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https://www.gamesindustry.biz/unity-lays-off-hundreds-more-closing-half-of-offices
Lol
lmao
>>
>>945006
we all know the kind of people they're firing
>>
>>945006
It doesnt mean anything. Unity is still strong. 99.9999999% of games made with unreal perform absolutely horribly. Remember that Jedi Survivor disaster?

Games that perform really well and look just as good are on custom engines like RE Engine.
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>>945010
>Games that perform really well and look just as good are on custom engines like RE Engine.
wow its almost like custom engines don't have bloat shit and can run well on low end hardware
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>>945017
No, unreal engine is just that horrible and additionally jedi survivor looks horrible
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>>945006
Unitrannies BTFO. You just cant compete with Unreal 5
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>>945032
cope more you ugly chudcel
>>
Is unity ever going to fully implement ziva so I can natively simulate tissue without using Maya??
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>>946776
Forget about ziva my bro
>>
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>Unreal is taking over the AAA devs
>Godot is taking over the indies

Seriously what market does unity has now?

Pajeet mobile scams?
Chink mobile gachas?
>>
>>946786
Unity rn is only popular because it is popular, you can get a lot more support from the community than for godot and that's a value in itself. Not really a recipe for long term success tho
>>
It's over.
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>>946794
Did godot update their fucking garbage documentation yet? That might make me actually use it.
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>>945010
Unity on the high end perform like absolute ass too. Using URP or HDRP. But the legacy engine and esp the deffered path is able to do amazing things at silky frame rates. Deffered was abandoned all too soon by unity to chase the high fidelity dragon, useless to almost any studio that would use unity in the first place since you need to be AAA or at least AA to create production assets for something that warrant such render-tech.

At the core unity has so many qualities but it's so mismanaged and scatterbrained in terms of how they focus their effort at improving it.
>>
>>946786
godot seems like one of those hobbyist traps *cough* blender *cough* where dreams go to die.
>>
You people don't understand why we use Unity.

It's much much much faster than everything else in turnaround time and iteration, period. It gives you at the very least Half Life Alyx level graphics. Its performant.

Unreal engine in any form is an a-b-o-m-i-n-a-t-i-o-n in comparison to the above points.
>>
>>946821
i had hope that unreal engine would finally support a modern language, but instead of adding rust or kotlin or anything like that, they rolled their own goofy functional language that's like something straight out of academia circa 1990. unreal engine is awful.
>>
>>946786
>Godot has its own built-in scripting language, GDScript, a high-level, dynamically typed programming language which is syntactically similar to Python.
>has its own language
yeah fuck that shit
>>
>>946914
>He doesn't know
>>
>>946821
>>946823
Why does C++ filter troons and zoomers so well?
>>
>>946978
You shouldnt have to recompile your entire engine many many times a day to see minor changes. Nobody is getting filtered, unreal is just designed very poorly
>>
>>946979
Decent programmers don't need to compile every 5 seconds to make sure their code works. You especially don't need to compile often when you have Blueprint which is supposed to take care of high level structure, values, etc.

Why are you compiling many many times a day? Sounds to me like the issue is with you.
>>
>>945010
You are an idiot. Go and learn how engines work.
>>
>>946981
blueprints fucking suck. it's literally spaghetti code. and c++ is legacy tech. no one today would ever start a new project using c++ by choice.
>>
>>946981
This is why every single unreal game runs absolutely horribly. Veterans with decades in the industry in AAA are all saying the same thing

>Blueprints
Get the fuck out of here
>>
>>946978
Memory management has filtered people since the dawn of time.
>>
>>946989
You know nothing about programming.
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>>945008
explain
>>
Will Godot kill them?
>>
>>947053
Godot? Nah. Their CEO is already hard at work sabotaging the company, so no need for outside help.
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>>947043
Not an argument, everybody knows unreal is slow and awful to work with with bad performance.
>>
>>946978
>>947043
>https://media.defense.gov/2022/Nov/10/2003112742/-1/-1/0/CSI_SOFTWARE_MEMORY_SAFETY.PDF
>>
>>947055
What'd he do?
>>
>>947068
Yeah I know it’s not an argument. I don’t really care about Unreal, I just saw you say something stupid and felt the need to tell you that you don’t know what you’re talking about. New projects are being made in C++ for all types of things.

>>947069
You can use a high or mid-level language for a game if you want, and for most games it works just fine, especially since the simplicity of the language lends to quick development times. If you want to make a complex game that needs to do a lot of calculations, the performance of high and mid-level languages leaves a lot to be desired and the security sacrifice of using a low-level language can be worth it, especially for single-player games or games with good server security. A good example is a game like Minecraft, which runs fine being made with Java, but its graphical style is very simplistic and the game can start to crap itself if you set your render distance too far and have a bunch or redstone machinery running.
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>>946989
> no one today would ever start a new project using c++ by choice
all optimized games are c++, brainlet
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>>947184
C
>>
unreal engine is trash, i've gotten really far with my game working for 2 years in unreal. at first i had a massive blast using megscans and stuff. but i very soon realized that the engine runs like absolute shit and no amount of setting tweaking or draw call batching or overdraw fixing or whatever you can optimize will solve the problems. that engine just does infinite amount of things behind your back. maybe it scales better, i dunno, but when the bottomline is 50 fps for a kinda empty scene, then i dont profit from it "scaling well".
meanwhile in unity i can render massive and i mean MASSIVE amounts of foliage and still get over 200 fps.
>>
>>947210
Are you using URP or HDRP?
>>
>>947211
built-in. i hate deferred rendering and TAA shit.
i love msaa. also you can use AlphaToCoverage in unity shaders to get msaa on alpha cutout foliage which looks incredible and is very performant.
reject modernity.
>>
>>947212
With built in you cant use VFX graph so its really legacy at this point.

You also cant do vulkan with BIRP nor true HDR rendering so its going to look outdated
>>
>>947213
i dont care i just want performance. i'm not gonna make one of those empty desert games to cope with the renderer not being able to handle tons of foliage. i'm also just hate TAA with pure passion so i just can't.
>>
>>947214
after using vfx graph i could never go back to shuriyuken, its that much worse
>>
>>946981
Good, bugless code is build over small iteration. You won't find bugs as easy if you build a big system and test it later. I won't use BP tho, I'm good right now using Angelscript for UE. Hopefully Verse will come soon.



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