I looked you up. You made that nice lighting academy thing, I’ve watched some of it before it’s very nice. And i read you worked (or still do?) for DICE in frostbite? (Sorry for the offtopic questions i just think it’s nice meeting devs like you)
Okay I have clearly overestimated the abilities of engines when it comes to lighting haha. Daamn I really wanted an easy way out. Since I’m a one man army with not much budget at all making a quite big project, it’s hell of a challenge and every easy way out of something is always so relieving. I’m not a art kind of guy, I buy assets for my game and that’s all i can pay for, that’s why i’m so unknowledgeable about certain aspects of game dev when it comes to visuals so sorry for asking questions that probably had very obvious answers. That GTA idea is very cool though, I actually thought about programming something like that which is crazy hearing from you that they had kind of the same idea, but i was obviously like: it will be too much work for 1 guy, I have better things to do for my game than make it look that pretty.
So unreal seems to be better at handling bigger maps but unity seems to have a better lighting solution for my situation? Hmm… And light probes, never could wrap my head around what those even do honestly, but i’ll look it up again i guess.
This decision is really painful…
May I ask you since you’re way more experienced? Will it be too much pain for me to make GI work properly for this situation, should i just give up on GI (considering i’m one person)? If i should, then what engine is more suiting. And if i shouldn’t, what engine is more suiting (by more suiting i mean which will be less work, more performance, more overall possible I guess and overall less time consuming for me in particular considering i’m a total newbie at unreal, very familiar with unity and one person)?
Thanks for taking your time answering, seriously, it’s much appreciated.
EDIT: Oh and I’ll try Distance Field stuff and see what that is.