Unity already has C# blueprints - Visual Scripting package, albeit it hasn’t been updated in any meaningful way since 2018.
They chose to make the idiotic and absolutely overengineered “verse” scripting language instead. Practically there is zero chance to have official C# connectors to Unreal.
The thing is Unreal has a parachute, Unity has none…
Yet according to this twitter post someone linked on reddit they may have been involved in recent improvements to the engine like the new upscaler.
https://twitter.com/mirror2mask/status/1729003110105055314
What a shocker.
i’m a bit confused, is this part of the films/tv shows (or whatever) industry thing unity wanted? will this affect game dev?
Some of Weta graphics engineers helped, but they are not the key drivers of this tech afaik. This started some 3 years ago before Weta was a thing. I’m in a conspiratorial kind of mood so I’m thinking just like Weta Tools rebrand that contains next to no actual Weta tools, this is an attempt to make it look like $1.625B weren’t completely wasted.
No they are definitely key drivers of the upscaler, it’s specifically attributed to the “Weta Realtime team” EDIT: And not just by the person they referenced but the tech lead too.
They definitely worked on it, but this is work any talented graphics engineering team could do for 1.6 billion less. This is not groundbreaking tech and the days of Weta being pioneers are long gone.
Yes.
Basically Unity Engine heads slowly into abys, as it becomes less significant for Unity Tech.
It seems their intent with this tech is making their other tools more viable for games. And based on what i heard from how the upscaler works, it might be pretty interesting.
I dunno why people seem hell bent on the idea the weta stuff will never benefit anything, and buy outs never dissolve the former company lol.
The upscaler and other GPU tech that has been in the works for years pre-weta is not a result of Weta acquisition. Weta also didn’t decide to do this, Unity engine management put them to work on stuff that was already being worked on. Weta didn’t need to happen at all for this tech to come to Unity.
Yes, some good technically resulted from it. But the 1.6 billion in the red, the cancellation of GIGAYA, and the following layoffs and braindrain of people leaving by choice kinda outweigh that.
I’m just saying they seem to give a lot of credit to the Weta people. At they very least there’s influence there.
I don’t think it’s right to claim they’re operating on corpo justifications.
Yes, that’s true, but on the flip side this is yet more people being fired from the company that were actively making this engine better.
From what I gather, the weta realtime team has been absorbed into Unity proper so this GPU rendering tech will still be maintained by them. What they laid off this time are all the people who developed and maintained proprietary tools for Weta FX.
Here’s an article which includes a statement from Wētā FX, btw.
Wētā was the biggest mistake Unity ever made 1.625B down the drain.
By diverting resources that could be used to improve the game engine, yes, already did.
The grial would be joining movie and game creation into a single workflow, but we are light years from that, the first step requires a rendering-quality to realtime-quality converter, and we don’t even have great auto-topology tools yet. Maybe when AI gets better at frame transformation we will train it on the rendering and voilá!
Diverting resources? They are laying off the “resources” used by that department. Which means the department has no real effect the available resources for the game engine and whatever those people will invent next won’t be available for the game engine. Which means net loss when it comes to this move.
Which means