News: Technical Progress Report

I suspect you will want to use the new engine. You don't have to turn on all the eye candy.
Even with a new machine, I'd compare the power consumptions and probably only modify/augment my room heating in the winter, depending on playabilities. Looking forward to a conv with an AI that understands that and implements low-load service centres in the basements...
 
Had to read it twice actually I thought I was on a different planet.:)

Looks like the team at Mindark and planet partners have been very busy to get to this point congratulations.

When will the release be has the timeline moved at all this year or 2025 ?

The vision for the future sounds exciting maybe we could get some animated in game movie cutscenes to explain the story of calypso.

Exciting times for sure.
 
Not sure if this was sarcasm or not because a lot of things the community has asked for over the years have been largely ignored.
100% true 0 sarcasm.
I agree with you, its great that Mindark is trying their best to communicate. They do a lot of things that we dont see, communication is key.
 
Not sure if this was sarcasm or not because a lot of things the community has asked for over the years have been largely ignored.

This is not true, I made a list some time ago of all the things that MA did based on what the community asked for and it was a massive list, surprised a lot of folks actually.

1 of those things was to modify the way Mayhems work and move away from a ranking system to the system of Rare tokens which we have today. That was based on community demands.

Another one was the ability to protect items so they wouldn't be tt'ed by accident; totally 100% a community suggestion/demand, is of absolutely no benefit to MA really, in fact, they used to charge 1000 PED to return the item so this reduces that opportunity if anything. They still listened and did it.

There's tons of such examples..
 
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In which Decade will we be fully in UR5?
Will we be using UR5 when it becomes Obsolete?
or going to be another star citizen in beta for 20 years ?
IDK My pessimism from seeing too much spam and no action rears it's ugly head

Thanks for the update MA
 
This actually sounds pretty believable/positive/likely although I still find it a little sus that they'd talk of how great the old assets/areas look in the new engine while we've still only seen screenshots/video that looks like vague dabblings with the demo level you get with Unreal 5.... Still MA will be MA... doesn't really matter if we believe them or not.

I found this post while looking for the older thread on Unreal as was going to post something there about Unreal 5 dev but this seems as good a place as any. Note this is from someone else working on an entirely different game and in their case they are talking of moving from version 4 to version 5 and are finding the differences are large enough to be causing a huge amount of work for a re-write. They also have almost no developer resource unlike MA.

This said I still thought it was an interesting incite into Unreal development that may interest others here. I think in MA's case this other dev's issues are kinda irrelevant as MA are shifting from a totally different engine, so they'd have known from the outset life would be totally different to jump engines.

How can I put it, MA would have known they'd have to re-do everything (or build transfer software as it sounds like they've opted for) where as these other guys, it sounds like they were kinda assuming they'd be driving an automatic and got a 18 wheeler truck with 25 gears to work with...

Anyhow, don't shoot me, this is just an anecdotal incite into someone else's issues with UE5. I've edited it slightly.

For people that think they know anything about UE5: You don't when it comes to [what we have to work on]. You know about the generic layout that UE5 presents as a starter example. It is much different when you are coding it from scratch and trying to recreate an existing product. The main reason for this is because said existing product, even if created by UE4, is COMPLETELY incompatible with UE5.

Example: The debuff given for movement speed when you fall from a height greater than the value stated in UE4 is pulled from a "pool" of reoccurring common "if/else".So: Fall value max is 20, and you fall from 30. This pops a reach out to this "pool" and the branches determine that you take X hp damage, and receive the movement debuff for X seconds. Then it processes to show the debuff icon on your UI, and then waits for the next triggered interaction.

In UE5: 0% of this set up is transferrable. You have to set up a different "pool" for each variable event due to the interactions involved with the core engine. Actions are constantly being triggered due to the way the environment interacts with the target, not the other way around. This is what gives UE5 it's diversity. You literally can program a wind effect to crash a character because you didn't account for the clothing/armor sway direction. So in other words, falling from a height exceeding action value has now become a multi layered issue just to complete that one thing.

In UE4: Not counting the pool because it was already created, creating variables surrounding actionable interactions took about 2 hours to write, test, deploy.
In UE5: To do the same, with rewriting it's own separate function pool, and temporarily coding environmental reactions/effects- about 2 days. This is because you are forced to go in and change and verify other pools and interaction functions when you encounter an error, and cannot proceed until that error is resolved so everything functions smoothly.

Imagine if you constantly had an absolute micro manager boss overlooking every detail and thing you did, work related or not at your job. That's a good start for a UE5 engine comparison. You also cannot escape, ignore, or override this micro managing boss, you are forced to conform to their directives.

This is why UE5 is such a PITA to work with. It's completely unforgiving. Beautiful, versatile, and amazing, but unforgiving, and why upgrading a project is a daunting task for a building full of coders. We're doing it with 1/100th of that.


As I said, this is someone else's experience of working with a UE4 to UE5 conversion where as MA are going from Cryengine2 to UE5. Very different kettle of fish and all the Unreal stuff would be new to them so such fustrations would probably just seem like "that's the way it is - what's the problem?" rather than "arrgh why did everything change?"

If you get my meaning? Anyhow, hope someone found it interesting

Wistrel
 
This actually sounds pretty believable/positive/likely although I still find it a little sus that they'd talk of how great the old assets/areas look in the new engine while we've still only seen screenshots/video that looks like vague dabblings with the demo level you get with Unreal 5.... Still MA will be MA... doesn't really matter if we believe them or not.

I found this post while looking for the older thread on Unreal as was going to post something there about Unreal 5 dev but this seems as good a place as any. Note this is from someone else working on an entirely different game and in their case they are talking of moving from version 4 to version 5 and are finding the differences are large enough to be causing a huge amount of work for a re-write. They also have almost no developer resource unlike MA.

This said I still thought it was an interesting incite into Unreal development that may interest others here. I think in MA's case this other dev's issues are kinda irrelevant as MA are shifting from a totally different engine, so they'd have known from the outset life would be totally different to jump engines.

How can I put it, MA would have known they'd have to re-do everything (or build transfer software as it sounds like they've opted for) where as these other guys, it sounds like they were kinda assuming they'd be driving an automatic and got a 18 wheeler truck with 25 gears to work with...

Anyhow, don't shoot me, this is just an anecdotal incite into someone else's issues with UE5. I've edited it slightly.

For people that think they know anything about UE5: You don't when it comes to [what we have to work on]. You know about the generic layout that UE5 presents as a starter example. It is much different when you are coding it from scratch and trying to recreate an existing product. The main reason for this is because said existing product, even if created by UE4, is COMPLETELY incompatible with UE5.

Example: The debuff given for movement speed when you fall from a height greater than the value stated in UE4 is pulled from a "pool" of reoccurring common "if/else".So: Fall value max is 20, and you fall from 30. This pops a reach out to this "pool" and the branches determine that you take X hp damage, and receive the movement debuff for X seconds. Then it processes to show the debuff icon on your UI, and then waits for the next triggered interaction.

In UE5: 0% of this set up is transferrable. You have to set up a different "pool" for each variable event due to the interactions involved with the core engine. Actions are constantly being triggered due to the way the environment interacts with the target, not the other way around. This is what gives UE5 it's diversity. You literally can program a wind effect to crash a character because you didn't account for the clothing/armor sway direction. So in other words, falling from a height exceeding action value has now become a multi layered issue just to complete that one thing.

In UE4: Not counting the pool because it was already created, creating variables surrounding actionable interactions took about 2 hours to write, test, deploy.
In UE5: To do the same, with rewriting it's own separate function pool, and temporarily coding environmental reactions/effects- about 2 days. This is because you are forced to go in and change and verify other pools and interaction functions when you encounter an error, and cannot proceed until that error is resolved so everything functions smoothly.

Imagine if you constantly had an absolute micro manager boss overlooking every detail and thing you did, work related or not at your job. That's a good start for a UE5 engine comparison. You also cannot escape, ignore, or override this micro managing boss, you are forced to conform to their directives.

This is why UE5 is such a PITA to work with. It's completely unforgiving. Beautiful, versatile, and amazing, but unforgiving, and why upgrading a project is a daunting task for a building full of coders. We're doing it with 1/100th of that.


As I said, this is someone else's experience of working with a UE4 to UE5 conversion where as MA are going from Cryengine2 to UE5. Very different kettle of fish and all the Unreal stuff would be new to them so such fustrations would probably just seem like "that's the way it is - what's the problem?" rather than "arrgh why did everything change?"

If you get my meaning? Anyhow, hope someone found it interesting

Wistrel
Just get the premium edition of UE5 and all will be fine!
 
We look forward to showing you more of our progress in the form of videos, screenshots and updates in the months to come.
Just had a re-read and damn am I hyped about this! My favorite game of all time in my favorite game engine.

The paragraph quote has me particularly excited for the short term, absolutely can't wait to see MA start to upload and deliver this material. Sounds like they have came a LONG way since the concept art uploaded to Insta years ago.
 
I hope it will be able recapture soul and essence of the game instead of looking like generic arcade shooter. 👍

To stroll thro forgoten or newly found landscape that encourages discovery and exploring.

Sound world as PE feeling alien but thought provoking.
 
Somewhat irrelevant but anyone of you guys running EU and some UE game on a RTX 4060 GPU? Works ok?
Hopefully the RTX 4060 will be enough for the transition to UE, even though it's at the lower end of what you need these days.
And I hope we will get any insight soon as to what GPU will be the medium or best choice for the upcoming UE transition.
 
Somewhat irrelevant but anyone of you guys running EU and some UE game on a RTX 4060 GPU? Works ok?
Hopefully the RTX 4060 will be enough for the transition to UE, even though it's at the lower end of what you need these days.
And I hope we will get any insight soon as to what GPU will be the medium or best choice for the upcoming UE transition.
A good example is Hellblade 2. Check it out and the level of fidelity being delivered and it runs even on the xbox series S which is based on a Zen 2 APU with a 4teraflop (3x lower than xbox series x) RDNA GPU. This level of hardware was considered low end in 2019 (by PC standards)
 
Somewhat irrelevant but anyone of you guys running EU and some UE game on a RTX 4060 GPU? Works ok?
Hopefully the RTX 4060 will be enough for the transition to UE, even though it's at the lower end of what you need these days.
And I hope we will get any insight soon as to what GPU will be the medium or best choice for the upcoming UE transition.
dude, do not buy 4060 card. Just watch some review vids about it and you will see 4070 is 10times better for 100euros more.
 
dude, do not buy 4060 card. Just watch some review vids about it and you will see 4070 is 10times better for 100euros more.
Thank you for the reply.
It came preinstalled on the PC.
I know, I have watched the reviews and I know what the conclusion is regarding ray tracing abilities, the 8 GB vram limitation and being stuck at 1080p basically with the RTX 4060.
But ingame now and watching over Cape Corinth I get 150ish fps and on very high settings around 80ish.
But for an old fart like me having run EU on a fan screaming gtx 660 for years EU has never looked better.
I'm happy for now and when the day for when UE comes I deal with that then.

p.s. I watched some dude playing Star Citizen with the same card and got like 50 fps. But I'll try some UE game and see how it works.
 
dude, do not buy 4060 card. Just watch some review vids about it and you will see 4070 is 10times better for 100euros more.
10 times is definitely hyperbolic.
Thank you for the reply.
It came preinstalled on the PC.
I know, I have watched the reviews and I know what the conclusion is regarding ray tracing abilities, the 8 GB vram limitation and being stuck at 1080p basically with the RTX 4060.
But ingame now and watching over Cape Corinth I get 150ish fps and on very high settings around 80ish.
But for an old fart like me having run EU on a fan screaming gtx 660 for years EU has never looked better.
I'm happy for now and when the day for when UE comes I deal with that then.

p.s. I watched some dude playing Star Citizen with the same card and got like 50 fps. But I'll try some UE game and see how it works.
It will be MORE than enough. UE5 is a more efficient engine where very few people if any should need to upgrade unless there operating system straight up can't run UE5.
 
10 times is definitely hyperbolic.

It will be MORE than enough. UE5 is a more efficient engine where very few people if any should need to upgrade unless there operating system straight up can't run UE5.
Im just saying that the 4060card is not worth the value it has. Its 100times better to get 4070 and have it for longer than you could have with your 4060 for only 100euro more. It will save him in the long run.
 
Thank you for the reply.
It came preinstalled on the PC.
I know, I have watched the reviews and I know what the conclusion is regarding ray tracing abilities, the 8 GB vram limitation and being stuck at 1080p basically with the RTX 4060.
But ingame now and watching over Cape Corinth I get 150ish fps and on very high settings around 80ish.
But for an old fart like me having run EU on a fan screaming gtx 660 for years EU has never looked better.
I'm happy for now and when the day for when UE comes I deal with that then.

p.s. I watched some dude playing Star Citizen with the same card and got like 50 fps. But I'll try some UE game and see how it works.
It will work great as others have said. Thats a big upgrade you did there so enjoy the upcomming ue5 :)
 
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