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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!