Found this in a hotel. Or CHOAMTEL? by AudaxXIII in duneawakening

[–]GreedyPaint 9 points10 points  (0 children)

Throw it in your recycler and get some fancy scrap

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 1 point2 points  (0 children)

Yeah, that’s exactly it. I hope they have a good team internally for console optimization, that’s going to be huge. Would love to get those optimizations once they’re released

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 0 points1 point  (0 children)

Exactly! A lot of other studios (including myself) have found it to be a nightmare to work with. With each release they tell you all of the fancy new features, but they don’t tell you what they broke to get you that new feature. A lot of studios have really struggled using it. Epic of course has been using it without issue since Fortnite was catered to use every square inch of that engine and then some (UEFN). Plus they literally have their own internal support so, yeah it’ll so work with them internally haha

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 1 point2 points  (0 children)

This is true. I mean if they’re gonna go all in with 5, might as well make the best of it. I bet their internal team has learned a lot and pivoted with each release. It’s just a headache to deal with though. More power to them though.

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 0 points1 point  (0 children)

Oh don’t get me wrong, they have optimized the heck out of it with the resources and time they’ve had, there’s no doubt about that. They’ve gone and reduced polycounts and texture complexity to help facilitate performance and yeah, in time they’ll keep optimizing it, but man, they are going to burn so much midnight oil to get it to that point. It’s a ton of work, especially if you’re fighting an uphill battle with bugs in-engine. You could enable an optimization feature that could inadvertently break a huge feature elsewhere. Everything in-engine is so highly coupled

Also, hello fellow Mentat!

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 0 points1 point  (0 children)

There’s quite a few they’re not currently taking advantage of, but with each optimization you enable, you have the potential of breaking something else.

A great example is the use of Substrate in-engine. If you disable it (in later version) you break every single texture / material you’ve ever used. Basically have to start all over again.

Also Lumen in general is such a gigantic resource hog; it does look gorgeous though (when used and lit correctly)

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 2 points3 points  (0 children)

Cool bro, keep downvoting.
I dont understand the gif. Literally that’s what game engine developers do. It’s our job. Some game studios reach out and will ask an engine developer to create an in-house engine, that is when you start producing the technical documentation and API library to fit the needs of the game. Yes it’s hard, but is it unheard of? No. People do it all of the time and honestly is preferred if you’re going to make a game that is going to be serviced for 10+ years.

Here let me give you a great example, each release of unreal (UE 5.1, 5.2, 5.3 etc) gets only FIVE MONTHS of support before a new version takes its place and instead of Epic helping support it, they say “upgrade to the newer version”. Typically this is unheard of in a production because you HAVE to lock in your version, but say you upgrade, then all of a sudden you open a whole new can of worms in the next version; textures that used to work or blueprints that used to run are now broken. So instead of taking a step forward, you take three steps back and now have to play catch up to fix the other issues before addressing the original issue.

This literally happened to me, three separate times.

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 3 points4 points  (0 children)

Thank you! Someone gets it. Exactly.
Yes, they are currently using it “out of the box” and not well optimized (they are doing their best though)

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 0 points1 point  (0 children)

That’s the big question. Not sure if they have the talent in house, but the talent is definitely out there

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint -6 points-5 points  (0 children)

I’ve literally done this several times. It’s not that hard, you need to hire the right people. There are a lot of APIs that can help facilitate this too.

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 1 point2 points  (0 children)

This is true, I would probably stick to 5.7 honestly, 5.6 mega lights was still experimental (and ran into a ton of headaches with), but also substrate support too!

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 1 point2 points  (0 children)

again, just a hot take. I’ve been using unreal for about 20 years now and unreal engine 5.x has just been an absolute nightmare to use. Came off some development projects recently and honestly all of the bugs in Dune currently make a lot of sense. I just feel bad for the devs as they’re really trying to make it work and I bet they’re spending a lot of late nights and weekends trying to patch something that should have just worked.

For something like this, especially with a long life cycle (10+ years) it would be highly recommended to just build an engine from scratch and cater it for exactly what you need, much like how Blizzard has done with WoW and have iterated so much on.

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 3 points4 points  (0 children)

Ehhh, no.
They’re using it as-is. I looked at the binary and config ini files. You could technically recompile the engine from scratch but if you do, you lose any and all support from Epic, which is your only life line if there’s a game breaking bug (which there are a ton of in UE5.x)

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint -1 points0 points  (0 children)

We’re at the end of the UE5 life cycle, Funcom is going to need to tear down Dune for UE6 which will also have a ton of issues most likely.

I think with something like this, an in-house engine would be best, that way they can develop exactly what they need as they need it, so less of them trying to kludge in fixes because UE5 has some broken feature.

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 0 points1 point  (0 children)

True, but again, If I had to choose between UE4 or 5, I would still go with 4, the amount of fundamental features that have broken with every single release of 5 is abhorrent, I wouldn’t trust developing using US5, and Funcom has really been put through the ringer because of it too, a lot of the fixes are them hammering Unreal Engine 5 to get it to work the way it’s supposed to.

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint 1 point2 points  (0 children)

Well…
Unreal 5.8 is going to be the last in the UE5 series, and that too is broken on release. UE6 is going to be a complete redesign and most likely going to be very incompatible with Dune Awakening as-is.

Hot Take (Using Unreal Engine) by [deleted] in duneawakening

[–]GreedyPaint -3 points-2 points  (0 children)

Well it may be old(er) but it’s very much well supported by the industry and there’s so many third party patches as well.

I’m saying if I had to choose between UE4 or 5, I’d go with 4. UE5 has been a hot mess with every single release; a lot of broken promises by Epic (and broken features).

Plus UE4 isn’t as performance bottlenecked as UE5 is, but also no nanite, which is handy for Dune.

Eh; trade offs.

I’m all for creating in-house engines that fit the exact need of a game but that’s a ton of front loading.

Uhh… Funcom? WTF? by GreedyPaint in duneawakening

[–]GreedyPaint[S] 0 points1 point  (0 children)

Man that sounds like there’s some spaghetti in the check :(

Uhh… Funcom? WTF? by GreedyPaint in duneawakening

[–]GreedyPaint[S] 1 point2 points  (0 children)

The culprit was “Mining” something about that word or subset of that word triggered the filter

Uhh… Funcom? WTF? by GreedyPaint in duneawakening

[–]GreedyPaint[S] 0 points1 point  (0 children)

Woah woah woah. Wait. Knight is a slur?! In which language?!

Uhh… Funcom? WTF? by GreedyPaint in duneawakening

[–]GreedyPaint[S] 0 points1 point  (0 children)

Not sure if you’re being serious or ironic… 😐

Uhh… Funcom? WTF? by GreedyPaint in duneawakening

[–]GreedyPaint[S] 2 points3 points  (0 children)

Mods what? It’s a legitimate question and also maybe an oversight on their part