It seems UE5 must be transformative for RTS and top side down views games, lets hope there are some in production.Dare to count the number of cars ?
It seems UE5 must be transformative for RTS and top side down views games, lets hope there are some in production.Dare to count the number of cars ?
It would be an odd omission to mention collab with The Coalition but not any Sony studios if there was collab. ¯\_(ツ)_/¯Can you point to some of the people that said Sony also helped out? Is there any proof of that?
I did this in my demo run yesterday. I placed a car in the middle of the highway and all the cars would stop. Same with at an intersection, placed a car diagonally in an intersection and all cars stop. Of course it's a demo and developers would be able to tinker the code to get around this but I thought it was funny and was looking for a way to block most traffic around the city with the least amount of cars used.Dare to count the number of cars ?
Taking cheap shots to garner likes while not contributing anything of note. I like your style…. We both know that’s not what I was arguing but continue.
I feel the need to remind everyone of the B3D FAQ, which you probably haven't read in a long time, where we actually had a policy of keeping discussion healthy by avoiding getting bogged down in personal toing-and-froing of accusations and criticisms of posters.What are you contributing 'of note'? You're just repeating how unimpressed you are. When people point out the unique things this engine is doing, you just hand-wave them away.
Your posts perhaps aren't garnering likes because you're bravely swimming upstream against the supposedly blinkered masses here, they're just generally hyperbolic and making weak arguments - if they're making any at all.
Didn’t this already happen with Halo Infinite?
Outside of hardware RT Pascal supports most of the features DX12 ultimate requires though no? BTW has it ever been clarified what hardware bits are required for mesh shaders?Ha I knew someone was going to bring up Halo infinite but no I don't think that's the same thing. Halo Infinite is just a case of poor optimisation for Nvidia GPU's. The delta between AMD and NV GPUs in that game ranges from last gen all the way up to the latest DX12U GPU's. It's not a matter of weaker DX12U GPU leveraging new features to produce a better output than a stronger DX12 GPU as I've speculated about the Matrix demo.
Apparently the One X outperforms a GTX 1080 in Halo Infinite which is categorically a more powerful GPU in every way and shares a pretty similar featureset. Hopefully over time Nvidia will close that gap through driver updates as has happened with some other games that started out in this state. At least for the newer GPU's
What's infamous with the fences? They look superb to me!some shots of the infamous 3D fences
some shots of the infamous 3D fences...
just for comparison, spiderman MM
Great! Now we just need better IA. It's supercreepy when characters just stop there when you're in their way, staring somewhere else, instead of avoiding you and even giving you an annoying look.
I think he meant noteworthy. As in, wow a wire fence that isn't just a 2d texture but actually a fairly intricate 3D model.What's infamous with the fences? They look superb to me!
Outside of hardware RT Pascal supports most of the features DX12 ultimate requires though no? BTW has it ever been clarified what hardware bits are required for mesh shaders?
Looking at some of the screenshots I can imagine something like this happening at take2
CEO - GTA6 engine developers, can you come in here for a second
CEO - sorry to say with the work you've done over the last 2 years on the new engine for GTA6, but you're all fired
CEO - get me epic on the phone now
J/K of course
Epic is well setup for success due to the revenue structure. Both Unity and Epic only need to work on the engine and they do so without the need to stop and develop a game on the side.In seriousness, there's the question of time/cost/manpower being thrown at big budge non -UE5 games. For Rockstar for instance, how far does their usual art brute force LoD + SDD get them towards a Nanite complexity?
For lighting, I think we'll see plenty of solutions that are as good as or yield better results than Lumen.
If it takes five times as many developers years longer to make a game comparable to a UE5 title though, it's going to get hard and harder for beancounters to avoid UE5.
(I assume we have a 3rd part vs in house engine thread somewhere? Guess we need a Gen 9 version)