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🧵 Untitled Thread
Anonymous at Mon, 6 Dec 2021 01:25:55 UTC No. 867443
Mandobros...why do they use unreal instead of unity for tv? Unity is just as good.
Anonymous at Mon, 6 Dec 2021 01:54:53 UTC No. 867453
>>867443
It's HDRP isn't realistic and performs worse, while being just as heavy as UE4
Anonymous at Mon, 6 Dec 2021 01:59:22 UTC No. 867455
>>867443
Way more quality people around that knows their way around Unreal. And even if HDRP is getting impressive Unreal still smokes unity in terms of peak graphics capabilities.
Spoken as multiple years Unity dev. Thing to understand is as a small team you're not gonna be able to make use of what either is capable of in absolute terms so there's no need to make a fuss about it. Just be glad that there are two major packages in open competition over the userbase, this serves to make both stronger.
Anonymous at Mon, 6 Dec 2021 02:05:59 UTC No. 867459
>>867453
>It's HDRP isn't realistic and performs worse,
You're supposed to be writing shaders for it. Its exactly the same. You do know how to do this, right?
Anonymous at Mon, 6 Dec 2021 02:41:07 UTC No. 867470
>>867443
No it just isn't.
Anonymous at Mon, 6 Dec 2021 02:46:00 UTC No. 867476
>>867470
can i get a qrd?
Anonymous at Mon, 6 Dec 2021 03:00:12 UTC No. 867478
>>867459
>"just write additional code or use [insert asset store] for features"
Spare me the excuses. That's one of the many issues that you have to bandaid with Unity and it still doesn't change the fact that Unreal can do it correctly and quickly from the very start in just a few clicks.
It might not be grating if you're a furry hobbyist who makes VRchat avatars from people who don't demand much, it's not ideal for people to constantly fight their tools for a TV production with strict deadlines.
Anonymous at Mon, 6 Dec 2021 03:51:53 UTC No. 867493
>>867478
theres no way around it anon - you're going to have to do a LOT more than just a few clicks
Anonymous at Mon, 6 Dec 2021 04:05:05 UTC No. 867498
>>867493
all the more reason to use unreal
Anonymous at Mon, 6 Dec 2021 13:58:56 UTC No. 867574
>Unity is just as good.
No it isn't.
Anonymous at Mon, 6 Dec 2021 14:45:50 UTC No. 867582
Just accept it ex-Unitybros... Unity can't compete with Unreal in visual department.
It's just sad that I spent a lot of time learning gamedev in Unity and only a portion of my knowledge transfers to Unreal, but since I switched I don't really do gamedev anymore, only 3D. Partly because I don't have time, and partly because I'd have to relearn a lot and I just don't have enough skills in neither C++ nor blueprints to prototype my out-there ideas. Basic usual AAA-tier mechanics every game has? No problem, I can do it even faster in BP than in C#. But when it comes to experimental mechanics, I start fighting with Unreal's rigid structure and it's just too much of a pain to bother.
Anonymous at Mon, 6 Dec 2021 16:24:39 UTC No. 867602
>>867582
Either engine can make games look as good as they need to be to the point the top end of visuals is largely meaningless to indies.
You can surpass Red Dead Redemption 2 level graphics in Unity in terms of rendering, chances are you're nowhere near being able to make assets that warrant such fidelity.
Is unreal a more powerful renderer? Yes it is. Does this matter to a indie dev? Prob not.
The quality of your assets will determine how good your game looks and given good assets your game will look great in either engine.
>But when it comes to experimental mechanics, I start fighting with Unreal's rigid structure and it's just too much of a pain to bother.
The quality of the scripting in Unity is what makes it a clear winner for me and why I'd pick it over Unreal any day.
I got into gamedev 10 years ago because I was frustrated how every game still moved and played the same way they did when I was a kid.
I want to write my own controllers, do my own physics and gamemechanics, not build another 'my 1st fps' by flipping stock assets.
Just look at AAA's of today. The visuals keep getting more and more amazing but everything else is falling apart at the seams.
We need responsive animation systems with smooth controls, fluid camera work, AI that has a lot more of that 'I' than it has the'A' etc.
What we don't need is even better visuals that once we start moving is all: https://www.youtube.com/watch?v=k2q
Anonymous at Mon, 6 Dec 2021 22:12:10 UTC No. 867687
>>867602
>Either engine can make games look as good as they need to be to the point the top end of visuals is largely meaningless to indies.
What a cope lol, you haven't used it in a serious capacity. Unity has bad visuals in comparison to UE while being more optimized.
>The quality of your assets will determine how good your game looks and given good assets your game will look great in either engine.
UE has the ability to import several types of assets, so it wins on that front.
>You can surpass Red Dead Redemption 2 level graphics in Unity in terms of rendering, chances are you're nowhere near being able to make assets that warrant such fidelity.
You can paint the mona lisa with MSpaint pixel by pixel, but it takes longer than Photoshop. All of that time can be better used to refine your game.
>I want to write my own controllers, do my own physics and gamemechanics
You can do that in UE4, you just aren't willing to learn it.
The purpose of those starter packs is to build on an existing foundation to release a game quicker.
>We need responsive animation systems with smooth controls, fluid camera work, AI that has a lot more of that 'I' than it has the'A' etc.
You're a midwit and Unity is terrible for TV production.
Anonymous at Mon, 6 Dec 2021 23:16:36 UTC No. 867697
they used a realtime engine for the end product?
Anonymous at Tue, 7 Dec 2021 00:24:53 UTC No. 867716
>>867697
Yeah, realtime works because what you lose in ultimate fidelity in your renders you gain from seeing what you're doing
immediately so dialing in your assets to be perfect for a shot is very artist friendly.
It's been a thing since cryengine 1.0 days but recently realtime raytracing has become disgustingly fast
so now it's become a serious contender for proper CGI work.
They shoot the show inside this enormous dome with the Graphics projected onto it so the actors and everyone on set
can actually see most of the effects in the shot as they record it, that why you can see the CGI reflected on mandos metal armor.
It's not like this is accessible low budget stuff anyone can do just because they have access to unreal.
Anonymous at Tue, 7 Dec 2021 10:26:21 UTC No. 867821
>>867697
Everything will be eventually realtime in the (maybe not so distant) future, with machine learning / image synthesis adding additional layers of intricacy on top of existing output.
Give it a decade.
https://www.youtube.com/watch?v=P1I
https://www.youtube.com/watch?v=jl0
Anonymous at Tue, 7 Dec 2021 11:12:49 UTC No. 867824
>>867821
No, you are wrong. You will always get much higher quality and more detail the longer time you have to process.
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Anonymous at Tue, 7 Dec 2021 12:38:11 UTC No. 867832
>>867824
Get a load of this brainlet.
Anonymous at Tue, 7 Dec 2021 13:08:17 UTC No. 867845
>>867832
smooth
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Anonymous at Wed, 8 Dec 2021 01:39:47 UTC No. 868006
I wish id software still licensed their engine.
Anonymous at Wed, 8 Dec 2021 02:32:14 UTC No. 868011
>>867443
Unity hasn't caught up with Epic when it comes to virtual production.
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Anonymous at Wed, 8 Dec 2021 22:00:07 UTC No. 868179
Because Unreal let them drag and drop megascan shit and more easily get the ugly cinematic look UE is known for
Anonymous at Thu, 9 Dec 2021 02:59:23 UTC No. 868235
>>868179
Yeah but normies love that and it sells
Anonymous at Thu, 9 Dec 2021 05:23:30 UTC No. 868264
>>868179
whaat? it's awesome and non videogamey in comparison to other renderers
Anonymous at Fri, 10 Dec 2021 02:53:51 UTC No. 868546
>>867443
UE4
better light baker out of the box
PBR as a base with a powerful blu print system for material edits.
a faster artistic workflow in general.
auto LODs auto lightmap unwrapping.
in unity, you can get all of this but requires more legwork or addons to do it.
or you can just use the engine that has had these features as its core focus.
Anonymous at Sun, 12 Dec 2021 13:41:53 UTC No. 869252
>>868546
>a faster artistic workflow in general.
what did you mean by this?
Anonymous at Sun, 12 Dec 2021 16:17:20 UTC No. 869281
>>867493
That's why most hacks like to use babby's first shader graph in UE4 instead of coming up with a solution that fits their need much better. You'll never convince them to do better because they're afraid of code. Also, in order to actually implement your own shaders in UE you have to build both the editor and the engine.
Anonymous at Sun, 12 Dec 2021 16:19:51 UTC No. 869282
>>867478
>Unreal can do it correctly and quickly
It can't. Have you seen their specular highlight for analytic light sources? Embarassing. This and the lambert diffuse shaders are what makes everything look like plastic.
Anonymous at Sun, 12 Dec 2021 16:23:02 UTC No. 869284
>>869281
>That's why most hacks like to use babby's first shader graph in UE4 instead of coming up with a solution that fits their need much better.
You have no clue what you're talking about lol, you can code your own shaders in UE4 using HLSL
https://www.unrealengine.com/en-US/
http://blog.kiteandlightning.la/ue4
https://unrealengine.com/marketplac
>Also, in order to actually implement your own shaders in UE you have to build both the editor and the engine.
That's also wrong. You just need to compile the source once and only compile the code that you've modified.
You're a psued
>>868546
Nah. Unity has bad lighting that looks videogamey.
UE has this
https://www.youtube.com/watch?v=g0V
Anonymous at Sun, 12 Dec 2021 16:24:02 UTC No. 869285
>>869282
You can't, but it can. You just suck at using it.
Anonymous at Mon, 13 Dec 2021 08:49:51 UTC No. 869429
>>869285
>You can't, but it can
Why do codelets insist on their opinions being facts? It cannot do it correctly, read the fucking paper on how they're doing lighting in UE4, they're still using that to this day and their shaders for analytic lights are ass.
>>869284
>global shaders
Did you even bother to read your sources? Global Shaders can't be used on meshes, they're using fixed geometry if any. In order to add your own base shaders, you have to compile both the engine and editor (i.e. the entire source code). You can write HLSL snippets into your nodetree as a custom node but UE will be too stupid to optimize it and you cannot edit the base shader.
Anonymous at Mon, 13 Dec 2021 13:12:31 UTC No. 869456
>>869281
>>869429
>>869284
>All this shitflinging
Usually you people are both wrong when it comes to software shitstorms, but in this case you're both right.
UE4 has better-looking, faster and easier to use graphic capabilities out-of-the-box compared to Unity.
You can make shit look cool in UE in a fraction of the time it takes to do in Unity.
And a literal nobody can "code" a game in UE with blueprints, as long as it broadly fits one of its game templates, most notoriously an FPS.
As soon as you deviate from that though, UE's framework starts to work against you.
To implement any truly custom elements (as in, something you just can't do with the tools UE provides you) you have to deal with UE's CPP API and rebuild the engine from source every time.
The HLSL snippet node you can use in the shader graph is laughable at best.
That's where Unity shines, with its far more accessible C# and open framework.
The truth is that unless you're LARPing as a hipster "indie game dev", Unreal's default shader setup and blueprints will do the trick for you 99% of the time.
Hell, Unreal's node graphs are most likely faster to protoype with than writing C# for every single thing.
>babby's first shader graph
>cannot edit the base shader.
There isn't any hipster way to write a fucking PBR shader you tool.
Stop trying so hard to be "original" at all costs, 'cause you aren't. No one is impressed because you coded your own hipster PBR that uses starbucks lattes as variable names instead of using the one already there.
Unless you're doing something specific like accumulating alpha taken from a camera to displace the snow/sand where your character walks, babby's first shader graph does the job perfectly fine.
Anonymous at Mon, 13 Dec 2021 13:21:45 UTC No. 869460
>>869456
>There isn't any hipster way to write a fucking PBR shader you tool.
There is no single "PBR shader", you write shaders for analytic lights, for cubemaps (reflection captures), for voxel grid lights, etc that all must work together, and UE's analytic lights look like shit. That's what I was taking about and writing a new shader for e.g. using Oren-Nayar instead of a goddamn dot product as a diffuse lighting function IS a huge improvement. Coding your own base shaders is what will make UE not look like plastic all the time and it's the fastest and most consistent way of getting the exact look you want.
Anonymous at Mon, 13 Dec 2021 13:26:38 UTC No. 869463
>>869460
oren is way too expensive you fucking idiot
Anonymous at Mon, 13 Dec 2021 13:31:40 UTC No. 869464
>>869463
For whom? Let me decide what's too expensive for my project. There are tons of different ways of implementing cheap ON, including https://mimosa-pudica.net/improved-
Anonymous at Mon, 13 Dec 2021 13:37:34 UTC No. 869465
>>869464
It doesnt look the same and your project is most likely some tiny single level porno game that no one will ever play.
Anonymous at Mon, 13 Dec 2021 13:40:36 UTC No. 869467
>>869465
>It doesnt look the same
Has support for diffuse roughness and looks tons better than Lambert
>some tiny single level porno game
lol no, keep coping
Anonymous at Mon, 13 Dec 2021 14:00:11 UTC No. 869470
>>869460
Guess what? No one cares.
And the people who care and have resources can and will brute force through the Unreal API to get ON instead of dot, just like Batman Arkham Asylum devs did in UE3 (imagine that!) to do exactly the snow example I described here >>869456
At the small/individual level, the only people who care so autistically are hipsters.
No one shops for a "game engine" based on whether or not they can implement Oren-Nayar or whether they use Catmull-Clark or OpenSubdiv to tessellate geometry or whatever other technical bullshit.
>but at least I'll be able to get a job as a graphic programmer
No you won't because no one wants a whingy software fanboy on their team and anyone worth their salt can weigh and look at both options objectively.
Anonymous at Mon, 13 Dec 2021 14:01:16 UTC No. 869471
>>869470
>No you won't
I already have.
Anonymous at Mon, 13 Dec 2021 14:02:58 UTC No. 869472
>>869471
kek, good thing I'm not in gaming.
I pity your colleagues.
Anonymous at Mon, 13 Dec 2021 14:04:03 UTC No. 869473
>>869471
retire!
Anonymous at Mon, 13 Dec 2021 14:05:37 UTC No. 869474
>>869472
No need, my programmer colleagues are the same and the rest of the team loves us because we get them exactly what they want.
>>869473
see the second half of >>869467
Anonymous at Mon, 13 Dec 2021 17:06:48 UTC No. 869494
>>869429
You use Unity and will never make a game since you constantly sniff your farts from reinventing the wheel, stfu
Anonymous at Mon, 13 Dec 2021 17:37:07 UTC No. 869498
>>869284
you can actually write custom hlsl functions in newer versions of unity
i'm too much of a brainlet to utilize them properly but i did implement my own shitty cook-torrance pbr shader last year or so, was a cool learning experience.
i have no horse in this enginewar race i just thought it was neat
Anonymous at Mon, 13 Dec 2021 17:39:16 UTC No. 869499
>>869494
>You use Unity
sometimes
>will never make a game
already did
although I will admit that it takes me longer to make shit than people using marketplace assets and cookie cutter shaders as final game art
Anonymous at Mon, 13 Dec 2021 20:19:04 UTC No. 869527
This thread should have been closed a couple of days ago when Matrix UE5 demo released. They don’t even go in the same sentence anymore.
And nobody even mentioned it yet on this board…
Anonymous at Mon, 13 Dec 2021 20:56:36 UTC No. 869535
>>869499
Game jam tech demos don't count and your "games" suck
Anonymous at Tue, 21 Dec 2021 13:22:30 UTC No. 871218
>>869527
they just used filters and a bunch of stuff that unity can do. No gameplay, nothing. We've been seeing cities since forever now. Boring.
Anonymous at Tue, 21 Dec 2021 14:01:56 UTC No. 871222
>>867443
disney and unreal are both owned by china.
Anonymous at Tue, 21 Dec 2021 21:23:55 UTC No. 871288
>>871222
and so is unity
Anonymous at Tue, 21 Dec 2021 22:15:34 UTC No. 871299
>>871218
Clueless