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I'm kinda confused why Unity keeps doing this - they keep putting out high-end demo after high-end demo, but that's not where there core userbase is. Their main
by torginus 5y ago
I'm kinda confused why Unity keeps doing this - they keep putting out high-end demo after high-end demo, but that's not where there core userbase is. Their main users are people who build games for phones and indies, with basically zero usage in the AAA space. And Unity's performance/stability is still not that great afaik.
It seems to me that they are trying to prove that they are a serious 'AAA' engine, but these demos aren't that convincing to me - AAA is a lot more than putting fancy shaders on high-poly models, it's about handling huge amounts of objects in a dynamics situation, displaying large worlds via streaming, having a workflow that accommodates every creative professional, and offering great performance and visuals even on very complex scenes.
I've hear that even these highly impressive demos are fake - they built a ton of custom code for each one they rebuild core Unity features, meaning if you wanted to replicate this for yourself, you'd be in for a ton of development.
Comparatively UE5's Nanite demo showed off a tech that's ready to go for production.
- belval 5y agoPretty sure they want to break out of the core userbase. I once interviewed there and they really stressed that they were a 3D platform and not just a game engine. In that context it would make sense to make demos for the capabilities that people don't know that you have.
- mrtweetyhack 5y ago
- Etheryte 5y agoI don't work in the industry, but as an outsider your question seems to answer itself. I would wager that Unity wants to take the step from the hobbyist space to the professional space — because surely that's where the bigger sums are made. Even if they're not there right now, consistently putting out content that indicates that you're working on it is a great way to captivate your audience over time and shift the perception of what your brand is about. In the startup space, this would be similar to building in the open — it helps you signal your brand, build a reputation and, hopefully, build a customer base that matches your sell.
- Thaxll 5y agoI think you miss the point entirely, Unity is reaching different space outside of mobile game, think about 3d, movies, vfx, ads etc ... It has been a while since Unity is not just a mobile engine.
- Jare 5y ago> Their main users are people who build games for phones and indies, with basically zero usage in the AAA space They don't need to convince their already huge and already convinced core users, so there's not much point in building big tech demos that apply in that space. The aspirational AAA stuff that Unity puts out does 3 things I think: - convince current indies with big dreams that their investment in unity has long legs if they grow larger and more ambitious. - open up to non-gaming gfx tech sectors: broadcast, movies, simulation, etc. - push their engine to its limits so they know where it hurts the most in places that actual users are not pushing. (it has many known rough edges and areas, but Unity users already report these)
- sjmm1989 5y agoThis. I'm just starting to play with Unity, but I am playing with it at all because I can essentially learn along the way with them since they are still releasing things that I just don't quite need yet. This may not make sense to some people, but no offense to them... their opinions don't matter. We are the ones using this, not them.
- hyperpallium2 5y agoThey compete with UE, so whatever UE does, they must also, for at least the appearance of parroty. But make no mistake: Unity is the reason Unreal suddenly got cheaper and open source a few years back. Both companies read The Innovator's Dilemma and both know WTF they are doing. BTW Will Epic's ludocrisly, mission-distortingly successful Fortnite, like Wrigleys, cause them to become The Fortnite Company? (similarly will Rockstar become the GTAV Company?)
- pvg 5y agoThey are more or less the Fortnite company. The Fortnite money printer churns out cash directly into the maw of the Epic Store money incinerator. This might turn out to be a great strategy in the long run but either way, they wouldn't be able to pursue it on this scale without Fortnite.
- 5y ago
- codefreakxff 5y agoProbably going for this market https://arstechnica.com/gaming/2020/02/the-mandalorian-was-shot-on-a-holodeck-esque-set-with-unreal-engine-video-shows/ https://arstechnica.com/gaming/2020/02/the-mandalorian-was-s...
- mbreese 5y agoThat was my thought too, that the target of these demos wasn’t just game devs. I always saw these high-end demos as a way to move into more traditional storytelling, like movies and TV. I think of these high-end demos as a kind of skating to where the puck is going to be as opposed to where the puck is. (Or where you want the market to move).
- drusepth 5y agoIn my sphere (of ~90%/10% unity/unreal devs), a lot of Unreal's recent releases have been extremely tempting reasons to start migrating from Unity to getting more familiar with Unreal. They're inspiring and make a lot of upper-end Unity tech feel outdated by comparison. Demos like this are a nice reassurance that Unity's capable of whatever we need to wrangle it to do, even if we're not building hyper-realistic experiences like this now. It's nice to not feel like my preferred stack is falling behind the curve.
- ehnto 5y agoUnreal seems to be making these things easier to achieve through tooling for games, where I feel Unity is just trying to point out that you could still reach this level of fidelity if you wanted to, like you said. I think if I were to start a high fidelity project with a big team, I'd start seriously considering the art pipeline benefits you're getting from Unreal. It looks like they're trying pretty hard to take some of the tedious work out of lighting and setting up LODs, which could be a big time savings.
- DynamicStatic 5y agoEven small teams have great use of unreals tools. Hard to grasp it all but extremely useful.
- AlecSchueler 5y agoJust to add to what everyone else is saying, they could simply believe that showing these demos is what attracts the smaller devs. People who are just getting started will see this and see that Unity must surely be capable of everything they need, and it may even be trivial there, if it can also handle this. It's also a piece of aspirational marketing. It doesn't make sense to show the reality of the mobile game space as that won't get anyone excited. It's what you could do, not what you will do.
- crocodiletears 5y agoThis is my thinking as well. Unity needs to show that it possesses the prestige features that attract novice developers who aren't yet thinking about things like ease of use and production workflow.
- Hikikomori 5y agoCheck out Rust and Escape from Tarkov, they are a big step above your typical Unity games. So even if its not their core userbase they certainly have such titles already, and it seems that they want more.
- mileycyrusXOXO 5y agoIf anything Escape From Tarkov proves why Unity is not a robust game engine. I’m a huge Tarkov player, but that game is riddled with issues.
- Hikikomori 5y agoAs someone who bought it 4+ years ago in alpha it's a game that has come a long long way, same with rust really. Its not without it's issues, hard to say which are engine problems or just bad decisions made by the devs, which is hard to blame them for as their situation is a bit different compared to many other game companies.
- jay_kyburz 5y agoDon't forget Apex Legends.
- lawki 5y agoApex uses the source engine, AFAIK.
- jay_kyburz 5y agohttps://unity.com/case-study/apex https://unity.com/case-study/apex
- stevefan1999 5y agoyet I got several hours of downtime over the last 6 months, where sometimes server stutters to an unplayable frame rate
- Tiktaalik 5y agoThey want to compete in the AAA space. The reason Unity has little usage in the AAA space is because in the past Unity hasn't been good enough performancewise. They need to show to developers and convince publishers that Unity is a safe and viable choice for console development. If they fail at accomplishing this they're ceding a huge amount of marketshare to their competition.
- aowen 5y agoAgree, I figure this is a significant factor. An anecdote from my studio: My studio is work for hire with mostly Unity devs. The "big ticket" contracts are in Unreal, so the studio is starting to push for devs to learn Unreal, so we can start landing those contracts. In this case, the publisher perception of Unity/Unreal is creating a business need in our company to move away from Unity and into Unreal.
- Tiktaalik 5y ago100% I have seen the same thing. Big publicly traded publisher. If your pitch has "Unity" in it their interest sinks.
- teawrecks 5y agoUE is gaining traction in the film space. Unity wants those people to know they're also an option.
- madrox 5y agoUnity has been courting the VFX community for years for building prerendered scenes. Unreal is doing much better in that area than they are. Gaining more ground here was why they acquired WETA Digital. If Unity can gain a foothold, then they don't need a lot of users...just a few really big ones.
- Renaud 5y agoThey do it maybe for similar reasons some car manufacturers are involved in Formula 1: prestige, pushing their engineering competence, application of research that benefits their products, etc.
- kradeelav 5y agoSomething else I haven't seen mentioned in the replies: demos are shiny promotion-bait (both of the internal title-promotion style, and also the company itself hungry for any kind of engagement). source: work in marketing
- boarnoah 5y agoI always have this quote from Garry Newman of GMod & Rust (a Unity Project) fame at the back of my mind when hearing any news about Unity's new demos. > The short movie demos aren't impressive. It's embarassing when half your keynote is a group of artists explaining how they spent 6 months re-writing half the engine to render something that they could made in Maya in a week. - https://garry.tv/unity-2020 https://garry.tv/unity-2020 Really wish Unity stopped being recommended as a great first choice for hobbyists with a bit of programming experience in general. In my experience I've found it a lot harder to get going with it, and requires dealing with a lot of systems which are in various stages of deprecation or early access compared to UE.
- wingerlang 5y agoI always assumed the Unity demos are interesting because they are being done in real time.
- maeln 5y agoIt makes more sense if you read the next line : > Show me a 100 player PUBG type game running at solid 60fps on a current gen console or mobile. We already know you can render a GTA3 cutscene. So, as I understand, he complains that the demo team spends more time trying to make demos that looks like movies instead of making demos that are more focus on the game parts.
- ecocentrik 5y agoThe linked video wasn't rendered in real time.
- curioussavage 5y agoI'm just a hobby game dev but I'm super glad I chose to stick with Godot. It has always felt very intuitive and the alpha for version 4 is looking super great too. I don't know if Unity cares about 2d games but to me it seems like Godot is a way better free choice for 2d and unreal is a way better choice for 3d
- HackerJR124_ 5y agoLet’s hack this!
- jasfi 5y agoWhen people compare game engines they often look for the upper limit of what the engine can do. Even if subconsciously.
- Agentlien 5y agoI've been using Unity professionally for large indie/AA development for a few years now. Before that I did five years of AAA with Frostbite. I've also used a bunch of other engines, including Unreal, in my spare time. Unity is definitely a very stable engine with a lot of features and very nice and simple to work with. I know several developers who see Unity as a better alternative than Unreal for any scale because the development process is so smooth. As a graphics programmer I feel liberated by how easy it is to set things up. I've also looked into performance quite a lot and it's not bad. There are issues, especially on certain platforms, and a lot of gotchas. But their analysis tools are really mature and help solve a lot of issues without having to load up external tools. It's definitely possible to make beautiful and performant Unity games. This is the view they want to promote. What they don't want you to know is that the engine keeps churning out half baked features which never get fully fleshed out or documented properly. A lot of indie developers also complain about support but at least with their enterprise support you often get swift and helpful answers.
- erikbye 5y agoWhat I feel really hurts whenever I use UE is iteration time. Everything takes too long. E.g. compilation (code, shaders), but there are lots of other examples.
- dman 5y agoIts cheaper to make a demo than to do solid rewrites / bug fixes of a huge incumbent codebase.
- numlock86 5y ago> I'm kinda confused why Unity keeps doing this - they keep putting out high-end demo after high-end demo, but that's not where there core userbase is. I fully agree. One of the top voted comments on the YouTube demo video even captures this pretty good in a humorous way: > Can't wait to use this to make another low poly game
- ralusek 5y agoI was going to comment similarly. Unless Unity has a competitive answer to Lumen + Nanite, they're fucked out of the hyper realistic pipeline. They need to come up with an answer to those or double down on their actual strengths for indie development.
- fxtentacle 5y ago> I've hear that even these highly impressive demos are fake - they built a ton of custom code for each one they rebuild core Unity features, meaning if you wanted to replicate this for yourself, you'd be in for a ton of development. It's sadly even worse. To replicate most of this, you need access to the C++ part of the engine source code. If you're small (e.g. less than $10 mio annual revenue), they won't even discuss pricing with you.
- mellosouls 5y agoAAA definition for other lay-readers confused by the jargon: games produced and distributed by a mid-sized or major publisher, which typically have higher development and marketing budgets than other tiers of games. https://wikipedia.org/wiki/AAA_(video_game_industry) https://wikipedia.org/wiki/AAA_(video_game_industry)
- fxtentacle 5y agoIn my opinion, it mainly stands for low-risk productions where you recycle a proven core game mechanic with amazing and new graphics. For example, the Assassin's Creed series where each game looks unique and great, but they all play very similar.
- Retric 5y agoThat’s a little backwards, AAA games are expensive which makes them inherently risky. This is why most successful companies try to minimize risks by using proven franchises and gameplay. However, you do see plenty of exceptions like the original Dark Souls which took serious risks. Which was then followed by two lower risk sequels.
- rdsubhas 5y agoAlthough you mean well, this sounds a lot like "why does<X poor country> launch satellites or do science when their population is starving". Doing one doesn't contradict the other. Can't afford to just keep narrowing down on existing customer base. They need to keep expanding and competing, for e.g. with Unreal https://youtu.be/bErPsq5kPzE https://youtu.be/bErPsq5kPzE
- deleted 5y ago[deleted]
- thisisauserid 5y agoIn his last keynote, John Carmack mentioned the possibility of the Metaverse being something like a Unity Plugin that federated platforms could tie into.
- Melatonic 5y agoThey are probably still hoping to compete with Epic in the RealTime cinema engine market. Although it seems that Unreal has pretty much become the standard now for big film productions.
- ecocentrik 5y agoThere's clearly some bad compositing taking place in this one demo so yes this isn't a pure demo of their engine's capabilities.