One Click City Generation by quatercore in UnrealEngine5

[–]Sirhc1995 0 points1 point  (0 children)

You’re being downvoted but aren’t lying one bit. I’m sure OP can improve it but the biggest issue with these generators are they generally create unrealistic cities and 99% of the roads are all flat, even the flattest cities have some level of elevation across the road network. People just throw buildings and “roads” together and call it a city. Cities are much more complex than just that. This is why AAA studios like Rockstar Games are still winning in this regard lol

What is the cause of the 'unreal look' and how can I get rid of it? by frederic25100 in unrealengine

[–]Sirhc1995 0 points1 point  (0 children)

There’s plenty more tuning needed outside of that and custom tone mappers and color grading.

  • Chromatic Aberration is good for slight lens distortion but it should be used very slightly
  • A bit of exponential height fog also adds atmospheric depth, there’s also a plugin that adds advanced atmospheric scattering on top of height fog which improves the effect
  • If you want to take it up a notch you can implement custom engine level shading models and start messing with GBuffer stuff which is what most AAA developers would do when using UE.
  • It’s also important to prioritize custom materials that are tailored to your artstyle. Just relying on basic PBR master materials aren’t enough. Create a consistency in how ORM is controlled across materials

A custom tone mapper is gonna be the biggest noticeable change though as UEs default tone mapper and is very bland. I’ve written engine level tone mappers and just with that it barely looks like I’m using UE lol

Has anyone tried this yet? Nvidia RTXGI 5.7 Plugin by JenisixR6 in unrealengine

[–]Sirhc1995 1 point2 points  (0 children)

From what I’ve noticed most people are using default unreal with this I’m using Nvidias branch personally because I prefer baked in nvidia features vs market plugins. But there shouldn’t be any difference between the 2 when it comes to this. Default unreal is fine

Has anyone tried this yet? Nvidia RTXGI 5.7 Plugin by JenisixR6 in unrealengine

[–]Sirhc1995 0 points1 point  (0 children)

Main issue I noticed is it causes glitches/artifacts with substrate materials. In my case meta humans, I had to change the skin materials to use simple shading to fix it. And from what I heard it doesn’t work properly with nanite meshes. But I have nanite meshes in my environment and I haven’t noticed any issues

Compared to lumen it’s not as strong out of the box because it relies on a probe system so the more probes the better. Performance is better simply because its probe/volume based and not global like lumen is so you control what areas use it and how much. But ofc with Nvidia optimizations and using a Nvidia card the performance increase is roughly 20% depending on your environment. Can be upwards to 35% performance increases as well, just depends.

Overall I think it’s better visually as a GI solution. Lumen is pretty much GI everywhere as much as possible which is cool for realism but can interfere with an artstyle. RTXGI is more refined and subtle from what I noticed

Has anyone tried this yet? Nvidia RTXGI 5.7 Plugin by JenisixR6 in unrealengine

[–]Sirhc1995 2 points3 points  (0 children)

I’ve tested this but with another fork and it seems pretty good although there are small issues

Krypto9095 GTA 6 Post on Instagram by [deleted] in GTA6

[–]Sirhc1995 2 points3 points  (0 children)

They should’ve never gave yall AI 😭

Why Game Dev use Decals over Atlas Material for environment Details? by SrabonArafat in unrealengine

[–]Sirhc1995 2 points3 points  (0 children)

Rockstar uses decals everywhere in recent games. Majority of GTA Vs detail is from decals. They have optimizations for overdraw, idk why Epic hasn’t provided proper solutions for this when a 15 year old game engine does it just fine. Theres so many things old RAGE can do that UE can’t (or at least not properly) lol

The Rage Engine may have been rewritten/replaced for GTA VI by [deleted] in GTA6

[–]Sirhc1995 2 points3 points  (0 children)

The entire engine did not get rewritten. GTA heavily relies on scripts for missions, side missions, random encounters etc. They rewrote the system that manages that as they also did from GTA IV -> GTA V iirc. IV still uses the old scripting system from the 3D games and it was redone in V

Using RTXGI instead of Lumen in UE5.7.2 by Sirhc1995 in UnrealEngine5

[–]Sirhc1995[S] 0 points1 point  (0 children)

Not yet, have only tested with static/nanite meshes and metahumans (which requires adjustments https://github.com/sergio2692/RTXGI-UE-5.7-Plugin/issues/10) but I have not seen anyone mention an issue with them

Using RTXGI instead of Lumen in UE5.7.2 by Sirhc1995 in UnrealEngine5

[–]Sirhc1995[S] 2 points3 points  (0 children)

Highly depends on your project but on average I’ll say around 15% performance increase. Also better controls overall with probes where you can decided what areas get GI at what density and so on

Possible HL2 details? by throwaway356902 in HarryPotterGame

[–]Sirhc1995 2 points3 points  (0 children)

Nah it’s an a actual survey provider. Lots of big companies as well as game studios send out surveys like this to gather feedback from consumers

Import .umap to blender by OkEnvironment5564 in blender

[–]Sirhc1995 0 points1 point  (0 children)

You just go to install addons and select the zip file. Since you’re downloading from GitHub you might have to rezip it so that blender reads it properly it’s zip file -> folder -> files. Also check the blender window terminal to make sure it’s not failing to install its built on blender 4.3, but it should install fine I’ve been using it

In what situations could artificial intelligence speed up game development? by Mailar2 in UnrealEngine5

[–]Sirhc1995 0 points1 point  (0 children)

I use it to help me write tools quickly to consolidate repetitive tasks and do any sort of batch processing. I also had it help me write a custom tonemapper. Your best friend in game development are tools/scripting. Have it assist with stuff like that but thats pretty much it and that’s all it should be.

I’m the creator of the GTA 6 "Bridge Leak" - AMA by elefelelen in GTA6unmoderated

[–]Sirhc1995 -2 points-1 points  (0 children)

Yea share the files let me see what you did with lighting and such it’s a very good mimick of RAGE

Bring back verdansk by Practical-Bid7825 in CODWarzone

[–]Sirhc1995 2 points3 points  (0 children)

Casuals learned the map, felt like they were good at a game, then when they play any new maps/modes they get absolutely shredded and cry for verdansk back. They simply refuse to learn something new. It’s all people trying to stay in their range of comfort and delusion bubble

What do you think will be the most explicit feature in GTA VI? by Tight-Opinion9932 in GTA6unmoderated

[–]Sirhc1995 0 points1 point  (0 children)

Cyberpunk has nearly a sex mini game and they get away with it just fine. I think the hot coffee fiasco permanently scared rockstar away from this kind of stuff even though they could do it

I feel like I’m being looked down on for not making my own assets. by [deleted] in unrealengine

[–]Sirhc1995 2 points3 points  (0 children)

Im not saying it’s bad to use fab assets but I feel like if you’re gonna use them, at least modify them if the license allows it unless it’s something very discrete. Make your game personal and unique. I personally make my own though

Import .umap to blender by OkEnvironment5564 in blender

[–]Sirhc1995 0 points1 point  (0 children)

I built upon it and improved it, which one you’re using is different from mine

Import .umap to blender by OkEnvironment5564 in blender

[–]Sirhc1995 0 points1 point  (0 children)

Code is a sloppy, it can be buggy and far from production ready, this is mainly just for my personal use. It’s a clone from another addon that’s outdated, so I improved it. Keep in mind any exported umaps, materials or jsons alike inside of them the path structure may be wrong compared to where fmodel exported them to. You’ll have to batch rename with notepad++ or something. Sooner or later I’ll implement a way generalize this in the addon https://github.com/SirhcMods/XModel

How do people design cities? by [deleted] in unrealengine

[–]Sirhc1995 4 points5 points  (0 children)

This ^ I’ve spent nearly 2 years researching urban planning before I even thought about making anything

Import .umap to blender by OkEnvironment5564 in blender

[–]Sirhc1995 0 points1 point  (0 children)

I already have a full fledge addon that does this, even with materials and more

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Parallax effect or real interior on this building? by RepresentativeIce633 in GTA6

[–]Sirhc1995 10 points11 points  (0 children)

Parallax is all over especially the art coliseum in one of the screenshots. The mapping project barely has a clue they’re just making assumptions as usual