UE3 Source

I’m sure this has been mentioned over a dozen times but… Is Epic Games ever planning on releasing source code for ue3 for any joe shmoe to use? because I loved ue3 engine even better than ue4 and i’m sure some people would agree.The things that were interesting about UDK and UE3 is that UDK had gpu accelerated rigid bodies,gpu accelerated clothing, but yet for some odd reason turbulence module and code was disabled which crippled some would have been amazing ideas.Though, UE3 source workers got access to not only apex destruction and clothing but they had the ability to make amazing turbulence. So if anyone has anything to say about this please do explain! Also, I just got done compiling MaximeDups UnrealEngine-4.17.X which includes

  1. [Blast](file:///C:/Users//Desktop/UnrealEngine-4.17.X/MaximeDup_UnrealEngine%20Wavework%20usage%20requires%20CUDA%20cores,%20which%20means%20Nvidia%20only.htm#nvidia-blast)
  2. [Flex](file:///C:/Users//Desktop/UnrealEngine-4.17.X/MaximeDup_UnrealEngine%20Wavework%20usage%20requires%20CUDA%20cores,%20which%20means%20Nvidia%20only.htm#nvidia-flex)
  3. [Flow](file:///C:/Users//Desktop/UnrealEngine-4.17.X/MaximeDup_UnrealEngine%20Wavework%20usage%20requires%20CUDA%20cores,%20which%20means%20Nvidia%20only.htm#nvidia-flow)
  4. [HairWorks](file:///C:/Users//Desktop/UnrealEngine-4.17.X/MaximeDup_UnrealEngine%20Wavework%20usage%20requires%20CUDA%20cores,%20which%20means%20Nvidia%20only.htm#nvidia-hairworks)
  5. [WaveWorks](file:///C:/Users//Desktop/UnrealEngine-4.17.X/MaximeDup_UnrealEngine%20Wavework%20usage%20requires%20CUDA%20cores,%20which%20means%20Nvidia%20only.htm#nvidia-waveworks)
  6. [VXGI](file:///C:/Users//Desktop/UnrealEngine-4.17.X/MaximeDup_UnrealEngine%20Wavework%20usage%20requires%20CUDA%20cores,%20which%20means%20Nvidia%20only.htm#nvidia-vxgi)
  7. [HBAO+](file:///C:/Users//Desktop/UnrealEngine-4.17.X/MaximeDup_UnrealEngine%20Wavework%20usage%20requires%20CUDA%20cores,%20which%20means%20Nvidia%20only.htm#nvidia-hbao)

i ran some tests and waveworks is a showstopper and so is blast but! are these actually GPU accelerated? because i was running these on my gtx 690 and basically only 1 GPU was being used with a slight %3 on the other GPU. don’t tell me these are CPU bound too x___0

From my understanding, Epic doesn’t have the rights to all the code in order to release the source for UE3. UE4 was built from the ground up so they could include the source code with the editor.

it always comes down to licensing agreements doesnt it? X D

On your first point: Yeah licensing would get in the way, anything UE3 or prior can’t be made source available like the UE4 was.

On your second point: Majority of UE4 (including waveworks) doesn’t work on multi-gpu of any description out of the box. It doesn’t surprise me at all that your 690 is only being half utilized.

They can’t, that’s why UE4 exists, UE3 uses some third party systems which they can’t share the code for, UE4 was built without those so they could share the source code.
However, if you’re interested in some of the Nvidia Gameworks tech then there’s some of that available.

oh ok thanks for replying and stuff. I had another interesting question…since ue3 public source would violate their third party agreements/licensing contracts what about this?

says apex turbulence patch was for ue3 users only.i found it extremely strange for years that we got cuda accelerated clothing and destruction and yet turbulence was disabled.And it was only a premium feature for ue3 source contractors.Is there any hope in the future that the patch would be released for UDK users and not just UE3 developers since almost all the indie devs i know are switching over to ue4? And…you might say turbulence is already available in UE4 and yes i know. But, alot of users are still on UDK because that too has so much to offer.

They would have to release a new update to UDK, it’s not something that Nvidia can patch. Epic right now is done with doing anything with UDK.

thanks for responding once again…and I have another question…i got a sweet deal on a occulus rift dk2 for 75 bones used!! i got it working with ue4 engine great and stuff it’s just i ran across some occulus for UDK page a few years back. Is there a version of UDK that supports VR? and if so could you direct me to the download link.

There was a version of UDK that supports Oculus that you would download from the Oculus dev site, I’m not sure if it’s still available.