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What is the ultimate engine?

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Thread replies: 235
Thread images: 52

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What is the ultimate engine?
>>
fox engine
>>
number nine, on the new york transit line
>>
454 big block
>>
Depends on the genre, but probably the cry engine or the fox engine.
>>
>>378574447
source 2
>>
>>378574602
this
>>
>>378574602
haha
>>
>>378574447
Gamemaker lite
>>
>>378574447
Id Tech 1
>>
>>378574602
IF MY TRAIN GOES OFF THE TRACKS
PICK IT UP
PICK IT UP
PICK IT UP
>>
>>378574703
this
>>
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>>378574447
Decima
>>
>>378574447
idtech 3
>>
>>378574447
How much processing power does it take to get checkered floors?
>>
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>>378574736
>Titanfall series is one of the best showcase of modern Source
>Titanfall 3 will most likely use Source 2
>Origin only

wtf are you doing Respawn
>>
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>>378574602
>>
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Decima
>>
>>378574447
I really like UE4 flexibility and it being "user friendly", but all the game getting out of it have the same flaws like shit perfs, this eye vision to light simulation thing, badly managed physic.

I'm hype to see how Tekken 7 managed to use the engine.
>>
>>378574528
fpbs came here for this
>>
>>378575030
too much for unity devs
>>
id tech 3
>>
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Your mom
>>
>>378574602

Finally! I get to post these!
>>
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>>378574602
OH OH OH
>>
>>378575172
>all the game getting out of it have the same flaws like shit perfs, this eye vision to light simulation thing, badly managed physic.

name one game besides battlegrounds (which is better now) and ark (which is literally because of developer incompetence) that has bad performance

and the eye simulation is a developer decision, not the engine's fault
>>
>>378575313
>>
>>378574447
>ultimate
None

Best?
Frostbite 3
UE 4
id Tech 6
Source 2
>>
>>
>>378574970
>t. Infinity Ward
>>
>>378575049
Who cares are this point, they ran this series into the shitter
>>
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Your own
>>
>>378574825
is trash compared to quake engine/id tech 2
>>
>>378575119
Looks fucking disgusting
>>
>>378574447
A lot of it depends on the dev honestly. Arkham Knight runs on fucking UE3.
Most engines can be bad or good in the wrong or right hands, see Frostbite
>>
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>>378574447
this is like asking what the best tool in a tool box is. certain engines do tasks better than others but there is no one ultimate engine.

between the two in the image i personally think unreal looks nicer oob but unity is a lot simpler to get simple prototypes working on since you don't have to monkey around with any gameloop stuff yourself.
>>
>>378575494
>>
Decima desu desu desu
>>
>>378574447
god damn I hate unity
>>
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>>378574447
Whatever suits the needs of the people making the game best, even if that means making a new engine or heavily modifying an existing one.
>>
>>378575464
>Frostbite 3

Not even in your dreams kiddo, go an do some research first instead of trowing some names hoping to look cool
>>
>>378575049
I hope you realize that they rewrote like 80% of Source for Titanfall. If I remember correctly, they didn't touch physics at the time. With Titanfall 2 I do believe they basically rewrote almost everything

Calling it best showcase of modern Source is like saying any Source game is the best use of Goldsrc
>>
>>378575049
Titanfall 2 is Source?!

What the FUCK?!
>>
>>378575609
>>
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>>378574602
You're my favorite poster of the day
>>
>>378575494
>no HEAVY GUSTAV THE SCHWERER GUSTAV
Shit list fampai.
>>
>>378575726
>>
>>378575607
this

the best engine is the one that best fits your budget/experience/project
>>
>>378575609
Is a blimp a train
>>
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>>378575348
Pretty much this. You can change the default settings to look like quake 1 or quake champions. As sad as it sounds not a lot of unreal 4 devs know that the default settings are cranked way up to render shit like pic related.
>>
unironically source

best editor by a mile even if you can't do test runs without compiling
>>
>>
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>>378575720
yup
>>
>>378575049
Calling titianfall 2 source is like calling the newest CoD id Tech 3
>>
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>>378574528
It's insanely efficient, but sadly we'll probably not see too many worthwhile products come from it.

MGSV:GZ and MGSV:TPP were great.
>>
>>
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>>378574447
MT Framework

How the hell is a first year 3DS game still the best looking one?
>>
>>378574447
Source 2 (TBD)
>>
idtech 3
>>
>>378575893
Source is fucking garbage nigger what are you smoking. Worldcraft/hammer was okay 20 yeara ago but it's been replaced by much better editors like trenchbroom.
>>
>>378576048
there's like only MT games that run well, the other being DMC 4 which can run 60fps on a toaster
>>
>>378574447
A game engine is just a framework. It is a collection of solutions to common problems in game development.

The issue is that lots of these problems are being solved again and again in every engine, whereas other problems are just ignored. Even top-tier engines like Cryengine and Unreal have really shitty netcode and handle things like vehicles terribly.

This, more than anything else except maybe marketing, determines which AAA games get made and which don't.

The "ultimate" engine will only happen when game developers actually pool their resources and give their improvements back to the engine makers, which won't happen because those improvements are what defines their game.
>>
>>378576158
Not to mention Steampipe fucked everything up and you spend more time looking for workarounds/fixes for the SDK than working on your own mod.
>>
>>378574447
UE is evolving into something truly amazing and also quite user friendly. For whatever reason though, people don't use it so much. Probably because Unity has that nifty HTML5 web deployment.
>>
>>378574447
Unity Default shader is usually used only for development, you can easily change it so the model with texture would literally look the same as UE4 or even better (with proper shader).
>>
probably decima engine
>>
>>378576204
you sound like you have no idea what youre talking about.

the reason there is no universal solution to netcode is that every single game with networking needs to send slightly different information, packed in slightly different ways unique to the game you are developing. until broadcasting several mbs over the network becomes a trivial task that all devices can handle we will never see a universal solution.

to your point about vehicles, there is no concept of a "vehicle" in a game engine. these things are entirely user defined and say nothing about the quality of the engine and everything about the quality of the developers.
>>
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>>378574447
The V8 is objectively the best engine

To this day /o/ still jerk off in their little miatas in hopes of having one of these things
>>
>>378574447
S54B32. It had maintained the world highest hp/l in a production car for several years along with winning the International Engine of The Year award in 01.
>>
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>>378574602
YOU CAN GO WITH THIS
>OR YOU CAN GO WITH THAT
YOU CAN GO WITH THIS
>OR YOU CAN GO WITH THAT
YOU CAN GO WITH THIS
>OR YOU CAN GO WITH THAT
>>
>>378576390
Alot of people aren't satisfied with the UE4 documentation.
>>378576493
You can do that for pretty much any modern engine, which is why OPs pic is retarded.
>>
>>378574447
>default shaders
>>
>>378576735
>V8
>when the V12 exists
>>
>>378574447
Diesel 2.0
>>
>>378576390
the biggest reason is that c# is a much easier language to learn and utilize, especially in the context of unity where you don't even need to maintain the game loop.
>>
>>378576390
Unity is seen as a "friendly" engine suitable for solo game-makers, and it is genuinely really flexible for small projects in terms of biting off what you can chew.

Unreal on the other hand is far more capable by default, it is just aimed towards larger teams working on bigger projects. The blueprint system is very user friendly but it still represents some very complex shit.
>>
>>378575607
>unity is a lot simpler to get simple prototypes working on since you don't have to monkey around with any gameloop stuff yourself.
you mean unreal, right? unreal has blueprints and it literally comes with everything you need to make a game
>>
>>378576806
>Alot of people aren't satisfied with the UE4 documentation.
That, I can certainly agree with.
>>
>>378577071
> it is just aimed towards larger teams working on bigger projects
t. retard who repeats memes he saw on 4chan

http://rb-d2.tumblr.com is a game made by a single person in ue4 using blueprints only
>>
>ITT poeple who have no idea what an engine is or does.
>>
>>378576806
>Alot of people aren't satisfied with the UE4 documentation.
as someone who works with ue4, this is the only reason you can have for not using ue4 nowadays
but it's not enough desu, ue4 has gotten ahead of unity in the past year
>>
>>378577098
custom scripting in unity is way easier than in unreal so while yes going from a new project to things moving around the screen is much simplier/faster with blueprints in unreal, actually creating a working prototype/game is much easier in unity.
>>
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>>378574447
mazda rotary
>>
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>>378574447
Hedgehog Engine
>>
>>378577447
And here comes the miata faggotry

How's it feel knowing you don't have enough space to fuck a girl in that tiny thing
>>
>>378577398
i disagree strongly, but i guess its an opinion.

i work at a dev studio and i have experience in both engines, i've made full prototypes in a single workday in ue4
>>
>>378577447
>rotary
>>
>>378577598
this
>>
>>378576717
You're missing the point. Here's an example: UE4 by default allows for a maximum of four real wheels on a vehicle. If a developer wants to make a realistic game featuring many-wheeled vehicles, they basically have to rebuild the vehicle system from scratch.

The problem is that over the lifetime of UE4, many developers will do this wheel thing again and again and again, when really it just needs doing once and packaging back into the base engine.

The only downside to this is that the engine will become bloated as more features are added. However, most modern engines are fairly modular, and if developers have a choice between a default (basic) implementation and an improved one then the problem is solved.

Network is a little different because of the budget: you can have a few people sending lots of information or lots of people sending a little bit of information. It would certainly be nice for an engine like Unreal to come with different starting points along that scale.
>>
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>>378575313
>>378575402
>>378575494
>>378575609
>>378575726
>>378575805
>>378575917
>>378576025

These are beautiful.
>>
LS7s are pretty fucking fantastic
>>
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>Unity 5
>a year and half of broken lightmapping just to add global illumination
>nobody asked for this
>shit the bed so hard it needs to go back and add Progressive Lightmapper
>does exactly what Beast did years ago without the hassle
>bug, bugs everywhere because of this
>baked specular stuff is gone
>use SSR they said (lol)
>deferred rendering workflows are pushed harder than ever
>even if your game doesn't need realtime lights at all
>no real AA in deferred (as expected)
>their post processing anti aliasing solution is a joke
>can't load additive scenes with occlusion data
>still no scriptable input
Yes men in the forums clap to every new shinning shit they add because they just put together shitty demos anyway while the devs break/fail to deliver the most basic stuff in the engine.
I feel bad for anyone using unity other than the most basic stuff at this point, and if you are going to try something with even a little of graphical fidelity there's no reason to not use UE.
All engines have their brick walls but a at least on UE rendering stuff is more or less figured out, if anything at least in terms of visual fidelity.
>>
>>378577276
Either engine is pretty much useless by themselves when it comes to larger teams. There is a myriad of other software required to organize large-team efforts.
>>
>>378575545
Neat. Needs more pixels tho.
>>
>>378574447
What is the purpose of this image?
>>
>>378577606
>Miata
>rotary
Pkao
>>
>>378574447
Unity is so bad.
It's so obvious but people's delusion is fucking Unreal.
>>
>>378574926
>not a 426 HEMI
It's like you enjoy being wrong.
>>
>>378578482
i c what you did there
>>
>>378575313
>Chargeman
I'm in love with whoever made these.
Marry me please.
>>
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>Unity
>>
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>>378578482
It just works
>>
>>378574447
MT frameworks mobile
>>
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>>378575545
What is this
>>
>>378578482
and it looks and runs like shit
>>
Its not too much of a leap to be honest. Their framework for the most part pretty well documented. It is a bit more macro heavy than say c++ 11 or 14. I would do a sample project and kind of probe it. There are some areas that are kind of a black box, but its honestly not too bad. Here are some things you might want to know prior to going in; or might help.

1) Anything property or class member that has the UPROPERTY macro will be cleaned up by the memory manager.
2) memorize the game loop cycle for an actor or uobject(comes in handy when making sure when something might go out of scope).
3) Threads that are not game threads can not interact with game threads.
4) AActor::IsValidLowLevel() comes in handy; will probably use that a bit when checking a pointer to an object.
5) Remember the unreal engine naming convention, in the tutorials in the side bar. Browse through the Allar/ue4-style-guide. Every studio or contract I have worked with has used something vary similar if not exactly the same.
6) Use the UPROPERTY, UFUNCTION, USTRUCT, and UENUM macros to help expose things to the blueprint layer if need be. It will make your life much easier if designers or artists can tweak values there rather than needing to open up your code.
7) Unreal VS is a plugin for the visual studio IDE; will save you time on your team if you understand it and can use it.
>>
>>378578924
I am convinced that gay people are simply men with extremely bad taste/fetishes.
>>
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>tfw made a shitty 3d game for university project on Unity

it was really easy to use but I hated every second of it
>>
Unity is unironically garbage. The best engine is the Pontiac 400 Ram Air.
>>
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>>378574602
>tfw poorfag so i couldnt put my hands up
>>
>>378579232
I would say the same about straightfags
>>
>>378578210
While Unity definitely has a lot of silly shit, I haven't really had that much trouble with it.

I wrote my own remappable hotkey system in about half a day, created an entire new set of shaders based on source engine ones since I'm used to TF2's workflow due to my modding background, and I use forward rendering with one realtime light.

I would switch to deferred though so that bright explosions light the world and such if I could get TSSAA like DOOM has.
>>
>>378579340
>straightfags
Of course. If that helps you cope, I would not have it any other way.
>>
>>378574447
it's funny because the image isn't small so the unreal half takes noticeably longer to load, just like the real thing haha
>>
>>378574970
My nigga
>>
>>378575886

is that a real bath tub or a video game bath tub
>>
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What engine do I use to simulate good PS2 graphics?
>>
>>378579506
Cope with what? No attraction to the inferior gender?
>>
>>378580082
I have seen enough of gay people to know that you are not better than women at their worst.
>>
>>378574528
You can run GZ and TPP on an HD4000 (3rd Gen intel integrated GPU) at 720p 30fps. That's a huge achievement in of itself.
>>
>>378580056
literally doesn't matter since alot of the lighting is pre baked or emissive shit
>>
>>378580375
Are you Polish by any chance?
>>
MT Framework
>>
>>378580413
And also a waste of fucking time since optimizing for such a massive scope of hardware most definitely ripped into dev time and budget.
>>
Euphoria you big gay knob jockys
>>
>>378580039
It's a render. Technically it has a spawn point and you could copy and paste zombie assets and fight in the apartment but you are probably going to need an insane rig.
>>
>>378574447
goldsrc
>>
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UE4
>>
>>378580492
Nah.
>>
what was last guardian made on? is it the same as shadow of the colossus and ico? really love the aspects of this one
>>
>>378580997
who cares?
its not art
>>
>>378580997
Photo-realism falls apart when nothing is interactive or has physics. That comforter looks terrible. It looks frozen in time in the middle of someone fanning it out.
>>
>>378580997
>Still no cloth physics like the 4A engine.
>>
Shaders are engines.
>>
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Which game engine requires zero knowledge of coding
>>
>>378576897

>using v12 for a maginal effective power gain and massive fuel consumption

Wheels can only transfer so much energy
>>
>>378580997
Also HDR still does the opposite of what it's supposed to I see. No window in real life has ever been that bright. The only time you see that is exiting a long tunnel and even then it's usually a camera lens that exaggerates it
>>
>>378581825
life

people go deer in headlights if you tell them you can build a computer
>>
>>378574602
Le Excellent Taste Redditar, have some GOLD
>>
>>378574602
I don't get it.
>>
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>>378581825
Ren'py
>>
>>378582003
>No window in real life has ever been that bright.
>>
>>378575720
Yes it is.
The game is something like 50GB but unlike the other games of such size, at least this is optimized very well.
>>
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Snowdrop is amazing. Too bad they used only once.
>>
>>378582107
That's a white wall underneath the window not the window itself. And again that's mostly from the camera. It isn't that bright to your eyes.
>>
Does the engine matter if I'm making a shitty 2D platformer?
>>
>>378575970
Nigga Titanfall 2 IS made with Source.
>>
>>378581825
gamemaker, though what you can make is pretty basic without proper programing.
>>
>>378582107
>and even then it's usually a camera lens that exaggerates it
That whole image is exaggerated. The colors are fucked.
>>
>>378581825
Gamemaker has drag and drop; it's useable, but it's more effective if you have some programming experience because of the mindset it gives you, and at that point you might as well code

Toby Fox made a tweet at some point saying he didn't really know how to code, if I remember correctly
>>
>>378582107
No you don't get it, he was talking of from looking directly into a window.
Seeing you totally missed the tunnel example eat shit anyway.
>>
Why would anyone at all say decima?
>>
>>378582226
Too bad the finished game looked nothing like that.
>>
>>378582271
an extremely modified source
>>
>>378575810

>budget
unlimited
>experience
best in the industry
>project
make the greatest game of all time

which engine do you choose?
>>
>>378582027
Normies don't know what "building a computer" means. They think you're designing a computer from the ground up, not assembling modular parts together.
>>
>>378582573
>unlimited budget
>best experience
Make your own obviously.
>>
>>378582573
Gamemaker Trial Edition
>>
>>378581825
Scratch games best games.
>>
>>378582437
The framework is still Source in any case.
Even if is an extremely modified version of the original Source, anyone can see that TF|2 is fairly optimized compared to others titles released in the same period.
>>
>>378582573

If you've got the best of everything then you can just make an engine that does exactly what you need. No need to waste time tailoring an engine that will do 90% of what you need
>>
>>378582573
make your own obviously
>>
>>378582573
microsoft excel
>>
>>378582573
With unlimited budget and the best experience, i'd choose to make my own low-level coded engine.
Games will run 200 fps 4k on toasters.
>>
>>378583025

ur hired
>>
>>378582226
You'd have a point if The Division actually looked that good.
>>
>>378574736
I just want Valve to release their next fucking FPS game so I can play with Source 2.
>>
>>378582581
its not lying though

if you know how to build a barebones binary adder you "built" a computer by definition

and also it sounds better on resumes and applications
>>
>>378582573
With all the constraints removed, you'd tailor your engine specifically to the game you're planning to build.

Being capable of all types of games is both a positive and a negative for popular engines.
>>
>>378583168
They've teased multiple VR games releasing this year, so if I had to guess, I'd say at least one of them will use Source 2.

It's currently powering Dota 2, right?
>>
>>378582573
None and do everything in Assembly.
>>
>>378583679
Are you evil?
>>
>>378583679
found the nintendo employee
>>
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>>378575049
>Titanfall 3
>>
>>378577606
still plenty of space to put my penis up a cute guys' ass
>>
The engine that Nintendo Switch natively supports
>>
>>378583418
It is. Source 2 SDK tools like the new Hammer are available but it's only actually usable for Dota 2, which needs to change soon because the new Hammer is light-years ahead of the old one.
>>
>>378575607
>the best tool in a tool box

the hammer obviously
>>
>>378575536
>Titanfall 2
>Not miles better than 1
>>
>>378576806
I worked with both engines, and when I had to use Unity for a different client, it would nightmare inducing fuel.

Their documentation is there but its SEVERELY NOT moderated (numerous basic information is MANY VERSIONS behind). Numerous links link to dead ends and an endless amount of their answerhub is just littered with either unanswered questions or dated solutions to trivial problems.

Super quick scripting functionality is sweet though.
>>
>>378584084
>light-years ahead of the old one.
how so?

>did a few fuckaround map edits for friends years ago
is it worth shilling my time for valves tf2 map stamp moolah once its released?
>>
>>378583124
having an engine is not only about choosing the best graphics
>>
>>378575593
>Frostbite, the beauty of the stupid game called BF which IS INDEED visually gorgeous.
>suddenly andromeda exists and puts FUCKING gamemaker 3d games up a pedestal by sheer incompetence.
>>
>>378578503
>not a Rocket 455
Fuckin' plebs, seriously.
>>
>Quake 1 is released.
>Jump into its modding scene, building maps, working with QC, making models, etc. when I'm 10 years old.
>21 years later.
>STILL work in Quake 1 for all my game stuff.

I took a game dev class in college, made a Q1 mod with a custom lightmap (To move away from the browns it uses) and modeled a couple of things on my own, felt good to have something crafted by hand rather than everyone elses' Unity and UE3 projects with asset store junk.
>>
>>378582226
Shitstain in-house engines where the ACTUAL final product of the game's visual is not EVEN HALFWAY to that level of visual fidelity.

Learn to pick a GOOD in-house engine like what Naughty Dog has. FYI I hate the uncharted fanbase and I dont have a console but their engine does WHAT ITS SUPPOSED TO (for their latest game at least).
>>
>>378584491
the 24 fps ragdolls really bring it home
>>
>>378583792
If I have an infinite amount of time and money I can hare a venerable army of coders and lavish them all with a personal harem of sex slaves to keep morale up.
>>
>>378582069
its from a song
>>
>Ctrl+F no Gamebryo listed.

OBVIOUSLY the best engine is the one you end up modding to make better yourself....

Look at all Bethesda games.
>>
File: 1343614963189.png (6KB, 390x470px) Image search: [Google]
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>>378575313
>>378575402
>>378575494
>>378575609
>>378575726
>>378575805
>>378575917
>>378576025

Shakespearean
>>
>>378585126
>What is the ultimate engine?
>Gamebyro

Good one.
>>
>>378574447
UE4 shits on Unity, but I'm pretty sure the Lumberyard engine can out do UE4.
>>
>>378582069
Black Sheep - The Choice Is Yours
>>
>>378585382
Lumberyard/Cryengine is good for large outdoor areas but I don't like it when doing interiors
>>
>>378582226
I think I saw in the Mario x Rabbids leaked images that that game is being made in that engine
>>
>>378582862
It's a stretch to call it Source. They chose source originally since it can run on the PS3 that is all. They rewrote almost everything by the time Titanfall 1 came out and I wouldn't be surprised if there was no more than 10% Source code left over.
>>
>>378574528
>pachinko and soccer engine
:^)
>>
>>378580997
all lighting is baked. not real time rendering for the lighting.
>>
>>378583124
Was this screenshot supposed to prove otherwise?
>>
>>378583124
>different time of day
Either way, The Division is still one of the best looking games on PC. Too bad Ubi suck at optimization
>>
File: UE4_monicas_apartment.jpg (279KB, 1920x1080px) Image search: [Google]
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>>378580997
why is it always the same type of boring white featureless apartments in these UE4 demos?

I wanna see a photo realistic version of pic related or some similarly cluttered apartment with lots of different materials
>>
>>378586193
>best looking games on PC.
debatable

>Too bad Ubi suck at optimization
fact
>>
>>378586375
>why are tech demos boring
>>
>>378586375
I'll be there for you too.
>>
>>378585829
and this is why open world games with real time day/night cycles don't look as good.
>>
>>378574447
Good olD Ocarina of TIme
>>
>>378586375
They're showing off the light render, not the models.
>>
>>378574447
omg unity's default shader << unreal default shader

good thing you can't write your own shader in either engine, yep
>>
>>378582862
It's sort of a relic of the bsp format for optimization.

Source and previous iterations of idtech have their roots in high efficiency software renders, and they're built to offload more of the stress towards a CPU. This is great for lower end machines which often have relatively strong CPUs compared to their GPUs, which are often a low end card or integrated graphics. BSP allows for pre-computed lighting and culling of objects outside of visual range to a very miniscule draw amount of stuff you can't see.

The problem is scaling though. The more stuff you have, the harder Source has to run, and this is particularly true for large outdoor areas. The engine passes things one by one from the CPU to the GPU, and when you have a map that's been subdivided into a lot of tiny pieces because the engine excelled at corridor shooters, you've got a huge amount of stress on the CPU while the GPU sits underutilized. Skilled developers can overcome this somewhat by playing to the engine's strengths, but the limitation is still there, whereas UE's less efficient way of loading huge assets during precache means that the GPU takes the lion's share of the work without a bottleneck, and objects and textures can be reduced to still work on lesser machines.

I hear that Source has gotten a lot better at handling this sort of thing though after moving to the BSP2 format, and idtech began using megatextures to help combat this sort of thing as well.
>>
Engines are a meme. The output is completely dependent on the art team. Nothing else. All engines today do the same fucking shit.

Dynamic shadows
Bump mapping
Vertex and pixel shaders
Etc
Etc

It's all the same shit. If a rendered scene looks better in one engine than another, it's because the art team did a better job. You can get the same results regardless of "engine".
>>
>>378585663
It's literally advertised as Source on the box.
>>
>>378586375
HIMYM is better than Friends.
>>
>>378587251
It's source, but it's probably closer to the 2013 branch with additional modifications. It's more like a Source 1.5.
>>
>>378587403
I bet you can't even mention the name of a single character in how I met ur mum lol because they're so forgettable kek
>>
>>378578210
>still no scriptable input
You can somewhat make your own input system in game using events to change keybindings but it won't get axis from controllers correctly
>>
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>>378575313
>>378575402
>>378575494
>>378575609
>>378575726
>>378575805
>>378575917
>>378576025

What the fuck. What is this. Is this a fetish? are those just OCs? some are actually pretty cool holy shit.
>>
>>378580997
nice fresnel effect
>>
File: 1443036473411.gif (2MB, 405x214px) Image search: [Google]
1443036473411.gif
2MB, 405x214px
Fox Engine / RE Engine
>>
>>378588145
thanks
>>
>>378581548
Myst game in this engine would be baller.
>>
>>378577606
or i could y'know, do it in my bed.
>>
>>378582427
I play it from time to time and it does look very close to that. Too bad t is too fast paced ao you end up not seeing much of its details.
>>
>>378574447
V8
>>
>>378577606

when you stop being 16 and move out you realize fucking girls in cars kinda sucks
>>
>>378587251
As long as some original code exists, legally it has to be called source.
>>
>>378587914
I can't comprehend his level of autism.
Some of his designs imply self-awareness.
And then he puts way too much effort into shit like "Ash Ketchum the Pokemon Trainer" and "Freddy the Fluffy Streamliner"
Although, if you removed the faces on a lot of these and modelled them, they'd make train simulator games seem a fuck ton more interesting.
>>
>>378582069
https://www.youtube.com/watch?v=SmnEhmjgZ9s
>>
>>378580659
pre-baked lighting. completely static scene
>>
File: gammmlpsn530.jpg (48KB, 530x318px) Image search: [Google]
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48KB, 530x318px
What engine should I use if I want to try making a 3D game with simple lighting?
>>
>>378588276
Fuck i thought that was a snake vs snake gif at first
>>
>>378582573
RISK of RAIN 3
No fun allowed edition.
>>
>>378589780
Unity but all engines are just tools and ultimately rely on your competence
>>
>>378586375
Those are out there too. This is a nice one.
>>
>>378589780
You can get this effect in Source and idtech if you simply don't run VIS at compile time. Or force on something called "fullbright".
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