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Re:Unreal Engine 5 enters Early Access by nrjames on Wednesday May 26, 2021 @11:25AM (#27291759)
The sample project is 100Gb... I think I am going to need a new hard drive.
Re:Unreal Engine 5 enters Early Access by defaultname on Wednesday May 26, 2021 @12:11PM (#27292345)
100GB of rocks.

I love the notion of their nanite engine and basically removing concern about LoD (though we've heard that pitch over many generations of engines), and it looks like they're finally improved on what was a terrible, clunky, extremely dated UI.

What I don't love is that it leans into going crazy with assets. Already games are getting simply ridiculous, with new games hitting 300GB, many with an unending stream of enormous patches (looking at CoD Warzone).

Instead of 100GB of rock meshes and textures, isn't there a benefit to procedural on-demand generation for stuff like this?

Re:Unreal Engine 5 enters Early Access by ArkanExplorer on Wednesday May 26, 2021 @12:47PM (#27292861)
Since everything is just from megascans, it might make more sense to have 300gb of photorealistic assets stored on every next-gen device, and (UE5) games can just commonly load from them.
Re:Unreal Engine 5 enters Early Access by t0mbstone on Wednesday May 26, 2021 @12:55PM (#27292999)
Yeah, at a certain point, it probably makes sense to have a giant library of universal assets like rocks and grass and trees. There's no reason for each outdoor game to keep reinventing the universe.
Re:Unreal Engine 5 enters Early Access by contriban on Wednesday May 26, 2021 @01:07PM (#27293168)
So basically you’re asking for a node_modules for games!
Re:Unreal Engine 5 enters Early Access by typon on Wednesday May 26, 2021 @01:24PM (#27293409)
More like a /usr/lib shared across games on the same console
Re:Unreal Engine 5 enters Early Access by incrudible on Wednesday May 26, 2021 @01:47PM (#27293731)
This is Unreal/C++ we're talking about. If the size of some field somewhere changes, your 300GB will need to be re-cooked...
Re:Unreal Engine 5 enters Early Access by Arwill on Wednesday May 26, 2021 @02:23PM (#27294195)
You can do that with Substance. Store images in a library and procedurally generate textures at runtime.
Re:Unreal Engine 5 enters Early Access by markjgx on Wednesday May 26, 2021 @03:00PM (#27294649)
"and it looks like they're finally improved on what was a terrible, clunky, extremely dated UI." doesn't hold true, it's mostly the same UI with a dark reskin. Certain editor hot paths have been reworked and that's about it. The editor is almost exclusively written in Slate, Epic's in-house Window framework/general GUI module. Slate's got a pretty interesting nested MACRO system. Most definitely not data-driven and pretty much as hard-coded as it gets, redesigning the editor for real would be difficult to say the least. In reality most experienced developers don't want a new design, they are happy with the workflow they have and I have to agree with them. I'm generally happy with the "if it ain't broke don't fix it" reskin decision.
Re:Unreal Engine 5 enters Early Access by Hammershaft on Wednesday May 26, 2021 @12:50PM (#27292911)
> isn't there a benefit to procedural on-demand generation for stuff like this?

Like how demoscenes do it? I would think a huge trade off is the performance hit (and potential delay / popin) of the generation

Re:Unreal Engine 5 enters Early Access by Valgrim on Wednesday May 26, 2021 @12:30PM (#27292589)
In a way procedural generation can be tought of as extreme compression!
Re:Unreal Engine 5 enters Early Access by TchoBeer on Wednesday May 26, 2021 @11:47AM (#27292054)
What are they storing that the project is that big?
Re:Unreal Engine 5 enters Early Access by Yizahi on Wednesday May 26, 2021 @12:32PM (#27292615)
It's a Chia mining plot and a few megabytes of demo project :)
Re:Unreal Engine 5 enters Early Access by jayd16 on Wednesday May 26, 2021 @11:49AM (#27292079)
Source high res texture and model assets are quite large.
Re:Unreal Engine 5 enters Early Access by hn8788 on Wednesday May 26, 2021 @11:55AM (#27292149)
Graphics and audio are almost always the culprit for large sized games.
Re:Unreal Engine 5 enters Early Access by wronglebowski on Wednesday May 26, 2021 @12:46PM (#27292844)
Can you compile and run the sample project and have something to walk around in?
Re:Unreal Engine 5 enters Early Access by Animats on Wednesday May 26, 2021 @02:55PM (#27294595)
Yes. Your first compile may take an hour. It took about an hour and a half to get to a running sample game. You get all the source code for what goes on the target machine. It's here, on Github.[1]

I tried to load the demo used for the UE5 videos, but that's only loadable through the "Epic Games Launcher", which is Windows-only. It's apparently possible to bash that into running under Wine, but I don't have time to make that work right now.

For those who don't know what the deal is with Unreal Engine, there's no charge until you get the first million dollars in revenue. Then they take 5%. The nature of the game industry is that the top 50 or so titles generate almost all the revenue. So, rather than bothering with restrictive licenses for all the little guys, Epic just waits until a successful game starts getting media coverage and shows up on the industry charts, then has their billing department contact the game company.

[1] https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0...

Re:Unreal Engine 5 enters Early Access by arunoda on Saturday May 29, 2021 @12:17AM (#27322992)
You don't need the source code to make a executable version of the Game. And it won't take 1 hour on a decent machine.