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翻訳の問題を報告
Like Frontier did for Planet Coaster/Zoo/Jurassic Parks, and worked really well for those games, also much better optimized for culling with orbital camera's.
Mods under Unity are really easy, don't have any experience with modding under Unreal, but I'd think the learning curve for UE also might be a bottleneck to a really open modding community.
On the other hand, with the amount of sh*t mods we've seen for C:S 1, that might actually be a good thing :p
Yes, unity games can look incredible, but the ones that do are usually hand crafted static environments with baked lighting. The polar opposite of a city builder.
UE5s lighting is all calculated in realtime (lumen) and lod popin is almost nonexistent (nanite). If the assets are up to snuff, there's no reason a sandbox city builder couldn't look as good as a AAA linear story game.
As for whether it's a good fit technically speaking, or gameplay wise? Any engine can do anything if you have enough time, money, and skilled programmers. Without that? Probably not a good fit, but neither was unity (though they have got a solid base from the first game if they went with unity).
Finally, is the trailer rendered in unreal? Possibly, but the image quality is so clear that it's obviously prerendered anyway. It's like looking at the mandalorian CGI and assuming Jedi fallen order will look the same cos it's technically the same engine.
Take a look at the dev talks on the matrix demo from a while back and you'll see what I mean
Oh it's ready, and it'll be glorious!
Matrix demo looks insanely good, sure, but there were no interactives, no traffic computation, no background economy simulation etc.
Honestly, the minimum requirements for this would be insanely huge, starting with 8GB VRAM and 16GB RAM, going as high as 16GB VRAM and 32GB RAM for recommended (even more later on with expansions and mods).
1. I'm not convinced we were seeing in-engine rendering, regardless of what the Steam rules are.
2. What specifically in the video cannot be done in Unity?
I know UE5 is the go to for great graphics, but you need to be specific if your theory is that Unity specifically can't do something.
Many Unity games don't care much about graphics, but the sample content of Unity's HDRP looks pretty damn close to what we saw in the trailer: https://unity.com/srp/High-Definition-Render-Pipeline
I'm not sure how they did in in the Matrix tech demo, but for open-world games, traffic and population usually follow pre-determined paths and randomly turn at junctions, have densities pre-programmed and agents are not persistent throughout the city. It's not much more than automata, much like SimCity 4's, but without densities and routes approximated by the meta. If anything, they are only simulated within the immediate vicinity or visible area.
With agent-based traffic and population simulation, paths and routes have to be calculated. agents are persistent and density results from the simulation. Millions if not billions of calculations have to be done for an accurate simulation. I think the machine-learning and path-tracing capabilities of modern GPUs could come in handy for that, but if Epic would have figured that out by now, they'd be boasting about such an achievement non-stop.