- Jun 10, 2019
- 90
- 99
I don't mean to imply that you should lower requirements. Performant Direct3D 12 hardware is pretty cheap these days in the global north. I just think it's important for devs to lean on optimized artistic tricks instead of brute forcing everything. I think Immortals of Aveum is a perfect example (and it's UE5 too); that game does not look better than say doom but runs much much worse as it's let down by poor art design and a brute force approach.The game does have a time of day system, however I don't believe baked lighting precludes having a time of day system (with updating shadows and such) as dynamic lights are still possible with a baked light setup.
I'm using software ray tracing for Lumen, not hardware.
As I stated before I am open to the idea of lowering the requirements to use Dx11 and baked light instead, but it's not something I will be doing for a few updates at least, currently going full steam on male characters.
Motion capture is quite expensive, it means hiring a studio and paying them (usually) by the second for each animation and the rates aren't cheap. I'm not earning anywhere near enough from this project to do something like that, so for now I am using Daz animations as well as creating animations using sequencer, IK rigs and backwards solve.
I hear you can motion capture to UE5 through an iphone these days. No need for a fancy studio and actors. To be honest it's always animation quality that makes a game realistic to me not sheer graphical prowess.
Any reason for using software lumen over hardware? I'd like to know the pitfalls from a dev standpoint.