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Re: Unity 3 announced
[Re: Quad]
#326596
06/01/10 19:32
06/01/10 19:32
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Joined: May 2005
Posts: 819 U.S.
Why_Do_I_Die
Warned
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Warned
Joined: May 2005
Posts: 819
U.S.
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then your argument is pointless unless they are using the exact same algorithm and giving the exact same results. No , it's not pointless. If you apply a normals mapping shader to a gamestudio entity and test the fps , and then you load Unity and apply a normals mapping shader to it and test it and it's faster than Gamestudio's , then Unity is performing better , PERIOD. Unity also has fallbacks for it's shaders , so that's another plus. So let's once and for all answer the question , is Unity better than GameStudio , YES , IN EVERY SINGLE ASPECT as a game engine. But now we even have Unreal Engine 3 for free , which is of course better than Unity, GameStudio , and Torque combined, so , while Unity is an awesome engine that kicks gamestudio in the face when compared to it , it isn't the best engine out there , as even Unreal Engine 3 has some steep competition with the Crysis engine , however , UE3 is free, which to this day I can't belief.
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Re: Unity 3 announced
[Re: Why_Do_I_Die]
#326599
06/01/10 19:40
06/01/10 19:40
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Joined: Apr 2010
Posts: 265
Vinous_Beret
Member
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Member
Joined: Apr 2010
Posts: 265
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No , it's not pointless. If you apply a normals mapping shader to a gamestudio entity and test the fps , and then you load Unity and apply a normals mapping shader to it and test it and it's faster than Gamestudio's , then Unity is performing better , PERIOD. Unity also has fallbacks for it's shaders , so that's another plus. So let's once and for all answer the question , is Unity better than GameStudio , YES , IN EVERY SINGLE ASPECT as a game engine I agree,definitely. UE3 is free, which to this day I can't belief is that true??
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Re: Unity 3 announced
[Re: Vinous_Beret]
#326608
06/01/10 19:56
06/01/10 19:56
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Yeah, Google "UDK".
WDID: Yes, it is pointless. Do you have any idea what sort of a difference it makes supporting extra dynamic lights? As well as different cards supporting OpenGL better than DirectX and vice versa.
Jibb
EDIT: I've just been looking at the way Unity handles lights, and there is NO WAY you automatically get better performance. Unity adds an extra pass for every light. It's a great way to simplify their shader/material/light system, but since it's forward rendered this will generally be less efficient than a decently-written shader in A7.
Last edited by JulzMighty; 06/01/10 20:23.
Formerly known as JulzMighty. I made KarBOOM!
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Re: Unity 3 announced
[Re: JibbSmart]
#326636
06/01/10 23:06
06/01/10 23:06
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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What's the point? Let Unity 3 be 1.xxx times faster than A7/A8, it doesn't really matter when you're an indie. Stop making playable graphic demos and start making games again, not the ones that have hundreds of characters and big open worlds (except for Harry Potter ). Unity won't make your games fun to play.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Unity 3 announced
[Re: Vinous_Beret]
#326656
06/02/10 07:23
06/02/10 07:23
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Joined: May 2005
Posts: 819 U.S.
Why_Do_I_Die
Warned
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Warned
Joined: May 2005
Posts: 819
U.S.
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"is that true??" Yeah, but if you make a game with it you have to give them 25% profit, but other than that , you can download Unreal Development Kit and use it to make a game for free. http://www.udk.com/
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Re: Unity 3 announced
[Re: Petra]
#326664
06/02/10 09:00
06/02/10 09:00
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I have tried Unity shaders with the pro trial version and found, A7 kicks Unity's ass into orbit shader-wise. Not because A7 shaders are faster, but they are better to develop, you see the effect immediately while you edit the code, Unity can not do that. And for any decent shader effect you must pay 5 times the money that you pay for A7. I understand shader programmers, that they like A7. But at the same time keep in mind, that engines like Unity or C4 use a different and more closed approach to be cross-platform and to have a good fall-back strategy. If you fiddle around manually on your shaders, they might work better for a certain situation, but they will not work on other systems in most cases. Just take C4 as an example. There is a visual shader editor. The reason is that each shader will work under different lighting situations, with or without fog, at different gaming platforms. Each shader will work together with other shaders. They will be compiled from this graph in real-time on each platform just as needed. You cannot achieve this when you write some HLSL code. So it comes to the same point like always: A7 is great for learning and prototyping. But for a flexible cross-platform system, working on different targets (weak and good hardware) it will not work as good, or not at all, as competition does.
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