The devs at Epic have mentioned it before. The playable area is 5.5km^2 (under the "Building and Rendering a Large Map" section).
They will apparently be using the technology for live shows. Screenshots of few other examples: [link]
The title is very misleading. They haven't changed the engine cut at all, it's still 5% of the total gross revenue made above $3000 per quarter. What they've changed is the revenue share for Unreal Marketplace assets, which is a different thing.
I know that was added functionality for smaller devs and indies that couldn't pay everything up front. But no publisher in his right mind woukld agree to accept 6% for his tripple A, and the 20k are obviously aimed at small indies.
I've never heard about that replacing the license buy option. Do you have more about that? Oo
EDIT: Checked a bit, it's hard to get any answers since everything points to the royaltie model. But they definitely still do single licensing, but that's a behind closed doors, custom afair as usual. Would've been very surprised if they didn't.
Previous comment got removed due to an np link. Anyways
I was mostly going off a specific person's comments, but the ones I know so far is that the weapons seem to come from Ironbelly Studios and a particular building (Mylta Power Building) is noted to be a slightly modified version of Old Train Factory (and by modified, I mean with less foliage and lack of a train). That building is also noted to function as pretty much an entire map by itself instead of being put into a sandbox (and also needing heavy downgrades to be used in a game)
Blueprints are used in AAA games. Not sure where you got that incredibly wrong idea. The usual workflow is develop in blueprints then shift complex parts into C++, but exposing functionality in blueprints to allow everyone to easily and quickly alter\add to game mechanics.
It's how Unreal themselves work and it's how a lot of other developers work. If your universities goal is to teach you how to use Unreal for that course then you need to know blueprints. You should be able to find the rest of the curriculum to determine if you learn other things as well, I would hope they don't limit your learning to just unreal.
They also had the same revenue sharing on their own marketplace, Unreal Engine Marketplace, until 3 weeks ago. Now it's 88%-12%
Doesn't the licencing for UE4 cost money? like $20 a month or something
[link] it's not much but it's also per person so i guess if there are 3 people using the engine they have to spend $60 a month? I don't do games design so I could be wrong
Her LinkedIn profile says:
> I'm also proficient in many areas of development, including creating environments, textures, normal mapping, Unreal, producing complex cutscenes, and producing voice acting.
> Skills: Maya, Unreal Development Kit, zBrush, Photoshop, Illustrator, Final Cut Pro
Her game was written in Unreal Engine 4, and with a tool like that, sometimes you don't have to write as much code and can spend more time on level design and art assets. But she should probably describe herself as a "game designer" rather than "game developer".
I understand why some people are pessimistic, there have been other promising games that amounted to nothing but a cash grab.
I agree with you though and I'm optimistic. Game development takes time. There's no magic button called "Optimize". Bluehole has been working hard on the 1.0 release. The Unreal engine has been updated with improvements specifically designed for 100 player battle royale game-modes (Thanks Fortnite).
I still have a ton of fun with the game in it's current state and I look forward to future updates. If the 1.0 release turns out to be awful, then I'll change my tone but let's at least give them a chance.
You've made some good points, but some of your concerns don't necessarily apply to UE4.
You can negotiate a custom license with a smaller or 0% royalty if you are willing to pay some money up front. The licensing fee isn't fixed nor public information, but I would guesstimate it being somewhere between 100K and 1 million (UE3 was around half a million according to leaked numbers). For an indie or AA game it might not be worth it, but I'm almost sure every AAA UE4 game dev has a custom license.
>All changes to the engine can be done locally, while working with a licensed engine quite often means that a cooperation with the company that develops the engine is required.
While an in-house engine can be easier to modify, it should be noted UE4 uses an open source-ish shared source model; every licensee has full access to the engine source code for no extra cost. Since practically anyone can access the engine source, it also means that there is a huge number of people outside of Epic who know how the engine works and how it can be modified.
For those who are wondering, here is the licensing fee, from the Unreal Engine FAQ:
> Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter.
I'm not sure what the rates are with other dev tools, but that seems fair.
Also, for anyone who is interested in developing with UE4 (and maybe you're unsure where to start), I'd suggest you try starting with this tutorial thread.
Here's a link from midway through last year. Epic Games is part of Disney's Accelerator Program, and Unreal Engine also gets used for all kinds of cool stuff!
We're looking at 4.20, but the reality of engine upgrades is that they are huge, unpredictable, and require making sure /everything/ in game is working again -- a major component of alpha 9 taking so long was an engine upgrade. We believe we have everything we need in the current engine version to hit release.
That said, yeah, we'd love to have a lot of those improvements and will continue to evaluate the potential benefit. It may not be until after release, though... at which point engine updates would be far more likely anyway. =)
On a side note, you'll see one of our developers (Kory Postma) credited in the release, so that's kinda cool. [link]
That game had $400k budget??? What?!?!?
> Revolution 60 was made by a core team of 4 people for a budget of about $400,000. None of us had shipped a game before. Starting the project, I had no idea of the massive amount of work it would take. It’s a miracle we shipped at all because the game was way, way too ambitious. To be blunt, there were 1000 times the GSX starship should have exploded.
What the fuck did they spend that money on?
>The biggest limitation we faced in developing Revolution 60 was RAM. We supported the iPhone 4S and up, which meant supporting devices with 512 RAM, most of which is eaten up by Unreal and the system. When iOS 7 came out, we found ourselves short 132 megs of ram, which required completely rebuilding the game! We lost 4 months rejiggering the game to work with mere vapors of RAM.
>I had hundreds of heated discussions with my lead engineer about texture budget. I often had 4 1k maps to texture entire sections on N313. I could write a book about extremely efficient methods of stacking/recycling textures. Are the game textures good? Given our extreme memory limitations, yeah - they’re damned good. It takes drastically more skill to do textures with these kind of limitations than to make something pretty with ample texture memory at your disposal.
This is a 1 texture environment: [link]
It uses 2 256x512 textures, which makes 1 512x512 texture. You used 4 1024x1024 textures and produced that? Seriously?
Edit 2: Holy shit, the incompetence is so much, just wow!
I was interested in this as well so I did some hunting around. In their EULA they mention that every quarter you have to send them a royalty report for that quarter. Also:
>However, no royalty is owed on the following forms of revenue:
The first $3,000.00 in gross revenue for each Product per calendar quarter;
So in your example, you owe royalties on 2k for each quarter, which would amount to $100 for each quarter.
Here is the elua link: [link] , hopefully I interpreted it right...
I also cannot believe I read an eula completely lol
The default license only requires you to notify epic of your release and report your revenue. Once you've earned 3000$ in a quarter (revenue, not profit), you pay 5% of any additional revenue.
So for example, if you've earned 10.000$ in the first calendar quarter, you pay 350$ to epic (5% of 7.000$).
For other licensing models, contact epic via this form.
Yes, engine upgrades are always quite significant. If you are interested in the details here are the posts for UE 4.16 [link]
and UE 4.15 [link]
We did both upgrades in one because it is such an enormous task.
This is the reason why most big software is offered for free for non-commercial use today. Imo the best marketing model is the one Unreal Engine 4 uses, one of the most advanced game engine on the marked today: Pay 5% of what you gain that is above $3K per quarter. If you gain less than that - it's completely for free. Zero risks on the user. This is how you gain people who know how to use your software.
The future of Unreal Tournament begins today
TL;DR Development is just starting and will take months to get it playable. Regular updates through forum and twitch. Code and content for UE4 developer on github. Development focused on Windows, Mac and Linux.
>CONTENT TERMS FAQ
>Q: Can I use the Infinity Blade Collection content in other engines?
>A: This content is not permitted for use in non-Unreal Engine games.
Well poop, it's got strings.
Try out Unreal Tournament 4 yourself: [link] (download the thing
It's free but in early development (although it plays smooth). They had two maps textured last I checked. Set graphics do Ultra and drool at the reflections. :)
Most of the game is stock textures, models etc from the Unreal store. It uses FPS Weapon Pack Vol 1-3.
Here's just a few of the packs used in Battlegrounds to look through.
You can't purchase the buildings, it's actually a modular kit.
Here : [link]
So they CAN make a lot of different layouts with little to no effort, and they probably did so for this map.
Finally have an update on our little Halo mod for you guys. Been working on this goof for months now and I'm finally comfortable enough with it to post it. I used this UE4 Marketplace asset as the base and modeled the Halo gear onto it. I've still got a lot of work left to do on this guy, but I'm loving every minute of it!
Previous post: [link]
If v.reddit isn't working: [link]
Powered by Unreal Engine 4.19: [link]
After the disappointment at E3 with no TF3 announcement I finally felt motivated enough to sit down and redo my pilot movement systems and weapon mechanics from scratch, and so far I'm happy with the results.
Furthermore, I decided to work on the Pilot movement mechanics whilst I attempt to figure out how to animate the Titans. Fully functional wall running double jump, weapoon shooting with shell eject and muzzleflash and footstep sound effects are all implimented.
The wall running is automatic as in TITANFALL, and works on any surface, curved straight or otherwise up to a certain angle.
Double jump / boost jump also boosts further depending on the delay after jumping, as in TF1.
The weapon model used is an extracted Hemlok lmg from TF1 and will be replaced.
Please let me know if you think anything needs adjusting
What my plans for this are:
Unsure about it now but the original plan was £30 kit on the unreal engine marketplace that other developers can buy to make their own mech/Titanfall/COD/Advanced Movement inspired game, however I may end up just keeping this as a portfolio piece or fan work.
All titanfall sounds/voicelines/assets will be stripped and replaced before release, all other content is my own work.
Maybe I'll end up making TF3 afterall 😂
Thanks for all the support so far and your interest.
4.18 will release this month, and 4.19 in the near future containing optimizations that they did for Fortnite.
So obviously the hope is that the jump from 4.14 to 4.18 (or .19) while not huge in version numbers - will be big on improvements.
Unreal Engine Improvements for Fortnite: Battle Royale
It's here. I got to play with a kit over thanksgiving through an Oculus employee. The Bullet Train game blew my mind grinning ear to ear saying "no fucking way!" The whole time.
Edited for clarification
To help clear up peoples concerns on the 5% fromUE4.
CUSTOM TERMS & SUPPORT SOLUTIONS
Epic Games charges a 5% royalty based on gross revenue for the use of Unreal Engine 4 under the subscription plan.
If you require terms that reduce or eliminate royalty for an upfront fee, or if you need custom legal terms or dedicated Epic support to help your team reduce risk or achieve specific goals, we’re here to help.
"Instanced Stereo Rendering is an optimization that makes it more efficient for the engine to render stereoscopic images for VR headsets.
Previously, the engine rendered a stereoscopic image by drawing everything for the left eye, and then drawing everything for the right eye. With Instanced Stereo Rendering, we render both eyes at the same time, which significantly cuts down on the work done by the CPU, and improves efficiency in the GPU. Here are the two techniques running side-by-side:
image alt text
Using Bullet Train as our test content, we saw about a 14% improvement on CPU time, and about a 7% improvement on the GPU with no work required! Note that while most rendering features work with Stereo Instancing, there are a handful that are not supported yet (DFAO, for example.)
To enable this feature in your project, go to your Project Settings in the editor, and check the "Instanced Stereo" box."
Directly from the FAQ.
> Do I have to worry about a billing contract or penalties for cancelling my subscription?
> Your subscription payment automatically recurs, but you’re free to cancel at any time. There’s no penalty for cancellation.
> When you cancel your subscription, you won’t receive access to future releases of Unreal Engine 4, however your login will remain active, and you are free to continue using the versions of Unreal Engine 4 which you obtained as a subscriber under the terms of the EULA. You may still release your game.
That's pretty cool. You could use the infinity blade warriors for the characters if you want free textured characters.
I'm pretty sure you can use the basic ue4 animation with them as well, although it won't be perfect.
(/GNU Terry Pratchett)
Here's the link to the actual release notes from the Unreal Engine blog: [link]
It includes a lot more than just Marshmallow support for android.
Steam runs on Linux and lots of work is being done to ensure the Unreal Engine 4 runs on Linux as well. [link]
It's my opinion that everyone should play around a little with Linux. You'll be amazed how far it's come over the past 20 years.
Full disclosure: I work for Epic as a gameplay programmer.
If you want to use industry standard tools that come with some great written and video tutorials definitely stop by [link] and pick up a subscription. It's $19 for a subscription but you can subscribe and cancel whenever you want and still keep using the engine. If you need updates, you can resubscribe whenever you need to.
There is a 5% royalty if you make more than $3,000/quarter ($12,000/year) but, seeing as you're only just getting started, I doubt that would apply. A lot of companies in the industry and around the world use it so you'd be setting yourself up with some directly applicable skills.
Hope to see you over on the forums :)
Sorry for linking to Phoronix I wanted to link to the original source, but it seems to be banned from reddit (for vote manipulation or something).
In a email I got when I signed up: "You can update or cancel your subscription <[link]> at any time through your account settings. If you cancel your subscription, you won’t receive access to new versions, but you can continue to use the existing versions you obtained as a subscriber."
Thanks for the reply. The version number is 4.19, this is what ultimately got Fortnite to 60FPS on console. Not saying this will get PUBG to 60FPS just hoping you guys will use it since it should benefit the game. I am going to link the blog post on the update: [link]
Also it is good to hear Microsoft is helping you guys. Thanks for the amazing game and great work. Ps: keep clothes spawns off. ;)
Most artworks are done by the Monstercat Design Team (led by /u/connellmccarthy) that also do things like album arts and stuff
However, some artists (like Puppet, specifically) hire other artists to do their songs (notice how all of Puppet's artworks seem to always have the same design) and sometimes the MDT will follow patterns in the arts (Glacier's floating island artworks, Notaker's "view" artworks, Rootkit's sort of paint-y artworks, etc.)
Noisestorm, however, makes his own arts using Unreal Engine 4, an engine that can make almost realistic pictures and video games to make his arts (done it since Heist, I think)
EDIT: some artworks are done by the community and will sometimes/rarely be admitted, and sometimes the creator will join the team (the guy that made the art for Trivecta - The Vale was admitted to the team)
Murphy was actually correct on calling it a capsule. The technical term is not hitbox, that's just a shorthand "easy-to-understand" name given to bounding collision volumes.
Like murphy described, every character has a mesh and a collision volume. Meshes are the visual representation of the character, these are just textured 3d models that animate accordingly. Surrounding the player is a custom defined collision volume that is used specifically for calculating when two objects collide. Every object in the game that is capable of collision (a skill, a projectile, a god, a minion, etc.) has a custom defined collision volume. Most gods will use a capsule collision volume as this is the most accurate simple collision volume that accurately bounds a character model.
The reason you can't use wireframe collision or complex collision volumes is that for each extra vertex/edge/etc. requires another set of calculations/comparisons. The issue is that these calculations have to happen EVERY PHYSICS step (which in most engines is usually fixed at 60 steps per second, or I believe in the case of unreal engine it's similarly tied to frame rate). If you add any amount of unnecessary calculations, it'll bottleneck your ability to have higher frame rates.
Relevant picture: Capsule Collision Volume
What we see (left) vs what the actual engine sees and uses for calculations (right): Collision Filtering
For more information feel free to look here: [link]
Also I'm fairly sure every character has a different collision volume. The volumes probably have a minimum height but I'm fairly sure Scylla has a smaller volume than say Zeus. Can't say for certain.
One of the cool aspects of the UE4 kite open world demo was that they created most of the assets through photogrammetry. In order to solve this specific problem (lighting baked into texture) they applied a very interesting "de-lighting" process, you can find more details about it here: [link]
That's true, but they also offer custom licensing. It is most likely mainly for the "big companies", but if you are afraid of getting big, you would probably be able to make some better deal with them.
If I had to guess it would be the networking and performance improvements to support 100 players that Epic made as part of Fortnite's development. It's all documented here: [link]
I can't imagine what their argument is going to be seeing as Epic is rolling those changes out as part of the engine. I highly doubt any SLA agreement they had would force Epic to provide game-specific code to any third parties.
Furthermore, they might decide to take their current momentum and launch a store which takes a smaller % of revenue than steam.
Steam's 30% cut is massive, and I wish they would try to lower it to help the margins/budgets of games on their platform succeed. Epic has been fantastic in that regard with their engine licensing and support to developers. My understanding is they pitched in on the animation capture tech that Hellblade used as part of a mutual co-operation to improve the engine.
1$ million in no-strings-attached dev grants to UE4 projects.
The new 4.14 release, it's a yesterday news so I'm pretty sure Survios want to upgrade his project to this one.
> Unreal Engine 4.14 introduces a new forward shading renderer optimized for VR, enabling crisp multi-sampled anti-aliasing in your games
Its really really cheap to see and test where the engine is at.
"You can cancel your subscription at any time and keep using the engine, though without monthly updates."
The only drawback I could find was that the documentation/tutorials are sparse, and the engine itself may in theory be sort of buggy (it is new and all), but I will have to check it out before we can judge it properly.
First of all, not a game. A UE4 demo called Infiltrator.
Second, this is run to showcase DLSS, the new AI-driven upscaling which is another RTX feature.
EDIT: I want to make this as clear as possible: Wait For Benchmarks
> So where's this source that contradicts my claims that UE4 is nvidia sponsored with PhysX integration?
Only CPU PhysX is integrated into the engine, Epic refuses to even add in GPU PhysX for those who can use it to ensure it performs identically across all platforms. That's why even though there's an official Gameworks branch that Nvidia maintains, none of the changes made in it have ever been added to the main branch of the engine.
>Where's the source that says Async Compute is functional in the benchmark that contradicts the official UE4 documentation?
I... never said that Async Compute is functional in the benchmark? Maybe you misunderstood me.
Epic did not make the Async Compute integration as it exists right now. They didn't touch it. It's not even the only thing they grabbed from Lionhead, they also integrated their Light Propagation Volumes into the engine directly.
Epic needs to make its own integration that works on PC because they can't expect Lionhead to do their job, nor would they want them to. If they write it themselves, it's easier to maintain the feature in the future.
DX12 in the UE4 4.9 is not considered to be a stable function, and rightly so. It's plagued with slowdowns, outright crashes, and glitches constantly, and won't be stable enough for full development until 4.10 or 4.11 at least. Lionhead runs a custom build of the engine, so the changes they make won't be representative of what's seen in the master branch. When the DX12 integration in the master branch is stable, then they'll worry about adding more features, but the first priority is to get the damn thing to work, which it currently does not.
>The feature is still new and is considered experimental.
> Tencent has the lions share of "say" in eastern markets while we focus mostly on NA/EU/LATam/BR/AUS&NZ
I think this is a great business decision for HiRez. Tencent has proven themselves in making games appealing to the Chinese playerbase. Not to mention the difficulty in interacting with Chinese businesses (especially as a foreign company). I expect only good things to come from Tencent's managing in China for SMITE.
> Its certainly a great buisness opportunity but due to some engine/platform restrictions
Hopefully with the announcement that the current Unreal Engine is now free for anyone to use, the engine/platform restrictions will be reduced drastically. If DotA 2 skins are any comparison, sourcing the creation to the community is like a free money printer. User makes content, automation brings it to VALVe's attention, user gets cut of profits while VALVe still gets a big chunk for doing essentially no work. Certainly something to look into :)
> There are no current plans to port the game to OSX. Linux is probably more likely in the long term.
From a technical standpoint, I'm not sure why Linux would be more likely than OSX in the grand scheme of things. Maybe for reasons that TA2 was more likely than a single update to TA... (ok that's my only #shotsfired I promise)
> The world is not yet ready for more TRIBES but I know I am.
So no news, I guess?
> I think that what we learned from TRIBES is what allowed SMITE to succeed. Future titles will enjoy the luxury of us actually having a good idea of what to do. The biggest take away was esports is a pull not a push.
I certainly hope so. Best of luck on your future endeavors!
Yes, from their EULA (emphasis mine):
>After cancellation of your Subscription by either you or Epic, you will not be entitled to access or use future Versions of the Engine Code or future Assets that Epic makes available under the License.
This has been re-iterated by Epic staff over and over on their forums and answers page. Their business model is three-fold:
They aim to keep you paying by offering great content and updates every month. This is absolutely happening, for example the new Unreal Tournament project makes this $19/month a trivial cost to get involved/learn from it if you can afford it.
Regardless of whether you cancel or not, you still have to give them a cut of your game (5% gross after a certain amount of sales).
They've identified the damage Unity has been doing to their business and have come out fighting, so offering this 'future' clause allows hobbyists and indie developers to use their AAA engine unrestricted for $19.
It's frankly a phenomenal deal for almost everyone, other engines will have to change their pricing models to compete, and the 'engine wars' really start to hot up. I really hope they're rewarded for taking such a bold step.
I honestly think the $19 a month is a tiny amount and really only pays for the content they give you each month (which is top class), the support (which is amazing too), and other related costs. There's just no way there's enough developers in the world to make good money on that. Subscriptions services tend to only really make good money when you have millions of customers, i.e. the general public.
If you like this you will like this too.xD
The Sinking City by Frogwares
Can't do what you already did. It's also been open source on the Nvidia website for years, and anyone could get access to it really. Even when I was in high school, I got the code from Ageia themselves before Nvidia bought it out. If you want access, it is and always has been trivial to get it.
Even if they did withhold updates to the public engine, they are under no obligation to actually update the public engine, at all, as far as I can gather from their EULA.
> During the term of your License, you will be entitled to access future Versions of the Engine Code and new Content that Epic chooses to make available to you. Epic does not have any obligation to make new Versions of the Engine Code or new Content available. Nor does Epic have any obligation to continue to make available for access or download any or all Versions of the Engine Code or Content.
However, as has been pointed out before, it is highly unlikely that Bluehole would use the standard EULA, and would instead have a special licensing agreement with Epic. Until we actually see the specific agreement they had, we really are just guessing.
Look Up Table. It's basically a really small image with all the colors and you can change brightness/contrast/colors/exposure/shadows etc.
Here's an example
You can even make your own.
tl;dr: you can get photoshop effects in-game easily.
Here you go! :)
"To download the update for the Squad SDK, open your Epic launcher, go to the “Modding” tab, find Squad in the list, then simply press the big “update” button and let the magic unfold!"
Shameless plug: You could consider picking up a Music/Ambience Pack from Silen Media!
(or maybe some of the other high quality audio packs!)
Could be a stupid question but is it possible for me, as a student, to get it just for myself? I am a freshman CS major, so this wouldn't be appropriate for my current-level class but I have a few years of experience programming and would like to dabble on my own with UE4. From what I could see on the site, it looks like the only way to get it is if it becomes part of the curriculum for a class.
*Edit: For anyone else who is interested: unfortunately, if you wish to get a personal version you have to pay the $19/mo (with 5% of any profits payed to Epic).
True, but not quite what he meant. Unreal Engine 4 is being used as a real-time render engine much like traditional 3D software would normally be used to render.
We are making a game called The Sinking City, and you can check out some info about our tools here:
and also here:
I wouldn't say we are exactly procedural though, more like we bet on automation a lot. We prepare our building prefabs using tools and keep them on disk. Then the tool you can see in the video puts them along the streets using presets that contain the rules for building placement, ordered and chaotic environment generation, noise generation for vertex colors and bump on roads and some sounds and gameplay stuff as well.
That's the gist of it.
"Open Source" is a specific phrase referring to a specific type of software, namely:
>software with its source code made available with a license in which the copyright holder provides the rights to study, change, and distribute the software to anyone and for any purpose.
Unreal Engine would more commonly be referred to as "source available" since the license contains many restrictions on how and what can be distributed.
Aw hell naw. Bruh I migrated an entire project from UDK to U4 and you ain't bullshitting me. That shit was in closed beta until 2014 and even when it was released it was soooooo far from being feature complete.
>and by then it will be time for an upgrade. If you cant see that, you're blind.
Do you have even the slightest grasp about what you are talking about? Have you seen the amount of features they've been pushing every patch in Unreal 4?
It still sucks at foliage and there's no real time GI, not like any of the consoles (or next gen ones) could handle it.
>The needs for pushing the envelope will set a new engine release in the next few years, and im baking on a 2020 announcement/release.
LOL ok. What you want =/= reality.
Not really. From the EULA:
>However, no royalty is owed on the following forms of revenue:
>* The first $3,000.00 in gross revenue for each Product per calendar quarter;
Well, in regards to #1, all I can think of saying is this:
Spend 19 dollars and 30 minutes of your time, and you're already well on your way to change that.
For those who haven't seen
Crytek has revealed that from May this year, indie developers will be able to use all of CRYENGINE's cutting-edge features for a monthly subscription fee of 9,90 USD/EUR per user - royalty free.
Also... Unreal Engine 4
For $19/month you can have access to everything, including the Unreal Editor in ready-to-run form, and the engine’s complete C++ source code hosted on GitHub for collaborative development. Anyone can ship a commercial product with UE4 by paying 5% of gross revenue resulting from sales to users.
I think complete source code access will be amazing for the community development of VR.
It also indirectly profits them. Epic designed Unreal Engine, and by releasing AAA quality models to the public, they encourage content creators to build new games with them. If any of those games become successful, the usage of Unreal Engine requires the developers to send royalties to Epic.
Interesting, especially given that there already is an asset on the marketplace named voxel plugin (provided it's not the same thing, but doesn't seem so).
Edit: btw. the TM is usually used for unregistered trademarks, as opposed to the (®) which is reserved for registered trademarks.
and then Epic saw PUBG and like "hey, I heard our Fortnite team is a big fan of PUBG, so let's make a new mode outta it".
and then a couple of months (or more) later, they're like "after working on that game mode, that experience let us to improve the Engine even further".
of course I was paraphrasing, [but the second paragraph is basically what Epic did exactly that]([link]).
I've got it working in my UE4 game but its highly taxing, though super sexy. With people currently complaining about optimization, I wouldn't do it if I were them.
Regarding the comments about chunks - that is indeed how you do it, but its still taxing as hell to propagate the fire and send it to all of the clients.
Also, you have to get rid of UE4's native foliage which is highly optimized and use your own grass solution.
This is what they would/should use if they decide to do it. Its pretty amazing. Grass bends down as you walk through it too. its not multiplayer ready, so it would take some serious work.
No, it's been available since its public release. They dropped the $19/month subscription fee last year, but the source code was always available to subscribers.
No. Unreal Engine is a commerical engine BUT for the past year it is now a $20/month subscription fee that gives you full access to their source code.
You can discontinue the subscription anytime and use the engine you obtained up to that point unless you renew.
You also must pay Epic Games 5% of your revenue if you make a commerical game with it.
Disable Realtime Previews via Ctrl + R
Show > Post Processing > Turn off all the stuff you don't need like Depth of Field, Motion Blur, Grain, Etc.
Show > Disable Anti-Aliasing
Quick Settings> Engine Scalability Settings
5% of 0 are 0. So no. If you do not generate any revenue, you do not pay anything. In fact, they even go one step further and only ask for 5% after the first 3,000$ of revenue per quarter. So you can legally make three grand and not pay a cent!
Though do keep in mind that you pay a share of game revenue, not of game sales. Microtransactions, subscriptions, crowdfunding, advance payment by publishers. All of that is game specific revenue.
In general, just take a quick look at the EULA. If in doubt, just read what you'll agree to ;)
Scroll to section 5, which is the part about revenue
>Epic may use your trademarks, service marks, trade names, and logos used with any Product, as well as publicly released screen shots and video content from the Product, in connection with Epic’s marketing, advertisement, and promotion of the Unreal® Engine in any and all media without restriction. (Source)
I can no longer find one of the promotion materials Epic used for Fortnite, but they definitely mentioned PUBG in it, so it isn't completely crazy to say they might have used the popularity of PUBG as a way to promote Fortnite, a competing game, rather than simply promoting the Unreal Engine. I have little faith on the people who work for Bluehole but their lawyers can't be as inept as then so they might end up squeezing a deal from this lawsuit, but if their copyright violation claim is entirely due to Fortnite being too similar to PUBG then I don't think they will go too far, especially if Epic decides to retaliate by countersuing Bluehole to try to end their licensing agreement with the Unreal Engine, which would kill PUBG.
Nope, it was made by someone else. Most of the assets, such as Houses, the School, even the weapons and attachments, came from the Unreal Engine Store. You can buy these, and use them yourself! Some are even free.
Here's the Ruins you often see dotted around "Ruins" and "Stalb"
Heres the Mylta Factory
Military Base Props
I'm a GPlv3 and GNU proponent so I highly disagree that open source and free software are mostly the same.
Here is the UE4 EULA: [link]
It doesn't look like you are simulating delay, so you may want to look into that before you get too much farther.
Otherwise, good work!
You can't do pretty much whatever you want. Here is a link to the things you can and can't do:
Examples of what you cannot do:
Cannot post more than 30 lines of code in a public forum
Cannot deliver modified version of engine to anyone except other licensees, and even then only via the Unreal marketplace or as a fork of their github repo.
Cannot use Unreal to run a Nuclear Power Plant or operate an Aircraft
When you generate revenue from a Product or Distribute it to end users, you must provide Epic with advance notification
and on and on.
Here is the MIT license, which is considered "permissive"
>Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
>The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
It's totally possible, not impossible for them to upgrade the engine. There's no excuse for a $80 million+ company to not be able to give us a decent optimization overhaul.
I think they want to get more indie devs using it. Which in turn can make them more money with the 5% deal since more people in theory would be using it.
Honestly the subscription was the only thing stopping me from using it.
Here is their article they released when they got rid of the subscription. [link]
UE4 is still in a kind of "public beta" stage where they're rapidly changing and improving things, including performance optimization, and if anything it's being worked on more heavily in recent times with their push into [high-end] mobile. This will get better.
And keep in mind that out of the box, every project you (or other devs) build will default to "Epic" (highest) quality settings. Very often some/all of these settings can be notched down without much noticeable quality loss (unless you're creating a cutting-edge, AAA-quality graphics monster):
This will require some experimentation on your part to see what tradeoffs are acceptable in your case.
TL;DR: for a quick improvement in Rift framerate, try the console command:
hmd sp ###
where ### defaults to 160 (iirc), and lower values equal higher fps at the cost of a blurrier/grainier image. In my (admittedly dark & grainy) game I don't notice much visual quality loss until I get down to 80 or lower, and even then it's gradual. But the performance improves dramatically, much more than any other setting or combination of settings I've experimented with, and at least for development, it may be worthwhile to develop/test in lower quality until engine/hardware improvements catch up with you.
i said get a MOVIE done, theres a lot more thats going in a movie other than the lighting, you got the ridiculously high poly count and hair and material systems etc etc. and no buddy, 4 titans cant render that realtime even if their lives depended on it, and the RTX demo you're talking about was not rendered in a typical CGI engine, but a DX12 powered UE4 that still uses ray matching, try reading the article next time, it's in paragraph two if your attention span is that low. i'll admit that i'm not a CG expert, but go shove that shitty attitude up your rectum before you come here for discussion.
Actually his use case is fine for researchers. He's generating image sets which are not licensed. Refer to their FAQ on videos generated with UE4. The only gotcha about this is the specific licensing of the assets used which are often under a difference license, but glancing at the "Open World Demo Collection" their licensing is incredibly broad to the point it seems like images generated with it using UE4 are fine. (People use it to make videos already and per the video section cited previously this seems completely fine).
Also FYI, GPL is a horrible license for researchers since it places heavy restrictions on its usage for commercial projects. It forces clean room coding practices in the worst case which is why you'll see MIT used in a lot of projects.
On phone right now so searching is a pain, but IIRC someone found a building used in PUBG on the Unreal asset store which was listed as being designed to be used as the entire level location.
Might be this one: [link]
That's bullshit. Just because it's a UE4 asset doesn't mean it's optimized.
That's the Mylta power plant. The creator literally says "The pack would need to be heavily down-graded for games. I would not advise using it unless you make it smaller and much less polygons."
Which to be fair they did downgrade the looks of it, but it still doesn't mean it's well optimized.
> Improved Static Skylight Directionality
> Skylights used to be represented to Lightmass with a third order Spherical Harmonic, which didn't capture the detail present in a sunrise or sunset.
> We are now using a filtered cubemap with much higher resolution by default. Lightmass chooses the appropriate mip of the cubemap based on the size of the Final Gather rays to avoid aliasing.
> You can see the most difference in heavily occluded scenes, with a skylight cubemap that has a lot of brightness and color variation.
> The smaller the opening, the more directional sky lighting will become. It is even possible to recreate a pinhole camera effect with a small enough opening.
I think Epic released the full source code for Robo Recall, so it should be possible.
>In that spirit, we’re proud to make all the assets and source code for Robo Recall available to everyone via the Robo Recall Mod Kit, available now via the Epic Games launcher.
I don't think it's naive to expect developers to support their games post-launch. That's how it SHOULD be. It's ridiculous how rare it is for developers to provide support in the form of patches/performance updates for more than like, a month. However, games like AC: Unity (which have serious performance issues) will most likely never get Pro support patched in, due to publishers essentially wiping their slates and directing focus towards sequels. Ugh, it's especially frustrating with Unreal Engine 4 games, since Pro support can be enabled easily. (if they are using version 4.13 of the engine).
UPDATE FROM EPIC
They say this only affected the Unreal Engine and Unreal Tournament forums, that no passwords were stolen and none need to be reset.
EDIT: Except for the legacy game forums.
Now I want to see huge city scale photogrammetry with things like Carmack/id Software's megatexture tech. Others are finally starting to implement it: [link]
And to add, Unreal Engine 4 (UE4):
I'm sure Unity is planning in-VR editing, but UE4 certainly will:
UE4 also includes Blueprints - for non-coding visual scripting - great for beginners:
Whichever engine you choose, both have great free assets to place within your virtual world, and plenty of tutorials to get you started...
PVS-Studio did UEEngine as another of their interesting marketing pieces around their static analysis toolchain:
go to [link] and press "GET UNREAL" top right. Sign up and get the epic games launcher, from there you can download the unreal engine for development or just get unreal tournament. It's been like this since Unreal Engine became free for developers.
>This is a 1 texture environment: [link]
It uses 2 256x512 textures, which makes 1 512x512 texture. You used 4 1024x1024 textures and produced that? Seriously?
WOAH, someone did that with a fraction of Wu's data resources?
I don't have any idea about game development, and that blows my mind. Do any iPad games look that good?
I'm looking at this Turn Based Tile Toolkit, which looks pretty cool. Probably snag this soon.
And the FX Star Starter Kit is a must have, it's great.
Obviously the Advanced Cel Shader Pack would totally make your week better.
I'm quite glad Epic has gone free with UE. The number 1 issue I keep hearing about is students and young people wanting to use it but not having a credit card or not being able to justify $20 a month, which is a reasonable complaint in a lot of circumstances.
No you don't need to have a UE4 splash screen or logo on your game or marketing materials (with UDK, you had to iirc, but its different with UE4).
In fact, if you want to use UE4 logo/splash screen, you have to get permission from Epic first.
More info: [link]
>Is there "schedule" for the first games come out using this technology?
You can buy the engine right now with 20€/month. You could probably make a pong clone with this level of graphical fidelity in a few hours.
> When releasing a product using UE4, you're signing up to pay Epic 5% of gross product revenue from users, regardless of what company collects the revenue. That means: If your game makes $10 on the App Store, Apple may pay you $7, but you'd pay Epic $0.50 (5% of $10).