What is the ultimate engine?
What is the ultimate engine?
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fox engine
number nine, on the new york transit line
454 big block
Depends on the genre, but probably the cry engine or the fox engine.
source 2
this
haha
Gamemaker lite
Id Tech 1
IF MY TRAIN GOES OFF THE TRACKS
PICK IT UP
PICK IT UP
PICK IT UP
this
Decima
idtech 3
How much processing power does it take to get checkered floors?
>Titanfall series is one of the best showcase of modern Source
>Titanfall 3 will most likely use Source 2
>Origin only
wtf are you doing Respawn
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Decima
I really like UE4 flexibility and it being "user friendly", but all the game getting out of it have the same flaws like shit perfs, this eye vision to light simulation thing, badly managed physic.
I'm hype to see how Tekken 7 managed to use the engine.
fpbs came here for this
too much for unity devs
id tech 3
Your mom
Finally! I get to post these!
OH OH OH
>all the game getting out of it have the same flaws like shit perfs, this eye vision to light simulation thing, badly managed physic.
name one game besides battlegrounds (which is better now) and ark (which is literally because of developer incompetence) that has bad performance
and the eye simulation is a developer decision, not the engine's fault
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>ultimate
None
Best?
Frostbite 3
UE 4
id Tech 6
Source 2
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>t. Infinity Ward
Who cares are this point, they ran this series into the shitter
Your own
is trash compared to quake engine/id tech 2
Looks fucking disgusting
A lot of it depends on the dev honestly. Arkham Knight runs on fucking UE3.
Most engines can be bad or good in the wrong or right hands, see Frostbite
this is like asking what the best tool in a tool box is. certain engines do tasks better than others but there is no one ultimate engine.
between the two in the image i personally think unreal looks nicer oob but unity is a lot simpler to get simple prototypes working on since you don't have to monkey around with any gameloop stuff yourself.
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Decima desu desu desu
god damn I hate unity
Whatever suits the needs of the people making the game best, even if that means making a new engine or heavily modifying an existing one.
>Frostbite 3
Not even in your dreams kiddo, go an do some research first instead of trowing some names hoping to look cool
I hope you realize that they rewrote like 80% of Source for Titanfall. If I remember correctly, they didn't touch physics at the time. With Titanfall 2 I do believe they basically rewrote almost everything
Calling it best showcase of modern Source is like saying any Source game is the best use of Goldsrc
Titanfall 2 is Source?!
What the FUCK?!
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You're my favorite poster of the day
>no HEAVY GUSTAV THE SCHWERER GUSTAV
Shit list fampai.
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this
the best engine is the one that best fits your budget/experience/project
Is a blimp a train
Pretty much this. You can change the default settings to look like quake 1 or quake champions. As sad as it sounds not a lot of unreal 4 devs know that the default settings are cranked way up to render shit like pic related.
unironically source
best editor by a mile even if you can't do test runs without compiling
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yup
Calling titianfall 2 source is like calling the newest CoD id Tech 3
It's insanely efficient, but sadly we'll probably not see too many worthwhile products come from it.
MGSV:GZ and MGSV:TPP were great.
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MT Framework
How the hell is a first year 3DS game still the best looking one?
Source 2 (TBD)
idtech 3
Source is fucking garbage nigger what are you smoking. Worldcraft/hammer was okay 20 yeara ago but it's been replaced by much better editors like trenchbroom.
there's like only MT games that run well, the other being DMC 4 which can run 60fps on a toaster
A game engine is just a framework. It is a collection of solutions to common problems in game development.
The issue is that lots of these problems are being solved again and again in every engine, whereas other problems are just ignored. Even top-tier engines like Cryengine and Unreal have really shitty netcode and handle things like vehicles terribly.
This, more than anything else except maybe marketing, determines which AAA games get made and which don't.
The "ultimate" engine will only happen when game developers actually pool their resources and give their improvements back to the engine makers, which won't happen because those improvements are what defines their game.
Not to mention Steampipe fucked everything up and you spend more time looking for workarounds/fixes for the SDK than working on your own mod.
UE is evolving into something truly amazing and also quite user friendly. For whatever reason though, people don't use it so much. Probably because Unity has that nifty HTML5 web deployment.
Unity Default shader is usually used only for development, you can easily change it so the model with texture would literally look the same as UE4 or even better (with proper shader).
probably decima engine
you sound like you have no idea what youre talking about.
the reason there is no universal solution to netcode is that every single game with networking needs to send slightly different information, packed in slightly different ways unique to the game you are developing. until broadcasting several mbs over the network becomes a trivial task that all devices can handle we will never see a universal solution.
to your point about vehicles, there is no concept of a "vehicle" in a game engine. these things are entirely user defined and say nothing about the quality of the engine and everything about the quality of the developers.
The V8 is objectively the best engine
To this day /o/ still jerk off in their little miatas in hopes of having one of these things
S54B32. It had maintained the world highest hp/l in a production car for several years along with winning the International Engine of The Year award in 01.
YOU CAN GO WITH THIS
>OR YOU CAN GO WITH THAT
YOU CAN GO WITH THIS
>OR YOU CAN GO WITH THAT
YOU CAN GO WITH THIS
>OR YOU CAN GO WITH THAT
Alot of people aren't satisfied with the UE4 documentation.
You can do that for pretty much any modern engine, which is why OPs pic is retarded.
>default shaders
>V8
>when the V12 exists
Diesel 2.0
the biggest reason is that c# is a much easier language to learn and utilize, especially in the context of unity where you don't even need to maintain the game loop.
Unity is seen as a "friendly" engine suitable for solo game-makers, and it is genuinely really flexible for small projects in terms of biting off what you can chew.
Unreal on the other hand is far more capable by default, it is just aimed towards larger teams working on bigger projects. The blueprint system is very user friendly but it still represents some very complex shit.
>unity is a lot simpler to get simple prototypes working on since you don't have to monkey around with any gameloop stuff yourself.
you mean unreal, right? unreal has blueprints and it literally comes with everything you need to make a game
>Alot of people aren't satisfied with the UE4 documentation.
That, I can certainly agree with.
> it is just aimed towards larger teams working on bigger projects
t. retard who repeats memes he saw on Sup Forums
rb-d2.tumblr.com is a game made by a single person in ue4 using blueprints only
>ITT poeple who have no idea what an engine is or does.
>Alot of people aren't satisfied with the UE4 documentation.
as someone who works with ue4, this is the only reason you can have for not using ue4 nowadays
but it's not enough desu, ue4 has gotten ahead of unity in the past year
custom scripting in unity is way easier than in unreal so while yes going from a new project to things moving around the screen is much simplier/faster with blueprints in unreal, actually creating a working prototype/game is much easier in unity.
mazda rotary
Hedgehog Engine
And here comes the miata faggotry
How's it feel knowing you don't have enough space to fuck a girl in that tiny thing
i disagree strongly, but i guess its an opinion.
i work at a dev studio and i have experience in both engines, i've made full prototypes in a single workday in ue4
>rotary
this
You're missing the point. Here's an example: UE4 by default allows for a maximum of four real wheels on a vehicle. If a developer wants to make a realistic game featuring many-wheeled vehicles, they basically have to rebuild the vehicle system from scratch.
The problem is that over the lifetime of UE4, many developers will do this wheel thing again and again and again, when really it just needs doing once and packaging back into the base engine.
The only downside to this is that the engine will become bloated as more features are added. However, most modern engines are fairly modular, and if developers have a choice between a default (basic) implementation and an improved one then the problem is solved.
Network is a little different because of the budget: you can have a few people sending lots of information or lots of people sending a little bit of information. It would certainly be nice for an engine like Unreal to come with different starting points along that scale.
These are beautiful.
LS7s are pretty fucking fantastic
>Unity 5
>a year and half of broken lightmapping just to add global illumination
>nobody asked for this
>shit the bed so hard it needs to go back and add Progressive Lightmapper
>does exactly what Beast did years ago without the hassle
>bug, bugs everywhere because of this
>baked specular stuff is gone
>use SSR they said (lol)
>deferred rendering workflows are pushed harder than ever
>even if your game doesn't need realtime lights at all
>no real AA in deferred (as expected)
>their post processing anti aliasing solution is a joke
>can't load additive scenes with occlusion data
>still no scriptable input
Yes men in the forums clap to every new shinning shit they add because they just put together shitty demos anyway while the devs break/fail to deliver the most basic stuff in the engine.
I feel bad for anyone using unity other than the most basic stuff at this point, and if you are going to try something with even a little of graphical fidelity there's no reason to not use UE.
All engines have their brick walls but a at least on UE rendering stuff is more or less figured out, if anything at least in terms of visual fidelity.
Either engine is pretty much useless by themselves when it comes to larger teams. There is a myriad of other software required to organize large-team efforts.
Neat. Needs more pixels tho.
What is the purpose of this image?
>Miata
>rotary
Pkao
Unity is so bad.
It's so obvious but people's delusion is fucking Unreal.
>not a 426 HEMI
It's like you enjoy being wrong.
i c what you did there
>Chargeman
I'm in love with whoever made these.
Marry me please.