Crystal Dynamics is incredibly excited about the future of Unreal and how it will help us take our storytelling to the next level. That's why we're proud to announce that our next #tombraider game is being built on Unreal Engine 5!
The envelope of cinematic gaming will be pushed once again by more visceral haptic auto-platforming, fully accessible Doritombs and radically emotional writing that will make you feel Lara's personal struggles with t h e i r new identity.
"Unreal! (Yes, this is an actual game, not a Hollywood movie)" ~ NEXT Generation 5.0
Cant understand it either, its probably the best tech by a big margin. Easy to use, top performance because of innovations like no other, tons of tools and features, Megascans, big library of assets, and the list goes on.
If you got an issue with your project, epic devs will help. Also its used a ton in recent years in Hollywood for all the CGI.
Sounds to me more like Sweeny hate, Uhh Sweeny bad so Epic and UE bad !
No. And you are idiots for suggesting I'd hate tech just because of people involved. I am not wokeh.
My problem with Unreal Engine is that it looks really, really bad. Yes, tooling is obviously superior to anything else available as general purpose engine. But its effects are screen-space only, and bad at that, full of glitches and artifacts. Shadows are screen space, so you have shadows disappearing and glitching when you have an object that is between the camera and the shadow casting object. AO is screen space, with similar artifact as before. GI is screen space, causing bad color artifacts. Reflections are screen space, all with retarded artifacts (this is the most egregious). Look at basically all recent UE games. They look hideous when put under the microscope. Run the latest MotoGP, go on a rain track, where there are """shadows""" and """reflections""", and look at the shadows of other bikes when they intersect with the player bike, or when the bike is turning, and the biker is over (between the camera and) the player bike shadow. Look at the reflection of the player bike, and how that glitches when the player obscures it partially.
That seems weird with all the different Studios and Publishers Embracer Group owns, you think they would have done it themselves, but Amazon probably paid a lot so it will be interesting to see how this one turns out.
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