Black_Stride
do not tempt fate do not contrain Wonder Woman's thighs do not do not
I think even if we count crossgen games youll still see the percentage reach near 4x%.I give examples lol
It was obvious it was already out.
I think even if we count crossgen games youll still see the percentage reach near 4x%.I give examples lol
It was obvious it was already out.
Naughty Dog enters the room
Yeah Lumen's big advantage is that isn't tied to any particular hardware but plenty of games have offered robust realtime GI at this point. Nanite is a much bigger deal because it frees devs from a lot of the pain of optimizing content to polygon budgets. In practice it almost reminds me of the voxel system in Dreams, where there are some limits in terms of the amount of dynamic objects but you aren't really worrying about limits on geometric complexity.
Being serious here.
It is called Naughty Dog Game Engine.
Think like Mesh Shaders is a tool that you need to code and use.Pc
What's the difference between nanite and mesh shaders? Would developers adding mesh shading to their games be as much of a game changer?
Think like Mesh Shaders is a tool that you need to code and use.
Nanite is the result of the tool already ready to use.
Since Crash on PS1... they never changed the name... there is probably something like internal version and it was remade several times already.
Naughty Dog enters the room
I believe there are others engine that already make use of Mesh Shaders.So for all the talk and demos we've seen for mesh shading Epic is the only one to have successfully incorporated it into a game engine?
Weird somebody else told me in this thread he is only talking about big AAA developers because smaller AA and indies developers are not counted as next-gen developers.He's clearly not talking about in-house engines that have a billion dollar company backing him...........is he?
The topic is about UE making all other engine obsolete.You seem to think UE is the same engine from 2005! Yet that’s almost 20 years ago. UE is now used in movies, series , games . It’s literally cutting edge and used by many , how awful do you think it is in usability?
Irrelevant, Whataboutism. Tell that to Genshin and many other games who aren't using UE.Why sell a game when you can sell a dance and make more money than the guys selling games?
P.S
I take it you havent used Unreal Engine in the past like decade?
If you arent a powerful coder you have Blueprint, if you are confident in your coding work use C++.
Unreal is easily extensible if theres something that it doesnt do that you need your game to do.
How much easier can things get?
The Cinematic-Engine.
Why would it be called that when their games do this?
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Pretty great , as UE is also making all movie solutions obsoleteThe topic is about UE making all other engine obsolete.
How is your reading comprehension?
That's why games that use their own solution look so different. UE5 needs to prove their efficiency in the new gen before we take any conclusion. On PC I can say that UE4 is shit thanks to the cache compilation stutters that plague their games.
Too be fair TLOU2 is a brilliant game but not all Sony games are even close to that.Its hard for haters to admit all sony games actually have really good gameplay on top of great presentation.
That goes without saying - but then small-project studios are less likely to have the capacity to invest into technology early on too. And the proprietary tech people are talking about here is pretty much exclusively from large-ish/well financed studios.It also depends on the size of your project(s).
I mean - you could argue that's just the cycle repeating itself as we've been down this route before with Unreal. If there's one noteworthy thing I see from all this is that Unity really failed to make inroads into big name projects, despite its dominance on the market overall. Ie. even if Unreal wasn't making this big push recently, it's not like most of those projects were even considering Unity.and you can see why more and more small and mid sized projects are using Unreal.
True. But Unity now has WETA and that's a big big deal for the future. Buying a company like that will make their R&D significantly beastly as the years go by. Film devs are the "scientists" when it comes to know-how of rendering tech and they are the frontrunners of technology. If they steal some talent, they can probably come up with something better than Nanite and Lumen although Kim @ Epic has some film talent as well. It'll be interesting to see in the coming years what Unity starts to add to their rendering engine.I mean - you could argue that's just the cycle repeating itself as we've been down this route before with Unreal. If there's one noteworthy thing I see from all this is that Unity really failed to make inroads into big name projects, despite its dominance on the market overall. Ie. even if Unreal wasn't making this big push recently, it's not like most of those projects were even considering Unity.
Spotted this from Tom Soret, thought it might spark an interesting discussion?
Oh really? You can mod GTA V to have infinite draw distances and virtually no visual LOD changes? Interesting.Well, the matrix demo runs like garbage everywhere, and I don´t think detail is that great, I can download car mods for gtaV that run circles around what you see in the matrix and still have 60fps on a gtx 950.
Oh really? You can mod GTA V to have infinite draw distances and virtually no visual LOD changes? Interesting.
It's also safe to assume several studios already have dynamic multi-bounce GI lighting systems which we'll see soon as well, we already got very bogged down versions of these and previous gens and the developers will likely update their tech thanks to the newer hardware capabilities.
There are over 80 games announced to release 2022 in my preliminar list.
He has 31 games combined for 2022, 2023, 2024, 2025, TBA, forever, etc.
Every year we got way more than twice his combined 31 games and people keep saying 50%.
It is laughable at best.
BTW the burden of fake 50% claim is not mine but if you talk about my less than 20% just look at Steam stats… less than 15% of the releases are Unreal Engine (yeap doesn’t even include console exclusives that are 90% in house engines) but you know some GAFers believe Unreal Engine is dominating the market lol
500ms response time animations.
It's not a matter of if it can be done but a matter of why it would be done. Why spend millions paying highly skilled engine developers for years to do what Unreal does across devices when you can pay for a UE5 license.Software code and techniques can be copied with a few creative alternations to side-step patent laws.
That claim has been made every time a version of Unreal Engine made its debut. There's always going to be other engines that will push the graphics further.
You what love?Irrelevant, Whataboutism. Tell that to Genshin and many other games who aren't using UE.
I take it you are certainly way smarter than all these programmers combined? Why don't you show them how you can make their games better in UE5?
Otherwise it's all talk and no action.
^ThisThe one thing that has really just blown me away is the pure excitement. When I was doing a video on Unreal I was asking devs, 1st, 3rd, even PR folks, indies, what they thought. And universally it was just excitement. For the competition, for the ease of use in many cases, for the changes and improvements.
It really has been one of the most exciting time for a lot of them and it was awesome to witness
So have you got the data to back this up? Or is this one of those situations 'trust me bro?'I take it you are counting all those indie titles running on Unity as part of NOT a mass exodus?
When in reality nearly 50% of all nextgen games announced are Unreal Engine.
Thats an unprecedented level of adoption for an engine.
How about "different" then? UE5 isn't the be all-end all engines and best at everything.I see this as a positive that will hasten game development. I’m not sure the good it serves to build an in-house engine if it doesn’t do something better.
Nokia was defeated when Apple entered the Phone market .. it happens.I was genuinely surprised that tools like Enlighten did not have a GDC showcase of the future version of their technology. I don't know what their future is in a post-Lumen world when Epic is giving away so much for free, but I would be very surprised if it's just over for all of them.
Why are you singling out the PC with the bottleneck? Lumen is expensive on any platform. And I'm not sure I would have enough info to determine that it's primarily CPU bound.
Why would you think that the highest end graphics board should be able to implement any 3D algorithm with no limitations in bandwidth or compute cycles? That's like saying, if the 3080 can't do full on path-tracing at any resolution and at 60FPS, then there's a problem with the algorithm. Every single GPU that comes out will always be constrained by bandwidth - both on the shader side and on the memory side.
Really? You're gonna add mesh shaders with a mod?I could probably add those with mods and still run on a potato.
Won't the industry become kinda stagnant when everything runs on the same engine? Different engines have certain qualities to them. Different strengths, different weaknesses... if everyone just used the same engine, everything would pretty much look the same.But with every UE iteration there'll be fewer custom made 3D engines left. The development cost for alternative 3D engines that can truly compete with UE are really high and success is not ensured. Just look at Square Enix' attempts to create
I can see why companies look at all the things UE5 can do and then wonder why they should continue employing a whole programming team for their own 3D engine when they could use an industry standard 3D engine instead. Tons of game developers are familiar with UE, no need to train new personel how to use your own tools that are much less user friendly.
The biggest benefit is that it removes some of the financial risks since the licensing costs depend on sales. UE5 is free to use for indies until a game reaches 1 million dollar in sales. I assume a similar licensing model also exists for bigger studios. The financial risk for a studio developing a game with their own custom 3D engine are higher than for a studio that switches to UE5.
Won't the industry become kinda stagnant when everything runs on the same engine? Different engines have certain qualities to them. Different strengths, different weaknesses... if everyone just used the same engine, everything would pretty much look the same.
Yes, I know you can do different styles, but the tech would be the same. Same flaws. Same weaknesses.... no improvements unless Epic improves it.
That's is a very crude assumption. CPU and GPU "boundness" are dynamic. You can make anything switch from one or the other by changing the scene and it's assets.The reason I say that Lumen is CPU bound on PC is because that is the one setting that when removed (set to 1) immediately drops CPU utilization by a good amount and allows the GPU to get closer to maintaining 100% utilization (anything 3060ti and above seems to dip as low as 50% GPU utilization when Lumen is enabled). I didn't include the consoles because they may be leveraging hardware based RT more than the city sample is on PC. The fact that the city sample doesn't heavily favor Nvidia GPUs over AMD within the same class makes me think that the hardware RT isn't getting much of a workout on the platform. All just guesses, I have no idea what's going on under the hood of UE5, but in general when you can't get near 100% GPU usage consistently there is a CPU bottleneck.
That's too bad. Epic can't help if the hardware isn't good enough for what they want to render. Nvidia/AMD will just have to make more powerful cards.Regardless, it's a hurdle for the engine at this time, because a game like the city sample is going to be limited to 30 or 40fps and that isn't what a 3080 buyer is looking to do.
Metro Exodus doesn't have anywhere near the scope of the Matrix demo so that's an unfair comparison.We've seen Metro Exodus do GI in a way that used the hardware more efficiently, other engines that could do that would have an edge over lumen. Which is what we were talking about.