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Are there any AAA games made with Unity?

Discussion in 'General Discussion' started by iprogrammer, Jan 23, 2017.

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  1. hippocoder

    hippocoder

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    My definition of AAA is always from this wiki entry.
    Specifically:
    There's 17 cited industry references seem more informed than any given individual including me so I'll go with that I guess!
     
  2. Unknown33

    Unknown33

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    Was reading thru a free online book about coding patterns for games, by a guy who spent years at EA, and basically everything is built as needed according to tight deadlines. Sometimes the same feature is implemented multiple times by various engineers, unaware that a solution already exists. Everything is supposed to be lightning fast and needs to get every ounce out of the hardware, though. It's no wonder Unity isn't used for a lot of flashy, high-end AAA titles, then.

    There are a lot of games besides just the latest high-budget release from the hottest major studio. Unity works for those kind of games. The ones people are financially capable of producing.
     
  3. hippocoder

    hippocoder

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    Unity is not exclusively that though, it used to be. Times are changing with ECS and HDRP since before SRP and before ECS (when this thread was made), it simply wasn't good enough for big projects.

    2019 is going to be interesting to say the least.
     
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  4. Unknown33

    Unknown33

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    I don't know what those acronyms mean, but it would be fun to see Unity get a few upgrades.
     
  5. snoche

    snoche

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    My 2 cents,

    I agree with hippocoder, looks like finally things are changing, we will see how it goes with the High Definition Render Pipeline and Scriptable Render Pipeline, that looks very promising and having the post process as volumes get closer to Unreal 4 final rendering look, but they had this implemented on 2014.

    I have been working in the video game industry for over 20 years and worked in lots of different engines, Renderware, Gamebryo, Frostbyte, Unreal 4, Unity... to mention some... I am just glad every studio don't do their own engines anymore, even it sounds nice idea you need to learn the way the engine works, how to bypass their bugs, limitations etc..

    All engines has goods and cons, I love Frostbite python implementation in the engine, you could use python to change any thing in the UI, (it looks like this is on the roadmap of U4 too!), that was awesome to work with as a TA, Unity don't need it as it uses C# for that, but it is a must for U4, in U4 you need a programmer to add a new button on the editor UI, also good AAA engines has good terrain tools and editor tools you need to work for realistic animation destruction, lods, ...

    It is not just the quality of graphics you can achieve is about how you can work with lot of assets and a lot of people in the same project, integration with perforce etc...

    For instance, one thing I miss a lot in Unity ( I don't understand how is not implemented yet ) is the possibility to isolate some assets on the scene view! come one! you can not hide or isolate selected assets without messing with active gameObject state, the assets browser it is much simple than Unreal 4 one...

    As has been said Unity focus was mobile games and lot of platforms, and now that VR is here they are focusing more in AAA too but Unreal is improving a lot latest versions too, with the new particle system and the new realtime raytrace.

    Some of you guys have been saying every studio does their own render engine, and that is not true nowadays only a few selected studios can do that, the cost for making an engine from scratch is huge and normally you don't have so polish tools like can have Unreal 4 or other ones, in general it is much better to use Unreal, Frostbite, Source, Cryengine or whatever suits your needs.

    Also some engines are very limited of what they can do, If you trying to do a realistic first person shooter Cryengine could be a good choose but too make an RTS with Cryengine it could be much harder than with Unreal 4.

    And some one mention U4 doesn't has so many games, you should check again, almost all studios who don't use custom engines use U4.

    https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
     
    Antypodish likes this.
  6. neoshaman

    neoshaman

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    Definitely coming with nested prefab.
    I think you can use it now (citation needed)?
     
  7. snoche

    snoche

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  8. IgnisIncendio

    IgnisIncendio

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    You can, but it's in preview (2018.2 build): http://unity.com/prefabs
     
  9. hippocoder

    hippocoder

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    Tangent offtopic reply: 2018.3 will have it, and I think it will be better to wait for that due to a substantial amount of fixes.
     
  10. Ocodo2020

    Ocodo2020

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    Escape from Tarkov is made in Unity and it looks like an AAA game
     
  11. Murgilod

    Murgilod

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    Sure, from a fidelity standpoint, but absolutely not from an art design or game design standpoint.
     
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  12. BIGTIMEMASTER

    BIGTIMEMASTER

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    Tarkov looks pretty darn good, but it's not on the same level as current AAA shooters. It's not really even close.

    I'm talking gameplay videos -- not cinematic trailers.
     
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  13. AndersMalmgren

    AndersMalmgren

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    Nope, no one is holding your hand through out the experience :p
     
  14. IgnisIncendio

    IgnisIncendio

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    I would say GTFO looks pretty AAA, compared to EFT.
     
  15. tiagorpg

    tiagorpg

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    of course i am not talking about making it alone, what i mean is, the structure of code used in unity is similiar to the custom engines they use?, or is it too alien like gml, because i could make amazing things in game maker, but had to learn unity from scrap, because even in 2d unity handles everything differently

    in short
    unity handle animations in a way the industry do?
    unity handle calls the way the industry do?
    unity handle all formats of 3d models the industry use?
    the way you optimize unity code is the same in a custom engine?
     
  16. hippocoder

    hippocoder

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    Yes to all. Unity is staffed by AAA developers, not randoms.
     
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  17. zombiegorilla

    zombiegorilla

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    Yes and no. Implementation depends on the engine and pipeline and can vary depending on project. The concepts are all the same.
    No idea what you mean by calls. If you are talking about API, they can be different depending on engine/framework/architecture.
    Yes and no. But generally yes. Though some studios may do things differently.
    No. Optimization is specific to game, architecture and engine/framework. You don't even optimize two Unity games the same way. There are some general broad strokes, but specifics are based on context.

    Bottom line is that there is no "industry standard" way of doing things. The industry is made of many people doing things in specific ways for their own needs and the needs of their project. There are some common approaches, and Unity certainly covers those. But also since Unity is a major tool used by a huge percentage of the industry, it can be said that the way Unity does things is a sort of standard. Certainly it does handle some things better than some in house engines, and maybe less in other cases. The idea that there is a "proper" way to do something so broad is wrong thinking. You do things that are optimal for what you are trying to achieve. That may mean using Maya+FBX or it may mean creating your own 3d editor and file format. It is all context based. Learning, changing and adapting "how you do things" is pretty much the only standard in game development. It changes all the time.
     
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