"Cinematic Image Effects" package adds some punch to the standard "Unity look."
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SAN FRANCISCO—The rise of engines like Unity has been great for making game development more accessible to the masses. Unity now says the 1.1 million monthly users of Unity Personal Edition outnumber "all the employees at every public game company in the world." That vast popularity has a negative side effect, though: the rise of an identifiably generic "Unity look" among many games made using the engine.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832285#p30832285:duvlcy2m said:flerchin[/url]":duvlcy2m]The technology that is available, for free, is astounding. It's such an awesome time to be alive.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832345#p30832345:6uk2hi6z said:AlizarinCrimson[/url]":6uk2hi6z]That is one of the worst example videos... from the first video most of it looks like hey we added texture maps that aren't white.
The second video at least says what's different. But implies that unity 5.0 did not support tone mapping, SSAO, bloom, DoF, screenspace reflection. Which I'm like 99% positive it does.
So really it sounds more like they're building in those kinds of effects into the core shader functionality instead of letting it be handled by the game makers themselves. None of those effects are things that unity couldn't do before (or god I hope it could), But now I'm going to guess they are built in by default.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832345#p30832345:2gxm29db said:AlizarinCrimson[/url]":2gxm29db]That is one of the worst example videos... from the first video most of it looks like hey we added texture maps that aren't white.
The second video at least says what's different. But implies that unity 5.0 did not support tone mapping, SSAO, bloom, DoF, screenspace reflection. Which I'm like 99% positive it does.
So really it sounds more like they're building in those kinds of effects into the core shader functionality instead of letting it be handled by the game makers themselves. None of those effects are things that unity couldn't do before (or god I hope it could), But now I'm going to guess they are built in by default.
Related link : http://adventurega.me/bootstrap/[url=http://meincmagazine.com/civis/viewtopic.php?p=30832349#p30832349:28vhchay said:gighalen[/url]":28vhchay]Kinda how every web developer on the planet is using vanilla Bootstrap to build their sites?
Check, I'm not a big fan of DoF and Bokeh effects either.[url=http://meincmagazine.com/civis/viewtopic.php?p=30832483#p30832483:12qrbdei said:harmless[/url]":12qrbdei]Ugh. I hate all the blur in the "improved" scenes ...
So just making a new, better Unity Look?[url=http://meincmagazine.com/civis/viewtopic.php?p=30832471#p30832471:2il75alg said:Kyle Orland[/url]":2il75alg][url=http://meincmagazine.com/civis/viewtopic.php?p=30832345#p30832345:2il75alg said:AlizarinCrimson[/url]":2il75alg]That is one of the worst example videos... from the first video most of it looks like hey we added texture maps that aren't white.
The second video at least says what's different. But implies that unity 5.0 did not support tone mapping, SSAO, bloom, DoF, screenspace reflection. Which I'm like 99% positive it does.
So really it sounds more like they're building in those kinds of effects into the core shader functionality instead of letting it be handled by the game makers themselves. None of those effects are things that unity couldn't do before (or god I hope it could), But now I'm going to guess they are built in by default.
This is exactly right (the last bit anyway). And the fact that they are default, rather than requiring a lot of work on the part of the developers, is pretty key to avoiding the wide prevalence of generic, same-y looking games.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832605#p30832605:27ymzigr said:Tofystedeth[/url]":27ymzigr]So just making a new, better Unity Look?[url=http://meincmagazine.com/civis/viewtopic.php?p=30832471#p30832471:27ymzigr said:Kyle Orland[/url]":27ymzigr][url=http://meincmagazine.com/civis/viewtopic.php?p=30832345#p30832345:27ymzigr said:AlizarinCrimson[/url]":27ymzigr]That is one of the worst example videos... from the first video most of it looks like hey we added texture maps that aren't white.
The second video at least says what's different. But implies that unity 5.0 did not support tone mapping, SSAO, bloom, DoF, screenspace reflection. Which I'm like 99% positive it does.
So really it sounds more like they're building in those kinds of effects into the core shader functionality instead of letting it be handled by the game makers themselves. None of those effects are things that unity couldn't do before (or god I hope it could), But now I'm going to guess they are built in by default.
This is exactly right (the last bit anyway). And the fact that they are default, rather than requiring a lot of work on the part of the developers, is pretty key to avoiding the wide prevalence of generic, same-y looking games.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832303#p30832303:2eroorzb said:UserIDAlreadyInUse[/url]":2eroorzb][url=http://meincmagazine.com/civis/viewtopic.php?p=30832285#p30832285:2eroorzb said:flerchin[/url]":2eroorzb]The technology that is available, for free, is astounding. It's such an awesome time to be alive.
Unless you, like me, invested ten years in creating your own game engine only to have it go obsolete with the Unity Personal Edition overnight.![]()
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832765#p30832765:3afn8aq6 said:tipoo[/url]":3afn8aq6]Now to make them perform less like Unity. Granted it's often picked up by smaller dev teams with less time for optimization, but many Unity games like Firewatch had several performance issues even on high end hardware that would run AAA games fine.
Firewatch was a great game though. Nice break from AAA gaming despite the Unity of it.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832925#p30832925:3tsw6wuu said:jasonridesabike[/url]":3tsw6wuu][url=http://meincmagazine.com/civis/viewtopic.php?p=30832303#p30832303:3tsw6wuu said:UserIDAlreadyInUse[/url]":3tsw6wuu][url=http://meincmagazine.com/civis/viewtopic.php?p=30832285#p30832285:3tsw6wuu said:flerchin[/url]":3tsw6wuu]The technology that is available, for free, is astounding. It's such an awesome time to be alive.
Unless you, like me, invested ten years in creating your own game engine only to have it go obsolete with the Unity Personal Edition overnight.![]()
Ya but I bet you're amazing with Unity or any other engine after all that experience.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30833157#p30833157:14lkornh said:UserIDAlreadyInUse[/url]":14lkornh][url=http://meincmagazine.com/civis/viewtopic.php?p=30832925#p30832925:14lkornh said:jasonridesabike[/url]":14lkornh][url=http://meincmagazine.com/civis/viewtopic.php?p=30832303#p30832303:14lkornh said:UserIDAlreadyInUse[/url]":14lkornh][url=http://meincmagazine.com/civis/viewtopic.php?p=30832285#p30832285:14lkornh said:flerchin[/url]":14lkornh]The technology that is available, for free, is astounding. It's such an awesome time to be alive.
Unless you, like me, invested ten years in creating your own game engine only to have it go obsolete with the Unity Personal Edition overnight.![]()
Ya but I bet you're amazing with Unity or any other engine after all that experience.
I wish, but not really. Still a steep learning curve understanding the interface and how they do things, where the gaps are (compared to mine) and what's possible in Unity (compared to mine). Plus, I resisted as long as I could hoping mine could still be relevant, but had to throw in the towel at the end as my code was looking more and more like something only retro gamers would appreciate, you know?
[url=http://meincmagazine.com/civis/viewtopic.php?p=30833975#p30833975:1di34ojg said:apoclypse[/url]":1di34ojg]The global illumination engine is pretty cool though. Unreal has yet flip the switch on that if I'm not mistaken.
Hah, I did not realize TIS-100 used Unity. That seemed like the sort of game that a hobbyist would write in C.[url=http://meincmagazine.com/civis/viewtopic.php?p=30832699#p30832699:6rq71631 said:evilTak[/url]":6rq71631]Totally, I hate how Shadowrun: Hong Kong looks exactly like Ori and the Blind Forest.
And how Cuphead looks almost identical to That Dragon, Cancer.
And how Pony Island is practically indistinguishable from Dreamfall: Chapters.
And how Firewatch is basically a clone of TIS-100.
...
.[url=http://meincmagazine.com/civis/viewtopic.php?p=30834233#p30834233:2dwb4ikc said:babyinablender[/url]":2dwb4ikc][url=http://meincmagazine.com/civis/viewtopic.php?p=30833975#p30833975:2dwb4ikc said:apoclypse[/url]":2dwb4ikc]The global illumination engine is pretty cool though. Unreal has yet flip the switch on that if I'm not mistaken.
Not sure if you mean in the mobile, Vulkan portion, since I don't think that's released yet, but UnrealEngine 4 has global illumination (LightMass) and has had it since 4.0.
[url=http://meincmagazine.com/civis/viewtopic.php?p=30833975#p30833975:24jmhfrn said:apoclypse[/url]":24jmhfrn]The new demo from EPIC running on Samsung's S7 (called Protostar) looks way better than this and that is running on a mobile device (using Vulkan) so I'm not all that impressed at the moment. Like someone said a lot of that stuff was possible before to an extent and those are techniques that have been available in some form or the other in game engines for quite some time. The global illumination engine is pretty cool though. Unreal has yet flip the switch on that if I'm not mistaken. On the other side you have Lumberyard (CyrEngine) which has all of that and more.
That's not to say that these features aren't welcomed. They are definitely nice to have in an easy to use manner just not as impressive as Unity is trying to make it out to be.
Anyway if no one has seen it here is the Protostar demo.
https://www.youtube.com/watch?v=lIdNoSB69PI
[url=http://meincmagazine.com/civis/viewtopic.php?p=30832699#p30832699:1lfxa5if said:evilTak[/url]":1lfxa5if]Totally, I hate how Shadowrun: Hong Kong looks exactly like Ori and the Blind Forest.
And how Cuphead looks almost identical to That Dragon, Cancer.
And how Pony Island is practically indistinguishable from Dreamfall: Chapters.
And how Firewatch is basically a clone of TIS-100.
...
[url=http://meincmagazine.com/civis/viewtopic.php?p=30835635#p30835635:3favnc76 said:GaryFisken[/url]":3favnc76]How about limiting the framerate to 24 fps to give that cinematic look?
PS. I'm joking of course. I think it's insanity that not every movie is shot in at least 48 fps.
[url=http://arstechnica.co.uk/civis/viewtopic.php?p=30833975#p30833975:3476in3c said:apoclypse[/url]":3476in3c]Anyway if no one has seen it here is the Protostar demo.
https://www.youtube.com/watch?v=lIdNoSB69PI
[url=http://arstechnica.co.uk/civis/viewtopic.php?p=30832303#p30832303:3ocygig0 said:UserIDAlreadyInUse[/url]":3ocygig0][url=http://meincmagazine.com/civis/viewtopic.php?p=30832285#p30832285:3ocygig0 said:flerchin[/url]":3ocygig0]The technology that is available, for free, is astounding. It's such an awesome time to be alive.
Unless you, like me, invested ten years in creating your own game engine only to have it go obsolete with the Unity Personal Edition overnight.![]()
you can't really compare the 2 since the tech demo's try to showcase different things.the UE4 one is trying to showcase the latest tech added that uses the Vulkun mobile API. the Unity demo is showing new features added to the engine that will come by default instead of using plugins.[url=http://meincmagazine.com/civis/viewtopic.php?p=30833975#p30833975:31hhj9rw said:apoclypse[/url]":31hhj9rw]The new demo from EPIC running on Samsung's S7 (called Protostar) looks way better than this and that is running on a mobile device (using Vulkan) so I'm not all that impressed at the moment. Like someone said a lot of that stuff was possible before to an extent and those are techniques that have been available in some form or the other in game engines for quite some time. The global illumination engine is pretty cool though. Unreal has yet flip the switch on that if I'm not mistaken. On the other side you have Lumberyard (CyrEngine) which has all of that and more.
That's not to say that these features aren't welcomed. They are definitely nice to have in an easy to use manner just not as impressive as Unity is trying to make it out to be.
Anyway if no one has seen it here is the Protostar demo.
https://www.youtube.com/watch?v=lIdNoSB69PI
you can't really compare the 2 since the tech demos try to showcase different things.[url=http://meincmagazine.com/civis/viewtopic.php?p=30833975#p30833975:1tcbroet said:apoclypse[/url]":1tcbroet]The new demo from EPIC running on Samsung's S7 (called Protostar) looks way better than this and that is running on a mobile device (using Vulkan) so I'm not all that impressed at the moment. Like someone said a lot of that stuff was possible before to an extent and those are techniques that have been available in some form or the other in game engines for quite some time. The global illumination engine is pretty cool though. Unreal has yet flip the switch on that if I'm not mistaken. On the other side you have Lumberyard (CyrEngine) which has all of that and more.
That's not to say that these features aren't welcomed. They are definitely nice to have in an easy to use manner just not as impressive as Unity is trying to make it out to be.
Anyway if no one has seen it here is the Protostar demo.
https://www.youtube.com/watch?v=lIdNoSB69PI