http://www.rpgcodex.net/forums/inde...e-of-the-triad-game.74783/page-5#post-2800438Just to recap Unreal Engine 3 couldn't handle levels made for the Wolf3D engine which was significantly simpler than the UU engine. Unity is significantly slower than UE3.
I hope you like your linear corridors.
[citation needed]
In a post on the Steam board, the developer says that most of the framerate problems are caused by the developers trying to be clever with an engine that is no longer built for clever developers. All the levels are built out of modular components, but UE3 is normally used for environments built of large individual models and stuff, so loading all the individual components with something called "drawcalls" is just too much for UE3's tight little anus, even though it's just the commands that bring it to its knees. It sounds almost too stupid to be true, but who knows!!!
[Unity] isn’t expected to create as ambitious a set of projects, it cuts a lot of corners that can end up crippling a project. There isn’t native level-of-detail support, you have to code that for yourself. There isn’t native culling support, it renders everything. If you put together the exact same environment in both engines, UDK will come out way ahead in terms of framerate and performance because it doesn’t cut these corners.
I suppose it would, but I wouldn't expect much improvement for geometry in UE4. AAA video games don't care about complex levels they care about post processing effects which I expect it to be loaded with.Oh, btw, assuming they chose Unreal, why wouldn't it be UE4?
http://www.rpgcodex.net/forums/inde...e-of-the-triad-game.74783/page-5#post-2800438Just to recap Unreal Engine 3 couldn't handle levels made for the Wolf3D engine which was significantly simpler than the UU engine. Unity is significantly slower than UE3.
I hope you like your linear corridors.
[citation needed]
In a post on the Steam board, the developer says that most of the framerate problems are caused by the developers trying to be clever with an engine that is no longer built for clever developers. All the levels are built out of modular components, but UE3 is normally used for environments built of large individual models and stuff, so loading all the individual components with something called "drawcalls" is just too much for UE3's tight little anus, even though it's just the commands that bring it to its knees. It sounds almost too stupid to be true, but who knows!!!
http://infinitewrench.com/2012/09/07/unity3d-vs-unreal-development-kit/
[Unity] isn’t expected to create as ambitious a set of projects, it cuts a lot of corners that can end up crippling a project. There isn’t native level-of-detail support, you have to code that for yourself. There isn’t native culling support, it renders everything. If you put together the exact same environment in both engines, UDK will come out way ahead in terms of framerate and performance because it doesn’t cut these corners.
http://www.rpgcodex.net/forums/inde...e-of-the-triad-game.74783/page-5#post-2800438Just to recap Unreal Engine 3 couldn't handle levels made for the Wolf3D engine which was significantly simpler than the UU engine. Unity is significantly slower than UE3.
I hope you like your linear corridors.
[citation needed]
In a post on the Steam board, the developer says that most of the framerate problems are caused by the developers trying to be clever with an engine that is no longer built for clever developers. All the levels are built out of modular components, but UE3 is normally used for environments built of large individual models and stuff, so loading all the individual components with something called "drawcalls" is just too much for UE3's tight little anus, even though it's just the commands that bring it to its knees. It sounds almost too stupid to be true, but who knows!!!
EDIT: Found the original developer post.
If I'm reading this right it means that they are using, say, 10 meshes for a wall instead of 1. That isn't clever. That's stupid. In an engine like Unreal (and most other modern game engines) it's far more useful and performance-friendly to simply have 1 mesh for a wall, barrel, etc. and use CSG for any flat plane (like a solid floor). A smart developer would have simply created a wall mesh and then used decals and other detail objects placed on that wall to hide the fact that it's the same wall used over and over. Unreal also allows you to scale objects along all axes, flip them, rotate them, etc., so you can use the same mesh in many places where you couldn't normally (i.e. if you have a wall that's 10 feet, you can scale it down to 5 feet or up to 15 feet).
This isn't an "Unreal thing". This is something that virtually every modern 3D engine will have trouble with.
In other words, developers either were not aware of the technical limitations of their engine when they built their game, or they (more likely) ignored them. Instead of picking an engine that let them do what they wanted or modifying it, they just forged on ahead knowing that there would be major performance problems.
I personally wish more RPGs would take a crack at using the Source engine. I'm assuming Valve has a pricy licensing tag on it, though.
The engine they're using doesn't matter nearly as much as the developer's familiarity with the engine, and of course the talent/skill of the developers. Talented devs can figure out any engine given enough time.
No amount of magical "developer familiarity" will ever make Unity perform at the same level as Unreal, Idtech, or Frostbite. I'm not speaking of attractiveness here, either, just performance.
(Of course, worth mentioning that Unity never had "high performance" as one of its design goals. You just shouldn't expect fully 3D games in Unity to ever feel professional.)
mindx2: Keep in mind that they're going to be starting their Kickstarter very soon. You might be able to get more answers from them if you're able to visit within the next week. After that, they might be very busy. Though to be honest, they're probably already quite busy now.
I was thinking to go after the KS when there might actually be something to see and discuss. Going before doesn't seem like it would result in anything new that hasn't been heard/seen already. Not really interested in the pre-KS hype. The Codex wants/needs to hear and see what this game is not what it's promised to be.
I was thinking to go after the KS when there might actually be something to see and discuss. Going before doesn't seem like it would result in anything new that hasn't been heard/seen already. Not really interested in the pre-KS hype. The Codex wants/needs to hear and see what this game is not what it's promised to be.
I'm pretty sure they already have everything they're going to show in the KS pitch prepared, man. It doesn't magically materialize on the day the Kickstarter begins.
The idea is that you might be able to get an exclusive glimpse of that before everybody else.
Oh, you wouldn't have to complete writing about it before the KS began.Just don't see it happening before their KS starts. We've got a huge snowstorm going on right now with more storms forecast for Friday and Monday. Don't think they'd want to be interviewed on the weekend but that would be the only way and still leave me time to write something coherent before the KS began.
Oh, you wouldn't have to complete writing about it before the KS began.Just don't see it happening before their KS starts. We've got a huge snowstorm going on right now with more storms forecast for Friday and Monday. Don't think they'd want to be interviewed on the weekend but that would be the only way and still leave me time to write something coherent before the KS began.
It's your call though.