Unreal Engine 4 Wishlist

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

ambershee

Nimbusfish Rawks
Apr 18, 2006
4,519
7
38
37
Nomad
sheelabs.gamemod.net
I strongly doubt UT3 on the PS3 uses OpenGL. The Ps3 only support OpenGL ES 1, which isn't all that suitable for 'next gen' games. I'd anticipate it uses libgcw like everything else instead.
 

ambershee

Nimbusfish Rawks
Apr 18, 2006
4,519
7
38
37
Nomad
sheelabs.gamemod.net
But only assuming that the API you're moving it to is suitable.

OpenGL ES is designed for mobile phones; not next-gen video games which is why I doubt an OpenGL renderer exists at present.

Pretty much all games are written with the bulk of their logic in interfaces in order to be API independant, this is nothing new. However, writing a whole new renderer for that interface to work with is no small task. In fact it's the bulk of the technical development of a game - it'll take a very large investment of time and ergo, money.

We haven't seen such a renderer yet, and UE3 has been around in the public eye for something like seven or eight years now. Hell, Unreal Engine 4 was made known to the public in 2005 - where it was stated to have been in development since 2003.
 

ambershee

Nimbusfish Rawks
Apr 18, 2006
4,519
7
38
37
Nomad
sheelabs.gamemod.net
And the market is simply too small to justify the enormous cost of creating that rendering path - not to mention, at this time it might not be a sound investment since it'll take a considerable time to develop, by which time UE3 may well be beginning to come towards the end of its life cycle.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
How come the market wasn't too small for all the previous UEs? And I highly doubt it's too small, the Linux market is really big, just that people don't see/wish to see that. Mac market exists just as well.
 

ambershee

Nimbusfish Rawks
Apr 18, 2006
4,519
7
38
37
Nomad
sheelabs.gamemod.net
Previous UE's were considerably less complex than the current iteration. Consider as an example that to get a working port of UT3 in an equivalent it's PC/Console state, you'd have to rely on Linux's half-arsed PhysX implementation for starters.
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Previous UE's were considerably less complex than the current iteration. Consider as an example that to get a working port of UT3 in an equivalent it's PC/Console state, you'd have to rely on Linux's half-arsed PhysX implementation for starters.

Pretty much...I like to consider UE3 to almost be on par with Doom 3/Quake 4 technology in terms of having the same style of additive geometry. Although UE3 did maintain a subtractive engine, they really made the subtractive method a lot more complex than they used to. I've recently went to the additive engine, I just seem to have better experience with that method, I was big in mapping levels for Quake-based games, and recently went into Doom 3 mapping (Galacticus Prime was originally slated to be a Doom 3 single-player map before deciding to make it a UT3 DM), so additive mapping in UT3 just feels right at home to me.
 
Last edited:

colinb74

Unregistered Human
Jun 28, 2010
3
0
0
Australia
I ran the UE3 on my 8 year old PC with a FX 5700 graphics card, 933 MHZ cpu, and 512 mb ram. So I don't wanna hear any crying about how bad the engine is performance wise.

RAFLMFAO, I bet your fps was crappy! Oh and what res could you put the game in? Hehehe, why bother quoting such rubbish, i see this user was BANNED anyways. I'd ban him after that comment too!! Anyways, there a lot of things that come to mind for improvements but from what I have been reading, UT3 was the last. They are not going to make a UT4. Is this correct??
 

colinb74

Unregistered Human
Jun 28, 2010
3
0
0
Australia
LOL, yeah I know I am a bit behind and that is great news cause I have read the totally opposite. Any idea on a release date?
 

Firefly

United Kingdom is not a country.
RAFLMFAO, I bet your fps was crappy! Oh and what res could you put the game in? Hehehe, why bother quoting such rubbish, i see this user was BANNED anyways. I'd ban him after that comment too!! Anyways, there a lot of things that come to mind for improvements but from what I have been reading, UT3 was the last. They are not going to make a UT4. Is this correct??

fyi you can add what you like under your name
 

colinb74

Unregistered Human
Jun 28, 2010
3
0
0
Australia
HAHAH, I am such a dumbass, I just checked that and yea..... RAFLMFAO!!

edit: In my email you state "I should look around before coming in like that"


Coming in like what? I "looked around". From what I can gather you want me to ??? I looked for an intro section. Could find nothing.
 
Last edited:

WHIPperSNAPper

New Member
Mar 22, 2003
444
0
0
Visit site
I'd like to see them design the Unreal Engine 4 so that it can scale down and run a game with decent frames-per-second on an older computer, such as an earlier dual-core with 2 GB RAM and a lowly 8800 GT.

I'd also like to see them make it easier to build maps with the Unreal Editor. The file structure--the folder structure in UT3--was a nightmare. In contrast if you look at UT99 and UT 2004 it is very straightforward. Maps simply go into the Maps folder, textures go into the Texture folder, etc. I didn't like the "cooking" process either; it was never necessary to do that with the previous editors. To me it felt gummed up. This is an important issue because custom content and the ease of creating custom content is central to the essence of Unreal Tournament, IMHO.
 
Last edited:

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
The folder structure is quite good as it is IMO. It takes some time to adjust but it's nice if you need to reinstall the game - it saves all your custom content. The only thing I don't like is that travelling between stock and custom content folders takes some time, it could just be a subfolder in the main directory.