Unreal Engine 5 enters Early Access
unrealengine.com
unrealengine.com
Unfortunately, I've been unable to use Unreal for game jams. The reason? Collaboration! I tried to get my team set up with Unreal Engine and git, but it ended up being a disaster where the team didn't have the time to figure it out. I also don't want to host my own subversion or perforce, and I also don't want to pay an arm and a leg for a hosted version.
On Unity, I pay $30/mo. You scroll to the "collaboration" tab, hit "sync" and your changes are in the cloud. It works great, my artist were immediately able to start syncing their changes.
I think in general Unreal is a more "professional, big teams" tool, and does not target the smaller market.
Yes, I know that they now use Piper.
I love git but P4 is still better if your workflow is on large single files.
I always tried to do something similar but it seems impossible in videogames, unless you are aiming a 2D mobile game.
All the graphics for the game above can use placeholders, or even solid colors.
Having no experience in gamedev, I could imagine that as in other fields these milestones are a bit orthogonal. You need a works-like prototype for internal use to confirm the basic questions like "is it fun" before committing to polish, and you need that vertical slice looks-like prototype to do demos, make a sizzle reel for Kickstarter, convince investors, etc.
The excellent NoClip doc on Horizon Zero Dawn talks about them actually making a handful of prototypes that explored various aspects of the game's mechanics (combat, traversal, etc) and then having to figure out how to integrate those concepts into a single entity. There are a few clips at https://youtu.be/h9tLcD1r-6w?t=1186 that show a very early demo of the Thunderjaw concept, with the destroyable parts just as big colored boxes.
On the other side of things, it's wild when you look at a game like Hollow Knight: Silksong, for which there was a reveal trailer over two years ago that showed seemingly dozens of fully finished environments, enemy encounters, etc— but in terms of the overall stage of the project, it must have been in alpha or pre-alpha at that point (unless it's encountered some significant unforeseen development barriers): https://www.youtube.com/watch?v=pFAknD_9U7c
It's rought equivalent to a pilot for a TV series: https://askagamedev.tumblr.com/post/77406994278/game-develop...
EDIT: I just remembered the other alternative - Early Access. This allows the developers to sell the game before it's complete and solicit gamer testing/feedback during the development process while iterating. It's a popular approach for smaller studios.
Mark Cerny, a developer for a lot of Sega and Sony titles, always suggests an experimental pre-production phase and a structured production. The former is meant to figure out the requirements for the latter and clarify the nature of the product.
You can noodle on mechanics, art direction, story, etc with a small team before you go into production but you probably won't have an actual viable product coming out of that stage.
As many others have pointed out, a vertical slice is the term that applies to this vertical of making games. So, even the terms are audience specific - MVP for owners and Vertical Slice for staff.
You often don't ship this MVP to the public but use it to attract publishers or to demo at game conferences.
[Oped below]
So much of what makes a game good is art and feel based so testing early and often whether you're on the right track is important. Game studios that are smaller have to do this. Larger ones can take the hit if they make a bad call in favor of controlling the marketing/presentation more carefully. I'm not entirely sure how they test. Similar to developers I think most people in the game development industry have good or reasonable instincts about games that would work.
I think I’m in the minority, but I really care very little about the art and feel; I’m die-hard about the mechanics of the game. I hear people ranting and raving about the “cinematic quality of the game art” and I find myself thinking, “I mean, that’s nice, but there are all of these glaring issues with weapon balance and map design, the net code favors laggy players, the time-to-kill is so low that network rather than skill dominates the outcome of almost every confrontation, and the server randomly disconnects people...”. I play a lot of first person shooters, and I rarely care whether the “skin” of the game is futuristic, present day, WWII era, etc as long as the mechanics are right.
But to each their own! It's nice to see the variety available from movie-like experiences to pixel art with all ranges of game mechanics.
Making Your First Game: Minimum Viable Product - Scope Small, Start Right - Extra Credits https://www.youtube.com/watch?v=UvCri1tqIxQ
It's been a while since I've watched it, but I think you should take MVP to mean "what's the smallest game I can build to tell whether it is fun" and not "what is the smallest thing I can build that people will buy".
Vertical slice is the product we show to management.It's crude and only has the most core elements. No music very few sounds no introduction. Something similar to a prealpha product that you can play with.
MVP in our company is like beta products that you put on the stores, those early access ones. You get full audio, polished visuals, full FTUE and the means of payment, etc. Basically a full game but with a bery limited amount of gameplay contents. Say Doom but only with e1m1 and e1m2.
Then we grow from there and add a lot of things if it looks good. We first push the MVP (early access) to Tier-3 countries and then gradually open access to all countries if the revenue looks good. We kill it if it doesn't pose a positive return after some tweaking. The majority of programming frameworks are done at this stage but new contents still need code here and there. Eventually you are planning new major features e. g. pvp that needs new frameworks but that's probably months after MVP.
An MVP for a game is the cheapest playable version of the game you intend to make. It's hard to say anything else because games are an even more general category than apps: you might find out that you want a physical boardgame.
From a games perspective the customer is actually much more picky than investors and the market is hard to get discovered in. Your MVP is a finished game.
For industry investors (publishers) it depends on your pedigree and connections to a large extent. No name, first time indies will find it hard to get a bad publishing deal without a nearly complete game. Well connected industry veterans will have a deal worth millions based on a pitch alone even prior to starting a studio.
For more traditional startup investors you need pedigree, an idea of how you'll scale, some evidence that you can actually build the thing and to be in a segment hitting the zeitgeist. For example over the last few years doing something with mobile GaaS, VR/AR, blockchain, cloud streaming/native and so on.
I'd argue that if your goal is MVP, you probably aren't making art. Think sketches and studies and not products imo. That's the path to lasting greatness in gamedev.
An MVP of a painting is a sketch. An MVP of a film is a smaller film with the less important parts of the plot stripped, made with a phone camera and paper decorations in the backyard.
That's kind of my point. Not that no art can be made to be sold. But art made with sales as a primary success criteria is only a subset of art-space. And a lot of the great art out there (video games included) did not originate from that subset.
For a painting, I'm not sure because I'm not an artist, but is the investment large?
- plant seed
- harvest seed
- use income to buy better seeds
rinse repeat
My main problem with UE is C++, I don't want to even try to download files or read json in a blueprint.
There is also a source code release if you want to dive into that level of detail: https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0...
I don't think the released details are that surprising to those working on realtime computer graphics, but the engineering details and tradeoffs are certainly interesting. Epic has the budget and business case to allocate a team, including some of the best graphics engineers in the industry, to do R&D for over a year to make this a reality.
The major difference seems to be they've done the work end to end to handle all the occlusion corner cases as well as a sophisticated mesh and texture streaming implementation that targets modern SSDs.
And most of us doesn't use fast SSDs like in PS5 and it works really well. Also these engineers said, it even works just fine with slowers HDDs too. Because, they don't stream meshes for each camera movements. But it's a continuos setup.
You broke the site guidelines badly with this, as did everyone who upvoted it. Please read the rules: https://news.ycombinator.com/newsguidelines.html. They contain:
"Please don't post insinuations about astroturfing, shilling, brigading, foreign agents and the like. It degrades discussion and is usually mistaken. If you're worried about abuse, email hn@ycombinator.com and we'll look at the data."
We have that rule for good reason, as I've explained ad nauseum over many years:
https://hn.algolia.com/?sort=byDate&dateRange=all&type=comme...
including yesterday:
https://news.ycombinator.com/item?id=27271356
I looked at the data and saw no evidence that the comments are astroturfed, let alone "af". Perhaps I'm missing the obvious? In that case these astroturfers must be devilishly clever—enough not to leave any of the traces that we look for—and also dumb enough to leave comments that readers will pick out as obviously astroturfed.
More likely, though, you were doing what internet users commonly do, which is vastly over-weight the things they dislike and then read sinister interpretations into them. (See https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que... for many past explanations.) The overwhelming majority of these interpretations have literally zero evidence, and they're deeply poisonous to forum threads. In the future, if you don't have evidence, please don't post any of these; and if you do have evidence, please email hn@ycombinator.com so we can look into it. But people having different tastes in game engines does not count as evidence.
Your edit is still not in keeping though, because if you read https://news.ycombinator.com/newsguidelines.html to the second-last rule, you'll find: Please don't comment about the voting on comments. It never does any good, and it makes boring reading.
Moreover, from what I've looked at in this thread, your comment appears to be false. Which critical comments are you talking about specifically?
> In fact, this morning, I was reading a news article in Hacker News, which is a community where we have been working hard to make sure that Azure is growing in popularity and I was pleasantly surprised to see that we have made a lot of progress in some sense that at least basically said that we are neck to neck with Amazon when it comes to even lead developers as represented in that community. So we have more work to do, but we are making progress on all dimensions.
https://sg.finance.yahoo.com/news/microsoft-corp-msft-q1-201...
EDIT: I don't mean this to be an indictment of the moderation on HN - on the contrary, I think an amazing job is done to balance out this stuff. It's just crazy to realize that corporate efforts on HN are important enough to mention on an earnings call!
Everyone knows this happens on any forum with sufficient popularity, but it's striking to see it openly admitted.
I suppose it is. It'd be more shocking if companies weren't shilling on these platforms. I have to admit I haven't been countering this with upvotes on my part, which is a fairly simple solution.
In retrospect astroturfing [0] is not the appropriate term, previous discussion on that here [1].
Shilling on the other hand is the correct term - but there doesn't appear to be a meaningful way to distinguish between paid and unpaid shills as an observer.
Perhaps my comment should've been more along the lines of "there are dissenting voices that have been buried," which on Reddit would be a callout that says "sort by controversial". Unfortunately, neither is useful for comments that aren't top-level.
[0] https://en.wikipedia.org/wiki/Astroturfing [1] https://news.ycombinator.com/item?id=19418177
oh, they've totally released the source code for it - guess we can find out!
Source: they said so, somewhere.
Lumen uses ray tracing to solve indirect lighting, but not triangle ray tracing," explains Daniel Wright, technical director of graphics at Epic. "Lumen traces rays against a scene representation consisting of signed distance fields, voxels and height fields. As a result, it requires no special ray tracing hardware.
So, it technically does use a kind of raytracing, but not the hardware triangle raytracing that requires DXR.
[1] https://www.eurogamer.net/articles/digitalfoundry-2020-unrea...
Distance-field raytracing isn't a new thing in UE either, they've been using it for shadows and AO for a while.
„Lumen uses Software Ray Tracing through Signed Distance Fields by default, but can achieve higher quality on supporting video cards when Hardware Ray Tracing is enabled.“
I love the notion of their nanite engine and basically removing concern about LoD (though we've heard that pitch over many generations of engines), and it looks like they're finally improved on what was a terrible, clunky, extremely dated UI.
What I don't love is that it leans into going crazy with assets. Already games are getting simply ridiculous, with new games hitting 300GB, many with an unending stream of enormous patches (looking at CoD Warzone).
Instead of 100GB of rock meshes and textures, isn't there a benefit to procedural on-demand generation for stuff like this?
Like how demoscenes do it? I would think a huge trade off is the performance hit (and potential delay / popin) of the generation
I tried to load the demo used for the UE5 videos, but that's only loadable through the "Epic Games Launcher", which is Windows-only. It's apparently possible to bash that into running under Wine, but I don't have time to make that work right now.
For those who don't know what the deal is with Unreal Engine, there's no charge until you get the first million dollars in revenue. Then they take 5%. The nature of the game industry is that the top 50 or so titles generate almost all the revenue. So, rather than bothering with restrictive licenses for all the little guys, Epic just waits until a successful game starts getting media coverage and shows up on the industry charts, then has their billing department contact the game company.
[1] https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0...
http://www.elopezr.com/a-macro-view-of-nanite/
There's a little bit to be learned from the official documentation, too:
https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Na...
From the website:
"What platforms does UE5 Early Access support?"
"Unreal Engine 5 Early Access broadly supports the same platforms as UE4—next‑generation consoles, current‐generation consoles, Windows, macOS, Linux, iOS, and Android..."
"The motion centers on iOS support for the Unreal Engine, which Apple has threatened to revoke as part of Epic’s broader loss of developer privileges. Epic has asked the court to restrain Apple from revoking that access while the case is ongoing."
https://www.theverge.com/2020/8/23/21397369/epic-apple-fortn...
the "arena shooter" genre is kind of dead these days, sadly
As for LOD creation, there are things like https://www.simplygon.com/ already.
I have been wondering for a long time if there are tools or massive innovation that bring the cost of building games down by a significant amount.
As someone in DevOps I'm wondering what the build process and pipeline looks like for games.
>I don't see why that's a problem - people have been making film quality assets for many years.
Because there is no software in existence that allows you to UV a 20 million poly model. Automatic methods will crash and for manual methods the software will just be unusably slow. The only way to texture such a large mesh is to either
1) split it up and uv small parts individually. This would take ages, requiring at least a magnitude more time than the usual approach. This just isn't economical even for your average hero asset.
2) Create a low poly mesh (and not just by decimating, or you'll get bad UVs), but they're marketing Nanite as if you _don't_ have to do this ("straight from zbrush") and if you have to do this, while still very impressive obviously, it won't revolutionize the workflow like people think it will.
I am also wondering how much did it cost for them to develop their own Rendering Engine.
Or could it be Epic was too busy with Unreal 5 they dont have the manpower to help ILM for their specific feature request.
[1] https://80.lv/articles/a-look-at-ilm-s-work-on-the-mandalori...
[2] https://www.fxguide.com/fxfeatured/mandalorian-season-2-virt...
[3] https://www.engadget.com/the-mandalorian-season-two-stagecra...
[1] https://variety.com/2019/biz/features/video-game-engines-vis...
On the other hand, Unity does still require a specific gambling license.