt big, and they were able to create an engine that holds up.
With what we have seen from the new UE5 demo, game engines are going to play a big role going forward into how games are going to look and perform.
Is it going to get to the point where smaller studios won't be able to create an in house engine that can match UE?
Will everyone just jump onto third party engines and not worry about putting their efforts into engine development?
I could still see the majors like EA, Ubisoft, Activision etc using and developing their own engines, but maybe not the smaller studios.
How much better is the UE than say Decima, or even Asobos engine?
How much is involved in creating a new engine?
What would Epic charge a major studio to licence UE for a game?
Whats the best in house engines?
How much do game engines rely on APIs for some of their abilities? (Such as say Direct X RT API for their ability to use RT)
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