Unreal Engine 4 now free

Discussion in 'Rendering Technology and APIs' started by L. Scofield, Mar 2, 2015.

  1. Silent_Buddha

    Legend

    Joined:
    Mar 13, 2007
    Messages:
    19,423
    Likes Received:
    10,316
    Damn, no lens flare?

    Regards,
    SB
     
  2. Newguy

    Regular

    Joined:
    Nov 10, 2014
    Messages:
    263
    Likes Received:
    122
    Have to have a colour filter because of the artist's vision too. Nothing like a lovely yellow filter to make it pop.
     
    milk likes this.
  3. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323


    The good stuff starts at the 21m mark.

    Finally goddamn indirect shadows for characters :runaway:
     
    homerdog likes this.
  4. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
  5. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    orangpelupa and iroboto like this.
  6. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    Razor1, Kej, BRiT and 1 other person like this.
  7. orangpelupa

    orangpelupa Elite Bug Hunter
    Legend

    Joined:
    Oct 14, 2008
    Messages:
    10,466
    Likes Received:
    3,190
    I watched some blueprint tutorial and...

    OMG! it looks so bloody easy to use, just like Construct 2!. No need to use programming language :D
     
    Scott_Arm likes this.
  8. Razor1

    Veteran

    Joined:
    Jul 24, 2004
    Messages:
    4,232
    Likes Received:
    749
    Location:
    NY, NY
    blue prints are good for well getting a decent game play layout, I wouldn't use them for a release though, speed wise it has gotten better, but server side work for multiplayer or anything like that, should be done in code.
     
  9. sebbbi

    Veteran

    Joined:
    Nov 14, 2007
    Messages:
    2,924
    Likes Received:
    5,296
    Location:
    Helsinki, Finland
    There are techniques that handle silhouettes as well. For example:
    http://www.inf.ufrgs.br/~oliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf

    I am surprised that nobody has improved these old techniques recently. DirectX 11 introduced conservative depth output, allowing developers to output depth value much faster (does not disable depth culling optimizations). This is important for advanced per pixel ray casting techniques that handle silhouettes correctly (and write correct depth for shadows and lighting).
     
    homerdog, chris1515 and milk like this.
  10. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    It's really nice. You can do a lot of cool stuff with it. The youtube channel with the tutorials for blueprinting and coding are top notch.
     
  11. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
  12. orangpelupa

    orangpelupa Elite Bug Hunter
    Legend

    Joined:
    Oct 14, 2008
    Messages:
    10,466
    Likes Received:
    3,190
    Does Epic have any plan to modernize the UI?
    it looks so archaic, confusing (each icon is very detailed), and blurry on HDPI screen with scaling.

    or its a standard in "AAA" game engine to have old looking UI like that? Unity3D also have the ugly UI. Simply because long time developers will already accustomed to it.
     
  13. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    My guess is it's a matter of priorities. Making the Ui look nice is probably a "nice to have" rather than an actual requirement. The ui is actually very good once you learn it. They have an amazing series of youtube tutorials. The instructor is very passionate and concise. I'm sure improvements to modernize the look of the tools will come, but if you look at the roadmap and known issues, there's a ton of more critical work to do. https://trello.com/b/gHooNW9I/ue4-roadmap
     
  14. tuna

    Veteran

    Joined:
    Mar 10, 2002
    Messages:
    3,550
    Likes Received:
    590
    It is unfortunately often that expensive "professional" SW packages have quite crappy (G)UIs. I work on software that cost more than 100 USD per year/user and that looks pretty horrible. I could go on if anyone is interested....
     
  15. milk

    milk Like Verified
    Veteran

    Joined:
    Jun 6, 2012
    Messages:
    3,977
    Likes Received:
    4,101
    please do
     
  16. tuna

    Veteran

    Joined:
    Mar 10, 2002
    Messages:
    3,550
    Likes Received:
    590
    Actually it is 1000 USD/year/user (+ plugins).

    But anyway, these big, "professional" apps are usually based on really old code (25+ years) and the development teams are not that big. So all changes are really heavily prioritized and making the SW "feel" better is hard to quantify and push through unless the boss really cares. And that seems not to be the case a lot of times....
     
  17. Silent_Buddha

    Legend

    Joined:
    Mar 13, 2007
    Messages:
    19,423
    Likes Received:
    10,316
    When it comes to real life budget, if it isn't consumer facing, functional is orders of magnitude greater than a pretty UI.

    It's also why Windows has a virtual stranglehold on large corporations. There isn't a need to spend hundreds of thousands to millions of USD to update something that works just to have it do the same thing but with newer code. Cheaper to just upgrade the OS and machines and still run code that was created 10, 15, 20, 25 years ago, as long as it still works on the newest hardware and OS. And if it doesn't? Then you stay on the older OS/hardware. Hence why large corporations have a virtual stranglehold on Windows (backwards compatibility is number 1). It's a bit of a vicious circle.

    Also why Mac OS will never gain significant penetration in the corporate space as Apple have no qualms with ditching backwards compatibility and forcing everyone to update their apps/programs.

    Regards,
    SB
     
  18. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
  19. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    Pretty cool. You almost need it to be a 2-player editor, so one person can walk around in vr and rough everything in while the other person works with mouse and keyboard to make sure everything is perfect without gaps etc.
     
  20. pharma

    Veteran

    Joined:
    Mar 29, 2004
    Messages:
    4,889
    Likes Received:
    4,536
    https://forum.beyond3d.com/posts/1934273/
     
    #100 pharma, Aug 2, 2016
    Last edited: Aug 2, 2016
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...