Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

I guess that might not work in games as well as we'd hope though. In real life you might see the same brands of cans or bags, but they'll be in different states of crumpledness. Seeing the same can with exactly the same distortions might, maybe, start to be recognised across games.
Not really a serious concern. The maginal benefit for small clutter is so small -- a few dozen or hundred players might see it and say "oh, that's funny" -- is that worth $300-1000 to avoid? Or even $20 in a hypothetical AI workflow case? Surely there is something better an artist could spend a day on than selecting a different library asset or re-texturing a bag.

(Would be cool to me if we simmed a lot more of this stuff though. I'd love if asset packs moved towards a default posed bag and physics presets that you're expected to generate a crumple for, for your game or scene.)
 
i don't mind reuse of assets if that means higher level of details in games, and make the worlds a lot more believable.
Maybe 1% of players do like me and look around all the little details in pure enjoyement.
i played through Robocop in 30fps mode and started a new game plus in 60fps mode, and i'm happy to see that the level of details seems to have remained the same, just at a little lower resolution.

matrix awakens/robocop
 

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