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Why is Unreal Engine 4 taking over Japan?

RoboPlato

I'd be in the dick
RE7 is pretty much a sure thing.

I'm actually more concerned with what DMC5 may end up being like. As long as it's 60fps and can have the screen filled with a variety of objects and particles, I'll be happy.
UE4 being used in a lot of fighters bodes well for it's ability to hit 60fps on console, something that UE3 wasn't designed for. Epic was even shocked when Mortal Kombat hit 60 on UE3.
 
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Deleted member 17706

Unconfirmed Member
It's easy to use, cheap, and importantly, has very good Japanese documentation.

Well, we're done here!

But, yeah, the Japanese documentation and support is really good. They established Epic Games Japan in 2009 with the primary goal of licensing and providing technical support for Unreal Engine. It's paid off!
 

Dr. Kaos

Banned
What does one do with an engine, exactly?

Is it like Microsoft VisualBasic that provides you a framework to make widgets/tools/programs?

Except it's now making environments, AI scripts, and meshing textures with models?

Exactly right. Excellent guess!

Artists may create 3D models in external programs (like 3D Studio 4) and then import them into UE4, but other than that, everything is done inside that one product.
 
It's funny that of all Japanese developers From Software is one of the few who still created a proprietary engine for their games this gen.
 
People should really watch some of the tutorials on UE4. It's absurdly intuitive based on what I have seen, I haven't actually messed around with any of that stuff, but you get the sense that even a beginner could pick it up and start creating simple things fairly easily.
 

Ke0

Member
Admittedly we haven't seen many UE4 games yet.
But UE3 used to have that specific Unreal Engine look in pretty much any game I've played. Wasn't very fond of it.

That's because UE3 had a lot of "required to render" shaders, that and some of them were coupled together. Like for a number of years you couldn't get bloom without that very very very very very very very very poor fake "DoF" implementation that ended up just looking like haze.
 

Orayn

Member
Part of it is Epic getting their act together. UE3 could have done something similar last gen if their Japanese support and documentation had been better.

Thank god Japan has moved on from this desire to make their own engines.

It's a risky, expensive proposition no matter where you do it, but a lot of the devs adopting UE4 now are those who either suffered from the limitations of old engines last gen or got burned in the process of developing new ones.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
It's funny that of all Japanese developers From Software is one of the few who still created a proprietary engine for their games this gen.

Well to begin with, they only make a certain kind of the game to begin with, so iterating on that with their base requirements was much easier. Also, it was also probably a major update of their previous engine, like most engines are. Bloodborne is using the same engine as Demon's Souls and Dark Souls with less changes
 

Josh7289

Member
Beautiful^^ I love how all the colors pop in these games. It really looks like how you thought graphics would look in the future as a 16 bit era gamer. So so so happy about this^^

I agree with this and also really enjoy it. Good way of describing it.
 

Haunted

Member
Trying to create their own engines nearly bankrupted some Japanese publishing houses last gen and generally backfired (except for Capcom's excellent MT Framework engine).

Going with a middleware solution is the smart choice, and out of the three big ones, Unreal seems to have the edge in documentation.
 

Neoxon

Junior Member
I really expect capcom bit the bullet and just gave up on Phanta Rhei. I will not be surprised to see Resident Evil 7 on Unreal Engine 4.
It's a shame. On the off chance that MvC4 happens in the foreseeable future, I was hoping it'd take advantage of Panta Rhei like MvC3 did for MT Framework. Oh well, SFV looks fantastic with UE4, so I guess a potential Mahvel 4 would be just fine with UE4 as well.
 
Here is hoping The Evil Within 2 has the option of disabling the black bars from the start and running smooth because it is an interesting series I want more out of.

They already allow it in first game through a patch released a while back so it definitely should be option in what should be a much smoother running sequel.
 
Even Tango Gameworks switched from idTech to UE4 for their next game.
I just hope the game won't "look" like an Unreal Engine game.

Is Tango part of zenimax or just partners? I would have bet they were going to get idTech6 at some point.

That KH3 shot looks generic as hell.

Blame Disney for making CGI films, that looks right about the alley of how Tangled looked. Hopefully stages from something like Sleeping Beauty look nothing like that.
 
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I heard in Nomura's interview that Epic have really good Japanese support for Unreal Engine 4 now...

What game is that at the bottom?
 

Kleegamefan

K. LEE GAIDEN
Well Idtech5 is one of the worst engines so that makes sense. John Carmack fucked up on that one. Didn't learn anything from idtech4. He tried so hard to make RAGE work on ps3, but forgot why idtech 3 was so good. It's a resource hog, and megatextures just suck. After doom4 I hope its gone for good.


Doom 4 is the first game to run on idtech6. Its was mentioned during the Bethesda showcase
 

Nyoro SF

Member
I personally think it's great that UE4 is taking over in Japan. Means more PC support is likely. :)

It's funny that of all Japanese developers From Software is one of the few who still created a proprietary engine for their games this gen.

Huh, that's true... well, I'm sure that comes with its ups and downs.
 

Lathentar

Looking for Pants
UE4 being used in a lot of fighters bodes well for it's ability to hit 60fps on console, something that UE3 wasn't designed for. Epic was even shocked when Mortal Kombat hit 60 on UE3.

Of course they were shocked about MK. They basically rewrote/stripped out a huge amount of UE3 in order to get it to run at 60. I'm curious if it was worth it at that point.

With the evaluations I've done of UE4, they still have a very high performance floor. It's been a few updates since I've looked at it though. Not sure what it will take to get that floor down, maybe an explosion of VR?
 

Kucan

Member
Given UE4's mass use throughout Japan, it makes me wonder, do Nintendo still roll their own engines. Do we even know about what engines they use?
 

RoadHazard

Gold Member
Maybe they don't want to be left behind the entire generation while they're building their own engine, like last gen.
 

Koppai

Member
Probably because Japan doesn't want to be keft behind like they were last generation when it comes to graphics. The lack of Japanese console games besides Mobile becoming popular was because they were all trying to build their own engines and struggled with it.

I welcome it as long as I can get good Japanese games out of it :)
 

BiggNife

Member
It not a good fit for anybody.

idTech is a great fit for FPSes running at 60fps. That's what it was made for.

The problem was that it was never designed for a game like TEW. Tango tried to make the engine fit their design and it was like trying to fit a square peg into a round hole.

I still think idTech gets undeservedly poo-poo'd too often, but there's no question that UE4 is a far more versatile engine and that Tango will probably do much better with it.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Development cost.

It's easy to use, cheap, and importantly, has very good Japanese documentation.

Its easy to use.

Pretty much.

UE4 is gonna be engine of choice for a while unless Unity and CryEngine step up their game....hard!

Im just glad we are seeing a very diverse set of artstyles in the engine so I dont really care what engine devs use aslong as they can get their games to run well, look good and play amazingly.
 

Vire

Member
Makes you wonder what last generation would have been like if Japan didn't try and do everything in-house. It's a shame that Final Fantasy XV is still using that piece of shit luminous engine.

Words cannot express how happy I am that Japanese games appear to be making a renaissance. Unreal 4 is an amazing tool and I've been incredibly impressed with results in games so far.
 

Dr. Kaos

Banned
One factor is that today's consoles are more similar to x86 PCs than they have ever been
(with perhaps the single exception of the OG xbox)
and therefore Epic's PC-centric engine is a better fit than ever before, when JPN companies needed to optimize for exotic hardware (emotion engine, SPUs, powerPC, etc.).

The question is: Can UE4 run MGS5 better than Kojima Tools?
 
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