Unreal Engine 4.12 released
unrealengine.com
unrealengine.com
> NEW: TV SAFE ZONE DEBUGGING
still a thing that needs to be added to a brand new engine targeting the latest console generation. It's 2016. Why do TVs still do overscan? And why the hell are there still TVs being produced where overscan can't be turned off?
This will never change if we accept the status quo and actually add features to help with this mess.
What should happen is that devices and software should assume overscan to be off and then maybe allow for manual correction.
And then people think your device or your software is broken. Most people, if trying to debug something, are going to assume that the TV is not the part that's messed up.
Unfortunately on many devices it can be very difficult if not impossible to activate a pixel perfect display mode. Developers can't expect people to buy a new TV or track down obscure and poorly named settings on their TV so we are stuck with overscan.
Because you wanted the price of a new HDTV to be $200. Consumer electronics are focused mostly on price, rarely on quality. The menus for most of these devices are incomprehensible and the new fad is IoT and Smart TVs, not usability. HDMI has a flag you can set to say "please don't overscan", but I know of absolutely 0 TVs that respect it.
Also, because standards and legacy content means that content is produced for older standards. Backwards compatibility in broadcast TV has always been important. With a simple converter box, you can view signals from the 1950s on a modern TV. So we can't just turn overscan off globally for everyone.
actually, performing overscan requires more functionality on the TV. That's what I think is so crazy. You have a digital signal producer (the console), a digital link (the HDMI cable) and a digital signal consumer (the TV).
And then you add additional code to the TV to cut off some pixels from the digitally fed signal and then scale the resulting image.
As this is significant additional functionality compared to just showing the image you're being fed, I don't buy the pricing argument at all. If you wanted it to be cheap, just don't overscan.
The cost of doing overscan at all must be much higher than the cost for a toggle to turn if off.
I'm still learning Unreal for game dev, but finding the Blueprint system quite difficult to get to grips with. Coming from javascript, I thought it would be easy, but I never seem to know what node to connect to what module for the outcome intended. I guess I will stick with it. I felt the same when I first started with Jquery, I hated it for months then began to enjoy it.
Marketplace is also interesting.. very good, but sometimes the things sold could be assembled easily by just having the required blueprints. So I wonder if this creates a sort of restrained help community on the sharing and caring front of blueprints and solutions to common need such as "Info bubbles on any object! just $19.99 now from the market" and it's just a handful of blueprints essentially - at least for the non-asset offers on the market. Javascript has always been generous and happy to share code snippets and plugins and so on, but in Unreal there's this economy around that, which is cool if a bit cunning.
Being able to build the 'world' and unleash artists into it with that would be fantastic
Man, just 7 years ago this level of world building was science fiction: https://www.youtube.com/watch?v=VzFpg271sm8
Really hope I get to work with this engine some time.