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Pemalite said:

And double packed math doesn't double performance.

Never said it did, was just revealing another tid bit about rapid packed math ... 

Another fun fact with rapid packed math is that you can get lower register pressure too! 

There's lot's of options in ways you can use this feature, either higher performing shaders or for using smaller register space ... (maybe something I haven't even thought up of yet!)

Pemalite said:


Unreal Engine has always had a presence on console since the Playstation 2/Dreamcast era, games like Unreal Tournament, Brothers in Arms, Deus Ex, various Tom Clancy games, Unreal Championship were pretty decent pushers of the engine.

But you are right, Unreal Engine has always preferred nVidia hardware as nVidia was a pretty big sponser of the Unreal technology back in the day. (Not sure what it is like today though.)
Although... Unreal Engine 2 and 2.5 did actually support some of ATI's propriety technology.

Thankfully... As a game engine, it's use isn't as significant as last generation... Thank goodness... As EA has opted to use Frostbite for pretty much everything and even Ubisoft is preferring to use it's own engines.

Yeah but I don't ever remember Unreal Engine being mainstream as it is now than back then ... (UE1&2 didn't get much traction with 6th gen consoles and UE3 went big with 7th gen consoles and UE4 is almost as big with 8th gen consoles.) 

I'm also glad EA went with Frostbite and hopefully the rest of Bethesda uses id Tech 6 even for their Elder Scrolls and Fallout games! (Although console engines suffer a lot with their content production pipeline efficiency since their more restrictive for the fact that they have higher performance.)

Sadly however UE isn't going away on consoles since indies and japanese developers (ironic since they used to be the technical leaders up until the 7th gen but it's no surprise since Square Enix and Nintendo left the scene of developing their own high end graphics while Sony transitioned to depending on the west for technical expertise to create their masterpieces) are the most technically challenged of the bunch ... 

JEMC said:

Maybe it's only my own impression, but I think UE4 isn't repeating the success of UE3.

Last gen of consoles, the UE3 engine was seemingly all over the place, with only japanese studios and a few western ones not using it. Meanwhile, with UE4, things seem to have changed, and while japanese studios are finally using it, it seems that the western ones are abandoning it for other alternatives (Unity for indies) or for their internal engines (EA with Frostbite).

Tons of japanese developers did not use UE3! Creating their own engine was still within the complexity of what they could handle before going into the 8th gen. Most japanese developers couldn't bother using UE3 cause the documentation lacked a lot in japanese ... 

UE4 fit the needs of japanese developers more than UE3 because of documentation, high quality graphics and easy content production pipeline ... (the vast majority of them didn't want to bother making specialized console game engines like AAA western developers) 

UE4 didn't fit the needs of AAA western developers since they wanted more performance and high quality graphics at the same time so off they went with their own engines centered around consoles ... 

Unity fits the needs of indies cause they don't have a lot of programmers around, they don't really care about peformance or high quality graphics, they wanted an easy content production pipeline like UE4 and arguably most of all they valued portability so they could bring as much games to different platforms ... (UE4 isn't as portable) 

There's lot's of pros and cons with each option ...