I heard in Nomura's interview that Epic have really good Japanese support for Unreal Engine 4 now...
What game is the second pic?
I heard in Nomura's interview that Epic have really good Japanese support for Unreal Engine 4 now...
What game is the second pic?
I love how the archetypical UE3 game was thought of as "ugly bald space marine with drab brown colors and texture pop-in"
And now with UE4 its more like "bright! shiny! blues and greens! anime styled people with flowing hair!"
I know the engine actually has little to do with that. I'm just stating perception.
It's unreal how the engine's reputation has changed. It's only a couple of years ago that people were complaining about UE3's plasticy look across most titles that use it. It's great seeing more diversity in UE4's capabilities.
I heard in Nomura's interview that Epic have really good Japanese support for Unreal Engine 4 now...
How does it compare to Japanese usage of UE3?
Even Tango Gameworks switched from idTech to UE4.
I really love how it seems to have given a huge boost to console development in Japan.
I was going to make a thread to ask the question, but it may as well be asked here since UE4 is the answer to the problem, but why have Japanese devs been struggling with getting their own engines up and running? Capcom's Panta Rhei has fallen off the map and it seems like Luminous is the main reason for FFXV's slow progress.
What game is the second pic?
Don't forget this one too! D:
http://www.onlysp.com/platinum-games-xbox-one-exclusive-scalebound-developed-using-unreal-engine-4/
It's easy to use, cheap, and importantly, has very good Japanese documentation.
I really love how it seems to have given a huge boost to console development in Japan.
I was going to make a thread to ask the question, but it may as well be asked here since UE4 is the answer to the problem, but why have Japanese devs been struggling with getting their own engines up and running? Capcom's Panta Rhei has fallen off the map and it seems like Luminous is the main reason for FFXV's slow progress.
Given how customizable shaders are on UE4, I haven't noticed anything that stands out as an Unreal Engine look like in 3.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.
Thank god, idTech5 was not a good fit for them.
That KH3 shot looks generic as hell.
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.
That's...a very neat way to put it, actuallyit felt like they made the game despite the engine rather than being enabled by it.
This one is running on UE4 too?!
Curious to see how it will look like.
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.Yeah, I actually really really like the Evil Within, but most of the time it felt like they made the game despite the engine rather than being enabled by it.
Have you seen the MT Framework games that Capcom put out? They look great even today, & the MT Framework games that are on PC all run like a dream. I was hoping that the Panta Rhei would be a proper successor. But now that we haven't heard much of it in a while, I'm concerned that may not be the case.
It sums up the situation pretty well. They took an engine with no Japanese documentation that didn't support proper real time lighting when real time lighting was the main feature they wanted. As a result, they wound up with poor performance on an engine who's only positively known for 60fps on console.That's...a very neat way to put it, actually
Is there an easy way to compare engines? I'm curious how Havok, UE4, Frostbite, and Fox Engine compare.
Given how customizable shaders are on UE4, I haven't noticed anything that stands out as an Unreal Engine look like in 3.
Thank god, idTech5 was not a good fit for them.
Tekken 7 has horrible hair thanks to UE4.
I really love how it seems to have given a huge boost to console development in Japan.
I was going to make a thread to ask the question, but it may as well be asked here since UE4 is the answer to the problem, but why have Japanese devs been struggling with getting their own engines up and running? Capcom's Panta Rhei has fallen off the map and it seems like Luminous is the main reason for FFXV's slow progress.
A lot of that was due to material rendering and default shader settings. UE4 has proper physically based rendering and much more easily customized shaders. Huge step forward on that front.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 cool.When I talked to the folks working on Ashen for a interview I asked Derrick about their move to Unreal 4 from another engine and though not a Japanese company they said "It feels like another person has been added to the dev staff." Thats pretty heady words. Documentation is amazing
Dragon Quest XI
Dragon Quest XI.
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.