#ue4-general

1 messages ยท Page 188 of 1

frosty copper
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It's like, if a second Netflix came along

wary wave
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Hulu :p?

vale osprey
#

with itch you need to market yourself, basically just as with steam now

frank escarp
#

Uplay and Origin are a thing

wary wave
#

(Amazon?)

frank escarp
#

and everyone hates them

frosty copper
#

๐Ÿค”

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... yeah, bad example I s'pose. xD

wary wave
#

Hulu and Amazon did what every Steam competitor failed to do

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and spent money on having content to actually draw people into their platforms

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a lot of money

frosty copper
#

problem is, a lot'f people have a shitload of stuff on Steam already

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so it's not like they'd be buying it again ๐Ÿค”

vale osprey
#

you spend money to make money, in case of Valve they would bother only when their own sales plummit

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which will happen I guess in few years

frosty copper
#

Does make me wonder what's happening up at Valve.

surreal viper
#

๐Ÿป

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๐Ÿท

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๐ŸŽ†

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that's all ๐Ÿ˜„

vale osprey
#

technically there is very little point to publish on steam now, if you do marekting yourself and can convince GOG to take you on board

obsidian nimbus
#

they run around with pink vives on their heads

wary wave
#

people will buy a killer app if it isn't on Steam

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if Itch had had Minecraft as it's killer app, everyone would be using Itch by now

surreal viper
#

i didn't buy an EA only game just cause it wasnt in steam :/

wary wave
#

Factorio is another example

surreal viper
#

also no way will i buy anything from windows store ๐Ÿ˜„

wary wave
#

I haven't bought an EA game in years because I'm pretty much done with EA games

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they haven't put out anything interesting in close to a decade

obsidian nimbus
#

early access?

cloud cobalt
#

Most games aren't system sellers or killer apps, they're good or average and succeed based on the platform

wary wave
#

Electronic Arts

vale osprey
#

yeah Factorio was selling for a year or more from their own website

wary wave
#

years

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Factorio was pretty successful outside of Steam

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but yeah, most games aren't going to sell a platform, you need to commission or get a lot of exclusives and wait until one pays off

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(like Amazon and Hulu did)

surreal viper
#

@wary wave unravel looked interesting and so does a way out

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second is developed by the guy who worked on brothers tale of two sons

vale osprey
#

long term it might be better to stick to "transparent" system like itchio as it's something that is easy to replace when needed, humble bundle have their widget too

wary wave
#

both of those are independent studios with publishing deals, but I can't say I'm very interested in either

vale osprey
#

get used to marketing outside of steam, patching and drm on your own and etc

surreal viper
#

still the first is origin only and most likely the second will be too ๐Ÿ˜ฆ

wary wave
#

oddly enough, I think if Discord could raise the capital to commission some decent games, I think they could have a chance to set themselves up as a curated marketplace

surreal viper
#

drm on your own ???

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why would you spend time on drm as an indie dev? ๐Ÿ˜ฎ

wary wave
#

in the gaming world they have an enormous userbase already

surreal viper
#

the only reason for hackers not to break your game is if nobody cares about it in the first place

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sounds like wasted time and money

wary wave
#

it's possible more people are using Discord than Origin at this point

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okay, I way underestimated

vale osprey
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@surreal viper to offset your game being "bombed" on g2a

wary wave
#

there are nearly as many people using Discord as Steam

surreal viper
#

huh discord could be a cool

wary wave
#

broke 100 million users last year

surreal viper
#

platform

frosty copper
#

@surreal viper agreed. If people want to not pay for the game and still play it, they damn well will find a way, and after minor DRM to keep the normal people at check, any more becomes detremental to any legit player

vale osprey
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you need a minimal DRM to prevent reselling of the same key

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many people still don't understand what G2A is and think that they purchase legitimate keys

frosty copper
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yeah, Key DRM stuff, but anything after that is just... pointless imo

surreal viper
#

anyway as an indie dev I will simply stay with steam cause players used to buy stuff there

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and that can make a huge difference for my game

frosty copper
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If it was made by man, it can be broken by Man

surreal viper
#

even if steam does not give me visibility, I think it effects the sales positively anyway

cloud cobalt
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Steam is a huge sales boost even with zero visibility

fierce tulip
frosty copper
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๐Ÿค” It wouldn't hurt to have the game on both platforms

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... ๐Ÿ˜‚

kindred viper
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or suffer from epilepsy

vale osprey
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not sure about that - non or very little reviews on steam can be worse than publishing on itchio

frosty copper
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did ya have fun with that @fierce tulip ? XD

cloud cobalt
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Needs more Daft Punk

fierce tulip
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i tend to do it quite a bit, sometimes I dont even realize it

frosty copper
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:p

kindred viper
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you should have been around in the 80's and 90's when the demo scene was at its peak @fierce tulip

vale osprey
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very dramatic magic spell VFX ๐Ÿ˜„

fierce tulip
#

crypt of the necrodancer hehe

frosty copper
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๐Ÿค” isn't it also possible to set it up in such a way that a game purchased on Itch can give you a valid key for steam?

vale osprey
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aha ๐Ÿ˜„

frank escarp
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@fierce tulip crypt of the necrodancer OST is great

vale osprey
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@frosty copper possible but you will be publishing on steam then

frank escarp
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even most of the remixes

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i quite like the rock remix

fierce tulip
#

yea i saw a few of the playtroughs

frosty copper
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@vale osprey yeah, still have the notion that releasing on both wouldn't be a bad idea.

vale osprey
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you need to be careful with it, I don't know how it's now but previously, you could get locked into steam for at least a year

wary wave
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Crypt of the Necrodancer does have a pretty good soundtrack

frosty copper
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oh. Fun. x_x

vale osprey
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one of the devs who was here posted on forum about 1-2 years ago how they couldn't sign a deal with publisher because they did Greenlight

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maybe it changed since

frosty copper
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ouch. might be different now since it's not Greenlight

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would like to think it's changed. ๐Ÿค”

vale osprey
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well, it benefits Valve to keep it and I don't know why they would drop it

frosty copper
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that kind of archaic bullshit needs to just...

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๐Ÿค” they're still the biggest games distribution service for Desktop computer games.

vale osprey
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if they would have a separate program without 30% cut it would be nice

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like you just use their infrastructure and pay for it but publish on your own channels

frosty copper
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Sounds like it'd be nice, but can't help but feel like from this convo Valve are turning into the lazy corporate greedy kinda company

vale osprey
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basically, if someone will setup an infrastructure service, it could kill Steam, as professional devs could simply boycott it.

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like practically speaking, if many people would already use something else for "updating" their gamelibrary, then why do you even need steam?

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it's quite anti-consumer at this point too

frosty copper
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you'd just have to combat the convenience for end users then

vale osprey
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and then check actual reviews

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how this is allowed on steam is beyond my understanding

surreal viper
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why does it say Positive and only 27 reviews ๐Ÿ˜ฎ

fluid stag
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6 Jun, 2001

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release date

vale osprey
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cause devs manipulated it

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they have excuse like they show only paying customers or something like that

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it was f2p for few weeks

frosty copper
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There's 1,556 reviews in total

vale osprey
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exactly

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but you don't see it on front page

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the other thing steam allows to do is keep re-publishing your game

frosty copper
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huh.

vale osprey
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to flush mostly negative reviews

frosty copper
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didn't know you could do subscription games on steam

wary wave
#

you can

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there are a few different models you can do

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including things like game cafe license options

frosty copper
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huh. interadasting. o_o

halcyon shore
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Oh hey @fierce tulip and @wild kestrel weird where old LBP people pop up ๐Ÿ˜Š

fierce tulip
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weirder where new-old lbp people pop up

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we have been here for yeeeaaaars hehe

frank escarp
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maybe they will appear in that Dreams game?

fierce tulip
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also heya, long time no talk! r1 + XXXXXXXXXXXX

frank escarp
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im still jelly its ps4 exclusive

halcyon shore
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I've been seeing you post stuff on here for ages!

frank escarp
#

that thing would be god tier in PC + vr (it works on psvr)

fierce tulip
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@frank escarp there where some rumors that you can export the meshes you create in it.

halcyon shore
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Been watching your particle stuff grow! Its getting so good im getting jealous ๐Ÿ˜ฆ

fierce tulip
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thanks, long way to go still though hehe

kindred viper
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anyone ever had an error about a blueprint failing to load in editor on startup, but it actually loads?

halcyon shore
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I super liked the new one you posted the other week, the low poly stuff

fierce tulip
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ah yea, fun to make as well

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god your name brings back memories haha

halcyon shore
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yeah looks like it! is it available anywhere im looking for some particles like that :p

fierce tulip
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what you been up to?

kindred viper
fierce tulip
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once its done i'll be putting it up to the marketplace

halcyon shore
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uh recently ive been getting into making a game, I made a vr game which was at Day of the Devs

fierce tulip
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sweet

halcyon shore
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tried Unity for a while ๐Ÿ˜ฎ but I'm bad at coding so I've jumped to UE

fierce tulip
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its funny, sumo & tarsier are also using ue4 more and more, so we slowely see more and more lbp peeps appear

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hyperdude as well

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think ive seen jump button do something with it

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grumposUK

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@glossy relic

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I mean

halcyon shore
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I meet David Dino at EGX last year

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oh hey Gruntos XD

fierce tulip
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nuclearfish has been using unreal/udk a loooot as well

latent moth
#

Hello, I don't understand why my weapon spawned in game is bigger than the preview that I get when I set up the socket.

halcyon shore
latent moth
#

Raildex told me to set the socket properties to absolute but I can't find that property anywhere

fierce tulip
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glitchfish is here somewhere as well

halcyon shore
#

Jumpbutton been working on their game for ages

fierce tulip
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last time I saw something from him/them/whatever he tried a kickstarter which failed hard. mainly because he used generic tiling stuff from some generic unity pack and not-as-good gameplay

halcyon shore
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yeh, the idea seems to been done quite a lot. Sorta looks like Owlboy

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sorta

frank escarp
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@fierce tulip not rumors, its confirmed

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they will allow you to export models

fierce tulip
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and @wild kestrel got mastablasta to make music for him during last ue4 gamejam hehe

frank escarp
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the issue is that PSVR is trash

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and PSMoves are crappy

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the technollogy of it, on the higher resolution and much more accurate and 360 tracking of PC, would be awesome

halcyon shore
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im trying to look for arty people to help me with my game but its hard ๐Ÿ˜ฆ

frank escarp
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becouse it would leave oculus Medium, and Tilt Brush into the absolute dust

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@halcyon shore good luck mate i have successful projects released on ps4 and cant find artists

fierce tulip
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yea, people have mouths to feed.

halcyon shore
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ahaha

fierce tulip
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imho sometimes its better to get people to contribute small things instead of trying to keep em project-long

halcyon shore
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I can make low poly stuff but I want good low poly stuff ๐Ÿ˜›

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yeh I got lots of people I met when I was doing team fortress 2 stuff

frank escarp
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im glad i can use asset packs

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currently developing procedural dungeon systems, based on grid aligned sections that get arranged well

halcyon shore
fierce tulip
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nice! always good to get work on such platforms

halcyon shore
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yeh working with Valve was very interesting

fierce tulip
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I bet hehe

uneven maple
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Hi, does anyone have experience with AR (augmented reality) for Android and iOS?

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What plugin or sdk did you use for this?

fierce tulip
kindred viper
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@uneven maple 4.19 has a template for it.

fierce tulip
#

proud

halcyon shore
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Oh I saw these particles

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looks cute af

frank escarp
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@fierce tulip congrats

halcyon shore
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ill buy it on pay day :p

frank escarp
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your gameplay clips look somehow choppy

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in the trailer

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some of them look like the frames arent quite right

fierce tulip
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I didnt make it hehe

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ยฏ_(ใƒ„)_/ยฏ

uneven maple
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@kindred viper For android too?

frank escarp
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i really like the artstyle of the game

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did you release on pc?

halcyon shore
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It says at the end?

kindred viper
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I cant recall. I just say "ARKit Template". I presume its for mobile as half the bloody engine is these days :p

tall pendant
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@frank escarp ? yes.

fierce tulip
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@frank escarp yuz

tall pendant
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only World 1 tho ๐Ÿ˜›

fierce tulip
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we added some additional maps since

uneven maple
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@kindred viper Thanks

fierce tulip
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and currently doing an additional optimization pass amongst other things.

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I improved/redid most vfx

frank escarp
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how is it running pn consoles?

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alpha heavy effects like particles tend to work horribly

fierce tulip
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I moved most to masked

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but even prior I think we hit the 720 & 1080p mark

frank escarp
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30 fps?

fierce tulip
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(after a huge optimization pass)

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that I am not certain and cant ask, team is celebrating atm XD

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and I am here doing other work <_< hehe

frank escarp
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it aint easy to release on consoles

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how did it go on the review part?

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do you know how many times you failed sony QA?

fierce tulip
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overall positive, around 6.5 - 8.0 scores

tall pendant
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it ex interceptor / 3D Realms

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iirc

fierce tulip
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yea, now its slipgate & 3drealms, with license now owned by thq nordic

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Iunno, quite a few times for sure @frank escarp

frank escarp
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i failed 2 times and passed the 3rd

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doing all the testing myself is super problematic

kindred viper
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did they outlay where you failed or just left you to figure it out?

fierce tulip
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they give somewhat decent reports

kindred viper
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beats Oculus then.

frank escarp
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yup, they give you a exact report

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and in the "VRConsultation" part

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(only for vr games)

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they actually give you videos of EVERY bug they find

kindred viper
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thats awesome

frank escarp
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to show you exactly how its broken

tall pendant
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Oculus just rejects w/o any info?

frank escarp
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for example they complained about zfighting in some zones of DWVR

kindred viper
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they did for a game I worked on yeah

frank escarp
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and they had a video of the exact corner that was zfighting

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oculus essentially has "passed/notpassed" on each item

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Playstation gives you the exact bug they found, and direct repllication steps

latent moth
#

So... here's what I mean: IN GAME vs IN SKELETON EDITING... I don't get why the gun becomes bigger. Any ideas that I can try?

frank escarp
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socket transform

latent moth
#

what do you mean

fierce tulip
#

anyways @halcyon shore nice to have you around :)dont become a stranger!

frank escarp
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your socket/bone is not 1 size

latent moth
#

I do not apply transformation

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I just create the socket, add a preview, only MOVE it (no scale)

halcyon shore
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@fierce tulip Ye I'm sure ill be around more ๐Ÿ˜ƒ Gonna have more to show of my stuff soon ๐Ÿ˜„

willow wave
#

Hello everyone, are here any french people online?

vapid spoke
#

Yes, why ? @willow wave

plush yew
#

Hello,
I have a trouble.
When I apply a material in a huge mesh, it scale up with the mesh. There is a way to scale down the material? I tried with landscape coords but it's really innacurate

willow wave
#

@vapid spoke i'm romanian, working on a project which needs to be in french. can you help me translate some things from english into french?

vapid spoke
#

ok

plush yew
#

heya

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i have some questions

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*:3

languid shard
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oh, preview 4 just got released

cloud cobalt
#

Preview 4 ?

languid shard
#

4.19 prev4

tawdry narwhal
#

sweet

cloud cobalt
#

More like 5

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Preview 4 was a week ago

tawdry narwhal
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I'm just waiting for the substance plugin to make the upgrade

languid shard
#

uh yeah maybe ๐Ÿ˜‚

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just noticed that ue4.19 had an update

cloud cobalt
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Yeah

wary wave
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preview 4 was a while ago, we used it for the game jam xD

plush yew
#

i just want to ask how legit is it to use a 3d model from a game and import it to urs ?

frank escarp
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around incredibly illegal and incredibly illegal

plush yew
#

have you heard of copyright

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i just ask*

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if it's free to use it's free to use

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cuse copyrights stuff

kindred viper
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@plush yew think thats done in the material with scaling of the uvs

plush yew
#

how a developer should find out it his model ?

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if i modifie it its not more the same

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lel

frank escarp
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its usually very easy to know

wary wave
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^

frank escarp
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and seriously, thats jail tier illegal

plush yew
#

but how is it if i modiefie it

frank escarp
#

unless you live in china

plush yew
#

like its 3d model from a car

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and i just delete the branding

frank escarp
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a company did it

plush yew
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can i use it then ?

frank escarp
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got bankrupt from the lawsuit

plush yew
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im such noob ^^

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but i want learn a bit

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so im not allowed to use the car ? if its from a game ?

wary wave
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learn by doing, not by ripping

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you can't use ANY model you do not have explicit permission to use

plush yew
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i understand

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aww

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doing them by my self would break evrything

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im not a company

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lol

cloud cobalt
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Most of us aren't companies either

kindred viper
#

welcome to the machine

plush yew
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or i buy those models

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legit and i need to have evrything documentet

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lul

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<<< goes in a corner and cry

kindred viper
#

im in the same boat dude. I cant afford to buy models, so I just use placeholders and get someone else to do them. My current project I ripped CS_Office from counterstrike to use as a test level ๐Ÿ˜„

plush yew
#

sounds nice ^^

cloud cobalt
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@plush yew Real talk : most of us here work alone or in small teams. We don't have large art teams to do stuff.

kindred viper
#

naah it looks terrible

cloud cobalt
#

You can do one of two things : buy more assets, and reduce your scope

plush yew
#

i want make something simple

kindred viper
#

i only needed the layout so i dont mind

plush yew
#

but i need some models

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lol

cloud cobalt
#

"Something simple" is something you can do all by yourself

plush yew
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ehhh

cloud cobalt
#

If you can't, surely it's not that simple

kindred viper
#

cube.fbx

plush yew
#

mhhh

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damn isnt there a grey zone ?

cloud cobalt
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People who learn gamedev often say stuff like, "I just want to do PUBG with racecars"

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"simple"

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"Just like WOW but with dragons"

plush yew
#

i want make a train sim with maby 1 line

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but i would need the model

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for first

cloud cobalt
#

That's hardly simple stuff

plush yew
#

lul

tall pendant
#

a simple cs:go but with good graphics

kindred viper
#

empty the greyzone is called greyboxing. Just use stuff as placeholders, then switch it out as you can afford it

plush yew
#

mhh

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there to much objects that i need

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hehe

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evrything would be grey

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xD

kindred viper
#

if its functional at least there is something to see, then you can try get funding based on actually having something to show

tall pendant
#

the grayness of life

plush yew
#

im empty ^^

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mhh

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sad i dont know where to start then

obsidian nimbus
#

epic has a lot of free models u can use, some of those look a lil like a train i guess

plush yew
#

mapping a bit round would make fun

cloud cobalt
#

Start with very small games

plush yew
#

and then triggering evrything i dont have any experience

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aww

cloud cobalt
#

Really, just start with a small puzzle with cubes

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Serious advice

frank escarp
#

the first game i published was Deathwave

cloud cobalt
#

Nothing in your first game is going to be any good

frank escarp
#

3 levels made out of some free asset packs

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and some enemy skeletons and stuff from mixamo

plush yew
#

making a map isnt that hard i guess

frank escarp
#

the code literally cant be simpler, some basic shooting mechanics and basic as fuck ai

plush yew
#

and making a object roling on a track

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aww

frank escarp
#

hahahaha, level creation is super hard

kindred viper
#

I saw your DWVR on PS Store the other day vblanco. it was 3rd in the display of VR games

frank escarp
#

@kindred viper country?

kindred viper
#

uk

plush yew
#

aww

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i didnt start and give up

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my dream is over

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.>*

frank escarp
#

@kindred viper i sell beetween 3 and 4 times more in the USA

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yet somehow im frontpaged in euro, while im not in usa

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gonna do the report about sales to epic, btw. Have to pay my 5%

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wich is actually more than just 5%...

kindred viper
#

@plush yew If you can't make a whole game, make the parts you can, then maybe get others looking for portfolio peices to donate time for the other stuff. There are plenty of people who will do a week's work to get something out there

tall pendant
#

so its ~7.5%-10%? @frank escarp

frank escarp
#

yup

tall pendant
#

aye

plush yew
#

@kindred viper ty for tryn help me

frank escarp
plush yew
#

i would need someone who teach me a bit

frank escarp
#

page 2 in the psvr hub in the playstation store (spain, pc)

plush yew
#

mhh

frank escarp
#

beetween skyrim vr and rec room lol

safe rose
#

@plush yew Rahahhahhha

plush yew
#

pshht ^^

safe rose
#

Pay me

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Newb

plush yew
#

-.-*

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im not such pro like you

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<4

safe rose
#

Pssh, not even close to being pro

plush yew
#

xD

kindred viper
#

we all start at the beginning

plush yew
#

u know i respect ya work *:P

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and im a fan

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*:D

safe rose
#

All you need is some patience and dedication

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And an open mind

kindred viper
#

it helps that its also fun. I treat it like playing an MMO. Everytime I play I level up

safe rose
#

Mostly you will be learning on the job

plush yew
#

its fun still watch ya guys how u develop *:P

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<4

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ill try

safe rose
#

The issue with "just watching" though

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Is that everyone does things differently

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And chances are, if you start to work on something, your brain will think of doing an implementation a different way than what you may have seen in the past

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Also the issue with watching tutorials, but those are worse.

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Good trap

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Zombie Watching

plush yew
#

and demoralize tbh

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-.-*

kindred viper
#

im optimising something I wrote over a year ago, and I really want to remake it from scratch and use new stuff I learned since. Which is a good sign

cloud cobalt
#

Being a pro always start the same way

#

Just learn

plush yew
#

ill try ^^

#

pew pew

safe rose
plush yew
#

*:P

safe rose
#

Cheater

plush yew
#

glitch user x)

#

i hope u stream today ^^

karmic thistle
#

guys, something is buggin on my UE

#

do you know what type of USB is it and what is the 10 number?

#

is this probably causing me problems? i had there connected my keyboard

languid shard
#

10gbps ?

#

SuperSpeed USB 10Gbps

karmic thistle
#

could it make crazy a normal 2.0 keyboard?

languid shard
#

"Works with both existing 5Gbps USB 3.0 hubs and devices, as well as USB 2.0 products" from the USB.org website

karmic thistle
#

for some reason usb 3.0 doesnt me allow to use Xbox Controller for testing games, y have to connect it to normal 2.0

#

maeby i should dont use this usb port?

languid shard
#

might be some faulty usb3.0 controller drivers then

#

check if you need to install a driver for these

karmic thistle
#

i will try, thanks LFL

languid shard
#

all good ๐Ÿ‘Œ

sudden agate
#

UE 4.19 P5. Engine still crashes when trying to type something into the console โค

languid shard
#

huh that's a weird crash @sudden agate

#

have you tried reinstalling ?

sudden agate
#

yes

languid shard
#

how the fuck can you dev without a console ๐Ÿ˜

obsidian nimbus
#

in play in editor mode?

#

seems fine for me

languid shard
#

I'm using 4.19 everyday and have no issue with the console, either in editor or in pie

fierce tulip
grim ore
#

I got my PS4 code for that a few days ago. Itโ€™s definitely a lot more enjoyable kicking back in the bed using a controller.

#

Runs great on the pro as well, no issues so far and looks great.

fierce tulip
#

glad to hear ๐Ÿ˜ƒ

halcyon shore
#

is there anyreason why ue4 just randomly freezes?

surreal viper
#

yes

halcyon shore
#

why ๐Ÿ˜ฎ

surreal viper
#

ยฏ_(ใƒ„)_/ยฏ

kindred viper
#

Anyone know a way of turning off all the Comment Bubbles when zoomed? I can't see an option for it in preferences and I have soooo many comments that it would take the piss to do it manually.

fierce tulip
#

there was an option for it afaik, but not sure where.

kindred viper
#

there are individual options but I cant find a global one

#

nope. now I have to go through every one and turn them off. Seems a bit counter productive

#

ugh only a few hundred comments to do. can I really be arsed?

paper rampart
#

Wanna come to my nest?

#
  • Berg is tiden - 2018
kindred viper
#

might see if I can be lazy and trawl the bp for them in text ๐Ÿ˜‰

paper rampart
#

rogerson.

#

HELLO?!

#

jk.

#

but hi! ๐Ÿ˜„

#

๐Ÿ‘ ๐Ÿ‘„ ๐Ÿ‘

kindred viper
#

hey

worn granite
#

And, to make it even better, I don't think it sticks.

paper rampart
#

i know sticky stuff.

#

if you know what i mean.

#

hehe

#

il leave now. bye guys.

worn granite
#

I've had comments not stay removed

kindred viper
#

hmm forgot blueprints are binary. scuppered again

worn granite
#

LUL

#

maybe you can cut the nodes and then process that text before pasting?

fierce tulip
#

^ dutch for dick

worn granite
#

What, LUL ?

fierce tulip
#

ye

worn granite
#

idc doesn't matter to me LUL

fierce tulip
#

quite an offensive one as well hehe

worn granite
fierce tulip
#

basically the dutch version of ahole

#

so its always odd to see it written/spoken bij non-dutchies

worn granite
#

Oh I didn't realize it was in that context

#

heh

plush yew
#

Guys,

#

Any good way to make a big ocean without copying and pasting a small plane? (With the sea material)

worn granite
#

make a big plane

plush yew
#

yes, but the texture become too big

worn granite
#

scale it

#

Also more of a joke but would technically be better than lots of little planes.

kindred viper
worn granite
#

You can also detach the scaling from its actual size and then only use planes the size of which are suited to what you can see.

#

Could also take a medium sized plane and move it around with the player and have a larger plane with a material that fades in around the player so they're never both visible

plush yew
#

By texture or landscape coordinate?

fierce tulip
marble nacelle
#

hi guys

#

and girls ๐Ÿ˜ƒ

#

does anyone know what dark magic I have to conjure to change the email on my epic account?

fierce tulip
#

need to sacrifice 12 goats or send @wicked tiger a cute kitten gif.
whichever you prefer.

surreal viper
#

poor goats

frosty bloom
#

Would it not be possible to just sacrifice 12 goats to Amanda?

tame delta
#

Anyone knows why my framerate is always divided by 4/5 when moving the cursor in simulation?

#

drop from 40 to 9, very consistently, gets back up to 40 as soon as I stop moving my mouse

#

It's something I've dealt with for a long time, I always just worked around it but when trying to simulate physics it's a bother to always keep my mouse static lest I break the whole thing

marble nacelle
#

@fierce tulip lol thank you.

wild glacier
#

Someone who is waiting a Spore 2?

spare blade
#

Question about displacement mapping. is displacement maping used very much in game design to add detail to say a creatures face ? Or is it better to stick with Normal mapping ?

obsidian nimbus
#

prolly better to get that info from google and make up ur own mind about that ๐Ÿ˜›

#

they both add detail, now u know whats the diffrence, can look at the free epic stuff how they did it

celest creek
#

Anyone in the LA area looking for work?

#

Looking for someone fluent in Unreal, a technical artist with blueprint experience, C++ a definite plus. If you're a solid programmer we can ease off the technical artistry. Position is for a realtime visualization project for a world famous band. Pretty fun stuff.

#

Message me privately if interested. Literally just starting to look for someone and thought I'd pop in here first. Thanks!

paper kernel
short dagger
#

anyone know why my friend is getting: GenerateProjectFiles ERROR: We couldn't find a valid installation of Visual Studio. This program requires either Visual Studio 2013 or Visual Studio 2012. Please check that you have Visual Studio installed, then verify that the HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\12.0\InstallDir (or HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\12.0\InstallDir on 32-bit machines) registry value is set. Visual Studio configures this value when it is installed, and this program expects it to be set to the '\Common7\IDE' sub-folder under a valid Visual Studio installation directory.

#

he doesn't even have 2013/2012 installed and he's installed the C++ toolset for VS2017

grim ore
#

if it's asking for 2012/13 that seems like a very old version of the code

short dagger
#

apparently he has it on separate drives which, while i'm not sure why it causes an issue, is i'm guessing why it's an issue. that error seems to only pop up if it can't find an install of VS, which if you run the batch command that the error stems from, it's finding it fine on his machine

iron belfry
frosty bloom
#

Wild guessing here, Texture it looks like

upper heart
#

Do you have a lot of textures set to not stream?

weary viper
#

If you are using a lot of textures that are not power of two you won't be able to enable texture streaming on those.

iron belfry
#

well, textures are set to stream, right now im checking the power of 2 thing just to ensure everything streams

timber slate
#

Hey, how should I profile performace for lower spec machines than mine (for VR) ? I have a GTX 1080ti, i7 6700k.

#

Is there a way to simulate it?

plush yew
#

is unreal engine good for making a flight simulator on the whole globe?

livid haven
#

No engine is really fit to handle a to-scale or even highly-reduced scale world out of the box.

#

No commercially available, well-known ones anyways.

#

Kerbal Space Program was made with Unity, but they had to do a lot of gross hacky workarounds to deal with the scale of things and moving the world relative to the ship instead of vice versa.

plush yew
#

why not? tiles are loading when you are near them ๐Ÿคท

#

ue can do that

livid haven
#

Emphasis on out of the box.

#

It's not really as simple as turning on some feature and going to town on making all the world tiles.

plush yew
#

ok ๐Ÿ˜„

#

is gta possible out of the box? ๐Ÿค”

floral heart
#

You've gone from "good" to "possible"

plush yew
#

huh?

floral heart
#

If we're strict, GTA has a bunch of custom features that don't exist in UE4, so it's not "possible".

worn granite
#

Can you define "out of the box" please?

plush yew
#

@Dementiurge#1853 and what if we talk just about the size of the game, everything there, no loading times for the players, after initial loading?

#

you load it once and the whole thing is there.

#

can ue handle such a thing with the size of gta ?

#

(not that i would do such things)

worn granite
#

GTA absolutely has loading times lol

plush yew
#

!

#

I would never try to make GTA!

worn granite
#

you don't see a lot of them, but there are moments that make you wait for things to load

livid haven
#

@worn granite Out of the box as in there's enough functionality right there, without modifying the engine heavily, to achieve whatever is being asked about satisfactorily.

worn granite
#

I mean I'd go with at all

#

Like not a single engine edit

livid haven
#

Ideally. Yeah.

obsidian nimbus
#

i made a map and it was huge, but it sucked

livid haven
#

Star Citizen, for example, had to dramatically alter Cryengine to handle 64-bit positions and introduce a more complex transform hierarchy. Those were pretty deep changes to get the scale they wanted.

#

And they still use a scaled down solar system.

#

Having Earth, to scale, would still be a pretty major undertaking.

bitter meadow
floral heart
#

Looking back at another discussion, world_max is around 20km. Not sure if that's total or radial.

obsidian nimbus
#

aint caves usually done with meshes and not landscape?

bitter meadow
#

dont think so, but im a noob. there are many tutorials that show how to build a cave into the landscape like this one

#

i have done all of it but my character wont fall trough a hole ๐Ÿ˜ฆ

obsidian nimbus
#

I dunno, i suck at lvl editing

#

and modeling, and coding, and some other stuff ๐Ÿ˜ƒ

bitter meadow
#

๐Ÿ˜„

#

No problem

obsidian nimbus
#

hell, im even bad at playing games ๐Ÿ˜›

bitter meadow
#

lol

cyan gazelle
#

hey whats the word for when you pay for 30 days of something but dont get it for 3 of those days so they have to credit you back

#

"i want a 3 day ____ on my bill"

bitter meadow
#

refund ?

cyan gazelle
#

theres another word for it

obsidian nimbus
#

revenge?

worn granite
#

reimbursement

cyan gazelle
#

reimbursement could work

plush yew
#

withdraw

#

thinking

#

honey

stray smelt
#

I'm suddenly unable to add components/tiles to my landscape? I can delete, but not add

worn granite
#

I'd either use reimbursement or just say "I didn't receive service for this period, I'd like a refund/my money back for that period/amount of money that period costs"

stray smelt
#

nvm apparently it was defaulting to no visibility

cyan gazelle
#

i used reimbursement and the girl said ok so im getting 3 days of money back

#

cox sux dix

restive eagle
#

i have an actor with scene capture component, do I need to spawn this actor for each of my mesh i want to display or is it somehow possible to use one?

spare blade
#

Does UE4 support UDIM UV Tiling?

grim sinew
#

Nope you need to use multiple materials if you want multiple texture sets

crisp fable
#

so i was working on my underwater game but as you get deeper it gets pitch black and i got scared

#

so i dont go down there any more

gloomy pollen
#

Has anyone seen a plugin or API or something that allows you to access a shell/terminal on another server? Like a passthrough for a linux shell.

grim juniper
#

Is there a way to use vertex snapping with spline points? I wan't to move points on my spline to line up with the verts on a mesh.

languid flax
#

@crisp fable lol! Underwater games are cool

trim trail
#

when do you think ue4 4.19 will be released?

gritty kindle
#

Hi, I'm relatively new to UE4, I'm having editor performance problems. I have a dual xeon 20 core workstation, 96GB of ram, GTX 1080, etc. Runs Houdini/Maya fine. UE4, when it comes to wiring nodes in material editor is super floaty/laggy .. lit makes it really difficult to work in the software, It feels like, something is trying to take over the mouse position and animate connections for me if that makes any sense. Is there anything I can turn on/off or disable in UE4 to improve performance?

spare blade
#

Will UE Auto generate a lightmap if I havent layed out a texture UV map ?

grim sinew
#

No, it can't generate fresh UVs, it can only repack them.

spare blade
#

@grim sinew I have a very complex piece of architexture I got from a autocad file. So I got lots of little pieces, which I had to combine. To UV this "room" would take too long. So I am wondering if I have to make a UV map in order to get shadow information ?

grim sinew
#

You UV it. There is no other way around it. Unreal cannot generate UVs from scratch.

#

It's not a thing the program is capable of doing, no matter how badly you need it. ๐Ÿ˜ฆ

spare blade
#

I curently have a very bad UV map with lots of overlapping. I have noticed that if I turn on "Overridden Lightmap Res" shadows will fall on my object correctly. Do you know Why am I seeing sucessfull shadows if my UV is so bad

grim sinew
#

Unreal is probably repacking them and making an attempt, but really I can't say without looking at it.

#

Also overriding the lightmap resolution is going to, until the next bake, use fully dynamic lighting.

#

It may just be that.

spare blade
#

I was going to send you a screen grab of my UV channel , but I dont see the point because it is a big tangled block of mesh (Lots of overlapping) Though, the object its self is recieving shadows ?

grim sinew
#

As I said, it's probably dynamic shadows.

spare blade
#

The object is a static object.

grim sinew
#

That doesn't matter, if you change the lightmap resolution and haven't rebaked it.

spare blade
#

Oh so I can only get a true idea of what whill happen once I bake lights? Dont trust the editor ?

grim sinew
#

In the viewport press ctrl+0 to bring up lightmap density view mode, it'll have one square per lightmap pixel. Or you can just push the button to bake lights.

spare blade
#

how do I get out of that "lightmap density view mode"

grim sinew
#

ctrl+4

spare blade
#

Oh man I am screwed, I have a very insane piece of architecture that it sounds like I will need to UV map before I can proceed !

grim sinew
#

If you want static lights, almost certainly.

spare blade
#

Oh so I can get away without having to UV by using dynamic lights ?

grim sinew
#

Yes, but then RIP performance.

#

Unreal isn't built for having a ton of dynamic lights.

#

Especially a ton of shadowed dynamic lights.

spare blade
#

I might be able to get away with having just a few dynamic lights and one postprocessing volume . Does that sound like a workable idea ?

grim sinew
#

I don't know your scene. Try it.

spare blade
#

I am building something like a VR experience of a haunted house. some pools of light here and there but mostly ambient light and ambient shadows

grim sinew
#

If you're doing VR, don't bother with dynamic lights, it's a waste of time. It won't run.

grim flame
#

dynamic lights + VR = no

grim sinew
#

There's no way out of it. UV it.

spare blade
#

I wish I could show you what I have to UV. THink of a decorative chinese temple with lots of wooden screens and slats for light to get in.

grim flame
#

do an auto UV

#

one click

grim sinew
#

It doesn't matter what you have to UV, when you said VR you took away every other option. You cannot use any tricks in VR for lighting.

#

It has to be done, one way or the other.

spare blade
#

I did, in maya. but it basiclly layed out every poly into a 0-1 UV space. Looks like tiny specks. it may work

grim flame
#

all 3d apps have a way to do an atlas UV unwrapping, (quick and dirty way to lay everthing out in the UVwithout intersecting)

grim sinew
#

No, it won't work. You can't have an entire scene UVed on 1 lightmap.

#

You need to break it up into smaller pieces.

spare blade
grim flame
#

holy crap

grim sinew
#

No way in hell is that ever going to work.

grim flame
#

didn't expect somethign like that

#

everthing is tiny

grim sinew
#

You have days of work ahead of you. You're going to need to break apart, UV, and reconstruct the scene.

#

There is no possible way, at all, to make something like this work.

#

Not in VR, not in realtime. You have a lot of work ahead of you.

grim flame
#

you or a professional 3d artist

spare blade
#

Thanks for your info guys. I need to go and cry now.

crisp fable
#

anyone know how to use a 16bit png in unreal?

#

all the options seem to be 8bit and im getting horrific stepping

#

bugger it im using an old unity trick

grim sinew
#

Some of the texture formats support HDR

brave drift
#

One more preview ??? o.O So release will be at GDC date

cloud cobalt
#

Probably not GDC, since that's really far away

#

But yeah, not this week

devout gulch
#

nah on GDC there will be (hopefully) new build with some unannoucned features yet (;

wary wave
#

I'll happily trade unannounced features for polished existing features...

devout gulch
#

it does not sell

wary wave
#

perhaps, but Lumberyard is beginning to look pretty good to me

#

ยฏ_(ใƒ„)_/ยฏ

#

their tools are steadily improving and they have excellent support

#

all without a 5% royalty

#

if it continues, I'd probably be looking at Lumberyard for future projects by the time next GDC comes around

grim sinew
#

Same, Lumberyard's booth, if they have one, is definately going to be on my to-do list this GDC

quasi lake
#

Is there a byteconverter class for UE4?

wary wave
#

byteconverter?

grim sinew
#

I just wish they would get rid of the photoshop/maya plugins like the cryengine v did

quasi lake
#

uint8 converter

#

like:int2uint8*,float2uint8*

#

And the reverse

#

uint8* to int
uint8* to float

#

Need to encode and decode bytes array for network data communication

#

Anyone knows?

#

Or should I use C++ standard library?

devout gulch
grim sinew
#

2017, not 2018 ๐Ÿ˜›

devout gulch
#

ah

#

ok ;d

#

wait

#

I saw email for 2018 I thought..

wary wave
#

@quasi lake - I would probably use 3rd party code for something like that, yeah

quasi lake
#

Is there any commended ones?

wary wave
#

I doubt anyone in here knows

grim sinew
#

Yay!

quasi lake
#

Emm

devout gulch
#

what I do know. Do not even get into CryEngine

grim sinew
#

I hear the docs for lumberyard are a lot better

frank escarp
#

lol

#

lumberyard good docs, what a joke

devout gulch
#

they just as bad as any other docs for any other engine

quasi lake
#

Like for C#,microsoft has its BitConverter to do the job

grim sinew
#

Better compared to the Cryengine, that is.

plush yew
#

i cna personally recommend lumberyard

grim sinew
#

Given, that's not a very high bar.

plush yew
#

they'll be getting their own version of Blueprints

#

it's alredy there, and being actively worked on

devout gulch
#

they have it

#

Script Canvas

plush yew
#

it's the only reason i used unreal for now

devout gulch
#

right now it's crap

plush yew
#

because canvas isn't deep enough

devout gulch
#

but at least

plush yew
#

apart from that, i'll take cryengine over urnealengine any day

devout gulch
#

it's not god damn VM byte code

plush yew
#

sorry, not cryengine, lumberyard

devout gulch
#

that can screw you because asset broken..

grim sinew
#

Until it can compete with Unreal fully though, it's a hard sell to use Script Canvas. Blueprint handles everything from opening doors to full AI. Do they plan on matching all the features like behavior trees?

devout gulch
#

I will try lumberyard again when they add VS2017 support..

#

they have behavior trees

#

I mean whatever was forken from CryEngine at the time

plush yew
#

@devout gulch yea thats a good point, i'm used to having cryengine's full sourcecode

#

never considered that the public versions don't

grim sinew
#

They do now

#

Cryengine's on github

plush yew
#

that said, i'm still paying attention to canvas, and as soon as i feel like it's good enough, i'll switch back

devout gulch
#

anyway for Lumberyard what I really miss is some roadmap

frank escarp
#

i tried lumberyad a couple months ago

#

docs were literally nonexistant

devout gulch
#

I have honestly no idea where this engine is going..

frank escarp
#

and the engine had like 4-5 different systems for coding game logic

#

some of them old, others new and buggy

plush yew
#

Vblanco, then you're stupid, you can use ANY cryengine resource, it's almost all 1:1

grim sinew
#

Yeah, a roadmap for Lumberyard would be great. They have a forum post about what they're up to but it needs to be more prominant

devout gulch
#

Lua, C++, Script Canvas, Componenets..

plush yew
#

and there's a TON of documentation on it

#

i agree there's a bunch of redundant stuff in it

#

but canvas is supposed to unify a bunch of that as well

frank escarp
#

plus flowgraph

#

plus C#

plush yew
#

like the 'vehicle' system that exists in cryengine is a complete abomination

devout gulch
#

Lumberyard doesn't have C3

#

c#

#

that's Cryengine

grim sinew
#

C# is only the CEV, not LY

plush yew
#

it's literally a leftover unfinished 'crysis 1 jeep system'

frank escarp
#

didnt they just add it in lumberyard recently?

grim sinew
#

Not yet

devout gulch
#

nah

#

they probabaly wont

#

they have Lua

#

and ScriptCanvas

frank escarp
#

lol

plush yew
#

Flowgraph is solid though

devout gulch
#

flowgraph is Deprecated

frank escarp
#

flowgraph is garbage

grim sinew
#

I think the biggest barrier to LY right now is the uncertainty of it. Every few months, something is totally ripped out and replaced.

devout gulch
#

it's only for one level logic

grim sinew
#

It's still clearly a beta product

plush yew
#

yeah, but that's an easy fix, inside

frank escarp
#

flow graph is llike UDK kismet on steroids

#

wich was kind of terrible

devout gulch
#

what is really uncertain if amazon just not getbored of it and scrap it

frank escarp
#

ue4 blueprint is FAR better than that

plush yew
#

they wont scrap it

#

0 chance of that

grim sinew
#

They're not going to scrap it, they opened multiple game studios specificially for LY

devout gulch
#

of course there is chance for that

plush yew
#

no there really isn't

#

if you had a clue you'd know that

devout gulch
#

you just as easily close those studios

grim sinew
#

They paid an insane amount of money setting it up, put multiple games in development, set up studios, got a ton of talent, etc.

frank escarp
#

one of those already failed completely

devout gulch
#

For Amazon this money is drop in the water

#

they probabaly make more in two months on AWS

plush yew
#

wew, almost like setting up businesses to push new technology has inherent risks associated with it, @frank escarp

devout gulch
#

then they paid for this game buisness

plush yew
#

who'd have guessed?!

grim sinew
#

LY is Amazon's answer to indie studios not really using AWS too often. It's a long term project for them, just like the Twitch aquisition was.

devout gulch
#

indie studios don't use AWS

#

because it's the most expensive cloud effering

#

offering*

grim sinew
#

Exactly, and LY heavily incentivizes it.

cloud cobalt
#

To be honest, Epic Games might stop doing real updates on UE4 too

devout gulch
#

well we always have Unity

plush yew
#

ill commit suicide before using unity

#

have some decency!

grim sinew
#

And yeah, that's true too. We really have no guarantee -any- company is going to keep making engine upgrades aside from Unity. Nobody but Unity has that much skin in the game where if they shut down engine dev, the company would close.

devout gulch
#

if Epic stop engine development they will shut down too

grim sinew
#

Epic could close down public UE4 updates tomorrow (it would be financially idiotic for them to, but they could) and just coast on Fortnite BR

devout gulch
#

it's their primery buisness

#

guys

#

how many times I have to tell you

cloud cobalt
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It's not unheard of to have companies abandon a wildly successful product because they found something even more successful. Valve is a great example of that, moving from games, to Steam, to VR - every time lowering efforts on the previous business

devout gulch
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that Games do not make any real money for Epic ?

grim sinew
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Yeah, remember Source 2?

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Valve sure as hell doesn't

cloud cobalt
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Valve abandoned HL, one of the most praised game franchises ever

devout gulch
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Epic makes shitload of money now from Enterprise contracts

cloud cobalt
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And they kind of abandoned Steam

devout gulch
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that's why they push engine so heavily in this direction

grim sinew
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Right, from enterprise. Something they could handle on a case by case basis, without worrying about maintaining the public engine releases.

plush yew
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unrealengine is a pain in the dick to use for large projects in my experience

grim sinew
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They could. They won't, but they could.

plush yew
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but that's just my personal experience

devout gulch
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yes, the public releases are just good will to existing customers

plush yew
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it's why i'm happy to use it for my own little projects, but would never accept a job that's based on unrealengine

cloud cobalt
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@plush yew imho UE4 is the best engine for huge projects. C++, access to source code, huge tools for sharing content, etc

devout gulch
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imagine the shit hell hole they would put themselves into if they just stopped giving updates

grim sinew
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Unreal right now, for many, is the best option out of a list of mediocre options. No engine right now has really nailed being good at -everything-. Like if you want to use dynamic lighting, Unreal is immediately the weakest option between LY, UE4, and Unity.

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But they do better than the others in enough features to justify using them.

plush yew
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@cloud cobalt cryengine has a metric fuckton of debug tools, and renderdoc, allowing you to dump literally your entire editor memory into a dedicated debug tool, comes with full sourcecode too, and documentation too.

wary wave
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Unreal's strength is it's suite of tools and community - but if those tools are superseded, then it becomes harder to justify using it

grim sinew
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Nobody has any loyalty to any one engine, and that's the way it should be. We use whatever tool does the job best for what we need to get done.

plush yew
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i'm not trying to be some evangelist here, i'm just saying, the points you offer also exist elsewhere

cloud cobalt
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@plush yew Cry has really shit tools imho

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Like incredibly bad

plush yew
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have you ever used it professionally?

wary wave
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as for documentation, Lumberyard isn't that bad, particularly given that UE4's documentation is often as many as 10 engine releases out of date

devout gulch
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CryEngine lacks, animation tools (good ones)

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good visual scripting

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good particle editor

cloud cobalt
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I've evaluated it against UE4 and the lack of any anim tool, scripting tool, particle or material tool was just not possible

grim sinew
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@wary wave Right, and that's why the new unity 2018 rendering stuff should terrify Epic. Making the rendering pipeline totally open is going to let the community do a lot of cool stuff with it in the coming year

devout gulch
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good cinamematic editor (or just good timeline)

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CryEngine offers anothing beyond good rendering and tools for rendering

wary wave
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(at this point, I wouldn't talk about CryEngine, Lumberyard is quickly becoming quite distinct)

frank escarp
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@grim sinew unity 2018 is going all in on dethroning unreal

plush yew
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it'll never happen

frank escarp
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they want to become the "framework" of choice for all medium and small studios

plush yew
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unless they rebrand

grim sinew
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And it's looking like they can. The stuff they're showing off is incredible

frank escarp
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the ECS stuff for faaaaast game code, and the render pipelines are huge features

devout gulch
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well will see what will happen both Epic and Unity hired some good engine architects 9;

frank escarp
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ridiculously huge features

devout gulch
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and easy to use Job system on game code

frank escarp
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both of them are enough to push teams that would use unreal into unity

devout gulch
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(along with ECS)

frank escarp
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im with unreal becouse i want easy multiplatform VR and multiplayer

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but ive been really close to switching

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due to those 2 features

devout gulch
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in Unity you can calculate object transforms on Jobs

frank escarp
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but unity multiplayer is kind of garbage, so better not

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given i want an MP game

devout gulch
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so it's easy to simulathe thousands of moving objects

frank escarp
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and traces

grim sinew
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That new scriptable render pipeline looks great. After the nightmares I've gone through working with Unreal's shaders in engine source, I want to try it so badly.

frank escarp
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and pathfinding

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alll accessible as jobs, with multithreading

devout gulch
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in Unreal you just throw white flag and say it can't be done

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because it just can't

frank escarp
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and a compiler that tries to find if you are doing weird shit

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and does vectorization (but i dont know how woulld that work)

cloud cobalt
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Ultimately, Unity's strength is that it's their primary business. You can tell Epic sees UE4 as an internal tool they also release to people.

frank escarp
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thats an strenght on both sides

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UE4 is an AAA ready tool

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by default

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becouse its used to build Epics AAA tier games

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Unity team doesnt use unity

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to do games

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thats why default unity is absollute garbage

wary wave
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Having games in development can be healthy as it can steer engine development towards meeting practical requirements

frank escarp
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they worry more about having unity be a "framework"

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for people to customize

grim sinew
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Yeah but Epic doesn't act like it is, not anymore. Like that forum thread that's 2 years old begging Epic to fix dynamic shadow artifacting that's FINALLY getting a fix because someone in the community did it.

wary wave
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I suspect not having games in development is one of the reasons why Unity's tool chain has all the features, but isn't really that practical for larger projects

frank escarp
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Epic only cares about the features they need

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and nothing else

grim sinew
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It seems like UE4's public releases are a side effect, not a goal.

frank escarp
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@wary wave yup

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exactly @grim sinew

cloud cobalt
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The almost exclusive focus of VR for two years in UE4 has hurt my confidence in the engine tbh. I could not care less about VR, and many, many existing features need work, and don't

frank escarp
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Epic creates the engine for THEIR needs, and we get it from sharing

cloud cobalt
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^

frank escarp
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meanwhile im happy as hell with VR

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as it aligns with my needs

cloud cobalt
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You can tell what Epic is developing based on UE4 releases

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It's great that they do games internally

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It's not so great that they shift engine priorities based on that

grim sinew
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If it wasn't for the roadmap, I would at this point say they don't know what they want to do with Unreal anymore.

wary wave
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shifting engine priorities is probably down to how small the team is

grim sinew
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Every six months they shift direction so dramatically

wary wave
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Unity has something like four times as many people

devout gulch
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that roadmap is honestly quite useless

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it's more like wishlist

cloud cobalt
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I'd love for Epic to hire many, many people for documentation

devout gulch
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than roadmap

cloud cobalt
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The UE doc is hilariously bad

devout gulch
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nah I'd rather they hire more engineers to actually work on engine

grim sinew
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Yeah, like how they made a new roadmap solely to destroy all the voting the community did

devout gulch
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engine needs architectural changes

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to compete with unity

grim sinew
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And they did hire some new guys, I remember some tweets about them getting a rendering engineer that was working on frostbite. But it is just single people here and there.

devout gulch
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but there is no internal push to do anything beucase "it works and we don't need it"

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they also got researcher from Avalanche

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and other guy from DICE

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and other rendering guy I know personally

frank escarp
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right now the biggest issue unreal has is mulltithreaded game code (a bitch in consoles), and open world type features like terrain and lighting

devout gulch
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the worst thing

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is that it's not like people at Epic don't want to make those changes

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they do

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they just can't because they are limited by the Epic projects..

frank escarp
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i wonder where all the high end rendering features will go now that Paragon is scrapped

grim sinew
devout gulch
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@frank escarp I just hope that instead of adding high level rendering features

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they finally start refactoring renerer

grim sinew
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There's no doubt of course that this blows the kite demo out of the water in terms of fidelity

wary wave
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it looks good, but I'm always wary of small scenes like this because the assets are more important than the engine

devout gulch
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to render graph (like frostbite or SRP in unity)

wary wave
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it's one thing to render a single scene in high fidelity, it's another to handle a scene with game-like requirements

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it's like Koola's stuff in UE4

grim sinew
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True, but I'm looking at things like how it handles subsurface, the specular on the objects, and the shadows that actually look like they're getting proper penumbra filtering. They're doing some good stuff with this.

wary wave
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it looks amazing, but it's not a good yard stick for what the engine can do

cloud cobalt
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Koola's stuff is real-time at least

wary wave
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demos like that tend to work around limitations of the engine in ways that games can't

devout gulch
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it's just tech demo for their high end renderer

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that's not even done

grim sinew
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And what's important is scenes like this break the stereotypes of what Unity looks like and what Unity can do.

frank escarp
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there is also one thing

devout gulch
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yes, default unity looks like crap

frank escarp
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have you compared ADAM making of videos, against Hellblade?

devout gulch
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because there is nothing really included

frank escarp
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ADAM was extremelly hard to make

grim sinew
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Nope, because I didn't care enough about Adam

frank escarp
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while Hellblade did all the mocap in realtime, with facial stuff

devout gulch
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no post process, no high end shaders, literally nothing

frank escarp
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Adam was mocapped separated from the engine

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they just imported everything from maya/max through alembic and similar

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and for facial animations, they did them in a separate rigs

grim sinew
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This is from 2011

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Live views of mocap in-engine stop being impressive when you look at what was being done 7 years ago

devout gulch
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well yes becefore Crytek starting to investing into everything

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they were on technology forefront (;

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and btw, real time lighting still looks better here than in Unreal ;d

grim sinew
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They still are in some cases. Without using any sort of temporal crap they have shadow penumbras on every light.

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From 2011, that tech has not reached Unreal.

devout gulch
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and good working global illumination

grim sinew
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Yeah. It was what, 1.2ms on a GTX 280?

devout gulch
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it's seems if you want to have something

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you can do it

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we talking about Voxels or LPV ?

grim sinew
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LPV

devout gulch
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I'm talking about Voxels from CEV

grim sinew
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Yeah that's much later than 2011 ๐Ÿ˜›

devout gulch
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it's not like it would be viable in 2011

grim sinew
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I almost forgot, they even had a live link maya plugin to view animations in-engine as you make them.

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Something we're finally getting in 4.19 I think?

devout gulch
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yes

frank escarp
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the maya live link thing was actually a feature for their "movie license"

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wich was licensed separately

devout gulch
frank escarp
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and i wonder if they ever did even one

grim sinew
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top secret tesselated toad tech

devout gulch
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probabaly not, world wasn't really ready for real time move ceation

frank escarp
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kingdom come deliveerance is cryengine

devout gulch
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(has Voxel GI on consoles)

frank escarp
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and its clear they had plenty of issues, lots of engine type bugs

grim sinew
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Wait, there was something that used the cinebox

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I can find it, I think

frank escarp
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glitchy animations, LODs, or physics

grim sinew
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This was done in the cinebox

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Only thing I know of that was

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The actual cinebox itself was leaked a year or two ago too, but by that point it was ancient so nobody cared

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It didn't have anything special about it, it was just mostly a different UI and slightly tweaked tools, but all the core cryengine systems were the same.

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Think that was why it never got a release, it didn't have a space in the market that the engine wasn't already filling

frank escarp
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crytek allways had god tier tech, and bottom tier management

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they had absolutely no clue

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wrong decision into wrong decision into wrong decision

grim sinew
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Yeah, they really did.

frank escarp
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has crytek ever been "right" in a decision since 2007?

grim sinew
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I -want- to use the CEV as an engine, but I don't ever want to deal with them as a company again.

devout gulch
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releasing CryEngine V on github was right decision

grim sinew
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Also damn, these skin shaders. I am still jealous.

devout gulch
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and the not releasing Editor code was bad decision

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so IDK

grim sinew
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Wasn't it released in 5.4?

devout gulch
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nop

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we are still waiting

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from I heard more people left Crytek

grim sinew
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@frank escarp Yes, but not their management. They pioneered a lot of tech that the entire industry relies on now.

devout gulch
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so who knows if there will be even next release ;s

grim sinew
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Their git is busy enough

devout gulch
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maybe but person who invited their new particle system doesn't work at Crytek anymore

grim sinew
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And the person that made SVOGI on the UE4 doesn't work there anymore. It happens. ๐Ÿ˜ฆ

devout gulch
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(that's probabaly because Epic scrapped the idea, I would left too in that case) ":D

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but there is difference when people left propespering company vs the one that is on bring of collapse

grim sinew
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What? Epic scrapping a type of realtime GI? Blasphemy.

honest vale
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I don't understand why people foam on about realtime GI

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there is no feasiable realtime GI system yet

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not with current hardware

grim sinew
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There are plenty of options, but no universal option.

devout gulch
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Voxel GI is quite feasbale

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as Godot and Cryengine shows

honest vale
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leaking and low FPS

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not for general usage

devout gulch
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it's most >general, solution

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but no general solution fits every case

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VXGI would be good

kindred viper
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does nobody use Lumberyard yet?

honest vale
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not feasible with current hardware

devout gulch
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but revoxelises every frame which tanks performance

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it feasiable with current hardware

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SVOTI takes less than 2ms

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idk what are you trying to prove

honest vale
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doesn't it depend on scene complexity

devout gulch
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no

honest vale
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so what's the voxelization radius?

devout gulch
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it simply voxelize scene once

honest vale
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everything in view?

grim sinew
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It doesn't matter if it's feasible. The end user doesn't need to even have it, it's a developer tool to let you visualize a light bake before it happens. ALSO, to make it lighter on the end user, you can precompute the voxels like I think the Cryengine can now do

devout gulch
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and then caches it

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it does not revoxllize scene every frame

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I disagree end user doesn't need it

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there is night and day difference you can make if you have proper dynamic lighting

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with GI

grim sinew
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Right, but I mean on a general scale. EVERY game could benefit from realtime GI, no matter how expensive, because it cuts lighting artist iteration time down from 8 hours to 8 miliseconds.

honest vale
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true