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Here's a first look of what we can expect from Unreal Engine 5. Say what you will about Epic's dealings in the game store place, they definitely know how to make great game engines.

I'm kind of wondering if more studios in the TV/film space are going to make use of such features, seeing how most all of The Mandalorian backdrops were done in Unreal Engine, which surprised me because when I first saw mention of UE in the show I thought maybe the space scenes only until they revealed the actual tech they used for the show.
Post edited May 13, 2020 by Mr.Mumbles
I can hear the coal starting to get shoveled into the great remaster and remake engine even now. "We've updated these titles with higher quality visuals..." etc.

"Re-buy the Arkham trilogy and this time it'll be like Batman is right there in your living room, kicking your teeth out. Smell something funny? Better hand Killer Croc a toothbrush!"
:-O
It’s all well and good, graphically really impressive, but the question is, will any actually good games be made with it? Only AAA developers will have the resource to develop , animate, texture etc. 30mill poly models, let alone environments, level design, art etc. And we know that most of what comes out of AAA companies is series games copy pasted, remasters, or shovelware.

Far more interesting is godot engine 4.0, lots of nice features there:
https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper
I would be interested in trying again unreal engine if they start add support to C# scripting and/or update the C++ API with sample code and comments to explain how to do things, also UE4 is really heavy even if you just want to create something for mobile or a indie for PC.

Right now I still prefer Unity3d for the really good docs, C# scripting and the engine that runs everywhere.
I would love a good alternative but right now I don't see any (UE for the reasons above, Cry Engine for the really bad implementations and docs of C#, Godot for the many C# limitations).

PS. I'm a web developer, but I use game engine for hobby... Since I don't really like to do graphics etc... the main thing that interest me is scripting and scripting docs.
Post edited May 13, 2020 by LiefLayer
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LiefLayer: I would be interested in trying again unreal engine if they start add support to C# scripting and/or update the C++ API with sample code and comments to explain how to do things, also UE4 is really heavy even if you just want to create something for mobile or a indie for PC.

Right now I still prefer Unity3d for the really good docs, C# scripting and the engine that runs everywhere.
I would love a good alternative but right now I don't see any (UE for the reasons above, Cry Engine for the really bad implementations and docs of C#, Godot for the many C# limitations).

PS. I'm a web developer, but I use game engine for hobby... Since I don't really like to do graphics etc... the main thing that interest me is scripting and scripting docs.
Tried Unity3D for a while its too heavy for 2d which is most of what I would look for. But then everything gets too heavy after a while. It was great when M$ went back to giving out Visual Studio free for individual use, but boy is it so damn heavy. Takes about 4 hours to load. Use to love (well still do) being able to fire up SharpDevelop, bash out a UI and script in minutes and roll out. Can't do the same in VS (although of course VS has a load more features, that I never use). Shame SharpDevelop was dropped.
Godot is a good engine, C# support is quite new, not tried it myself.
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Mr.Mumbles: Here's a first look of what we can expect from Unreal Engine 5. Say what you will about Epic's dealings in the game store place, they definitely know how to make great game engines.
It would be nice if Unreal Engine 5 designers could get the basics right this time around. Compared to UE1-3, UE4 had two main issues:-

1. Completely dumb default key bindings. Whilst it's normal to mirror WASD onto cursor keys, Epic decided to make L&R cursor key turn by default (instead of strafe), so for a typical left-handed keyboard & mouse player, you end up with two ways of turning - one in each hand - but can't strafe in either... And since games devs are chronically lazy and reluctant to add in-game rebindings in half of modern games, this requires manually hacking UE4's input.ini files to upgrade that shiny new 2012 engine's keyboard input from 1992 to 1997 era functionality...

2. Default FOV lock change. Whereas Unreal Engine 1-3 had a "FOV_Y lock" (meaning an extra wide screen = more width content is added), Unreal Engine 4 changed that default to having a "FOV_X lock" meaning an extra wide screen = the width is fixed but the height is cropped & zoomed (ie, you see less content at 2560x1080 than 1920x1080 (and less at 3440x1440 than 2560x1440)):-

https://www.reddit.com/r/ultrawidemasterrace/comments/b9yykh/epics_ue4_engine_default_settings_will_make/

Screenshot examples:-

UE1 Deus Ex (16:9) - https://i.imgur.com/MJNu1Gl.jpg
UE1 Deus Ex (21:9) - https://i.imgur.com/RbxLmxS.jpg

UE2 Bioshock 2 (16:9) - https://i.imgur.com/SAIZxXr.jpg
UE2 Bioshock 2 (21:9) - https://i.imgur.com/56lRuFa.jpg

UE3 Bioshock Infinite (16:9) - https://i.imgur.com/8AZngmm.jpg
UE3 Bioshock Infinite (21:9) - https://i.imgur.com/p3VVMXb.jpg

UE4 Supraland (16:9) - https://i.imgur.com/ZRDHmMR.jpg
UE4 Supraland (21:9) - https://i.imgur.com/Ni8YdxM.jpg

Again, this requires games devs to manually override the FOV_Lock but since A. Many don't have Ultrawide's to know to test for that and B. Many are chronically lazy and rarely go back and fix it post-launch (only after they've been made aware of the problem), a lot of UE4 games are remarkably broken for UltraWide, and UE4's new defaults ended up being a huge regression vs even 22 year old UE1...
Unreal is a Fucking sh!t engine, You need a degree in insanity to use it, How did they MONKEY-F#CK the Keybinding

I still prefer unity Because

This game

directed by These two people
Post edited May 14, 2020 by fr33kSh0w2012
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LiefLayer: I would be interested in trying again unreal engine if they start add support to C# scripting and/or update the C++ API with sample code and comments to explain how to do things, also UE4 is really heavy even if you just want to create something for mobile or a indie for PC.

Right now I still prefer Unity3d for the really good docs, C# scripting and the engine that runs everywhere.
I would love a good alternative but right now I don't see any (UE for the reasons above, Cry Engine for the really bad implementations and docs of C#, Godot for the many C# limitations).

PS. I'm a web developer, but I use game engine for hobby... Since I don't really like to do graphics etc... the main thing that interest me is scripting and scripting docs.
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nightcraw1er.488: Tried Unity3D for a while its too heavy for 2d which is most of what I would look for. But then everything gets too heavy after a while. It was great when M$ went back to giving out Visual Studio free for individual use, but boy is it so damn heavy. Takes about 4 hours to load. Use to love (well still do) being able to fire up SharpDevelop, bash out a UI and script in minutes and roll out. Can't do the same in VS (although of course VS has a load more features, that I never use). Shame SharpDevelop was dropped.
Godot is a good engine, C# support is quite new, not tried it myself.
I disagree is not too heavy for 2d, not even for 3d at least in my laptop where unreal is really heavy.
I can understand you for visual studio, but you can use visual studio code for unity and it's great
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nightcraw1er.488: Tried Unity3D for a while its too heavy for 2d which is most of what I would look for. But then everything gets too heavy after a while. It was great when M$ went back to giving out Visual Studio free for individual use, but boy is it so damn heavy. Takes about 4 hours to load. Use to love (well still do) being able to fire up SharpDevelop, bash out a UI and script in minutes and roll out. Can't do the same in VS (although of course VS has a load more features, that I never use). Shame SharpDevelop was dropped.
Godot is a good engine, C# support is quite new, not tried it myself.
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LiefLayer: I disagree is not too heavy for 2d, not even for 3d at least in my laptop where unreal is really heavy.
I can understand you for visual studio, but you can use visual studio code for unity and it's great
Oh, that’s interesting. Have use VSCode for javascript in the past, good lightweight editor. Must have a look at it.
Great graphics.
Unfortunately Epic Games does not support Linux platform, like iD software did (before was bought by Bethesda).
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AB2012: 2. Default FOV lock change. Whereas Unreal Engine 1-3 had a "FOV_Y lock" (meaning an extra wide screen = more width content is added), Unreal Engine 4 changed that default to having a "FOV_X lock" meaning an extra wide screen = the width is fixed but the height is cropped & zoomed (ie, you see less content at 2560x1080 than 1920x1080 (and less at 3440x1440 than 2560x1440)):-
As it should be. I'm sick of people expecting to see more when their view is the equivalent to wearing one of these. :P
https://bottega.avalonceltic.com/rep_immagini/prod/elmo_templare_12_large.jpg
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Spectre: As it should be. I'm sick of people expecting to see more when their view is the equivalent to wearing one of these. :P
https://bottega.avalonceltic.com/rep_immagini/prod/elmo_templare_12_large.jpg
LOL! You know what I meant... ;-)
Lots of people acting like the demo is too good to be true and I feel weird for thinking it looks like a logical step up and nothing super surprising. It looks like many games from the past few years but with better lighting, draw distance and textures in all the usual ways. Also the fact it's running at 1440p, 30fps with no underlying gameplay considerations to worry about is a pretty big caveat.

I just feel like we've long passed the point of diminishing returns. Yes it looks better, but the hardware and development time cost is so astronomic compared to what it adds to the experience. "AAA" games are already getting more rare and more expensive, meanwhile games like Minecraft and Fortnite are the most popular games in the world. It's all just a bit meh to me.
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StingingVelvet: I just feel like we've long passed the point of diminishing returns. Yes it looks better, but the hardware and development time cost is so astronomic compared to what it adds to the experience. "AAA" games are already getting more rare and more expensive, meanwhile games like Minecraft and Fortnite are the most popular games in the world. It's all just a bit meh to me.
Yeah there's a big gap between tech demos / engine "showcases" vs real-world. In fact we've already seen the same thing with that famous photo-real apartment in UE4 demo on Youtube. Visually impressive but given UE4 launched back in 2012, clearly it hasn't translated to any such AAA game after 8 years for various reasons (tech demos showcased during PR announcements / conventions are designed to be under 5 minutes in length and not include 10-80hrs of gameplay, tech demo makers are hardcore engine enthusiasts whilst the average game-dev still struggles with simple stuff like rebindable keys, mouse acceleration, etc, and sticks to the usual templates and pre-made assets, sky-high "Minimum Requirements : 2080Ti, 11GB VRAM" will just result in a massive commercial flop for any game, and a lot of people have figured out that "looking pretty" and being fun to play have never really been related.