Subject: General Tech | October 26, 2014 - 11:15 PM | Scott Michaud
Tagged: square enix, kingdom hearts 3, unreal engine 4, ue4
I did not report on this the first time because it did not seem like a credible rumor. As it turns out, they were citing an interview with the game's director from Famitsu, the Japanese video game magazine. Basically, while Square likes to make their own engine to use with their RPG projects, their Luminous Engine did not satisfy their needs so they decided to shift production to Unreal Engine 4. While it is still not scheduled to come to the PC, we know that the engine feels at home on our platform.
Image Credit: Wikipedia
It seems pretty clear that Kingdom Hearts was not moved to Unreal Engine 4 for PC support. That would just be silly. More likely, their internal engine might have needed a little extra development work and, especially with the vastly different art styles of Kingdom Hearts and Final Fantasy, they moved the two release dates further apart. Maybe they will even release Kingdom Hearts 3 earlier than intended?
But, if it does come to the PC, it seems somewhat more likely that it will function better than Final Fantasy XIII does. That title was locked to 720p with a few odd quirks, like Esc being the equivalent of "/qq" despite even Alt+F4 giving a warning prompt, and that it seems to require a keyboard to close (I could not find a way to close the game with the gamepad or mouse alone). That said, while a tangent-to-a-tangent, I did like the option to have the original, Japanese dub. Yet again, I digress.
This was not the first time that Square has developed an RPG on Unreal Engine. The Last Remnant, for the Xbox 360 and PC, was developed on Unreal Engine 3. Kingdom Hearts 3 does not have a release date, but it might be sooner than we expect (and probably much earlier than Final Fantasy XV).
Subject: General Tech | May 4, 2014 - 04:14 AM | Scott Michaud
Tagged: Unreal Tournament, unreal engine 4, unreal, ue4
Unreal Tournament will make a comeback. This Thursday, on the official UnrealEngine Twitch.tv channel, Epic Games will make some announcement about the future of the franchise. The only other concrete information that we have is in the original tweet from Paul Meegan, their vice president of product development for about a year and a half.
— Paul Meegan (@PaulMeegan) May 2, 2014
So, Unreal Engine 4 dev community and Epic. That could mean any number of things but it sure seems to suggest that the community will have an active hand in its development. As our readers know, UE4's licensing structure has transitioned from an undisclosed, large fee upfront and a percentage of revenue to a small monthly subscription (and five percent of revenue). Full source code is provided to these licensees.
Perhaps the game is not, itself, the product?
Or maybe it is. Who knows. I just get an... off... feeling from the structure of this preannouncement (and that is not a bad thing). It is set to occur on the stream where they record Unreal Engine training videos. They explicitly mention "UE4 Dev Community + Epic". Why the community so front and center?
According to Edge, Epic is currently working on three titles: Fortnite, an unannounced mobile game, and an unannounced "high-end next generation title". The mobile title is currently in pre-production and will not be "formally announced for some time". This, of course, leaves one of two possibilities: it is the "high-end next generation title" or Epic is not counting it as an official title, for some reason.
Going a little further, Fortnite is said to be PC exclusive. If Unreal Tournament is their high-end next generation title, it will either be their only offering on the next generation consoles, or they do not have a planned offering on a next generation console.
As fun as it is to speculate, I should be clear that this is entirely speculation. We will know more when Epic makes their announcement, Thursday at 2PM EDT.
Subject: General Tech, Mobile | April 27, 2014 - 01:50 AM | Scott Michaud
Tagged: unreal engine 4, ue4, epic games
Epic Games has just incremented the minor version number of their popular engine by releasing Unreal Engine 4.1 to all subscribers. While the dot-zero was available privately for quite some time, it was made public barely a month ago. Its headlining feature is a few extra platforms: Linux, SteamOS, Xbox One, and Playstation 4. Each of these are included in the 19$ per month and 5-percent royalty agreement -- excluding outside fees, such as those required to become a registered developer with Sony and/or Microsoft, obviously.
You will also need a capable Windows PC to deploy a game to Playstation 4, Xbox One, Linux, or SteamOS... "for now". This implies that development on other platforms is being considered. Development from OSX seems likely, as does Linux, but creating games on an Xbox One or Playstation 4 seems a bit far-fetched. Who knows though? If any company has good enough relationships with Sony and Microsoft to make it happen, it would be Epic.
— Ray Davis (@EpicRayD) April 25, 2014
I am guessing... Dreamcast support is a "no". It was not that ahead-of-the-curve.
The actual update notes are just shy of 7000 words and about 20 pages long, so platforms are not everything. Epic has been adding a lot of content and templates to the engine and their marketplace, including the Elemental demo first seen at E3 2012. The editor was also updated with numerous improvements, such as better FBX importing (FBX is a cross-application 3d file format).
Also, it is available now.
Subject: General Tech, Graphics Cards | December 13, 2013 - 05:43 PM | Scott Michaud
Tagged: webgl, ue4, UE3, asm.js
Its shortcoming is the difficulty and annoyance when hand coding (without compiling it from another language). The browser is used more by encouraging the adoption of web standards through discouraging the usage of web standards. You can see where the politics can enter.
Still, it makes for great demos such as the cloth physics applet from James Long of Mozilla or, more amazingly, Unreal Engine 3. The upcoming UE4 is expected to be officially supported by Epic Games on asm.js (and obviously WebGL will be necessary too) but, of course, Epic will not prevent UE3 licensees from doing their own leg-work.
NomNom Games, a group within Trendy Entertainment (Trendy is known for Dungeon Defenders), became the first company to release a commercial 3D title on these standards. Monster Madness, powered by Unreal Engine 3, runs in web browsers like Mozilla Firefox and Google Chrome without plugins (although it will fail-down to Flash 11.6 if your browser is unsupported for the web-native version). Monster Madness is a top-down cell shaded shoot'em-up.
You can play, for free, with an anonymous token here. You can also visit their website to learn more about the closed beta for registered accounts. It is natively supported on Firefox, Chrome, and Opera. I am not entirely sure why IE11 is not supported, now that Microsoft supports WebGL, but there is probably a customer support or performance reason for it.
Subject: Editorial, General Tech, Shows and Expos | June 6, 2013 - 05:42 PM | Scott Michaud
Tagged: unreal engine 4, ue4, E3 13, E3, computex
We are bleeding through the overlap between Computex and E3 media windows; this news has a somewhat relevant fit for both. Unreal Engine 4 is coming and I expect we will see one or more demos and UE4-powered titles over the next week. In fact, I would be fairly shocked if we do not see the end of the Elemental Demo with the Xbox One E3 keynote. We may also potentially see Unreal Engine 4 running on mobile devices and maybe even HTML5 at some point throughout the tradeshow, either canonically through Epic or via a licensee product.
This morning, Epic opened the Unreal Engine 4 Integrated Partners Program (IPP). Of course they already have a couple of members, most of which were partners with Unreal Engine 3.
The founding IPP partners are:
Wwise from Audiokinetic
- Manages large databases of sound effects and voice-overs
- Manages subtitles and multiple dubbings of voice clips
Autodesk Gameware from Autodesk
- Contains multiple packages including Beast, Navigation, and Scaleform
- Scaleform is a Flash rendering engine for HUDs, menus, etc. developed using Flash Professional in 2D or 3D. It is what StarCraft II, Mass Effect, and Borderlands uses.
- Beast is a lighting toolkit for global illumination, radiosity, etc.
- Navigation is an AI solver, predominantly for pathfinding.
Simplygon from Donya Labs
- Reduces polygon count of models so they take up less processing resources especially as they get further away from the camera.
Enlighten from Geomerics
- Another Global Illumination solver, most popular usage being Battlefield 3.
SpeedTree for Games from IDV
- Makes a bunch of efficient trees so studios do not need to hire as many minimum wage peons.
Intel Threading Building Blocks (TBB) from Intel
- Helps developers manage C++ threading for multicore systems.
- Deals with memory management and scheduling tasks
morpheme from NaturalMotion
- Animation and physics software for designers to create animations
- Works with NVIDIA PhysX
euphoria from NaturalMotion
- Simulates animations based on driving conditions via the CPU, most popular usage being GTA IV.
PhysX and APEX from NVIDIA
- You probably know this one.
- GPU-based rigid body, soft body, fluid, and cloth solvers.
- Allows for destructible environments and other complex simulations.
Oculus Rift from Oculus VR
- You probably also know this one, especially if you keep up with our Video Perspectives.
- Head-mounted display with motion tracking for VR.
Bink Video from Rad Game Tools
- ... is not included! Just kidding, that stuff'll survive a nuclear apocalypse.
- Seriously, check in just about any DirectX or OpenGL game's credits if it includes pre-rendered video cutscenes or video-textures.
- I'll wait here.
- In all seriousness, Rad Game Tools has been licensed in over 15,500 titles. It's been a meme to some extent for game programmers. This should be no surprise.
Telemetry Performance Visualizer from Rad Game Tools
- Allows developers to see graphs of what their hardware is working on over time.
- Helps developers know what benefits the most from optimization.
RealD Developer Kit (RDK) from RealD
- Helps game developers create stereoscopic 3D games.
Umbra 3 from Umbra Software
- Determines what geometry can be seen by the player and what should be unloaded to increase performance.
- Sits between artists and programmers to the former does not need to think about optimization, and the latter does not need to claw their eyes out.
IncrediBuild-XGE from Xoreax
- Apparently farms out tasks to idle PCs on your network.
- I am not sure, but I think it is mostly useful for creating a pre-render farm at a game studio for light-baking and such.
We still have a little while until E3 and so we do not know how E3 will be, but I highly expect to see Unreal Engine 4 be a recurring theme over the next week. Keep coming back to PC Perspective, because you know we have a deep interest in where Epic is headed.
Subject: General Tech, Shows and Expos | May 18, 2012 - 04:24 AM | Scott Michaud
Tagged: E3, unreal engine 4, ue4
Epic Games has demonstrated Unreal Engine 4 behind closed doors at GDC a few months ago. First screenshots have been released from that demo although not much more has been made public about it. While not completely epic, it definitely is exciting. Unreal Engine 4 is expected to be further unveiled at or near E3 in June.
Epic has been quiet about the next generation of their game development platform. Only a handful of lucky individuals were shown the demo at the GDC and those who did could not share their experience. Epic has said that they would have liked to publicly demonstrate their product, but were unable to due to non-disclosure agreements that they themselves were placed under.
I think that guy needs some thixomolded magnesium alloy. He seems to be running a little hot.
Either he’ll cool down, or produce a beautiful white bloom.
(Screenshot Credit: PC Gamer)
Wired claims that Epic will unveil the rest of Unreal Engine 4 in June which likely means that it will occur on or around the E3 press conference.
It is thus easy to speculate that whatever gagged Epic will likely be unveiled at E3 too.
The major hook of the demo was that it was running in the editor and not in a baked game executable. This means that developers will have a much easier time creating their game and will also have to spend much less time preparing to work. About the only concrete tidbit in the article is that Unreal Engine 4 will not have baked lighting. Unreal Engine 4 will likely use a technology similar to Battlefield 3 where global illumination is calculated at runtime -- nearly a must for properly lit destructibility.