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Unreal Engine 4: ‘we don’t feel beaten by other engines’ – Epic

Sunday, 30th September 2012 10:28 GMT By Dave Cook

Unreal Engine 4 developer Epic Games has told VG247 why it doesn’t feel threatened by other engines such as CryEngine 3 and Luminous. In fact, the studio feels that other engine creators go too far out of their way to be unique, making it harder for them to compete with Unreal.

As part of our Gears of War: Judgment interview, Chris Wynn, senior producer at Epic Games talked us through the studio’s approach to its competitors.

“I don’t think we ever feel beaten by them,” Wynn explained, “but we definitely look at other engines to see what they’re doing. This is going to sound a little cocky, but sometimes I think that the other engines are trying to go in different directions just to try and compete with Unreal.”

“It’s like they’re trying to find something unique and new. I’d say that the one I look at the most and makes me go ‘wow’ is Unity, because of what they’ve been able to do. They’ve really expanded their tools to be more versatile, and that is really interesting.”

“I remember looking at the Crytek tools and thinking, ‘yeah, that is as slick as hell, those are sweet tools’. But we never sit down and say, ‘wow those guys are beating us, let’s change direction.’ We’ve set our direction, we’re going to hit it and I think we’re going to keep on competing.”

What’s your take on Unreal Engine 4? Does it interest you? Was Epic’s tech demo impressive? Let us know below.

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12 Comments

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  1. Stardog

    The UE4 editor seems interesting, and the new kismet is much better, but until they scrap it and get proper visual scripting, there’s no reason to use this over Unity. It would also let newcomers learn a lot easier.

    They should look at Antares Universe – http://u3d.as/content/neo-pax/antares-universe-vizio-free/29D

    #1 2 years ago
  2. khemphoud

    *yawn* … Yeah righ …

    #2 2 years ago
  3. hives

    Shut up and make next Unreal Tournament… They’re making PC exclusive and what is it? Fortnite. Yaay…

    #3 2 years ago
  4. Zana

    Hmm… If they want to make a new game instead of a sequel, it’s their choice.

    #4 2 years ago
  5. azmza

    The real different with new engines that can gives more polygons, dynamic weather sys and huge physics without lose the performance.

    #5 2 years ago
  6. roadkill

    Well you don’t but.. you are!

    #6 2 years ago
  7. Phoenixblight

    @1

    Unity isn’t even on the radar for Epic. Its not even widely used. Only Hobbyists use it and the only flagship game for that engine would be Wastelanders 2.

    #7 2 years ago
  8. funkstar

    @7 and project eternity, now. telling though that both are party-based rpgs with a (mostly) overhead viewpoint

    #8 2 years ago
  9. TheWulf

    Eh. No threat from CryTEK because in all fairness their engine is really good. Though they really, really need to work on face technology. It really stinks in Unreal and the Uncanny Valley is strong with any Unreal game. Compare the original Half-Life 2 (no mods or changes) with any Mass Effect game and you’ll see what I mean.

    This is why Garry’s Mod was such a marvellous thing, because someone talented enough could do fantastic things with it. I’ve seen plenty of them. Sure, I’ve seen lots of goofy stuff, but that’s because not many people have any amount of talent or will to do something good with their time. But with Unreal I’ve never seen anything that comes close.

    It’s sad that even Wheatley in Portal 2 has way, way more visual charisma than anyone in the Mass Effect series did. And a lot of that is due to how Source handles faces so incredibly well. I mean, when you consider how long ago Half-Life 2 was, or even how long ago Vampire: The Masquerade – Bloodlines was… Unreal stuff looks more basic than that.

    And when was Vampire released?

    November 2004. And the faces in Vampire look a hell of a lot better in regards to expressions and not of the Uncanny Valley than Mass Effect 3 does. And ME3 was released in Marc 2012. That’s a big jump.

    In nearly a decade Unreal still hasn’t caught up with the original beta release of Source that Vampire used.

    So if we’re talking about faces and expressions, then Unreal was beaten by Source many, many years ago. I don’t think they really care much about faces or expressions though because that’s not really an area they’ve concentrated on. But the simplistic expressions and the dead eyed stares of Mass Effect have always bothered me. I mean, there are Garry’s Mod webcomics that look better than Unreal Engine games in that regard.

    They really need to shape that up, and fast.

    #9 2 years ago
  10. Phoenixblight

    ^^

    Huh suprising someone that has no knowledge on engines and yet comments on them as if he does. Try and try again Wulf.

    How about you go learn to animate and then learn to import them into a engine before making comments like those.

    #10 2 years ago
  11. absolutezero

    I wonder if UE4 is going to fix the horrible texture streaming that every single UE3 game has suffered from.

    #11 2 years ago
  12. Fourdrinier

    @absolutezero:
    I believe that texture caching is partially dependent on the developer, but besides basic models, it’s quite wise to use a streaming model, even if it is visible. Since most GPU’s have 1024MB or less of available texture memory, which also contains vertices, post-processing data, z-buffer, normal-buffer, etc, it’s reasonable that textures would need to be swapped from RAM to VRAM. If you want an example of running a game without texture streaming, try running Battlefield 3 on a card with 1GB of Framebuffer. Putting the texture setting at Ultra consumes the entire memory on the currently visible frame. Rotating your view 180 degrees causes the Frostbite 2 engine to swap the textures on the spot, suspending the actual rendering of the frame. This causes a visible glitch in rendering which lasts for almost an entire second. Unreal 3′s approach prevents this by loading that data as soon as it’s available without halting the rendering of the current frame/frames. This provides a smoother experience. Again though, “garbage collection” of the texture data should be the prerogative of the developer, not the engine itself. I will verify this when I have a chance.

    #12 2 years ago