So it’s getting closer to the day that I will start to possibly pay for Unreal Engine 4’s monthly subscription. So I made this list today with questions to ask. Sorry if this is in the wrong section.
#1. How is performance with Unreal Engine 4 regarding if I want to develop a video game to have hundreds of thousands of decals when I shoot guns and still be able to play the video game at 60FPS?
#2. Same as #1 but will I be able to fill my video game up with more than 1,000+ NPC’s in 1 area like if I develop a open world video game and have lets say 5,000 NPC’s in one city, I know that Nvidia is working with Microsoft to improve DirectX 11’s draw calls which is what DirectX 12 will seem to do.
#3. Same as #1 and #2 but will I be able to fill my video game up with thousands of buildings and vehicles?
#4. Destruction: Can I make a whole entire city be destructable without using a cloud server? Especially if I develop a singleplayer only video game?
I finally want to be able to play video games in First Person View (FPV) with stuff like this going on.
I will update this list with more stuff I think about.
everything in your list is dependent on how you do things, and with source code you could extend features of the engine to accommodate anything you need honestly
1 - the engine will do it as long as you have the computer hardware to support it as well as optimize/implement it correctly
2 - ^
3 - ^
4 - you don’t need a server of any kind to make a destructible environment.
also the engine come’s with a FPS template you can use to implement your own FPV
A lot of stuff depends on how much things are visible. Think about GTA V, which has many many objects in the entire map, but only a little bit of it is actually visible at one time.
Also consider what you’re actually able to create, having lots of stuff around is going to depend on your ability to create that stuff.
As far as physics are concerned, you could set it up, but it wouldn’t run fast enough. You can look at examples of this as far as what’s out there today. Like Battlefield which has a good amount of destructable things, but only in certain cases. Or Red Faction Guerilla, which has lots of destructable buildings, but they are small, there’s few of them around, and each part of the building is specially designed for it.
Then you look at movies, which do lots of big destruction and you’ll find they can’t do that in real-time at all, at a point it becomes too much and requires spending a lot of time doing simulations. Video games are even worse for that because they have to react to any situation, and they have to look good from all points of view.
That was one of the big points of Microsoft’s cloud servers for the Xbox One, they can offload some of that really complex data to servers to process.
Hey, I know with the source code I can extend these features of Unreal Engine 4 to accommodate any feature I need. What I am trying to ask is can I develop a video game and have hundreds of thousands or infinite decals and to never disappear, I know the problem with DirectX 11 heck since DirectX 9 was with the draw call issue and now that Nvidia with Microsoft is improving DirectX 11’s draw calls because of AMD’s Mantle push we should be able to see more units or more of other stuff in video games than ever before. Of course optimization is needed.
As for #4 I know you do not need a cloud server for destructible environments what I meant by needing a cloud server for destructible environments is if the video game has to much destruction that it needs to run off of a cloud server to off load the destruction, Microsoft’s Azure cloud server will apparently be doing this for the new Crackdown for the Xbox One which will run on Unreal Engine 4, however I do not want to own a server just to develop and play a singleplayer video game with destruction every where I want to just play that video game without a server and have lots and lots of destruction at 60FPS.
Also I know Unreal Engine 4 comes with a FPS template I was saying I finally want to play video games in First Person View (FPS) with all of the features I described from #1 to #4.
I guess sometimes I don’t explain what I try to say in full detail or make it more understandable.