#ue4-general
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Half the render quality makes the rays from the sunlight look like floating cubes/texels
Yeah well
Not having that is making your game run at 35fps
But yeah, definitely the buffers and milliseconds thing is the thing to go
Oh btw Just to clarify i am not even using any textures
how many post process things do you have mirko?
Just colors
Bloom (convolution), Lens flares, AO, Dirt Mask, and something else i believe
How to optimize the GPU demands of your game.
Can you send us an screenshot of this please?
Not rn, but i rember volumetrics being like at 7ms and Post Process to 4 iirc
wow
You definitely should turn those volumetrics down
Also you might want to use another antialiasing system
Something cheaper
believe the type of stuff your doing is just not stuff the hardware can keep up with unless theres some mistake
i think adaptive framerate or whatever is is a thing
why is unreal so hard :(
Idk
There are games with volumetrics, raytracing, shit, stuff, idk running at 75fps on my computer and then there Is me with some low poly geometry getting 20 fps
Those games have really good coders behind haha
Still, you shouldnt be getting 20fps on that
wtf
This Is literally what i have with volumetrics disabled
ultrawide is many more pixels
There's somethign wrong with your scene
post processing will work on each pixel so, not surprising that is expensive
Nah, there's something wrong there
Ok, so different topic, but any theories on how nanite works? Or lumen for that matter?
With the play in editor
not full screen?
@main pebble my theory is shared memory with a laxed rendering api that only ps5 offers
I thought the feature was platform independent. Or did I miss something?
oh nono, this is not a ps5 thing at all
Better look at my scene
And volumetrics
Its Just some volumetrics
And ue4 explodes
This goes way crazier and I can go more than 15fps fullscreen
Even volumetrics etc
anyone else who cant wrap his mind around this nanite stuff?
any video explaining how this voodoo works?
@weak meteor This is why I'm here lol. Searching for smarter minds
@cerulean sandal You should download Epic demos and look at the fps on them
Mhm
If they run badly, there's something off
Ig
at that point in the vid where he shows the triangles and the game isng running at minus 100fps they lost me hehe
Ok so thx guys for the help, i Will be here tomorrow bc rn Is 1.30~ am so yeah... I Will try everything possible
That moment when you are learning UE4, then hear that UE5 is coming out...
I won't waste my time still learning UE4 right? lol
Okay
Wait, it was for real? ๐
dont bother, better learn Unity
Not really .lul
Fuck it. GoDot it is
learn Godot
GODOT
lol
Fuck Godot. RPG Maker it is
UE5 still has most of the same shit as ue4
just better
niagara for example is in ue4
yeah, i just installed it and it doesn't look much different
I'm most excited for Chaos, and Niagara
niagara has been in forever
I hope they remake them into a decent node system lol
I'm surprised that it's not on the UE4 page news page. lol
im not sure i understand, its been out of experimental since 4.22-23 iirc
we aren't allowed to use niagara at my studio because of how unstable it is on our version of ue4
EG, wasn't production ready
well that don't mean it isn't stable on the most recent version ๐
Hence me saying "I'm most excited for Chaos, and Niagara"
because it's stable and ready to use
tbh proprietary engines crash way more than unreal on a preview state lol
The only thing I can think is that nanite is some more advanced LOD like thing but way better.
Kensei
Volumetric clouds also come in 4.26
You aren't hearing me
@cerulean sandal that sky atmo looked awesome!!
Yh
for a studio to put 1000s of $$$ into an unstable and not fully released package such as chaos is not viable, so I can't really fully invest myself into it right now, once it is fully integrated in egUE5 then I can invest myself into it
i understand that, for chaos, I don't see what's wrong with Niagara in 4.25
if anything Cascade is much more unstable
well i only use perforce, it's more than enough for binary and code
so I guess thats a no
A-lot of us vfx guys are just testing and playing around with the new tools, but nothing will be a viable rout to take until full release or at least a stable release
which both chaos and niagara will be at in ue5 hopfully
which opens a-lot of doors for studios who decide to upgrade or start again
im sorry are you saying that in your experience cascade is more stable than niagara currently is?
Cascade has been ue3/4s default for years so yes
what kind of problems did u have with niagara?
cuz most of my issues with cascade were on the crashier side of things
whereas since niagara came out of experimental I have yet to crash
I am yet to crash with cascade
materials on the other hand
In my experience Niagara just isn't viable in my studio as of now
It will be
but not now
I think we are using an early version of ue4 which probably doesn't help
it has to be cuz cascade has been deprecated for several versions now, and i doubt it will survive in ue5
I think it will be removed completely in UE5
ditto
Cascade will be definitely dropped
Cascade is ded
I am excited for draw calls being a thing of the past
why not just update ur engine and use niagara then
I hope they also deliver Chaos as production ready with UE5
we'll c in .26
Should I start learning unreal now or just wait?
not a 3 or 5 man thing
ur gonna have to upgrade eventually, the more you put it off the more it's gonna hurt
Learn it now
like how much of this is going to change
start now
That's not my decision to make
Our publishers will question how much it will cost
UE4 -> UE5 won't be something like UDK -> UE4, don't get your hopes up for huge list of changes imo
Also I bet most of the features will be released as "experimental"
@marsh cloak well, rock and a hard place then
UE4 wont be better then UE5 what are you nuts!
I wonder if the unlimited poly count works with skinned mesh
They will, lol
Tell me one big feature that Epic released as fully completed, since around 4.18
Tell me one big feature that Epic released as fully completed, since around 4.18
@calm sphinx rep graph
Sequencer, Chaos, Niagara, Control Rig. All released as experimental first
yes
UE5 got just Cancelled, UE64 Confirmed
I can extend the list more
As they should be
but thhere's 2 more versions of ue4 incoming
they will be xperimental there
probably
UE5 wont be here for a while anyway
I don't think they will include UE5 exclusive features in UE4 as experimental
UE5 - Pay now for premium lighting
hah, I highly doubt UE5 is gonna be this giant rewrite of an engine, althho, i wish it was
The most you can get about next gen stuff is 4.25-plus branch in GitHub. It's for next generation games
also, Preview 1 and Launch are gonna be 6 months apart
the guys behind the software are crazy smart, so I think they would have rewrote a-lot of the backend stuff since it's C++ it's quite easy
but currently it only has bug fixes & temp workarounds to make things work in PS5 & Xbox Scarlett
yeah if tomorrow they annnounce ECS is comming im going to get drunk on endorphine
They need to rewrite whole reflection system imo, lol
๐
When the credit cards of mom's pull in more money than investors ever could ๐ค
@calm sphinx maybe Cpp consortium will update cpp to headerless at that time
10 years later maybe
Who remembers Euclidieon
i remember i got pwnd in this discord for being hyped about euclideon
are they still operate? Euclidieon?
ye
So I'm curious
I've read some papers on the tech behind Nanite etc. and it's really interesting.
Never heard of it
But let's assume that none of what we've seen is snake oil or marketing hype
all those those Aussee weirdos
Let's say just making meshes in ZBrush and having them go directly into the game is a viable workflow
So
How would a modeling pipeline look then?
lol C++ will not die anytime soon imo
In terms of unwrapping, texturing
i guess I'll learn it when it becomes relevant
@faint cedar can you texture in ZBrush?
I think it has some rudimentary painting tools
i mean PBR
@opaque bronze People said same stuff for Fortran back in the time 
my guess would be u just UV and sennd to engine
and people said the same "X will kill C++" too 
Pascal, Delphi
fortran is still used in physics thho
Each language can die in the future, we can't know
not srsly Rust is nice
Ye but how do you unwrap a 30 quazildrion polygon mesh
but it's certain better languages will appear with time, and people start using them instead
how is that ur problem, mark the seams and let er rip
@faint cedar just store color in vertex colors =))))
Can someone help me fix my plugin installation?
hah
@modern sinew depends...
You would need to kill all software that is written in that language consider it dead.
where they don't unwrap meshes
what happened to "UE5 is a long long long way away if ever" talk that I I've often read when it's brought up?
@wild kestrel or all developers who can write on
@next badger I got Advanced Sessions working, and then when I moved it to my Project folder so it wouldn't cause a crash every time I tried to package it, it stopped working, so I think I messed up moving it
honestly I still don't understand why it's not just another version
perhaps a silly question, but how does one use Megascans in the project? Models aren't modular and I am not sure how people use it to build worlds that don't look obviously kitbashed with intersecting models.. Asking for a friend for mobile project. ๐
Anyone claiming C++ will, or can die, are clueless honestly
devlopers can switch, project millions of lines of code don't or else you start from 0
megascans for mobile, daium
@faint cedar Can die. To counter that claim, you should tell me why it can't
@modern sinew wdym by "moved" ?
@next badger I copied it over to the Plugins folder for my Project
and now it's just not working
it's not giving an error, but
it's not working
Those languages are not carved on the stones, and I'm not telling they can die like in a year. I told maybe after 10 years.
Also we're not talking about C, but C++.
@calm sphinx - Let's put it this way, the US government still hires COBOL programmers. The body of work written in C++ that is still maintained to this day is gargantuan. The language itself is still being updated even. I'd argue that it's probably being used more today than in the past twenty years, with the amount of documentation and resources growing.
@modern sinew is it enabled in the project still?
oh yeah, next step, game development in FRIKKIN C
@urban gyro why not? There are LODs and 835 SoC and better smartphones are more than capable (although I am working with Oculus Quest)
People also still use Fortran, but this doesn't save it from being "dead"
@faint cedar question is...is it successfully hiring or just permanently waits?
@vale silo seems to me a lot of the detail will be lost, but hey whhatever works for u
@next badger Yes, but the "Has Online Subsystem" node stopped working even though I didn't touch it
@next badger - Apparently it's successful, from what I've heard from some guys browsing for jobs during quarantine.
@faint cedar i see 2 options, they are weirdos who want to loarn cobol, or it's well paid job
well paid compared to other jobs in the same area of expertise (programming etc)
@modern sinew som you made a project to test a plugin, then migrated it to your main one?
@calm sphinx - True but there are more things to factor in. If, and I'm just pulling numbers out of my ass here, you say that "in the 80s, 50% of all software used Fortran, but it still died", isn't the same as saying "in the 2020's, 5% of software is using C++, it can still die", because 5% of software today is probably more than the entire volume of software available in the 80s. Gigantic corporations, least of which are game development studios, actively use C++ and they have a well established workflow, libraries and workforce adept at it.
If you have something like, a blood sugar meter embedded software written in C++ or something like that, do you think that will ever abandon the language?
@next badger I followed the Multiplayer Game tutorial, added in the Advanced Sessions Plugin, and it did what it was supposed to. The problem was that it was causing Packaging to fail, which I then read was because it had to be in the Project folder. I move it to the Project folder, and no crash, but it just stopped working
Admittedly such software will probably never be updated but that's just the furthest end of the extreme.
@modern sinew from engine folder to project folder?
@next badger yes
needs to be Project/Plugins
and you need to re-generate your project files and re-build your project most likely
It's in Project/Plugins
why is the epic online services SDK using c# and not c++?
@modern sinew and you migrated the files?
but wym re-generate? I did rebuild it tho
(And re-enable the plugin)
@next badger I copied and pasted the folder
if it's enabled and no errors are shown, make sure you can access the plugin logic
i'm not talking about existing bps
well, same way you did in the tutorial
yep, form scratch
if it works, then you probably need to relink the nodes, maybe some ue4 serialization issue
4.24.3, sun & sky dynamic lighting, what setting atm am I missing that has clouds show up only during gameplay, not a huge thing just wondering ;))
Ok for some reason the blueprint editor just isn't opening up rn
like, it's showing up
as a tab
but it's not showing on my screen
ok, wait
I right-clicked and selected "maximize" and it's there now
ok, the node pulled up fine, testing it now
Ok, still didn't work
@next badger I was able to pull up the node just fine, but it still didn't detect Steam, despite Steam being open.
hey, can I download older version of unreal engine? I'm looking to download Unreal Engine 3
and you've restarted the editor and the steam?
hmm, no, but I can
@regal mango yes, google for UDK
latest probably http://download.udk.com/UDKInstall-2015-02.exe
@next badger Still nothing
and steam subsystem works fine?
?
Well, there's no errors
how can I check if it's Steam Subsystem that's failing?
@faint cedar You said you read some papers on the tech behind Nanite. Any links you can share or at least a paper you can point me to? Very interested in reading about.
latest probably http://download.udk.com/UDKInstall-2015-02.exe
@next badger thanks
@next badger how can I check if it's Steam Subsystem that's failing?
@dire fjord
Ah. the documentation I saw had the C# at the top
I'll dig through and find the c++ documentation
that must be for unity games
Does anyone know of a tutorial of how to do a skylight recapture blue print such as this? https://www.youtube.com/watch?v=yeiRiOpHZr4 I've been learning UE during the quarantine and I havent done any blueprint stuff which is why I cant replicate something as simple as the youtube video. See 0:19 to see the blueprint in question.
This is a performance test on the function of Recapture skylight, Personally I do not recommend using this system for games, This system depends a lot on the resolution of captures in your scene and will have drastic performance changes
Personally in my project, which uses dyn...
@main pebble - It's basically old research papers from Brian Karis, the main guy behind it.
http://graphicrants.blogspot.com/2009/01/more-geometry.html
http://graphicrants.blogspot.com/2009/01/virtual-geometry-images.html
There has been a lot of talk lately about the next generation of hardware and how we are going to render things. The primary topic seems to ...
Geometry images are one of those ideas so simple you ask yourself "Why didn't I think of this?" I'll admit it isn't the topic of much discu...
I am not sure if Nanite uses this approach 100%, but I am pretty sure it would have to be something in this direction
Thanks so much. Just trying to get my head around how this might work.
To put it really simply (apologies if I misname something or get something wrong) - it stores geometry as textures, the same way runtime virtual textures are stored. It only streams in what it needs, at the detail level it needs, using octrees. Then it uses those textures to just generate triangles at the required places, at the density it needs. Basically polycount becomes a per-pixel cost.
@modern sinew https://docs.unrealengine.com/en-US/Programming/Online/index.html
also, network related stuff on #multiplayer
Overview of the various systems related to the online platform.
everybody, get super fast memory quick, ue5 is going to eat all of it in nanoseconds
Something akin to this I imagine
Again, I might be completely off-base here
This is pure speculation
However, they did mention:
Cool I look forward to reading these when I have a chance. One thought I had was that they made the cost screen space dependent but I had no idea how
For games still being made on the udk, how easy would it be to port to ue5?
That sounds very reasonable DamirH
only 5 ssd's per game
This is important, because, and he mentions this in the blog post I linked, if geometry was turned into textures then it can be texture-compressed much the same way VTs are compressed now.
we used to carry 20 floppies for one game, don't cry, just look at the graphics
and texture compression is crazy efficient these days
sounds very interesting, can't wait to hear more about this tech
My bigger concern really is the editor performance and requirements
new minimum requirements, 3080ti
I'm quite sure super fast memory will be key for this engine
probably
We will all need new motherboards and hard drives XD
is that they stream in the mesh data, you rarely, if ever, have the full mesh loaded into memory.
It'd be impossible for any sort of sane workflow expectation.
Did I miss something on that one? I thought the PS5 just has an off-the-shelf m.2 in it?
this definitely makes up my mind on if I should go with a 1tb or 2tb nvme, bring on the 5!
no, it has super fast memory
I was planning of a new PC build, but i think im going to wait till NVidia announces ampere for this one
it's apparently a custom made ssd for the ps5 ๐คทโโ๏ธ
but, they will allow off the shelf ssds, but only ones that support their super fast chip thing
which so far dont exist yet afaik
at least not retail
@grim orefor how long forums have avatars?
Watch the actual video on the PS5 tech, there is not just "slap a drive in it and call it good" https://www.youtube.com/watch?v=ph8LyNIT9sg
Xbox is similar but not the same, custom silicon as well
This means they can have much smaller buffer in terms of what they need to preload into memory, which means much more efficient streaming possibilities, just keep loading truckloads of data constantly, and only important data
@next badger I can't say for sure but Hevedy mentioned it earlier today in lounge
@grim ore pc still a problem...no pcie4 ssds there
there are pcie 4 SSD's for pc, just the support isnt wide spread
regardless of the interface having custom code/decode chips in the hardware is what is making a big leap for the consoles
all of a sudden just, boom, feast on this for a bit guys
oh yeah I agree on that and even then regardless of the interface you still have SATA SSD's being prevelant
so while 600MB might have been sexy in the past....
hell I have a sata m.2 drive in this machine still because I bought the wrong one 3 years ago lol
interesting, ye, whatever Nanite is it will be bandwidth hungry
But then again
what are the realistic requirements for virtual texture streaming?
I expect it to be in that ballpark
Because like, if it stores geometry as a texture, then it doesn't really care how dense the geometry is
just the resulting VT
But again, pure speculation
well we got what? less than a year till GDC when we might see some more actual factual stuff plus some more info this week apparently
until then, speculation!
one thing is certain, pc master race is 2 stronk
And dreaming about the days us artists can just, make art...
fucking hell, this is going to chance so much
honestly I am just happy that the consoles this gen seem to be very adequate and not holding back dev this cycle but encouraging it
star citizen better become a game quick, or they will have a lot of work on their hands generating this level of art quality
hahaha no chance
lol
wut
that archaic engine is already pushed to its limits, not to mention that they made one swap already
right now we just need to convince people that learning UE4 now is good, no you are not wasting time learning it now, no you didnt waste time on your project that you are working on now, no UE4 is not going to disappear when UE5 comes out, etc.
ue4 will become the engine for mobile
well, just wait for the unity influx
just rename it ue4mobile
we had the influx when ue4 came out , they complained about no C# support and left
hahaa
done, you can pay me now
right now we just need to convince people that learning UE4 now is good, no you are not wasting time learning it now, no you didnt waste time on your project that you are working on now, no UE4 is not going to disappear when UE5 comes out, etc.
@grim ore It was just 4.27 till marketing caught wind of it
lets make a wrapper for the wrapper of a wrapper to make em happy then
its not like renaming for revisions is that odd. Cryengine does it, Unity does it, UE is just slower ๐
I'd be very happy if UE became a bit less accessible. Not looking forward to the influx of "how do I make mmo"
@grim ore people still asking about UDK...
aren't unity people just making anime games?
influx is good, I think it helps drive a lot of good ideas
there will always be ppl asking about how to make a "insert genre"
Unity and UE are merging in terms of quality and usability. I think we will see more people realizing that with 5 coming out
@hoary locust anime games? like? visual novels? there is engine for those specifically
hah, didnt know that
might give it a whirl, i know i guy who can't stop drawing
*there's an engine for that is pretty much true for all genres
But real talk
good april fools joke would be an article where you can just import your unity project into ue5
does ue5 have 2d support also?
HHDHAHD ๐
@fierce tulip where you can run unity in ue5
i think a better joke would be having full games as templates
Does anyone know how to tell if Steam Subsystem is what is failing?
I did a video a few years back for March 31st and released it right before midnight about me dropping UE4 and going back to Unity... Unreal Engine people where not very amused
๐
ue5 will have a blueprint to emulate unity games, in game
@cloud loom seeing how Paper2D is a plugin I would assume so unless they stop supporting them
@grim ore Hahaha that's hilarious, knowing your videos, i probably would have had a death of laughter
@grim ore it was joke, but thanks ๐
it was a good question tho seeing as how Paper2D is sad ๐ฆ it cries in a corner alone at night
I see no reason to remove support for that
it is just a bit overkill perhaps, but why not
I mean we have quality "2d" games in Ue4 as it is now, just have to dev to its strengths
FighterZ is a beautiful fighting game
@cloud loom @grim ore someone released a 2d paper plugin on forums, iirc it cost about 80 bucks
that with spritesheets and such?
it's more advanced ofc
yep, to be honest even tho Unity is strong in 2D its not like there are not better plugins for sale for it as well
hell you had no real UI system for YEAAAAAARS in unity without buying one so the concept of spending money to prop up engine features is not new
https://www.youtube.com/watch?v=yhGjCzxJV3E here the explanation of the fake 2d effect
While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completely different approach with Guilty Gear Xrd in pursuit of an impressive art style that would stand out even in this compet...
If I were to do a 2D game these days I'd probably just run with Godot
@grave spruce but that is 3d...and quite complex one
@grave spruce - Yeah that effect is quite complex in terms of art requirements to get it to work properly.
isnt that fancy shader work
@urban gyro nope
right now I think the goal is to use Unreal Engine to make a near million dollar selling game and just appreciate Epic for all the support they give at no charge
use only in 3 games

in just the right way
I think 2d developers need a good inspiration of what 2d games can be, they need tools to help them develop faster, 2d games are almost entirely art driven, b/c of things like sprite driven hitboxes where its allot of the time just better to redo the art to match the intended or needed collisions instead of messing with art and hitboxes independently, idk i hate everything there is todo with a 2d game, but i feel like its because there's not many tools that drive the creation of 2d assets easily.
@urban gyro characters are custom uved and they have painted custom normals
YOu know
https://trello.com/b/Kl9Pjqfn/paper2d-tasks here the old trello board for paper2d
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
but then if ur gonna do that....just make a 3d game
Hey,
For the past year or so I've been working on a secret project for the marketplace. It's called Pixel 2D and it's sort of a beefed up sequel to my previous 2D platformer pack. While that was in development for 2 months or so, this was developed by a 2 man team in the span ...
u can always use Spriter if u want 2d animation toolset like in 3d
Think of substance painter, or zbrush or 3dsmax but for pixel art. nothing exists, there are things like crocotile 3d but that's just a simple max with a terrible interface ๐ฆ
Spriter is cool, however i can use blender too
blender has 2 plugins for pixelart iirc
or that
guess they are going to have to upgrade eevee XD
Problem is there's no current industry for 2d games so no mainstream 2d tool exists.
It's all just a desolate aftermath of years of abuse lol
3d has its crappy parts too...im stuck animating a bird and the wings are a real pain in the ass to fold
@next badger Thats the other one i was thinking of besides crocotile 3d , just couldnt think of the name thanks!
Just saw the UE5 reveal. Iโm not sure how to respond. Seems like the first real next gen step weโve been hoping for for years
yeah, many people disturbed by ue5
Itโs a paradigm shift. It should make people disturbed
is it tho? people can pull a lot of pbr assets to ue4, and it will run like poop on any hardware that is not next gen?
@plush yew my bad, 2nd one was for unity
https://jamie-rollo.itch.io/mesh-edit
I don't know that much about the Epic Online Services. Would anyone mind giving me a TLDR regarding it real quick?
does EOS warrant the creation of a new channel? 
Yes.
from what I've gathered so far it's just a way to interconnect platforms. Like if u have a game u can have ur psn players play with xbox players playing with pc players
Huh... interesting
how do i "get material" from this Array Element output node? i tried casting to actor, casting to material, instance. i have 10 actors, i want to get their materials from a loop
Neat i did not know about meshedit, i have crocotile3d and sprytile, but, they both dont fill my need, mesh edit def looks like it might but it still has the flaws of the other two, it's only focusing on the pixel art to 3d model part,
what im kinda talking about is pixel art material tools with those 3d tools. Generative pixel art, like substances, mixed with 3dcoat, i think i forgot to specify in my original post but more the 2d art part before actually painting or making the model. and the workflow between it all
for EOS i'm seeing support for things like leaderboards, cloud saves, matchmaking, lobbies, achievements, analytics, etc.
@real pasture that's just the overview on this page https://dev.epicgames.com/en-US/services
@wise lagoon Ty
it's not just that...EOS uses ABI (application binary interface), that lets you write the app in one language and connect to it by app that was written in another, and that aligment is stable (means you can update sdk but not the app)
download the samples and ull c what it does
wtf is that. surely that means unreal just went paid.
unreal needs to add enums as a material function input
Also theres a bug where if you copy a material layer output node into a material, you cant delete it. Probably cause they never expected someone to do that lol.
i've used PlayFab in the past... i'm wondering if EOS provides a lot of similar things that I used that for (cloud data store, friends, stats, and leaderboards)
definitely seems to indicate it may very well
yeah, i think it covers most, if not all, of those
@wise lagoon no services available atm except ticket one
oh
Just to clarify something. Does that mean Epic is proving the servers or do you still do that part yourself?
how do i get the material from this Array Element. i tried casting, i couldnt figure it out.
so the stuff on the "Game Services" page is future???? wha???
u have to host ur own servers
@rancid lynx quite the opposite, unreal (all engine versions, 4/5 retroactive) are completely royalty free for gross revenue < $1 million
taht page sure as heck didn't read like that ... good to know
@wise lagoon
yea thanks. i read that news also but. anything with the word services, and ;get started; usually mean "credit card"
man, thanks for letting me know.... i would've gone off on a wild goose chase for sure
electricity aint free so...
i wonder if u can use eos in tandem with aws for server hosting... id assume so right?
if you literally mean u have to host ur own servers
sure, they say you can pick&choose
yea those services, deserve payment. i wasnt arguing that. i was jus thoping unreal engine wasnt going to follow that dangerous path.
luckly it looks like its not : )
I gotta admit. With everything that happened today, I'm starting to like Epic a lot more. lol
the only thing i hope will be free is hole punching for player hosted multiplayer
If i wanted to edit my bluejay bird say for example for my 2d ballerina game, i need to modify every frame... This is the kinda problem im talking about more specifically if somethings wrong, i have to change all the tiles, then go into 3d and basically start from scratch.
that would be pretty laggy thho no
Theres no option. There really isn't. Weather ur an indie game dev team or a AAA studio that isn't coding their own engine, epic has the best feature set, best tools, best support, best documentation/knowledge base, best payment system...
well theres always unity
not anymore
i had heard they were working on this solution early last year. Good to see it's finally out. Definitely makes sense going forward. Especially if it helps unify the EGS branding across all platforms including cross-progression/achievements
๐
i think today was the nail in the coffin
I'm sure Unity will implement similar tech
@plush yew bro use Spriter, it is infinetely easy to modify animations
about unity... i saw some tweets today about them being in a rough spot... what's the deal on that? i'm out of the loop and couldn't easily find clear info
Theyre so behind. They used to be a ways ahead and they got lazy.
RIP Unity
is unity 2020 finally unveiling their whole non-backwards-compatible engine revamp?
Especially when the improbable/spatial os support fell through.
@wise lagoon This might help you. https://www.reddit.com/r/Unity3D/comments/gj2wuw/what_are_everyones_thoughts_on_the_new_unreal/
so the basis is cost?
wait, unity's model was retroactive???!!
ok, i should probably just go research and stop being annoying lol... i'm sorry i'm a newb to so much of this still
people in that thread talking how mmo's are going to benefit the most out of that tech tho
@urban gyro I do sometimes, I just used pyxel edit to grab a Screenshot of art i made lol
But even so if the pixel art itself is off we still have to go back in to the 2deditor and change the pixels,
no, what im saying is that the new royalty model applies to all games published the moment of that statement, regardless of engine version
back to my Megascans question - do people just kitbash levels using those assets ?
that includes 4.10-5.0
ohhhhhh
Unreal has just become a very financially attractive option since they've raised the profit share bounds significantly.
Unity is in absolute limbo right now. The scriptable render pipelines are chaos and possibly even outdated now compared to what Unreal 5 is offering. The engine is a patch work of depreciated and unfinished features. So many bugs. And they still don't offer the dark theme for free which is now looking super petty after what Unreal just did. (I expect that it'll be free this year after this announcement. Last time Unreal did something like this Unity announced the removal of pro/free feature split.)
*not specifically 4.10, just emphasis
From one of the comments on that post
but i thought it said games released jan 1 2020 and later
im saying when that statement is in effect
@real pasture that thread is so sad ;_;
Like 3d has all these send to x program, making it easy to go from one to one, manually opening exporting, importing praying its right, is so 21st century
@next badger Why you say that? lol
The unreal engine 5 announcement made me more excited for something then I have been in awhile
@plush yew dunno man, if I need 2d animation I just make components, stich in spriter and export a sprite sheet. If I wanna change something I just change that component
@cyan merlin aww that profile is so sad
It seems like people who work on Unity would love to come to Unreal if they supported C#
@cyan merlin i feel the same and i don't really understand why, but it seemed amazing
Tim Sweeny went from mowing the lawn to changing the god damn world today
After calming down some tho I just hope they include an intermediate scripting language and better documentation then what's currently available
@cyan merlin at least give us a picture of the letter e
im kinda happy ue4 isnt runnin c#
I don't believe for a moment that lack of C# is what prevents people going with UE4
or with UE5 for that matter
Ue5 is not a whole new engine, its basically an update. A gigantic, revolutionary update, but an update still the same.
@vale silo it's the lack of up to date content and API documentation
honestly if learning C++ after learning C# is difficult for you, I doubt you'll get a game out anyway
tbh. motion controllers excite me more than more polygons. mouse keyboard controller based games are really boring tbh.
@real pasture imagine they roll up the plugins that can be written in c#...like character plugin , or ui plugin etc
I'm pretty sure it is for many honestly. I meet so many people who can program unity c#, but can't actually program
i've been a c# dev my whole career in general dev and i love c#, but after doing a little unity, i wish c# had multiple inheritance
If Unreal supported c# Unity would be done. lol
EOS SDK has c++ and c# versions
But what if they are all wrong, manually editing them all is tedious! but i guess thats why we pay artists to make it right... but i feel for that work flow its a nightmare, its nothing like making a true 3d game vs a pixel art 2d game. it seems simpler, but were trying to make an engine only work in 2 dimensions when it works in 3
even with all the added ue4 stuff, ue4 c++ seems too complex for many
what if they announced C# support for UE5?
I thought I would not see a new unreal engine 5 so "soon' I guess
it's messy as all hell imo
i think if they can improve on the material editor, even rebuild the entire framework from the ground up and include more hlsl or lower level shader programming support, they will literally have a monopoly
There are Blueprints
how difficult is it to sell a game on epic marketplace? do i have to pay 100 bucks like i did with steam ?
I agree that C++ isn't too hard to learn, but it's not the optimal language for most game scripting, you end up writing so much additional code on top of the logic you were trying to code to begin with that it's just annoying.
hmm good question
Sure, but blueprints are visual. But you are right, most of the c# devs will use blueprint when using ue4 I find
c++ just looks ugly as hell in ue. macros, long ass function calls and names, and then the classes also
Blueprints are for scripting @cyan merlin
And blueprints as amazing as they are, are not a replacement for scripting language
i mean there is the potential to get a dev grant and have your game free for a week, so it would be more than worth it
meh
ue4 c++ is already way easier to read vs normal c c++
yes it is
@rancid lynx marketplace != egs
Can you Imagine if they announce that UE5 supports c# and has better 2D platform? lol
whaaaaaat, nah
i believe the big thing preventing people from touching unreal is "c++ is hard" and "unity is so easy!"
lmao noooo
they have a lot of supporting code already made for you, it is basically c# scripting stuff for most of the gameplay coding
how is ue4 c++ easier than normal c++
@rancid lynx egs is for games, mp for assets and plugins
i didn't hear anyone talk about blueprints until i went to a random local unreal engine meetup just cause and i was blown away
Blueprints are good, don't get me wrong, but you won't see large companies using it outside of prototyping because it's not as performant and basically impossible to maintain
wut ue4 is both the easiest and the hardest. bp and c++, theres something for everyone!
one function call or a property access takes like 50 characters
blueprints beats the pants off unity's wonky, half-baked inspector
But it is still not this click and play unity type c# script stuff
You want to see a good game made only with BPs? Look at Robo Recall. lol
um yeah? it is?
C++ is no harder than any other language, it just gives you more control. and with control comes responsibility, some people don't like responsibilities as developers. ๐คซ
@rancid lynx scroll down https://www.epicgames.com/store/en-US/about
haha
@cyan merlin Epic's own projects have a lot of BP.. If only they made BP to be version controlled like code...
@next badger ty ty ill read it now
imo ue4 c++ is harder to master, but easier to use, Unity easy to master, but hard to use
its royalty based also, huh
Outside of epic making games with their own systems to showcase them lmao
i don't know about mastering, but it is defo a pain in the ass to read
they need more documentation in the materials domain
i spent 8 years occasionally prodding at unity for a week or two once a year and always gave up quickly because it just felt weird and like it was all memorization
did they said when the UE5 is coming out?
late 2021
@frank grove sometime 2021, don't know the exact date
preview early 2021
finally gave unreal a try for a fresh start and wow.... i've messed up ever giving unity a try lol
could probably expect it to come out later
ok thanks
unreal makes sense to me
anyone know how to import fbx models into UE4
import button....
Drag and drop @neon rune
Unreal is the better engine hands down, unless your aiming for 2D
drag n drop an fbx
yeah, i'm kind of sad the 2D pipeline in unreal has kind of just been forgotten about
what there really isnt an up front fee for egs?
@wise lagoon I'm hoping it will get some love in the later ue5 versions
I've tried that, it just ends up as a tiny sphere
Whats the best way to retarget meshes to ue4 default skeleton OUTSIDE ue4 so that when i import the mesh it uses the default skeleton?
A humanoid mesh*
i hope so. If Unreal's 2D pipe was even half of what unity can do, I'd have no reason to tell people to use Unity
I'd say 2d is very functional in unreal, there is not really a lot to update about it, very usable for pretty much any 2d game as is
it sometimes doesnt always work out that way with scaling and stuff, so just play around with it if that doesnt work
If unreal improves it's 2D pipeline unity will kinda lose any advantage
check ur units in blender/maya/3ds max
@heady quartz i beleive maya is the best tool for that ART tools is it called maya users?
mayans
ok
@cyan merlin Unity would die if Epic improved their 2D pipeline
politically correct term
@real pasture i hope epic is secretly at work doing just that although the trello roadmap i found today looks a bit abandoned.... so.... i dunno
i admit i use blender tho ๐คฅ
paper2d was one employee project
oh
nah theyre soaring through the trello imo
I wonder why epic dropped 2D
right on time
paper2d was not an intended plugin, it was developed by sole dev
2D is a very large market
sure, and 3d is bigger
lack of use in 2014
True, but you cant say a market isn't big because the other one is bigger
@silk lintel I use 3DSMax... for everything pretty much because its so familiar :(
thing is so bad i cant even tell you how bad i wish i could trade all my 3dsmax knowledge for blender
the year that was abundant
i didnt say the market isnt big, im comparing it to the alternative
paper2d was not an intended plugin, it was developed by sole dev
@next badger For a sole dev, paper2d is really amazing
cause no one uses 2d lol
@silk lintel
implied compared to the only alternative
Ah
I am a working 3d artist for nearly 15 years now, and it is the best out them imo
didn't Ubisoft announce they were converting to blender?
@cyan merlin im tired okey language words is stuff and idk
i swear i read that sometime last year
rly?
I use it because I want to, I can afford anything I like, but Blender is the shit, it really is
ubisoft uses a custom engine still, right?
like the whole company was just "aight, off to blender land. By crappy autodesk!"
or did they ever transition
Ubi animation studio converted to blender yeah
not sure, but i thought it was still amazing news
thats insane
and Unreal gave them 1.5 mil donation
if uve ever used maya and blender, you will know why they switched
I know Ubisoft joined the Blender Development Fund but total conversion? highly unlikely
@plush yew I'm kind of in the same boat. Blender's not actually terrible if you haven't seen the 2.8 release though. It no longer has that bizarroworld UI and control scheme and now resembles a normal 3D package.
Blender had a great time since their 2.8 release
ubisoft - game engine question mark
yeah, just wish booleans were more intuitive/easy to use...
Blender always was very powerful, but 2.8 changed everything
@lament saddle omg i downloaded 2.8 with highhopes and forgot about it XD thank you im check it out
that was the moment I switched, and never looked back
same
im very happy with blender. but im no high end pro. so i dont know much past low poly.
everything changed when the fire nation attacked
the first 4 weeks were a bitch X_x i nearly quit 5 times
ok,sorry
ah okay ubi is secretive about the engine they use but its their custom AnvilNext + ue4
once i figured out swapping between edit modes and resetting translations, stuff got alot smoother X_x
blender's hotkey editor is garbage tho
ok, yeah, Ubisoft Animation Studios https://news.ubisoft.com/en-us/article/1Fse1XyXzj76UJ1gKFohbz/ubisoft-joins-blender-development-fund-to-support-open-source-animation
i remaped half the keys and the damn thhing never registers conflicts
ha. thats the damn truth. you have to blank out 15 boxes just to resolve conflicts X_x
@urban gyro u literally have to create a save file for ur key mappings and keep it
but ctrl+q is also a hotkey, and what does it do? it quits. gee, great, needed that
and then backtit up in google so you dont lose it X_x
There are good addons for that
@urban gyro @urban gyro @urban gyro
no u just save prefs and ur keyset is done
press x to doubt
no way, i use x for other things
deleting with x is meh
I've been using Blender for a long while.. 2.8x was a great release..
(I used 3DS MAX a way back in the days)
i started with lightwave X_x. im glad i quit for 15 years
unreal also need fluid simulations, even fake ones
aparently ue5 will have em
I used max, maya, and modo for years each, all are great, but I now use Blender, I just love it, flaws and all, it make so much sense to me as a software
i saw the shallow water simulation plugin, but theres zero documentation or info at all
the fact that I can UV a skinned mesh is enough to keep me with blender, add the other things and it's gg for autodesk
when i paint dirt paths on terrain, the textures ZIGZAG between verticies, i know you can "smooth" or "increase vertex" count on terrain, but is there a better option for smoothing the edges between two layers on a terrain, so that they dont ZIGZAG between vertexes? why the hell isnt that an option
Currently it is slowly eating zbrush
good. zbrush should have been cheaper. it deserves to get eatten.
tbh, zbrush pricing model is amazing
compared to others
I dropped what, 600 bucks decades ago and that was it
oh yeah, i really dont get dynamic tesselation when you have to have a really high poly mesh/landscape in the first place
every update is free
or am i doing it wrong
It is super cheap considering
I started with max 5 and a max 5 bible then came 6 with bible and 7 with bible and 8 with bible at the end of life max 8 i was like these bibles are just dust collectors at this point lol
Okay okay, wow blend 2.8 is not bad, i can see myself using this as is, i tried the blender4artists thing the 3dsmax blender conversion thing and it was really terrible even so.
but b2.8 is not bad at all so far
u can say the same about davinci
blender4artists is pointless now imo
@blissful reef sorry for ping, was it You who originally worked on Paper2D?
blender 2.8 ui is amazing, clean, and highly customizable
or is there another davinci im not aware of
reminds me a lot of modo
yeah resolve, u pay once u get ur lifetime
resolve is also great yeah
@blissful reef or it was Michael Noland?
resolve is also great in the free version
basically adobe and autodesk are evil and are eventually going to burn
and i will be there when it happens
what
I really want krita to git gud
cant wait
or something like it
currently no matter how much I hate it, photoshop is king, nothing like it
Would be nice to have a good photoshop FOSS alternative
i cant finish a game... ๐ฆ
@plush yew u post that as if every single living being hasnt already seen it and jumped with joy
We will need to upgrade for sure
minus unity users
whats the problem with autodesk
we dont speak of them
i dont want 90 trillion polygons. i want better controllers. keyboard mouse and console controllers limit games, so boring. id rather motion controller updates. X_x
but photoshop is for photos, and i can't be arsed with those
this tech uses very, very high speed memory, none of our stuff supports that Im afraid
yea. jsut what we need, dust on our rocks : )
nice link, will watch
hello moderators!! yes i am friends with @plush yew i want karma points
lol
thats a...really cool nickname
watching an episode of devs before watching the ue5 demo gave me weird feelings
ps5 load speeds are nuts
the software is moving so fast, i wish the hardware would be faster cause i cheap boy
joke thing
dont worry this is not reddit
the words thing and im tireddlanguage an stuff
how you down vote a comment here
when painting layers on terrain, the layers always follow the vertex grid lines, ((Like the brown road on the left)). is there a way to smooth out the lines, like the on on the right ?
without edge blurring or multiplying the vertex count ..
Lets be frank, most likely not a single one of us can even hit 540MB/s in geometric data with what we have access to at the moment. Let alone GB/s
can you link a tutorial? i dont know wha tto search for. there are too many wrong examples
new motherboards and ssds soon
I agree,and I don't even know what that is
GPUs are not really the issue atm I think
3080 is crazy, sure, but these ssds speeds alone will do a LOT for this stuff
i love throughput
@ruby folio can you show me a tutorial? i tried searching about height maps, but they didnt see to effect what im looking for. too many different examples
why not call it io its ezier
most pc's can compete with ps5 gpu, but not with it's memory
im sorry idk why i said that
maybe cause im sleep deprived and tired and i need sleep
uhuh
yeah... make it bolder
How do i pose said models for animation?
thats the one
rtdm
What i mean is most indie / smaller studios / even some AAA will have a hard time filling 540MB/s in geometric data without just being blatantly negligent about it. 540MB/s is a shitload of information btw. which is an average ssd read speed
@cloud loom "yet"
you dont
one that can handle at most 1 vertex per pixel in terms of geometry
how much can that eGPU buy my i wonder....
you guys realize things scale right hahaha
@dark depot No... New Engine means it neads MOAR POWARHHR
It can absolute run it but you will be bottle necked by harddrive no doubt if its true 5GB/s sustained and 9GB/s boost of SSD speed on PS5
speaking of scale: is the new limitless lighting and "triangle counts don't matter" something new with GPUs?
btw do you guys get tons of friend invites over epics launcher?
or is that some kind of insane optimization that works with existing hardware?
its multi bound dynamic gi lighting
Progressive Buffers is the term your looking for ๐
and needs to work with dirext x and open gl ๐
@dark depot who r u talking to and what r u saying
well im also gonna bounce out, this discord is always taking so much time
theres always someting interesting to talk or argue about
same, im going to do a single-bounce bass of dynamic lighting
fuck
im too tired to edit
^ I never get any work done with discord open. gosh i hate but semi-love you all so much
@plush yew u 2
I thought I was the only one
keeley just legit asked my question
right bye for real this time
Im always checking discord
for the third time
the worst is if u need to ask a question, open discord, ask a question, get ur answer, then u answer like 3 other questions and then u get into a debate over something
basically the gist was "we'll be able to render on next gen at what you just saw... for phones/current gen console/PCs, we'll have some way to emulate what we can with software and auto scale that down"
and thhen it turns into an argument and 3 hrs later ur either proven wrong right or agree to disagree
when painting layers on terrain, the dirt road always follows the vertecies. ((like the road on the left)). how can i make the road look like the one on the right? someone said Height maps, but i cant find the correct tutorial on youtube.
there are many height map tutorials. but i cant find the correct terrain versions.
ue4 terrain layer height map search returns videos from all 5 catagories X_x.
oh. i didnt understand. thanks.
Do you guys have any idea as of to why the hair is being blurred so harshly out? https://gyazo.com/23cf530e3a1375cb6d1421dd1d9e48f5
@rancid lynx What dont you understand?
Hmm, seems to be PP oriented
Edit: Duh. Motion blur
Is it possible to have an object's size hooked up to a variable so the player can resize it btw?
actually there's probably a blueprint node to change the scaling
@modern sinew Just set its scale to the variable
My current project folder is at about 30GB. What folders can we delete that aren't needed? I heard that it creates certain folders that aren't needed.
@brisk urchin they aren't needed for storage...but required for work
@brisk urchin Look up what folders you need to commit to source control.
Delete the ones that arent
Saved and Intermediate folders
does the magic cleanup redirectors clear up much space?
DerivedDataCache can be removed if you store it in the GAMEDIR
i'm hoping that doesn't keep legit copies of assets
@wise lagoon no...just links (like shortcuts)
cool
good to know
definitely makes my git repo explode lol
i gotta get on that p4 setup
@wise lagoon we purchased a cheap nettop($50) and rolled a debian with p4 server
works better than git
pie is arm based, and p4 dropped arm distros few years ago
don't you need to be like a 100-man team to be able to setup source control with backup?
no
easily the most complicated area I've ever run into
eh, i guess that's fair, but i definitely want source control and having that 2nd copy + revisions on a different system sounds nice when i've only got a 500gb storage device
git sucks, perforce sucks
1 man set it up in 2 days, with ssl and modern net tables, 0 knowledge about it
and it's literally impossible to find anywhere to upload to
i got it setup on my local comp and tried to recreate it on a network but couldn't write for some reason... even with the same perms
it seemed pretty straight forward to use, just a little involved for the setup/accounts management
but again, just a little. I played with it one day and didn't revisit after i failed to get it complete end-to-end functioning after a few hours. I was super close though. I'm sure i just missed something dumb
even got the exception in for a nice .p4ignore file.... although it seemed odd that filename has to be set per client
kind of curious how difficult it will be to transition from ue4 to ue5, also what other under the hood changes will be done, will we get float64 for actor positions?
easy multiplayer world rebasing?
dude in this tech demo presentation just said the lines between film and games is about to blur and the industries are going to merge in the not-so-distant futre
interesting statement
well look at the mandalorian
and engines like unreal in particular, are reaching graphic levels that are movie CGI level often in realtime
add to that, AMD forcing everything to finally switch to multithreading fully, and computer performance is literally mutiplying
@wise lagoon meanwhile some people making pixel art games on pico-8
well my current project is an RPG arcade space shooter with a topdown view... so yeah >.>
his point was if movie studios keep picking up unreal to do their movies, then the skillsets are going to merge and allow for the blurring to occur
but ... the project is being worked in such a way that turning it into a full space sim is essentially a boolean toggle
and moving the camera to a different position
not sure how character art will be affected...can characters be 20billions of triangles?
but that lumen feature is what has me hyped the most...
yeah, they literally said in this tech demo that artists will no longer have to think about triangles
triangles won't matter anymore
isnt it essentally voxel art again if triangles are pixel sized?
sounds fair lol
so... are we back to voxel space engine after 30 years? O_O wait who bought novalogic...
i'm out of my depths lol
nvm i am just being old and remembering old stuff
my depths are a puddle
@half turtle UE5 will have Delta Force performance?
i mean ... relatively wise.. maybe? the main attraction of delta force was how big the scenario was back then
UE5 seems to be essentially achieving the same, getting rid of hard poly limits and adding a light system that allows for much bigger illumination seems to point towards bigger scenarios
and it just so happens the lightning system feature might be exactly what i need to further improve my game
(that and float64 for actor position and movement god please)
they said that statue in the tech demo had 30 million triangles and the next scene where they had a ton of the statues they said had over 16 BILLION triangles from the statues alone
all being dynamically lit in real time
just absolutely insane
Nanite is voodoo
agreed
re-watching the demo on my computer, only saw it on the phone earlier. its insane
man, i wonder how much press tech demo today will generate for Unreal Engine that wouldn't have previously been given had the console makers actually shown off real gameplay already
Im curious about how difficult it will be to migrate from UE4 to UE5
Could concentrate on gameplay with placeholder assets till we can start working with UE5.
From the blog post they say it will be forward compatible much like we have now
k
I'm assuming everything in UE4 is included in 5 like niagra and the new sky and such.
Just going off what it says here
I'm trying to create some levels that look like environments in the Blame! anime. What's the proper way to do mega-huge scale levels? I have some bsp boxes that are stretched to 100,000 x 100,000 units for walls, but replacing that with static meshes feels like it'll be resource intensive?
When you move the install folder of unreal engine, how can you tell epic games launcher where the install is?
@misty owl Think about levels like your brain. The more you have going on the harder it is to focus. Its the same for your levels. You want it to always have the smallest amount loaded and showing as possible.
I am on windows
oh
forget everything i just said
i see i read your question wrong
i do not have the answer to that one heh heh.... my bad :\
@misty owl on the technical side, have you looked into this aspect of unreal? https://docs.unrealengine.com/en-US/Engine/LevelStreaming/index.html
Asynchronously loading and unloading levels during play to decrease memory usage and create seamless worlds.
@thin tendon right on, yeah. The playable area will be small, but I want the player to be able to look way out to the horizon, and have it feel gargantuan.
@misty owl break up your walls and use LOD's
@wise lagoon I've looked into level streaming a little, but I don't need the entire level to be playable. I'm just trying to get a feeling of huge scale, while not impacting performance. I'm going to try using some parallax effects, and maybe wind up rendering the "background" as a sort of matte painting. so the game engine doesn't need to do much lighting/shading, if any
oh i see. If it's stuff the player can never get to, then yeah, @ancient lotus got the right answer
There are a few ways. I would do it with LOD's and HLOD. The other thing I have seen done is people replacing the skyphere image in the material.
This is one of the scenes that I'm using as inspiration. Where you look out on the horizon, and it looks like it never ends
You could always just billboard some background imagery as well.
@ancient lotus that makes total sense. Chunks of wall that are further away from the player won't impact performance as much.
Thanks for the advice, everybody. That's a great starting point!
Definitely looking into billboarding backgrounds. that's a great idea
I have a spawnactor blueprint node that every time I load my project has a compilation error, but I "refresh node it" and it compiles fine. But I save it and next time I load, right back to the same error. Anyone seen that before? (4.25 and 4.24)
