@@OriginRow they already tried that with the Unreal Studio Suite (which was a set of tools and services for enterprise users) and decided it wasn't worth the hassle of maintaining two separate tool chains and subsequently merged the Datasmith tools into the main branch of the engine.
@@MarisFreimanis there isn't really anything that would indicate coming changes in the Publishing EULA (game dev license). In the speech, Sweeney mentions that that part is solid and they merely aim to remedy the fact, that as it stands, non game developers, such as film studios and automakers don't pay anything for using the tech. He explicitly mentioned seat based ENTERPRISE level licensing, suggesting that it will apply to corporations and large entities. This is not a paradigm shift but rather a mend for a left out segment of monetization.
I've been trying to get into game development with Unreal for years. The online tutorials haven't been helpful. I hope this doesn't complicate things more.
How do you differentiate? I make indie films incorporating it. At the same time, we are talking about making those same projects games. Soon we will probably be using it for VR. Does that make it a game or film? It seems wrong to charge filmmakers and only filmmakers. It could drive new people away.
It's just wild speculation at this point, all that has been said officially is that they plan to add a monetization model for Enterprise level users. Watch the video by Gamesfromscratch, he's got the most sane take on this. My thoughts are, there will be no separate branches of the engine (they already had that with unreal studio and decided it was a bad idea), there will be no changes for game developers (who pay royalties after a generous revenue threshold of $1m) and there will be no subscriptions for noon Enterprise users below a significant revenue threshold.
@Gamefromscratch has an update video on this topic. Thanks to his reach, he got some answers, video here: th-cam.com/video/lMOJVA6yjnE/w-d-xo.htmlsi=E1VbZuYELynB05Yx
No worries for game Devs ☺️
For now. As I mention, will see if new subscription model will make overall impact how they do things and provide tools for developers in all fields.
@@MarisFreimanis Maybe they will seperate tools for VP, film making and automotive like twinmotion
@@OriginRow they already tried that with the Unreal Studio Suite (which was a set of tools and services for enterprise users) and decided it wasn't worth the hassle of maintaining two separate tool chains and subsequently merged the Datasmith tools into the main branch of the engine.
@@MarisFreimanis there isn't really anything that would indicate coming changes in the Publishing EULA (game dev license). In the speech, Sweeney mentions that that part is solid and they merely aim to remedy the fact, that as it stands, non game developers, such as film studios and automakers don't pay anything for using the tech. He explicitly mentioned seat based ENTERPRISE level licensing, suggesting that it will apply to corporations and large entities.
This is not a paradigm shift but rather a mend for a left out segment of monetization.
What are you going to do when Epic realizes you can’t make enough money charging non game devs and instead they need to charge everyone?
I've been trying to get into game development with Unreal for years. The online tutorials haven't been helpful. I hope this doesn't complicate things more.
What topic are you interested in? Maybe I can cover some.
@@MarisFreimanis I was trying to learn how to use the interface to make photorealistic environments, both hard surface and organic.
@@youknowho4439 these changes don't affect game development. You pay 5% royalties after $1M in revenue. That's it.
How do you differentiate? I make indie films incorporating it. At the same time, we are talking about making those same projects games. Soon we will probably be using it for VR. Does that make it a game or film? It seems wrong to charge filmmakers and only filmmakers. It could drive new people away.
It's just wild speculation at this point, all that has been said officially is that they plan to add a monetization model for Enterprise level users.
Watch the video by Gamesfromscratch, he's got the most sane take on this.
My thoughts are, there will be no separate branches of the engine (they already had that with unreal studio and decided it was a bad idea), there will be no changes for game developers (who pay royalties after a generous revenue threshold of $1m) and there will be no subscriptions for noon Enterprise users below a significant revenue threshold.
@@Cpt.Tripps Yea I saw his latest video and at least it answered questions how it will impact indie film makers, content creators etc.
@@Cpt.Tripps yup you nailed that one
@Gamefromscratch has an update video on this topic. Thanks to his reach, he got some answers, video here:
th-cam.com/video/lMOJVA6yjnE/w-d-xo.htmlsi=E1VbZuYELynB05Yx