Genshin impact was made in Unity... maybe not quite AAA, but it shows the potential of creating an Open World Especially with a lot of GFX & The use of Cel shading.
GFX and cel shading? That has literally nothing to do with an open world. You can make a "real" openworld in any engine, all you need is to know how to setup a quad-tree system and a floating origin system. THATS IT. You can add tesselation if you want what unreal calls "nanite" (which has been around for decades and is not revolutionary at all! Lmao)
Nanite obviously beats anything that Unity can throw at it for now but! Unity can make extremely large worlds especially using a world cell method but the only problem comes with the floating point errors honestly.
@@drinkwwwaterrr … clearly I’m extremely experienced in Unreal. In fact I somewhat of an Unreal genius. You can tell by my channel full of unreal tutorials.
nanites are rendering related and really cool but other problems you mentioned are not "game engine" problems game engines are a mix of frameworks and libraries you can use if the game engine is not providing you a good built in solution to you, you make it yourself and unreal has so dang good built in solutions for rendering, unity cant beat that atm but there is nothing limiting you from making an open world game in unity, its difficulties are not too different than unreal's its all up to the developers and their way of handling it floating point problems are not a problem unique to unity, thats basically how floating point numbers work and its up to developers to find a solution for it it think perspective is important, from a game designer's perspective making games is throwing stuff on the map, making a map or generating it, adding guns, weapons, making missions etc. from a programmers's perspective, its building systems, thinking optimization all the time, building the tech and tools, so you have an engine on top of the engine you are using that is specific to your needs not every wheel are the same
What you call nanite has existed for years already and is known as tesselation. Unity can easily do that. Floating point precision is also a straightforward fix, you can do a floating origin for example. What Unreal calls world partition has also been done for decades already, again its pretty straightforward to setup a quad-tree architecture... So everything you said was incorrect and honestly dumb. A good advice is, if you dont know what youre talking about, just stfu. (Instead of making yourself look like an idiot)
They was forced to choose that for many reasons. - Their's previous game - Honkai Impact 3rd was made with Unity Engine, their's employers has experience with said engine. - Most Hoyoverse game are cross-platform, intended to keep up with as much player as possible, this end up with trying to find an engine that can run smoothly on Mobile, Console and PC. Which Unreal Engine are just over-capacity, especially in anime-ish games, while Unity was perfect for the job. Hoyo will stick with Unity for a long time.
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So, in order to create a huge game, how would I get only the local area to load around the player and unload what is far away, while keeping a float point so things don't get buggy?
wtf are you talking about? Occlusion culling is worthless for open world games. You need a quad-tree system, which is straightforward to program in C#/Unity.
Marvel's Spider-Man 2 Open-World Game Marvel's Spider-Man 3 Open-World Game Marvel's Spider-Gwen Open-World Game Marvel's Venom Open-World Game Marvel's Black Cat Open-World Game🙌🙌🙌🤞🤞🙏🙏🙏
Please make video can we us unity to make call of duty style games for android? I dont want to into the unreal cause its does creatr lot of lag problem for midrange and low end devices : )
This sounds weird, like it was written by an AI. And Unity is as good as any other tool, its the developer skill that matters.
And the amount of $ they're willing to spend on their software lol.
@@GhettoWxzrdisn't unity free?
Exactly 👍👍👍
Genshin impact was made in Unity... maybe not quite AAA, but it shows the potential of creating an Open World Especially with a lot of GFX & The use of Cel shading.
$100 million budget is AAA imo
GFX and cel shading? That has literally nothing to do with an open world.
You can make a "real" openworld in any engine, all you need is to know how to setup a quad-tree system and a floating origin system. THATS IT. You can add tesselation if you want what unreal calls "nanite" (which has been around for decades and is not revolutionary at all! Lmao)
and V Rising, The Forest, sons of the Forest, Valhiem to name a few
Genshin IS AAA!
things you have mentioned are not unique to open world games and open world games are not made like this
it doesnt make sense
Nanite obviously beats anything that Unity can throw at it for now but! Unity can make extremely large worlds especially using a world cell method but the only problem comes with the floating point errors honestly.
Nanite is for LODS, in Unreal open worlds are handled with their World Partition system
@@drinkwwwaterrr … clearly I’m extremely experienced in Unreal. In fact I somewhat of an Unreal genius. You can tell by my channel full of unreal tutorials.
nanites are rendering related and really cool
but other problems you mentioned are not "game engine" problems
game engines are a mix of frameworks and libraries you can use
if the game engine is not providing you a good built in solution to you, you make it yourself
and unreal has so dang good built in solutions for rendering, unity cant beat that atm
but there is nothing limiting you from making an open world game in unity, its difficulties are not too different than unreal's
its all up to the developers and their way of handling it
floating point problems are not a problem unique to unity, thats basically how floating point numbers work
and its up to developers to find a solution for it
it think perspective is important, from a game designer's perspective making games is throwing stuff on the map, making a map or generating it, adding guns, weapons, making missions etc.
from a programmers's perspective, its building systems, thinking optimization all the time, building the tech and tools, so you have an engine on top of the engine you are using that is specific to your needs
not every wheel are the same
What you call nanite has existed for years already and is known as tesselation. Unity can easily do that.
Floating point precision is also a straightforward fix, you can do a floating origin for example.
What Unreal calls world partition has also been done for decades already, again its pretty straightforward to setup a quad-tree architecture...
So everything you said was incorrect and honestly dumb. A good advice is, if you dont know what youre talking about, just stfu. (Instead of making yourself look like an idiot)
Nanite has become like this synonymous thing to solving every rendering issue
Genshin Impact has literally been made using Unity though
With modified source code, since they bough code access from Unity :)
and thats why so pog optimized
...
They was forced to choose that for many reasons.
- Their's previous game - Honkai Impact 3rd was made with Unity Engine, their's employers has experience with said engine.
- Most Hoyoverse game are cross-platform, intended to keep up with as much player as possible, this end up with trying to find an engine that can run smoothly on Mobile, Console and PC. Which Unreal Engine are just over-capacity, especially in anime-ish games, while Unity was perfect for the job.
Hoyo will stick with Unity for a long time.
Yeah they made their own version of nanite in unity@NehezTheWrackful
These DC Characters Deserve Video Games Next
DC's Wonder Woman Open-World Game
DC's Superman Open-World Game
DC's Batman Open-World Game
DC's Gotham knights Open-World Game
DC's Gotham City Sirens Open-World Game
DC's Teen Titans Open-World Game
DC's Birds of Prey Open-World Game
DC's Green Lantern Open-World Game
DC's Aquaman Open-World Game
DC's Flash Open-World Game
DC's Green Arrow Open-World Game
DC's Catwoman Open-World Game
DC's Deathstroke Open-World Game
DC's Shazam Open-World Game
DC's Zatanna Open-World Game
DC's Batgirl Open-World Game
DC's Nightwing Open-World Game
DC's Supergirl Open-World Game
DC's Constantine Open-World Game
DC's Justice League Open-World Game
DC's Harley Quinn Open-World Game
DC's Blue Beetle Open-World Game
DC's Batman Beyond Open-World Game
DC's Batwoman Open-World Game
DC's Swamp Thing Open-World Game
DC's Plastic Man Open-World Game
DC's Static Open-World Game
DC's Cyborg Open-World Game🤞🤞🤞🙌🙌🙌🙏🙏🙏
So, in order to create a huge game, how would I get only the local area to load around the player and unload what is far away, while keeping a float point so things don't get buggy?
1. quad tree
2. floating origin
3. youre done.
@@user-ez7ls2du9ckekw
wtf are you talking about?
Occlusion culling is worthless for open world games. You need a quad-tree system, which is straightforward to program in C#/Unity.
Do you know what occlusion culling is?
Marvel's Spider-Man 2 Open-World Game
Marvel's Spider-Man 3 Open-World Game
Marvel's Spider-Gwen Open-World Game
Marvel's Venom Open-World Game
Marvel's Black Cat Open-World Game🙌🙌🙌🤞🤞🙏🙏🙏
Please make video can we us unity to make call of duty style games for android? I dont want to into the unreal cause its does creatr lot of lag problem for midrange and low end devices : )
Officially now, no. Not good for any development to be honest😂😂😂