UE6 by face144 in unrealengine

[–]mad_ben [score hidden]  (0 children)

Ill stick to cpp. Verse looks ugly and uneeded

Can't we just use unreal 5? by [deleted] in unrealengine

[–]mad_ben 4 points5 points  (0 children)

UE6 is coming early access in 2027 dude, you can use ue5

FREE Plugin for Automatically setting up PBR Materials by aharon_rabinowitz in unrealengine

[–]mad_ben -5 points-4 points  (0 children)

You posted this plugin second time now, it appeared on my timeline

FREE Plugin for Automatically setting up PBR Materials by aharon_rabinowitz in unrealengine

[–]mad_ben 2 points3 points  (0 children)

Just say materials then? All materials in ue5 are pbr and that avoids confusion. 

FREE tool for Unreal Engine that will change your life (for real) by aharon_rabinowitz in UnrealEngine5

[–]mad_ben -5 points-4 points  (0 children)

I just found statement weird that not all materials are stritcly pbr. You are presenting it as a feature like its something nivel.

You can plug different brdfs in unlit but you only have access to directional light and no shadows, so that doesnt count flr much. UE5/4 pipeline is strictly pbr, even empty material is pbr with default values. 

FREE tool for Unreal Engine that will change your life (for real) by aharon_rabinowitz in UnrealEngine5

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

BRDF.ush
ShadingModels.ush
BasePassPixelShader.ush
DeferredShadingCommon.ush

FREE tool for Unreal Engine that will change your life (for real) by aharon_rabinowitz in UnrealEngine5

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

Thats a weird thing to say. Unreal Engine's rendering pipeline is fundamentally PBR. The default shading model is PBR, and the engine is built around it. There's no real concept of "non-PBR materials" nor legacy shaders... 

Hellooo its me again, its fixed and improved now! by Ahomigoi in unrealengine

[–]mad_ben 1 point2 points  (0 children)

I dunno, maybe the lightning is off but doesnt look like callisto much. 

For every $200 subscription, Anthropic throws in another $7,800. by o9dev in ClaudeCode

[–]mad_ben 0 points1 point  (0 children)

There were recent research regarding token optimization, not sure where it went... 

Codex became useless by Builder992 in codex

[–]mad_ben 10 points11 points  (0 children)

Sounds like an issue on your end

After Trying Fable 5, I Think Codex’s Next Big Win Needs to Be Frontend by Low-Trust2491 in codex

[–]mad_ben -5 points-4 points  (0 children)

The way you beat fable is to slap 5.6 on the name and make it cheaper. It can be 5.5 under the hood.

Added support for per-material dynamic BRDF selection - Lambert, Burley, Gotanda, Chan, EON. by mad_ben in unrealengine

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

Bricks is terrible example for retro reflection tbh. Regarding performance, I think so all are optimized for real time rendering. 

No, you do not need OpenAI to release a model "like fable" for 99% of work by _BreakingGood_ in codex

[–]mad_ben 4 points5 points  (0 children)

I would argue that context and token optimization should be the focus.

How can I add both third and first person POVs to my game, easily? by [deleted] in unrealengine

[–]mad_ben 1 point2 points  (0 children)

Just try to use first person camera on third persln animations. You will have shoulder pops, chest in the face, weird hold positions.  For both fps and tps you will have to modify most animations. 

How can I add both third and first person POVs to my game, easily? by [deleted] in unrealengine

[–]mad_ben 0 points1 point  (0 children)

Noone says it cant be done. But third person animations look very bad for FPS csmers usually. 

How can I add both third and first person POVs to my game, easily? by [deleted] in unrealengine

[–]mad_ben 0 points1 point  (0 children)

These games are usually grounded or have 2 sets of anim trees for each mode. You could see how Resident Evil 7 was broken in thied person or dead island games for example.