[=;495009]
@ - that video you linked isn’t official. There is an experimental voxel GI in the latest version of the engine, but it’s exactly that - experimental and not a proper feature. It’s also pretty slow and not that great, it’s missing things like specularity, which is kind of important. The destructible trees in CryEngine are precalculated boolean destructables that were created in Maya. You could do the same thing in UE4 with a little work.
As for caves, yes, that is pretty much the only advantage of voxel based terrain. I’m not personally sure it’s worth the performance cost that it entails over traditional heightmap based terrain.
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No, the trees make boolean functions at realtime when get the point of collision.
jeez Errvald are your hemorrhoids (yes I had to google how to spell that) playing up? You’re being a right misery bum making snidey comments. Chin up man lifes not that bad, who gives a toss what other people think about game engines
Here’s a trick I like to employ on internet forums…write some snotty reply expressing your deep hatred for other people and all the reasons said other person is talking out of their bum, then just before you hit the ‘Post’ button think…actually who gives a sh** and then just cancel it and carry on with your life.
If they only fix the server error which have been going on for two days. I cannot get past the site where I fill inn the details before downloading.
Crytek says they are working on it, but I still have the error. This is not acceptable. Im bouncing between Unreal and Cryengine until Crytek fixes
the servers, so I can test Cryengine V.
@ why bouncing between bouth ? Just use bouth… I think it is a good thing to have the knowledge of multiple engines.
If you are in production or let’s better say you are prepearing to start a project than you have of course to decide which engine fits your needs.
And yeah the server thing “issue” is of course not a good start for Cryengine 5… For some reasons i had no problems like many others.
[=;495009]
As for caves, yes, that is pretty much the only advantage of voxel based terrain. I’m not personally sure it’s worth the performance cost that it entails over traditional heightmap based terrain.
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Nice move from the CryEngine folks… we could certainly use some competition from a more graphically advanced engine (because unity definitely isn’t that :p) hopefully Epic will try to step up their game as well.
As always there are many cons and pros between engines but in my personal opinion CryEngine’s cons far outweighs its pros, which is why there is no I could move over to their engine even though I could REALLY use some of their graphical features.
Real-time local reflections (RLR).
I think it’s still mostly screen-space based but it also looks like it blends in reflection captures that are placed in the level… at any case it’s 10 times better than what UE4 currently has, especially when it comes to translucent materials (UE4’s SSR is significantly worse with translucency).
Their AA seem much more advanced as well… it’s clean, sharp, stable and no motion artifacts! pretty much the opposite of UE4’s TAA
Actually Cryengines AA is one of the points that makes me crazy… So much improvements but they are still keeping SMAA 2TX, SMAA 4TX and 8TX is what they need to add… For nature the current SMAA 2TX is working really fine but for indoor scenes or scenes with long straight meshes it’s pure pain for the eye.
I don’t know why so many people don’t like UE4’s AA, it’s TXAA right ? from nvidia ? For me it’s the best looking AA so far. I can live with a bit of bluring in my textures but i really can’t live with all the AA flickering, edges and stairs in my scene like with other AA modes/methodes.
[=Adik;495080]
@
And yeah the server thing “issue” is of course not a good start for Cryengine 5… For some reasons i had no problems like many others.
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[=Adik;495120]
I don’t know why so many people don’t like UE4’s AA, it’s TXAA right ? from nvidia ? For me it’s the best looking AA so far. I can live with a bit of bluring in my textures but i really can’t live with all the AA flickering, edges and stairs in my scene like with other AA modes/methodes.
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Nope… nvidia’s TXAA =/= UE4’s TAA! not even close.
The problem with TAA is the motion artifacts as demonstrated here (although to be fair this might be a worse case scenario). https://www…com/watch?v=uOStBqP6F3M
ok good to know, Epic is working so close with nvidia why they don’t use nvidia’s TXAA ? looks really good on their site.
Ok the clip looks really bad… but for static bjects/meshes it looks not that bad, especially for all the archviz scenes i can’t imagine using something different than TAA.
[=TK-Master;495132]
Nope… nvidia’s TXAA =/= UE4’s TAA! not even close.
The problem with TAA is the motion artifacts as demonstrated here (although to be fair this might be a worse case scenario).https://.com/watch?v=uOStBqP6F3M[/]
Yeah i will like to see a better TemporalAA too in UE4
The “Cinematic Quality Motion Blur” added the last year GDC 2015 is poor too, cause problems
[=savagebeasty;495060]
jeez Errvald are your hemorrhoids (yes I had to google how to spell that) playing up? You’re being a right misery bum making snidey comments. Chin up man lifes not that bad, who gives a toss what other people think about game engines
Here’s a trick I like to employ on internet forums…write some snotty reply expressing your deep hatred for other people and all the reasons said other person is talking out of their bum, then just before you hit the ‘Post’ button think…actually who gives a sh** and then just cancel it and carry on with your life.
peace and love man…peace and love.
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Nice trolling, but please leave the personal attacks and try to actually ‘employ’ your forum trick.
[=TriNityGER;494967]
I’ve tested the engine for half an hour and it feels so unbelievably bad. My god, I haven’t seen such a bad UI in like forever. Even Unity has a way more intuitive UI. The preferences menu is a joke, where the **** can I change render settings and stuff?
As of right now, the engine is just… horrible to use and I work with both UE4 and Unity, so I have at least a bit of knowledge.
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The thing is if you don’t like something and you even don’t want to try it really and your decision is made even before installing it, it is senseless, save your time.
It is like it is, some pepople have simply a problem with crytek / cryengine and this is ok, you can’t fall in love with every piece of software. For example i love UE4 and Cryengine but i’m not
a big fan of unity, the whole engine is a kind of weird for me, starting with the UI, going through the shaders and etc…
I like CE, always have… But if I was to choose a variant flavour I’d choose Lumberyard every time, full .FBX support / Allegorithmic support, fully working component system (which you can script) and it now has mobile support. Even from a licensing perspective it’s more favourable, if your game encroaches on a CryTek sort of game you may run into issues.
As for C#? Well C# is C#, kind of indifferent to it… It’s cool in Unity as a component based scripting language and I’m a major fan. Hopefully they will get rid of the old version of Mono at some point.
Major issue is Unreal and Unity are mature / well sorted at this point. As much as all engines are kind of merging into each other (feature wise), I’ll still continue with Unreal. Partially because I’m used to it and secondly because it does exactly what I need of it.
As for graphics, well the new demo by Unity is very impressive. CE’s always looked good and so does Unreal, in six months time I don’t believe it’ll matter which engine you choose.
I’ve worked with UE3, UE4 since it went free and Unity for about 5 months due to my Unity Game Dev course at my university, so its way more than just 30minutes. I don’t say I’m at the same level as our community god (:D), but I do have some knowledge.
And I agree with the voxel based landscape tools. They are so **** back when I played with CE3 and I miss them to date in UE and Unity It was so incredibly easy to make a cave with just a landscape, a brush and few textures.
If there is no subscription fee and even no royalty if you ship your game (?) how do they make money to further improve that engine anymore (expect from some support)? Sounds a bit like this does not work forever for me.