[HN Gopher] Unreal Engine 5 is now available
       ___________________________________________________________________
        
       Unreal Engine 5 is now available
        
       Author : laurencei
       Score  : 275 points
       Date   : 2022-04-05 15:36 UTC (7 hours ago)
        
 (HTM) web link (www.unrealengine.com)
 (TXT) w3m dump (www.unrealengine.com)
        
       | rudedogg wrote:
       | What are your options for creating addons/plugins for Unreal
       | Engine? Do they have to be written in C++?
        
         | tomatowurst wrote:
         | Pretty much. It's not for everyone but here's the nice thing
         | about Unreal: If you pay for it using Paypal and it turns out
         | the plugin is not as described, you can get your money back.
         | 
         | Good luck of that ever happening with Unity. I was promised
         | refund by Unity support for a totally non-responsive and
         | outdated plugin that was on sale. They delayed and delayed
         | until I could no longer get a refund.
         | 
         | Having said that I do not recommend Unreal Engine for solo
         | indie development but Unity also feels weird with confusion
         | around which version you need to start with, DOTs etc.
         | 
         | Unity seems like it is it for indie developers but its
         | increasingly a cluttered landscape with lot of shoddy plugins
        
       | Jyaif wrote:
       | The matrix demo project requires 100GB of disk space!
       | 
       | While uninstalling games to free up space to download the
       | project, I noticed that there was no correlation between a game's
       | disk space usage and the amount of fun it provided.
        
         | drusepth wrote:
         | With cloud gaming gaining in popularity at the same time asset
         | detail/sizes are ballooning in size, it certainly feels like
         | we're now ~1-2 generations away from games/experiences being so
         | large most people won't bother installing them locally.
        
         | oneoff786 wrote:
         | Would raw project files be larger than a compiled game? I
         | assume yes. I'm not sure by how much.
        
           | stonith wrote:
           | By an absolute bucketload. Valley of the Ancients was a 100GB
           | project that went down to 25GB packaged if I remember
           | correctly.
        
       | lvl102 wrote:
       | If Epic were public, I'd park all of my retirement funds in
       | there. I've watched this UE5 development and actively developed
       | in it as a non-gaming dev! They're thinking 5-10 years ahead.
        
         | ChikkaChiChi wrote:
         | In 10 years, I think we'll all be using 3D engines like this to
         | develop everything the same way 3D cards were once for
         | gaming/animation only. The tooling has demanded so much and
         | Unreal has pretty much nailed it. If they can make their engine
         | more generalized, it's going to become a killer app.
        
           | lvl102 wrote:
           | In 10 years, I'd imagine you can create an all digital movie
           | or a game within days. Simply by typing a few descriptive
           | words.
        
             | tomatowurst wrote:
             | Post-NeRF world: Google Maps and Waymo would've mapped the
             | entire world, every city, road, terrain, crowd everything
             | you can think of with any range of artistic tones,
             | lighting, weather effects.
             | 
             | It would be just a matter of paying Google a license fee to
             | use their environment in a film or games.
             | 
             | "Hey Google, generate a GTA V clone with cel-shading
             | located in Liberia with Final Fantasy 7 characters but not
             | enough to infringe on US copyright laws."
             | 
             | "Sure, here is the link you can share or the downloadable
             | executable to submit to Steam"
             | 
             | "Good, you go ahead and submit that to Steam and let me
             | know when it hits 10,000 downloads"
        
           | terafo wrote:
           | You should note that I'm an amateur that toys with different
           | game engines from time to time, but I don't think that any of
           | their competitors is even close to be able to catch up with
           | UE even if they have 10 years(not talking about current state
           | of UE, but about state of UE 10 years from now).
           | 
           | Unity does have some nice ECS things going, but overall their
           | tech isn't good(prime reason why is that they don't make
           | games, they make engine).
           | 
           | Main branch of CryEngine is dead as engine that anyone aside
           | from CryTek is using, but Amazon invests a lot into their
           | fork(but it lacks vision TBH).
           | 
           | Godot is good for 2d, but they aren't really going for that
           | kind of experience.
        
       | ladyattis wrote:
       | The Matrix demo is close but the facial expressions are still a
       | bit off like the person who's doing mocap is wearing a mask even
       | if they're not. It'll be quite interesting when they finally get
       | those issues resolved and when developers also try to make more
       | unreal (pun intended) looking effects that interact more with
       | realistic looking settings or characters. Having the freedom to
       | make such a disjointed thing in a 3d renderer like how
       | surrealists use to do with oil paints and the like it something
       | underutilized in cinema and games imo.
        
         | guidedlight wrote:
         | Its possible that the Matrix demo was railroaded in the late
         | parts of development by the purchase of Weta Digital by Unity.
        
         | baby wrote:
         | The only thing that matters is that it's better than previous
         | gen
        
         | f0e4c2f7 wrote:
         | Recently Unity released a video with quite impressive facial
         | animations. Unlike unreal, this version is not yet ready to
         | actually try yourself yet unfortunately.
         | 
         | https://youtube.com/watch?v=eXYUNrgqWUU
        
           | SubiculumCode wrote:
           | Yeah that one is surprisingly good, even if the eyes move in
           | a way that feels like the character can't see. I'm not sure
           | why I feel that way, but something seems empty.
        
         | ChikkaChiChi wrote:
         | The demo was great, but it really fell apart any time the mocap
         | models moved. Despite the animation being great, the movement
         | is still stilted and fake.
         | 
         | The next step change will have to be some form of advanced
         | kinematic rigging that creates advanced motion granularity akin
         | to the graphical fidelity of nanite graphical tech.
         | 
         | UE5 is a step in that direction, but there is still lots of
         | work to be had.
        
           | Xenixo wrote:
           | Absolutely true.
           | 
           | I still want to comment because your comment doesn't do that
           | demo justice.
           | 
           | It's the first time I expierienced that awkward feeling
           | looking into reality while watching the video of that city.
           | 
           | We are Eye opening close to cross over uncanny valley after
           | reaching it that soon.
        
           | thirdwhrldPzz wrote:
           | These tools are still going in the direction of making a
           | person sit in a chair all day.
           | 
           | What will really be a game changer is AI that can generate
           | the bulk structure having been trained on our best of the
           | best hand built models and we can iterate on the emotional
           | details.
           | 
           | I'm working on the "bulk structure" part, training models to
           | generate random game worlds that roughly adhere to the rules,
           | look and feel like everyone favorites right now (while
           | avoiding copyright issues).
           | 
           | After that my goal is empowering consumers directly to nudge
           | the styles in their preferred direction.
           | 
           | I'm mostly motivated by the MBA-ifying of everything. My goal
           | now is to just have AI produce new content for me, even if
           | such a thing puts game developers out of a job. I'm starting
           | to experiment with cartoons as well. Optimizing for myself
           | like we do.
        
         | psyc wrote:
         | Horizon Zero Dawn has the best facial expressions I've seen
         | yet. First I noticed the lip synching was very good. Then I
         | noticed it also seemed to be doing procedural micro expressions
         | as well as small eye saccades. Paired with subtle and
         | expressive voice acting it's remarkable.
        
           | room500 wrote:
           | Do you mean Horizon Forbidden West? Zero Dawn didn't have the
           | greatest animations, but Forbidden West was a huge leap
           | forward.
        
             | psyc wrote:
             | I mean HZD. Haven't gotten to HFW yet. I think the
             | animation below the neck is subpar, but not the faces. On a
             | hunch I checked Last of Us 2. To the best of my
             | observation, the eyelids, circular muscles, and nostrils
             | don't micro-twitch, and the eyes don't regularly saccade.
             | That's what I'm talking about.
        
               | ladyattis wrote:
               | Forbidden West is going to blow you away. Even subtle
               | sarcasm of characters comes through.
        
           | ladyattis wrote:
           | Forbidden West has some of the best mocap with voice acting
           | I've seen in a while since the God of War 2016 game. It's one
           | of those things that's part art and part technology really,
           | but making better tools will get this over the hurdle I
           | think.
        
           | cloogshicer wrote:
           | Are you being serious? Don't get me wrong, HZD is an amazing
           | game, but man the faces are absolute robots. That's not the
           | team's fault though - any open world game with lots of
           | dialogue will pale in comparison to hand animated faces.
        
             | psyc wrote:
             | I'd be happy to view video from a game you think does it
             | better. Also see my other reply.
        
               | vvillena wrote:
               | Uncharted 4 comes to mind: https://youtu.be/KdDHJnqS32E
               | 
               | That said, I agree eye movement is a great way to convey
               | feeling, and Horizon Zero Dawn did it well (and its DLC
               | even better). Yakuza 0 is another example of doing a good
               | job. The exagerated animation style also shows in the
               | characters' eye movements. A great sample is this
               | sequence that, very conveniently, shows a blind character
               | that lacks eye expression.
               | https://www.youtube.com/watch?v=jfVqfelfYHo
        
               | terafo wrote:
               | Last of Us 2, Death Stranding
        
             | outworlder wrote:
             | > any open world game with lots of dialogue will pale in
             | comparison to hand animated faces.
             | 
             | Pretty sure this won't age well - or that it's already aged
             | out. There's only so much animators can do. In the film
             | industry algorithms often augment an animator's work. Often
             | they do the bulk of the work, and animators will fine-tune
             | to get the exact effect envisioned.
             | 
             | Also, artistic animations can look great, but they can also
             | be very inconsistent. Even more so when you need multiple
             | people to work on thousands of lines of dialogue. It also
             | requires an enormous budget - not all studios will have
             | Gollum-like funding for every single NPC.
        
           | dkersten wrote:
           | For me, HZD (and most games really) facial animations really
           | fall flat when the characters smile. They look so.. plastic.
        
       | dom96 wrote:
       | Brilliant! I've been waiting for them to release this together
       | with the Matrix sample. It looks like they have done so but have
       | stripped a lot of the Matrix-specific assets.
        
       | Animats wrote:
       | Nice. Now to download and wait out the hours-long build.
       | 
       | The city from the Matrix demo is available for download. I want
       | to try that.
        
       | ThrowawayR2 wrote:
       | Perhaps it was just a forlorn hope but an announcement of the UE4
       | tech demo of Unreal Tournament 4 updated for UE5 would have been
       | nice.
        
         | snarfy wrote:
         | They crapped all over their community so much I have little
         | faith. We basically finished UT4 for them and they wouldn't
         | even merge the changes in.
        
           | unethical_ban wrote:
           | Any details? I haven't followed UT in some years and wonder
           | if a "community edition" exists.
        
             | snarfy wrote:
             | UT4 is still a free game with some community content.
             | 
             | With no scripting support, adding content like vehicles is
             | pretty much impossible. Blueprints are not sufficient for
             | such a task. A few people implemented them but requires C++
             | and the game doesn't support downloadable c++ mods. The C++
             | mods would have needed to be incorporated into the native
             | side of the game but it never came. There is enough content
             | there collectively for a new game but it would need Epic to
             | lead the way. It's a bit too late now for that.
             | 
             | I play UT4 and UT2004 and UT2004 has a bigger community
             | today, 16 years later, than UT4 does.
        
               | unethical_ban wrote:
               | Gotcha. I'm going to a LAN party this weekend and was
               | wondering if it would be worth it for the gang to
               | install... otherwise we'll end up playing a few hours of
               | UT2k4 ONS-RedPlanet with the extended vehicles mod.
        
               | jcelerier wrote:
               | the time I spent on ONS-Valarna and RedPlanet... thanks
               | for the good memories and have fun !
        
             | ohgodplsno wrote:
             | There was a community led Unreal Tournament working in
             | collaboration with Epic, but it's basically been abandoned.
        
       | unixhero wrote:
       | I am thinking of changing careers because of this engine and this
       | release - so that I can use it to solve things. Very excited to
       | learn it.
        
       | ChikkaChiChi wrote:
       | The Quixel integration is going to help devs quickly build out
       | gorgeous concepts. It will also usher in a new era of asset
       | flippers building garbage that also looks beautiful.
        
       | snarfy wrote:
       | No mention of Verse script.
        
         | oneoff786 wrote:
         | This was disappointing. But I have hope
        
       | [deleted]
        
       | fuckcensorship wrote:
       | > First off, there's Lumen--a fully dynamic global illumination
       | solution that enables you to create believable scenes where
       | indirect lighting adapts on the fly to changes to direct lighting
       | or geometry--for example, changing the sun's angle with the time
       | of day, turning on a flashlight, or opening an exterior door.
       | With Lumen, you no longer have to author lightmap UVs, wait for
       | lightmaps to bake, or place reflection captures; you can simply
       | create and edit lights inside the Unreal Editor and see the same
       | final lighting your players will see when the game or experience
       | is run on the target platform.
       | 
       | Please correct me if I'm wrong, but isn't this basically a
       | software-based implementation of NVIDIA's hardware-based RTX?
        
         | teraflop wrote:
         | As mentioned by others, not really. Lumen can _use_ either
         | software or hardware raytracing as one of its components, but
         | it uses them for different purposes. (One of the downsides of
         | hardware raytracing is that you 're limited to the very
         | specific kinds of acceleration data structures that are
         | supported by the GPU.)
         | 
         | This documentation page covers some of the differences between
         | Lumen's software and hardware raytracing modes:
         | https://docs.unrealengine.com/5.0/en-US/lumen-technical-deta...
         | 
         | And if you want a ridiculous amount of technical detail about
         | how Lumen works, check out this talk:
         | https://www.youtube.com/watch?v=QdV_e-U7_pQ
        
         | Melatonic wrote:
         | Sounds like they have finally put in Global Illum - catching up
         | to what CryEngine had years and years ago
         | 
         | Unreal is really starting to actually be the best of the best
        
           | vhgyu75e6u wrote:
           | Unreal was already the best engine purely on being easy to
           | work with, support from third party programs and community,
           | none of those things can be said about CryEngine.
        
         | ericlewis wrote:
         | I would be surprised if it didn't _require_ an RTX to be
         | useful.
        
           | neogodless wrote:
           | Two things: while Nvidia's implementation of hardware ray-
           | tracing is older and arguably superior to AMD's, they both
           | have it.
           | 
           | And the Lumen / Unity demo was on a PS5, which is using
           | (relatively low-end) AMD hardware.
           | 
           | So it isn't particularly logical to think you'd need Nvidia-
           | specific ray-tracing for the feature.
        
             | ericlewis wrote:
             | Apologies, I meant hardware accelerated being required. The
             | parent comment made it sound as if it were software
             | rendering.
        
               | LtdJorge wrote:
               | Lumen doesn't need any hardware implementation. It can
               | use one if available, though.
        
               | cercatrova wrote:
               | It has a software implementation as well.
        
           | tedunangst wrote:
           | The PS5 demo looked useful.
        
             | terafo wrote:
             | PS5 demo did have hardware ray-tracing acceleration though.
        
         | terafo wrote:
         | RTX is basically marketing term for Nvidia's hardware that can
         | accelerate ray-tracing. Previously you had to interact with it
         | through proprietary Nvidia APIs, but now there is DXR and
         | Vulkan Ray-tracing, which allows to interact with other
         | hardware or software implementations of these standards. AMD
         | have hardware accelerated ray-tracing now(but it's quite slow
         | tbh) and Intel just released their GPUs with hardware RT. Lumen
         | is GI algorithm that builds on RT APIs. You can learn about
         | it's inner workings here:
         | https://www.youtube.com/watch?v=2GYXuM10riw
        
         | nulld3v wrote:
         | From https://docs.unrealengine.com/5.0/en-US/unreal-
         | engine-5-0-re...:
         | 
         | "Lumen implements efficient Software Ray Tracing, allowing for
         | global illumination and reflections to run on a wide range of
         | video cards, while supporting Hardware Ray Tracing for high-end
         | visuals."
        
         | shock-value wrote:
         | RTX provides hardware primitives from which one could build
         | portions of a global illumination solution. Lumen is such a
         | full-featured, turn-key solution which I believe can run in
         | "software" (as in not using dedicated ray tracing hardware
         | functions) or can take advantage of hardware raytracing,
         | including RTX, for some portion of its calculations.
        
       | 6gvONxR4sf7o wrote:
       | I only play with game dev at a hobby level, so can someone help
       | me understand if nanite is an automatic LoD solution?
        
         | jjoonathan wrote:
         | Yeah, but they had to go through hell to make it happen. It
         | took a lot more effort than you might think.
         | 
         | https://www.youtube.com/watch?v=eviSykqSUUw
         | 
         | Some highlights:                   Seam staggering between
         | levels for smooth swaps         Current hardware rasterizers
         | chug on small polys so they made a GPU software rasterizer (!)
         | Actually it's a hybrid rasterizer, and gnarly features like
         | derivatives are supported on both sides         The GPU
         | scheduler chugged so they abused Z-test wave repacking
         | Streaming compression
        
         | ohgodplsno wrote:
         | Not only is it automatic LOD, it also avoids multiple draw
         | calls for a single pixel. If your geometry is so complex that
         | multiple polygons would render to a single pixel in the end
         | (say, a very complex fractal viewed from far away), Nanite also
         | manages to crunch all these polys into one. Effectively, it
         | makes rendering massive scenes a much more constant amount of
         | draw calls.
        
         | rflec028 wrote:
         | Yes.
        
         | teraflop wrote:
         | Yes, that's essentially what it is. It runs a preprocessing
         | step on meshes to generate a hierarchical LOD structure, and
         | then at runtime it uses a custom software rasterizer running on
         | the GPU(!) to dynamically render whatever level of detail is
         | appropriate. The term "virtualized" in the description
         | indicates that chunks of geometry are fetched on demand
         | (analogously to virtual memory), rather than loading the entire
         | fully-detailed mesh up front.
         | 
         | The biggest limitation is that Nanite currently only supports
         | rigid, non-deformable meshes, so it's mainly intended for
         | scenery rather than characters.
        
           | scotty79 wrote:
           | What about the meshes deformed/animated by the vertex shader?
        
             | teraflop wrote:
             | To be honest, I'm not sure. I watched the Nanite tech talk
             | (https://www.youtube.com/watch?v=TMorJX3Nj6U) because I
             | find graphics technology fascinating, but I don't have any
             | experience actually using Unreal Engine.
             | 
             | My understanding is that the Nanite renderer completely
             | bypasses the normal shader pipeline, and therefore
             | deformation using vertex shaders isn't supported. This
             | doesn't mean you can't have deformable meshes in your scene
             | -- they just have to be rendered in a separate pass that
             | doesn't use Nanite.
        
               | ChikkaChiChi wrote:
               | This is how I understand it as well. Currently, you can
               | think about it like those old cartoons where parts of the
               | background that were to be interacted with were a
               | slightly different color to help the animators know what
               | they had to work with.
               | 
               | Since we are so early in the stages of Nanite tech, I
               | expect UE6 will tout some sort of deferred and active
               | Nanite rendering to allow for handoff for deformation.
        
           | M4v3R wrote:
           | Note that you can use Nanite for almost all models in your
           | scene and if at some point a model needs to be deformed you
           | can swap-in a traditional mesh in its place to handle the
           | deformations. That's how cars in the Matrix Awakens demo
           | work, you can check that out if you enable the Nanite view
           | and try to crash some cars.
        
             | terafo wrote:
             | That's pretty slow solution, matrix demo lags every time
             | car crash occurs. I hope someone will figure out the faster
             | way.
        
           | Jabbles wrote:
           | Is Nanite "just" software? Was there something that prevented
           | it being invented 10, 20 years ago? Is it that its choices of
           | detail would not be as good as what artists had to manually
           | choose? Or does it rely on modern hardware, and if so, what
           | specifically?
        
             | terafo wrote:
             | We got much more programmable GPUs over the years, but
             | first consoles with GPUs that could conceivably run Nanite
             | came out only in 2013. And Nanite really loves streaming of
             | a lot of small data packages from drive, and for this SSD
             | is really instrumental. That's why Nanite wasn't really
             | feasible before(you don't really make fundamental AAA
             | engine tech that runs only on PC if you are not Chris
             | Roberts).
        
       | MBCook wrote:
       | I wonder when the first UE5 based games will be released. I can't
       | wait.
        
         | dhritzkiv wrote:
         | While more of a tech demo than a game, there was "The Matrix
         | Awakens: An Unreal Engine 5 Experience"[1] that came out in mid
         | December. It's free on the latest gen consoles.
         | 
         | [1] https://www.unrealengine.com/en-US/wakeup
        
           | SketchySeaBeast wrote:
           | Man that uncanny valley keeps getting uncannier. I wonder why
           | not PC.
        
             | terafo wrote:
             | Because that was alpha version of an engine and it is far
             | easier to ship demo to three SKUs than to a limitless
             | permutations of PCs(and you shouldn't forget that most PCs
             | won't be able to run this with adequate performance).
             | Matrix Demo is available as UE5 project right now and you
             | can download it and build it(it weighs 90 gigs though).
        
             | unixhero wrote:
             | Corporate captive consumer strategy approach.
        
             | pjmlp wrote:
             | Which PC hardware setup?
             | 
             | There is a reason why game studios love consoles so much.
             | 
             | It is mostly the same during 5 years.
        
         | yazaddaruvala wrote:
         | Fortnite has been using UE5 for a few months now.
         | 
         | Although I'm sure there could be a better display of the
         | technology.
        
           | terafo wrote:
           | They haven't enabled Lumen and Nanite yet, they are doing
           | some kind of smooth migration.
        
           | Shadonototra wrote:
           | graphics is not the only part of an engine
           | 
           | - deployment to multiple platform with ease
           | 
           | - easy scripting to make live services easier to iterate
           | 
           | - easy assets cooking, so you don't have to spend too much
           | time to make different kind of assets for different platforms
           | 
           | - collaboration, so your team can work on the same project
           | with ease
           | 
           | - then all the other systems audio/input/networking/terrain
           | stuff etc
           | 
           | Fortnite is available on every platforms in the market (minus
           | the web), their ability to add content and update it quickly,
           | across all of their supported platforms at the same time is a
           | great showcase
           | 
           | Just like Genshin Impact is a great showcase for Unity
        
       | lifeisstillgood wrote:
       | This sort of engine is a vast new vista of computing
       | possibilities- apart from games and films, the opportunities for
       | such 3D environments in many businesses is large (maybe huge!)
       | 
       | So as someone who has never touched game dev, what is the
       | learning curve like - exponential? What is "basic competence"
       | once past "hello world"?
       | 
       | Thanks :-)
        
         | ChikkaChiChi wrote:
         | I jumped into game development earlier this year because I too
         | feel that there are plenty of business use cases for a game
         | engine to power business intelligence applications; especially
         | in VR/AR. It was not only my first time doing 3D, but also my
         | first time using a real IDE. Results have varied.
         | 
         | The first thing I'll tell you is that the tooling for building
         | enterprise apps is woefully inadequate out of the box. The
         | things that come easiest to you, specifically CRUD app
         | building, are much more difficult in a game engine. There are
         | no native UI elements, no theming in the way we've come to
         | expect, and the workflows are all completely different. I was
         | used to building database connected backends, and switching to
         | a state machine model really threw me for a loop. If you have
         | experience building native apps, you're probably going to have
         | a much better time than I did.
         | 
         | As far as learning the interface, that's not so bad. Follow
         | some of the tutorials and you'll be able to get up and running
         | in no time. The rabbit hole for me was understanding WHY things
         | were doing what they were doing, as opposed to figuring out how
         | to do it. Except in those times which I COULDN'T do something
         | natively that I was expecting to be able to do...which happens
         | a lot.
         | 
         | My recommendation is to set up the game engine of your choice,
         | learn how to build to multiple targets, and then craft
         | something you've already done elsewhere to see how you like it.
         | Once you get that going, you should have a cursory
         | understanding that will allow you to flex some creative muscle.
         | 
         | Good luck!
        
         | oneoff786 wrote:
         | A lot of it is learning the engine api and how different parts
         | interact. The basic competence level requires a pretty large
         | body of knowledge. Can you, for example,
         | 
         | Extend a character class, give it a skeleton, an animation
         | blueprint with some animation states that read the character
         | state, hook it up to player inputs, make it do some sounds, and
         | add a bit of flair to some actions it can take?
         | 
         | Can you build a basic ai behavior tree? Run some line traces to
         | interact with colliders so your guy can interact with an
         | object?
         | 
         | Shoot a gun and spawn some bullets that can damage another
         | unit?
         | 
         | Etc.
        
       | Stevvo wrote:
       | From an art workflow perspective nothing even comes close. Just
       | put down your models in the scene, place the lights and your
       | done. All the additional scene setup and art passes that are no
       | longer required really set artists free to actually work on the
       | art instead of optimization and fake lighting. No baking
       | lightmaps, no baking LODs, no hours spent placing 'fake lights'
       | to simulate GI.
        
       | lbj wrote:
       | Just amazing what these guys can do. The UE team and the Nvidia
       | guys are doing 99% of the interesting work in graphics these
       | days.
        
       | oneoff786 wrote:
       | Congratulations epic games team. Extremely impressive. Can't wait
       | to update
        
       | ChicagoBoy11 wrote:
       | Can someone that has experience with Unreal Engine give some sort
       | of approximation of what is required to sort of achieve minimum
       | competency as a developer in it? Like, with web stuff, you can
       | get up and running fairly quickly and slowly scaffold your way to
       | more intricate projects... can the same be done with something
       | like this or is the initial learning curve a bit steeper?
        
         | imnotlost wrote:
         | Good tutorials: https://www.youtube.com/c/RyanLaley
        
         | snarfy wrote:
         | There is a learning curve but it's not too bad. It took me
         | about 6 months to go from zero experience to winning prizes in
         | their 'make something unreal' contest for unreal engine 3. If
         | you have any development experience it should go pretty fast.
        
         | f0e4c2f7 wrote:
         | I saw the launch trailer back when early access came out last
         | year. I had been playing VR pretty often but had never even
         | considered anything in 3d dev because it seemed too hard.
         | 
         | After seeing how far unreal had come and downloading it to test
         | it out I finished up the consulting project I was on I started
         | looking into making VR games.
         | 
         | Initially I messed around with some other projects too but for
         | maybe the last 5 or 6 months I've been working on pretty much
         | just this.
         | 
         | It was a lot to learn but once you understand the core concepts
         | it does not seem that different to me that normal software
         | development.
         | 
         | I'm currently learning how to use c++ instead of blueprints.
         | Each thing I learn makes the engine seem easier and like any
         | other piece of software. There is some cruft but less than you
         | might expect.
         | 
         | I watched a bunch of courses and videos but looking back I
         | think the best place to start would have been the docs. For
         | unreal and blender. They took me a while to work through and I
         | had to stop and Google terms constantly but they were really
         | helpful for understanding some of the basic mental models and
         | terminology in the space.
        
         | lazypenguin wrote:
         | Yes, unreal is quite easy to get started in. You start with a
         | scaffolding immediately when you start a new project. It
         | literally has template options for different game types. It's
         | very friendly to artists as nearly all the art tools are gui
         | driven. Blueprints are okay, I didn't love them for all things
         | but for a lot of things it was okay. Code is harder, you have
         | to read their implementations of things if you want to do
         | anything sufficiently complex. There's not a lot of
         | comprehensive technical material for the internals. Using
         | unreal engine as a programmer feels like the using "enterprise"
         | software in terms of scale and bloat except that it was built
         | by seriously competent engineers.
        
           | realusername wrote:
           | That's kind of the issue I have with those engines as a
           | programmer not coming from games.
           | 
           | Is there any good engine made for programmers? A kind of
           | "bootstrap" of video games?
        
             | ThalesX wrote:
             | > Is there any good engine made for programmers? A kind of
             | "bootstrap" of video games?
             | 
             | There's so many starter kits out there, for Unity at least,
             | even for older platforms such as Ogre3D and SDL, that I
             | think the highest barrier of entry for any programmer is
             | the fun idea.
        
             | Ardon wrote:
             | There are engines across the spectrum, but you might like
             | Godot.
             | 
             | I find it does enough for you that you can jump right in to
             | programming your actual game, while giving you access to
             | the nitty gritty if you want it.
        
           | tomatowurst wrote:
           | easy to get in but way tougher to finish a product. You are
           | literally stuck to using forums and dealing with out of date
           | and incomplete C++ documentation which is a non-starter for
           | anybody without gaming dev experience. You really can't rely
           | on blueprints alone, and it feels way more work than it
           | should be for simple things you could just write in C# in
           | Unity.
           | 
           | Unity isn't exactly perfect either, there's just confusion
           | about which version to start out on but the one that has the
           | most amount of tutorials and userbase seems to be the answer.
           | 
           | Absolutely correct that UE C++ is daunting. You just have way
           | too much responsibility and you absolutely need experience
           | with C++. It also takes more developers who are harder to
           | find compared to Unity devs.
           | 
           | Unreal Engine really isn't it for indie or small studios. It
           | just takes so much longer to make something on it, and you
           | almost certainly end up working with C++ to fix performance
           | issues, debugging, etc.
           | 
           | For large studios especially film studios using it to create
           | 3D environments? It's perfect and those are UE's target
           | market since they are guaranteed to have revenue income that
           | can pay UE since it works on percentage of revenue generated
           | and small studios, indie devs, the risk is far greater.
           | 
           | This symmetric financial incentives mean the indie, small
           | studios are always sidelined as they don't pay the bills.
           | That's where Unity really shines.
        
             | oneoff786 wrote:
             | Yeah I would pretty much assert the opposite of everything
             | stated here.
        
           | joshcryer wrote:
           | One of the things I saw when playing with it is that they
           | emphasize searching and intellisense reliant style
           | programming with autocomplete, ie, make a guess and let
           | intellisense tell you the object/type/whatever you're playing
           | with. So you don't technically have to read their
           | implementations, if you know how to leverage intellisense
           | properly. In fact Microsoft specifically sped up intellisense
           | with Unreal Engine (but the changes affect all intellisense
           | users): https://devblogs.microsoft.com/cppblog/18x-faster-
           | intellisen...
        
             | oneoff786 wrote:
             | Blueprints are very good in this regard. It makes the
             | engine api super discoverable.
        
         | ChikkaChiChi wrote:
         | Apologies, but I made a comment on u/lifeisstillgood that
         | should help answer your question. If you need further
         | elaboration please let me know.
        
         | lvl102 wrote:
         | It is a lot because the platform is now so expansive. I mainly
         | use it for my AI/DL projects and it took me about 6 months to
         | get up to speed. There are many Youtube tutorials. It helps if
         | you know how to use Blender and other DCC tools such as
         | Houdini.
        
           | f0e4c2f7 wrote:
           | I've found unreal to be expansive as well but I'm surprised
           | to hear you're using it for AI. Simulations?
        
       | drak0n1c wrote:
       | The keynote presentation that came out today covers all the new
       | features:
       | 
       | https://www.youtube.com/watch?v=7ZLibi6s_ew
        
       | xmly wrote:
       | Unreal or Unity, which one is easier for a programmer with zero
       | experience on 3D gaming creation.
        
         | oneoff786 wrote:
         | I found Unity to be easier to start with but led to a lot of
         | garbage.
         | 
         | Unreal has a steeper initial learning curve but the system
         | itself is more pleasant and the built in components are much
         | more helpful. I switched to unreal after a couple years of
         | Unity and strongly advocate others to do the same.
        
         | dafelst wrote:
         | I use Unreal in my day job and I am very familiar with it, and
         | I found it much more difficult to learn and operate than Unity.
         | 
         | Even as an Unreal "expert", for personal projects I still use
         | Unity, it is just much easier to get stuff up and running and
         | iterate.
        
       | dummydata wrote:
       | Did they ever get around to building a stable OpenXR toolkit? It
       | seemed like an afterthought last time I checked..
        
         | ChikkaChiChi wrote:
         | Anything specific that isn't working for you? I've had great
         | luck with it.
        
       | FloatArtifact wrote:
       | how moddable is unreal engine without express support of the
       | developers of a given title?
        
       | tehnub wrote:
       | Nice announcement, but I really can't wait for an Apple Silicon
       | build of the Engine. Would love to develop games on an M1 device.
        
         | andreasley wrote:
         | The release notes [1] state that "preliminary support for
         | native Apple Silicon for macOS targets" has been added.
         | 
         | Also, there's now an "Import Xcode GPU Debugger Plugin for
         | Mac".
         | 
         | [1] https://docs.unrealengine.com/5.0/en-US/unreal-
         | engine-5_0-re...
        
           | tehnub wrote:
           | I may be wrong, but I think that is talking about creating
           | games that run on Apple Silicon, not building the
           | editor/engine itself for Apple Silicon (i.e. the dev setup).
           | Regarding the XCode GPU plugin, that is cool; didn't see
           | that, thanks!
        
       | tezza wrote:
       | "Large World Coordinates (LWC)" - fantastic.
       | 
       | My projects use Unity and any time the camera gets 1800m from the
       | world (0,0,0) the camera begins to shake. By 2000m the shake is
       | too violent to use.
       | 
       | So you have to reset the coordinates by a hack if you want a
       | world scale 1:1 map
        
         | oneoff786 wrote:
         | Ue4 used to rely on the world origin shifting hack too. But
         | this has significant problems, especially in multiplayer.
        
         | imnotlost wrote:
         | I just created a new scene in Unity 2020.3.5 and terrain going
         | out to 6000 and a simple camera fly-script to fly around and it
         | all looks good to me - no shaking.
         | 
         | Using 32-bit floating point you'll have 0.1 accuracy up to
         | 100000 at least.
         | 
         | Edit - I just realized 10cm accuracy is not great (and that I'm
         | talking to myself) so I tested with 0.001 and that's stable up
         | to 9000.
        
       | yodon wrote:
       | Has anyone spotted discussion of WebGL render targets?
       | 
       | UE4 could target WebGL but for UE5 I'm just finding a few
       | hobby/fanboy forum posts not anything official from Unreal.
        
         | astlouis44 wrote:
         | Our venture backed startup is actively working on integrating
         | web support back into Unreal Engine, as we see a huge
         | opportunity for a easy cross-platform export target for
         | developers.
         | 
         | We're working on a WebGPU backend right now for both UE4 and
         | UE5, and have already upgraded UE4 to support WebGL 2.0 from
         | 4.24-4.27, as support for HTML5 was removed back in the 4.23
         | release.
         | 
         | Another major innovation is we've imported a more improved
         | compression format (Basis) as part of our pipeline, we've also
         | created an asynchronous set fetching that only grabs the
         | required data that a user needs to see at any given moment,
         | streaming the rest of the assets in the background as
         | necessary. This dramatically reduces load times, which was one
         | of the biggest complaints with Unreal on the web previously.
         | 
         | Website for more info - https://theimmersiveweb.com/
         | 
         | Our Discord: https://discord.gg/cFJV6Yu
        
         | imachine1980_ wrote:
         | Conjecture 1) unreal is overkill for web and I feel ue5 is
         | more, you can make a 500mb web game, but I don't play it 2) web
         | makes no money, except in China, but point 1 still applies
        
         | lfowles wrote:
         | The HTML5 target has been deprecated for several versions now.
        
         | pjmlp wrote:
         | You are better off with PlayCanvas and BabylonJS.
         | 
         | WebGL 2.0 is stuck in 2011 hardware, something like Unreal is
         | overkill.
         | 
         | No wonder they decided to use pixel streaming with server side
         | rendering instead.
        
         | programmarchy wrote:
         | As mentioned, official support was dropped and the community
         | supported extension hasn't been updated in ~2 years. If you
         | need to target WebGL, then Unity is a better bet.
        
           | pjmlp wrote:
           | Even Unity isn't much better, the only good ones are the
           | engines designed for Web specially like PlayCanvas and
           | BabylonJS.
        
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