How do other game engine even COPE with unreal 5 why is epic so good at making game engines

How do other game engine even COPE with unreal 5 why is epic so good at making game engines.
>marketshare 80% by 2025
>muh frostbite
its a terrible engine to develop games from the difficulty curve is insane to learn it.

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>with unreal 5 why is epic so good at making game engines
It was their main business before fortnite appeared. Also they are developing a game alongside their engine, and some people believe that's why general development direction is more sane than for example Unity

>doesn't support tessellation
>nanite meshes must be static therefore can't have nanite trees or nanite foliage or nanite actor
There's a reason they use a motionless desert for their demo with no grass and no trees and no animals.

Those features are unrelated

Video games are for children

>Those features are unrelated
explain how to do super hig

fucking auto post
explain how to do super high poly dynamic meshes then since you can't use nanite on a dynamic mesh and you can't use tessellation at all in UE5

because you can do tessellation on a dynamic mesh in UE4 / Unity

>you can't use nanite on a dynamic mesh
yet

The current implementation is stat mesh only but the goal is nanite everywhere:
youtu.be/eviSykqSUUw?t=4082

>yet
That sounds nice but nanite relies on a volumetric distance field to work at a reasonable speed, and computing a volumetric distance field cannot be done in real time (or if it could you would just use path tracing directly instead of triangles).

Or maybe I'm getting confused about Lumen requirements versus Nanite requirements.

>the goal is nanite everywhere
cool, the goal of realtime rendering since 90's has been bpt and we all know how far from that we are...
do you seriously think "nanite everywhere" is anywhere near based on that talk? lmao

Tim Sweeney is the Gabe Newell of game engines
And he's the anti Gabe Newell when it comes to sell games

Unreal is pretty cool and nanite is really neat but UE5 fucked up by intentionally removing other features like tessellation in order to push Nanite.
And the game engine is a buggy mess, too. Great for big teams working on big games but bad for small / indie developers.

If you had ever used UE4 you'd know that tessellation was always absolute crap and completely unusable in production. Unreal never had high performance tessellation like other engines do.
And I'm not sure why you're so hellbent on it since it has the same problems as nanite in that it can't be used for deforming meshes or foliage. Nanite is simply better tessellation, I can't think of a single case where you'd want to pick the other.

And that's where the money is. Nowadays kids aren't a mere afterthought and over zealous parents will now do everything for their spoilt brats.
TL;DR:
>Games = Money Printing Machines
>More Game for less work put in = higher profit
>Quality doesn't matter anymore

>Unreal never had high performance tessellation like other engines do.
Maybe that's true but Unity does tessellation just fine, and it's fast and easy to work with and it looks good. So why would I want to use UE5 when I can use Unity and get better graphics and better performance?

>in that it can't be used for deforming meshes or foliage
Yes it can. Tessellation is just a shader, you can use it wherever you want.

Honestly retard take if you genuinely belive it.
Unity has allot of advantages and it will be a close battle for time to come

But in the end, it doesn't matter. Vast majority of successful games are proprietary and it's gonna stay that way.

ui is decades behind web technology.
No flexbox, no stuff like react.
Nobody seriously makes ui by dragging widgets around.

Input sucks, don't have native control over apple api stuff or that new ps5 feedback controller or half the things in sdl2. It'll always feel clunky.

Shader nodes sucks, it is weak and messy. Doesn't work with git.

Coding sucks. You are limited by Unreals actor system when there are other superior paradigms like ecs or game specific architectures or other languages.

And that's if all of this works, if it doesn't you're screwed. You can't swap out the bad library. There's very little freedom.

The whole idea of a game engine is flawed.

You don't need a gui editor. You aren't saving any time (unless you don't know what you're doing and need handholding).
Unreal can always occupy a niche in the market, but it'll always be a suboptimal solution

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>But in the end, it doesn't matter. Vast majority of successful games are proprietary and it's gonna stay that way.
This guy gets it.

>ui is decades behind web technology.
>No flexbox
the game engines i work with have flexbox eqiuvalent, it's trivial to implement

don't care
still using source