They also bought Quixel, which gives all of these photo realistic assets to any Unreal Engine developer (even if you're some kid building a game for free). Not sure how Unity can keep up with this.
They also bought Quixel, which gives all of these photo realistic assets to any Unreal Engine developer (even if you're some kid building a game for free). Not sure how Unity can keep up with this.
> Not sure how Unity can keep up with this.
Unity still has a big edge on usability. Unreal is very much a AAA tool: you have to use C++, all the built-in systems have a much steeper learning curve, etc. Even as a professional dev who's tried a few times to get into it for fun, it's just too much headache for my level of project. Whereas I can whip something together in Unity really easily. All that said, this definitely widens the gap for actual studios. If you have the time and know-how to use Unreal, you have even less reason to consider Unity now.
(Shipping in UE4 means release mode with full optimization enabled, most logging & profiling stripped out, etc)
https://docs.unrealengine.com/en-US/PythonAPI/introduction.h...
It's great for complex asset pipelines and quick one-off editor scripts, at least in my experience.
The only thing that felt a bit wonky to me was attempting to use bitflag enums.
This paper about geometry images[0] was mentioned on Twitter from an old post by the programmer who implemented the functionality in UE5. Geometry images encode geometry in rectangular 2D textures that can be reconstructed later (the paper is kinda old for this, but i guess it can be done on a computer shader nowadays). If those images are stored as virtual textures, which are supported by the GPUs nowadays, they could be essentially using sparse textures/resources to store geometry.
> Thus, when vertices are shared, the total amortized storage required per triangle will be 12 bytes of memory for the offsets (at 4 bytes for three 32-bit integer offsets) plus half of the storage for one vertex—6 bytes, assuming three 4-byte floats are used to store the vertex position—for a total of 18 bytes per triangle.
From here: http://www.pbr-book.org/3ed-2018/Shapes/Triangle_Meshes.html
And I they said hundreds of billions of triangle, not just billions (timestamp 6:29), but another commenter made a point that's obvious in retrospect that it's a ton of reused assets, not hundreds of billions of totally independent triangles.
that give's you up to 16.7m (2^24) possible triangles. Your napkin math is way off,
That said, yes, of course, assets are getting enormous - Call of Duty: Modern Warfare - 175.2GB on PS4.
There was a post about the new MS Flight Simulator and how it'll stream high-def textures from the "cloud" during gameplay, because it has petabytes of textures.
Are we going to download 500GB games on our Playstation 5s?
I've been hobbyist in Unity for a long time. But I think I'll switch to Unreal just for that.