• ZkhqrD5o@lemmy.world
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    1 day ago

    For everyone not in the know, the Unreal Engine Lighting model is about 260 years out of date. No, that’s not a joke. The lighting model is based on Lambert’s paper from 1760. That’s the reason why literally every surface looks like plastic.

      • ZkhqrD5o@lemmy.world
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        16 hours ago

        It doesn’t matter if plastic existed back then. The consequence of the Lambertian lighting model is that every surface, because of the flawed reflectance physics, now looks like plastic. Alternatively, you could say it looks like clay. It doesn’t matter what analogy you use, the surfaces should not look this way.

      • Moodel@feddit.uk
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        8 hours ago

        Explain why it is wrong you doofus.

        Don’t just drive by saying ‘This is so funny…’. :/

        • Valmond@lemmy.dbzer0.com
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          48 minutes ago

          Engines dont force a lighting model (since like y 2000 or very simple ones) because you make your own with the pixel shaders, and with the setup you want (deferred lighting is more complicated for example, toon shading not so much, phong is super simple, flat is simpler and so on. All available with the UE). So the whole “lighting model from 200 years ago” is just a joke, it’s like “they force you to use mommy brown, a color not made any more!” It doesn’t make sense, or if it do so, please do enlighten me 😌

    • Sunshine@piefed.caOPM
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      1 day ago

      The Witcher 3 was able to do all those things, why make ourselves dependent on an American game engine?

      Let’s keep using the Polish one instead for Ciri’s story.

  • Hiro8811@lemmy.world
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    1 day ago

    From what I heard it’s because they reached the maximum of the Red Engine with Cyberpunk.

      • Newsteinleo@infosec.pub
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        23 hours ago

        There are limits to what can be easily done, at some point it makes more sense to start over. Given the choice of build a new game engine or use an existing one, I would choose to use an existing one.

        • maam@feddit.ukM
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          17 hours ago

          I would choose to use an existing one.

          If you’re thinking small and don’t care about innovation sure.

          I’m still pissed about how Halo Infinite’s game engine was sabotaged because Microsoft cared more about avoiding employee benefits so they hired 18 month contractors who kept getting fired right when they mastered the new engine.

          • Lysergid@lemmy.ml
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            14 hours ago

            You need massive budget to r&d game engine and come up with something truly innovative. That’s not something game studio of this size can do when they have to keep things going to retain players and investors. You also need use-case for what you innovated, otherwise you just wasted time and money.

          • Newsteinleo@infosec.pub
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            21 hours ago

            Most games aren’t that innovative. But you are correct for projects like Kitten Space Agency a custom engine makes sense. However building from scratch takes longer and added to development cost.

            • maam@feddit.ukM
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              20 hours ago

              Witcher developers aren’t starting from scratch though, they can optimise the engine and add better physics.

              • Newsteinleo@infosec.pub
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                11 hours ago

                That optimisation may come at a greater cost than using an existing engine. You also have to consider, with an industry standard engine it is easier to hire and train new devs.

  • cyberfae@piefed.social
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    19 hours ago

    I just hope they can create a playable experience for hanhelds. It’s not like the ram shortage is going to stop anytime soon. EDIT to add: it would be ideal if they switched to a different engine for their next installment, but doing that mid game would just cause a repeat of cyberpunk 2077.