…what?
… huh?
True that, I’ve been saying this for over a year now.
UE gets upgraded and altered according to Epic’s internal needs and projects, for instance during Paragon they needed more believable eyes cloth and skin and so they implemented those which was a big welcome indeed. (Ik animation system still pending) ; ).
But now with Paragon gone and in with Fortnite, such requirements are far less, because fortnite is a highly cartoon stylized flat shaded MMO, It doesn’t require the bells and whistles visually, so does this mean Epic wont bother pushing things forward on that end?
Also now that Epic is making so much money from Fornite will the UE improvements take a further back seat on features not required by their own games?
This is entirely within Epic’s right of course and respectably so, however for indie devs these methods may not be to their favor.
I’m really hoping for that push from Unity now more than ever.
Perhaps more like $$$$$$$$$$$$$$$$$$$$$$
Nice to hear from you again. First you were all about C#, now it’s F#. I’m sure that tomorrow you will be all excited with some other new thing you discovered, perhaps Z#.
Not true sorry, this also partially falls back into game dev and basic capital that indies should expect to have for any serious endevour (there was a long discussion about it in these forums), second unity is free and you can use it for training and even with caps limit of income if you put your game out there which is fair last I checked was 200K which is a very good start, if you are already making more than 200K a year then i’m sure you can afford to pay the subscription.
Meanwhile UE is not so cheap either for any serious prospect, they will get that 10%, i think it does even the scales specially considering the amount of troubleshooting and additional manpower you may need for the same job in UE and lack of support as much as in Unity. UE free is not any different than Unity free , in fact Unity free has more perks as mentioned above.
I haven’t seen anyone else get the same level of quality out of Unity that they’ve done in their demos, they’ve done a massive amount of custom work to do those. Unity is a skeleton, which can be useful (we use it in situations where we need it to be barebones) but Unreal offers a much more complete set of features. Sure, there’s a lot of graphical features in Unreal, but things like Blueprints and the available source show how much dedication they have to the coding side.
You guys seem to have a history it seems…
Not really. I just remember his posts everytime a thread included some discussion about C#, from about a couple of years or so.
I don’t know that dim wit. It was even to hard for him ask a simple question: “What makes F# better than C#”.
Nice.
I didn’t bother to ask because I know both languages and because you already provided that answer a while back. Like I said, I remember your posts.
I hardily doubt that you “know” F#. Looking it up on Bing, isn’t “knowing” F#. And as a matter of fact, I didn’t even talk about F# back then. So, you couldn’t have given any answers on that.
You really are a funny guy. Clearly you can’t remember what you wrote just a couple of years back.
Here is a clear example of what I’m talking about. This is a thread that you started in 2016:
https://forums.unrealengine.com/unre…alscript/page1
Check the posts you wrote there.
It’s because of stuff like this, that people still have the distinct impression that the vast majority Unity users are nothing more than a bunch of immature kids.
PS: what’s with the “know/knowing” thing? Are you critizing my bad choice of words? English is my third language, so sorry for any inconvenience caused to you by this issue.
So do i need to use unreal engine or unity ?
The one that suits your need. Don’t know how it could go on for so many pages
It’s only a tech choice. As a tech choice you always have the same things to take into account: what does it do / does not do for you, what’s essential and what can be worked around, what are your skills with that tech (ie what can you achieve), what will you gain from learning a new tech and lose from dropping your previous tech etc.
Time vs Ease of Use vs Features vs Cost and other things I’m forgetting / I’m not comfortable with.
This is what I have tried to tell people who insist that Unity can do graphics as well as Unreal does. Still, one can’t help but wonder…if Unity finally solves it’s biggest current problems (running poorly for a lot of people and not having as good graphics) then one can’t help but wonder if Unreal engine will lose most of it’s popularity among indie devs. The biggest strength of Unity is that it has huge amount of documentation/tutorials for it.
At least unreal have LOD implemented for free.
Unity’s graphic engine has gotten a big upgrade for 2018 and is under constant development and overhaul since mid 2017, the time will come when the graphical and performance capabilities of unity will match and perhaps surpass (in some areas it already has, such as lightbaking) of those in UE4. I really want this to happen for our team and future game development as well to establish a healthy dose of competition in the area of engines for the future.
That’s because developers usually using Unity aren’t aiming that high or simply not putting the time to create one. Then again have you seen UE4 developers come up with Demo scenes which match those of unity or paragon other than Epic and a few large companies?
While their latest demo “Book of the dead” may indeed be using some custom tech to be found in the upcoming 2018 versions, the rest can easily be done in Unity and yes they are not very optimized scenes full of alembic cache files and large geometry counts but they are very doable, especially for good generalist vfx and character artists or animators this is not impossible.
For me Unreal Engine is easier to learn because I’m completely noob in coding and UE has blueprints.
But yes, unity can work on weaker hardware.