4K still being processed but the option should appear on Youtube soon enough!
Lots of people were quite curious and sent me messages about this. Therefore i made this video and played the actual tech demo ahead of anything to put things into perspective.
Couldn’t get my Vulkan build working this time tho sadly.
Copyright claim from Epic Game, video taken down
For usage of the Infiltrator assets outside of Unreal Engine.
4K has now been processed and is available in the graphic settings of the Youtube players. Even if you’re not using a 4K screen, trying higher resolution will at least benefit to the overall compression of the video and improve your experience.
The High-candy fun with everything turned to 11 starts at 20min40sec.
It also wouldn’t surprise me if there are some legal lisencing issues. Unreal
Has a habit of releasing ‘free’ demo assets that are lisenced only for use within Unreal.
It’s a personal usage experiment, not developing nor distributing any product out of this. It’s also posted on Unreal Engine forum so we’ll see soon enough right? ^^
It’s almost insulting for anyone with a minimum computer knowledge to call a drag and drop from one folder to another - “developing”.
Unreal staff is highly active in their forum.
“Personal usage” is a really specific French legal term that i’m not sure how to translate in English.
Video game is about distribution, you won’t get out of a job with people having fun at home on their computer, not distributing anything.
Lets see a case scenario. User A saw a UE4 blog post about a new feature on UE4.14, then User A wrote some shader+c# code to bring that feature to unity. He/She then shared the unity side codes(shaders/c# codes) with his/her buddies, probably on a forum or something like that. Would this violate any of the clauses of UE4? Remember that he/she did not touch any source of UE4, just literally brought that feature to another engine(in this case, Unity) by reading a UE4 blog post.
Law defies logic and common sense.
What you need to care about about legal definition.
What you’re talking about is spoken language defiinition. Those two have very little in common.
Epic games would be located in USA, though, and to determine which country’s jurisdiction applies to the EULA, you’ll need a lawyer.
You’re talking about company that destroyed at least one studio. See Silicon Knights.
Also, other companies shutdown fan-made projects routinely (nintendo killed at least one N64 mario remake).
It is not a matter of someone getting out of job. It is matter of you not adhering to their agreement.
Also, if that interests you, I wrote converter that works the other way around (Unity → UE4).
So I’m familiar with situation. The point is that Unreal assets are explicitly marked as Unreal only, and for experimenting you REALLY need something that does not have this kind of restriction. Unity free assets do not have such problem, by the way.
Someone could make a scene that looked like that? A big no to that indeed. Or maybe if you raise some money pay 3 artist to get 2/3 characters and a couple building, another guy to make the environnement, let’s skip the animation part aside. It would take several people and time to get anything close to this.
And the original goal is to see if Unity can handle something that is outstanding and used to represent the state-of-the art as far as Unreal Engine is concerned. You would have to work from Unreal to Unity for it to remains.
So, your game dev experience is novice grade? Because when I read in the other locked thread that you said “the C++ foundation can’t be outperformed”, then I almost burst into hysteric laughter. I’m not Pro myself, but intermediate, so correct me if I’m wrong.
Graphics these days, do rely on the GPU, not really the CPU that much anymore. DX12 is offloading the CPU even further. We are on the verge now for 4+ CPU cores. And UE4, just like Unity, is written in C++ at its engine level anyways.
Xenko game engine in the other hands, goes down by ~85% with C# code into its engine. If you tried Xenko though, you would see that its fundamentally better than Unity. It’s like UE4 + Unity. Silicon Studio is serious about competing with Unity and Unreal. Yet, their engine core is C#. Why? Because a game engine is ~50% engine code, and ~50% API. API’s are usually still written in C/C++. This is how far C/C++ got pushed back.
Seems Xenko can afford more C# because it’s not using Mono, but .Net Core and .Net Standard. Hell, Xenko could be on par with Unreal. Because Silicon Studio owns the two middle ware packages Mitzuchi and YEBIS. Mitzuchi is real-time rendering and its graphics are Unreal grade. I think it’s only a matter of time until all of that got ported over to Xenko!?
I sad on the UE4 forums that Unity could beat UE4. Well, it seems Unity itself is more like gold brown toast already. And it’s going to be Xenko that will face UE4. And face it with C#… the epic C++ neckbeards are not going to like this…
Oh I am sorry creating confusions for you :(. As the licensing things are being discussed, so I thought you could shed some light on this specific scenario I mentioned. So I asked This is not related to OP’s case I know that. Between, thanks for letting me know those clauses, I will be more careful in future. I guess I know now that there is a reason why UT guys just can’t take something out from RHI and set it on fire over unmanaged side
I played with examples, you need to write too much code to drive animations while in Unity or UE4 you manage animations within the editor with tools, this is only one example i believe Xenko can’t compete with Unity or UE4.
Also PBR rendering doesn’t look good, and it’s confusing they mix microsurface shader attributes with basic PBR.
Another point is the frame rate was under 60fps, while some same basic game template in UE4 runs 120fps on my PC. Xenko is not developped by entire teams, it will not compete with UE4 or Unity, it is for a smaller number of users only.