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UE "Infiltrator" in Unity + Adam Characters (4K Screens)

Discussion in 'General Discussion' started by tartiflette25, Dec 20, 2016.

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  1. tartiflette25

    tartiflette25

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  2. theANMATOR2b

    theANMATOR2b

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    UltronTM likes this.
  3. Deleted User

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    I got rid of it, I could re-do it but it took a while.. TBH I am perfectly happy with the graphics in Unity 5.5+ (even stock TBH), only thing I have left to moan about is the terrain system. Not sure what I'll do after that :D..

    @tartiflette25

    The biggest difference you could make to that scene is some volumetric lighting / atomospheric scattering.. Take a look here: https://www.assetstore.unity3d.com/en/#!/content/67665

    Like in the Blacksmith demo, it's subtle (if done right) but it does make a massive difference. By default in UE when you open a scene there is an atmospheric fog actor, which does pretty much the same.

    This is the major difference between Unity / Unreal, with UE you don't really need to know too much about what you're doing to make it look good, plus everything you want is included w/ demo's. In Unity you will have to shop about a bit and at least have a fringe understanding of how it all stacks together to make it look complete.

    Even with the impressive integrated post stack (search for it) which has TAA etc. I still use Scion for bloom / DOF etc. just to give it that more "cinematic" look.

    I've still not been able to match Unreal graphically in an outdoor scene (at the top end) but come pretty damn close and the performance in Unity (especially with foliage) is far better.
     
    Last edited by a moderator: Dec 22, 2016
  4. tartiflette25

    tartiflette25

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    I used the atmospheric Scattering from the Adam exterior tech demo so far, you can see it on the rock in the background on the left while outdoor.
    My game is mostly gonna be Urban anyway. As of today i'm also going with UE4 ^^.
     
  5. tartiflette25

    tartiflette25

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    Added new screenshots in first post. Got some trouble with png on the forum, pictures will be added in the album linked in first post
     
  6. gian-reto-alig

    gian-reto-alig

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    And we know this is the fault of the engine?

    Because I heard people theorycrafting that the guys building recore just didn't use the engine well, or lacked the time for optimizing their game.

    Not saying I fall into one or the other camp, but before shouting "Unity is bad bacause game X using it sux!" you should be sure that its the engines fault.
    Did the Recore devs say so? Has any thirdparty somehow reverse engineered it and found nothing in their own code or their missing optimization at fault?


    Sure, everyone that has used Unity ever can point out its many faults and weaknesses. So can everyone having used Unreal. If these weaknesses really translate into long level loading times, or low res textures is still in the hands of the dev. Nobody forces you to load big levels in a single chunk, nor to not use higher res textures and some clever memory management. You can actually do quite a lot if you are not afraid to get your hands dirty in Unity. I would guess the Recore devs either lacked the knowledge to do that, the time or just couldn't be bothered.
    Because at the end of the day, a good game with minor flaws like longer than usual loading times still is a a good game, with minor flaws.
     
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  7. hippocoder

    hippocoder

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    But you know, users are asking for texture streaming. It should come :)
     
  8. TwiiK

    TwiiK

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    Perhaps you chose to early?
     
  9. Murgilod

    Murgilod

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    Honestly, probably not. Setting up networking in UE4 takes less time than watching the first part of that tutorial. It's genuinely trivially easy.
     
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  10. tartiflette25

    tartiflette25

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    I feel like, if you wanna go state-of-the art with high-end graphics, the C++ foundation can't be outperformed. But i barely started learning UE4, we'll see.
     
  11. TwiiK

    TwiiK

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    Well then, best of luck to you. :)

    I was just making fun of this whole thing, Murgilod. I have no idea how easy/hard it is to get multiplayer working in either Unity or Unreal, but I assume that if you're happy with something that's mediocre in every way then it's fairly plug & play in both engines, but if you're not you have to get down and dirty with the code to fine tune everything to your particular needs and in that case I'm sure it takes quite a bit longer than a couple of hours in either engine.
     
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  12. zenGarden

    zenGarden

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    I never said it was bad ? We all know what is capable of, out of the box it needs more features and work.
    For environment lighting and character animations for Recore devs had to put lot of work to be able to achieve what they have done, because lighting functionnalities and optimisations in animation are missing.
    The game had only one or two terrain layer textures , one very simple material for rocks , no high res textures, not lot of advanced post effects, it looks like limitations to avoid Unity struggling with graphics.

    Anyway the main difference is UE4 gives you get all advanced toolset and features out of the box while with Unity you have to buy plugins, this is something to consider and one reason why some people choose UE4.
    There is no need to start comparing engines, you test them and you know what is best for you, and there is other good 2D or 3D engines out there commercial or open source that can also be a good choice.
     
    Last edited: Dec 23, 2016
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