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New Participant
March 24, 2014
Ha! Typical UT, lots of eye candy features but it still runs like a sloth. They keep out hyping themselves each year - true to form. :lol:
Up and Coming
March 24, 2014
"HipsterPrimadonna" wrote:
Ha! Typical UT, lots of eye candy features but it still runs like a sloth. They keep out hyping themselves each year - true to form. :lol:


It's not any different than the other engines, all of them show their demo's, pimp their features, and have their shortcomings. What makes the difference is how users overcome them, the engine that works for Joe might not work for Fred. I wish people would quit bashing the crap out of the engines they don't use and get along with finishing their project, all the Unity/Cry/UE4 rage threads is getting old already.
Brevis / DevBlog Twitter
New Participant
March 24, 2014
"Lane" wrote:
"HipsterPrimadonna" wrote:
Ha! Typical UT, lots of eye candy features but it still runs like a sloth. They keep out hyping themselves each year - true to form. :lol:


It's not any different than the other engines, all of them show their demo's, pimp their features, and have their shortcomings. What makes the difference is how users overcome them, the engine that works for Joe might not work for Fred. I wish people would quit bashing the crap out of the engines they don't use and get along with finishing their project, all the Unity/Cry/UE4 rage threads is getting old already.


Actually, I've been using Unigine lately and I think they keep it pretty real. Of course I do have a few gripes with it but its such an underrated engine. They have good hardware support for OR, etc.
Up and Coming
March 24, 2014
"HipsterPrimadonna" wrote:
Actually, I've been using Unigine lately and I think they keep it pretty real. Of course I do have a few gripes with it but its such an underrated engine. They have good hardware support for OR, etc.


Thats awesome, I've seen some cool demo's from other new kind of no-name engines and I had wondered if anyone was adopting them. I think its great that they're getting some embrace and that they're focusing on features like VR integration, it really helps drive the engine community as a whole.
Brevis / DevBlog Twitter
Up and Coming
March 25, 2014
Realtime global illumination is a huge deal for VR, assuming they don't mess it up and make it recompute for each eye or something like they do with shadows. Getting the lighting right in dynamic scenes is important for spatial awareness when you have a wide FOV. We are programmed to reason about the color, position, and size of objects based on shading, as pretty much every optical illusion ever made can demonstrate.

Physically based shading with realistic specular is also big, again because your brain expects light to work that way and interprets lack of reflections as an anomaly (or it thinks you are looking at a matte painting wrapped around a wire mesh, which you basically are if you use ordinary diffuse shaders). This is doubly true once you can move your head around. Their solution doesn't look as thorough as UE4's though.

For programming, the job queue system sounds most interesting, assuming they stop stomping on any attempt to access components on other threads. Pretty much all production engines have had something like this for years. Too easy to be badly CPU bound now, especially with the inefficient stereo rendering.
Up and Coming
March 25, 2014
"HipsterPrimadonna" wrote:
Actually, I've been using Unigine lately and I think they keep it pretty real. Of course I do have a few gripes with it but its such an underrated engine. They have good hardware support for OR, etc.


Unigine:
Prices

UNIGINE SDK is available on a per-case basis.

Please contact our business development team for further details.

From what I remember, didn't Mythic purchase the engine at something like 3 million or so? So, assuming they'll accept a single-indie dev.. $5000? $10,000? roughly?

Don't get me wrong, the engine is freaking amazing, as is UE4 and the other "big time AAA engines", however, they're realistically out of the price range of us mere mortals :(

Unity 5 is even still a bit outdated, however, I'm pretty excited about it. FFS, they're FINALLY getting a 64bit editor! holy hellz batman
Current WIPs using Unreal Engine 4: Agrona - Tales of an Era : Medieval Fantasy MORPG
Up and Coming
March 26, 2014
I hope you can make VR games with the free version of Unity 5
Up and Coming
April 2, 2014
"saviornt" wrote:

Don't get me wrong, the engine is freaking amazing, as is UE4 and the other "big time AAA engines", however, they're realistically out of the price range of us mere mortals :(


UE4 is 20 dollars / month, but you can unsubscribe and use it indefinitely after the first payment. They encourage people to do this, actually. The only thing you miss out on when not subscribed is updates / marketplace assets. You can always pay 20 dollars some time later and get the latest version.

There is also a 5% royalty on all sales.
Participant
April 3, 2014
"Pokey" wrote:
"saviornt" wrote:

Don't get me wrong, the engine is freaking amazing, as is UE4 and the other "big time AAA engines", however, they're realistically out of the price range of us mere mortals :(


UE4 is 20 dollars / month, but you can unsubscribe and use it indefinitely after the first payment. They encourage people to do this, actually. The only thing you miss out on when not subscribed is updates / marketplace assets. You can always pay 20 dollars some time later and get the latest version.

There is also a 5% royalty on all sales.


yea thats my biggest issue with UE4 subscription. 20 bucks a months is awesome and its really hard to not take that over 75$ a month at face value. my math might be wrong but 13,200$ profit seems to be the even point between the two so long as you are only buying one license. When you consider your game could be a hit 5% all the sudden seems really steep when compared to an extra 660$ a year.
Up and Coming
April 3, 2014
But realistically, would you rather use sub-par framework than "lose" 5% of your royalties (which is your engine use fee)?