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Scisca said:
EricFabian said:
how says that they need to pay extra cash to port for WiiU? lmao

haters gonna hate (and lie)

It seems this is the only thing you have to say whenever Wii U is mentioned :P

It will cost extra cash, cause the engine won't just port itself for free.


You know, the cost is not on every project. Once they adjust the engine to run on the Wii U, it will work on every game they make.

It is worth it, if several projects get released on it.



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Viper1 said:
Soundwave said:


Maybe you should look at Mark Rein's actual comments. You know like the one where he laughed at the suggestion of Wii U having the engine and repeatedly has said Unreal Engine 3 is fine for the Wii U.


Development pipeline and scalability.     Go look them up.  You really have no grasp of what either means.  Or you are intentionally ignoring it for the sake of continuing your agenda.  If the latter,then you won't look it up or learn anything new and will eventually repost the same misinformed viewpoint again and again.  If the former, then hope for you exists and I wish to continue this discussion with you once you are better informed.

By the way, didn't you hear that Mark Rein clarified why he laughed?   It wasn't at Wii U, it was that the journalist only asked about the Wii U and not the PS3 or X360.  He found that funny, hence he laughed.

 

Guess you missed the part about a developer being able to port it to Wii U...and PS3/X360, if they wanted to.

You seem to have latched on to a few buzzwords and lost sight of reality, let me chip in my $0.02.
While I've not worked within the industry on UE4 personally (yet), I have spent a great deal of time working on UE3 and PhyreEngine titles, so let me make things a little clearer for you.

Each engine is designed with target platforms in mind, UE3 could target PC, 360, PS3, Wii (with some modification) and Mobiles, UE4 targets PC, PS4, Durango and Mobile, each have their respective engines and driver support within the engine, just because the engine can scale, doesn't mean it automatically scales to any platform you'd like without a lot of legwork, just because "it can scale all the way to mobile" doesn't instantly mean it can scale to wiiu, 3ds or vita, it scales to mobile because the legwork for that has been done, it scales to the other consoles for the same reasons, anyone approaching UE4 with mind to place it on a platform not included on it's target list is in for a great deal of work not only adapting the engine to support the hardware of the target console, but customizing the output of resources, managing the memory handling and of course writing their own API to handle graphics on the new platform, this has not been done for WiiU and UE4, and unless Nintendo themselves go to great lengths to port it then distribute their work to third parties (little tip, that wont ever happen), you're at best going to get one company that does it but wont share with others, because why would they share their work they paid their devs to create, so some other company can benefit for free?

And yet again, no company is going to spend the money porting UE4 to target WiiU when the changes needed to make the engine run result in a game that could just as easilly have been made on UE3 and perform just as well.

With the way third party sales are performing on the WiiU, third party devs are going to opt for the cheapest solution, which, unfortunately for you it seems, is to adapt whatever UE4 title they want to bring to WiiU to run on UE3, but yet again, i digress, You seem to not grasp that developers don't make games for the sake of the game or the gamer, they make it for money, and they're not going to pump hundreds of thousands, perhaps millions, into porting over a game that they know may not even break 200k in sales.

UE4 *COULD* be ported, but that's just the same for any engine, with enough sacrifices and comprimises, any engine could run on any modern platform, just because it *COULD* however, does not mean it *WILL* or that it's economically viable to do so.

UE3 is better suited to this generations hardware, PS3, 360 and yes, the WiiU, because it was build with the technologies these consoles uses in mind, as such it's the obvious choice for unreal engine powered games on PS3, 360 and, yup, you guessed it, WiiU.

But let me throw another spanner in your works - While unreal engine does indeed scale well, with automated processes for reducing poly count, texture resolution and so on, some areas it doesn't baby you through are shaders, and modern games use these extensively - so even if the ported version of a game were moved over, every single shader would need to be looked at, modified or removed to suit the different hardware, and without your chosen platform being one of the few UE4 is actually built to target, you would be doing this manually.



My advice to Viper1 would be that once you made your point and tried your best to explain it, leave it at that... The whole latter half of this thread is just recycled comments lol



Tachikoma said:
Viper1 said:
Soundwave said:


Maybe you should look at Mark Rein's actual comments. You know like the one where he laughed at the suggestion of Wii U having the engine and repeatedly has said Unreal Engine 3 is fine for the Wii U.


Development pipeline and scalability.     Go look them up.  You really have no grasp of what either means.  Or you are intentionally ignoring it for the sake of continuing your agenda.  If the latter,then you won't look it up or learn anything new and will eventually repost the same misinformed viewpoint again and again.  If the former, then hope for you exists and I wish to continue this discussion with you once you are better informed.

By the way, didn't you hear that Mark Rein clarified why he laughed?   It wasn't at Wii U, it was that the journalist only asked about the Wii U and not the PS3 or X360.  He found that funny, hence he laughed.

 

Guess you missed the part about a developer being able to port it to Wii U...and PS3/X360, if they wanted to.

You seem to have latched on to a few buzzwords and lost sight of reality, let me chip in my $0.02.
While I've not worked within the industry on UE4 personally (yet), I have spent a great deal of time working on UE3 and PhyreEngine titles, so let me make things a little clearer for you.

Each engine is designed with target platforms in mind, UE3 could target PC, 360, PS3, Wii (with some modification) and Mobiles, UE4 targets PC, PS4, Durango and Mobile, each have their respective engines and driver support within the engine, just because the engine can scale, doesn't mean it automatically scales to any platform you'd like without a lot of legwork, just because "it can scale all the way to mobile" doesn't instantly mean it can scale to wiiu, 3ds or vita, it scales to mobile because the legwork for that has been done, it scales to the other consoles for the same reasons, anyone approaching UE4 with mind to place it on a platform not included on it's target list is in for a great deal of work not only adapting the engine to support the hardware of the target console, but customizing the output of resources, managing the memory handling and of course writing their own API to handle graphics on the new platform, this has not been done for WiiU and UE4, and unless Nintendo themselves go to great lengths to port it then distribute their work to third parties (little tip, that wont ever happen), you're at best going to get one company that does it but wont share with others, because why would they share their work they paid their devs to create, so some other company can benefit for free?

And yet again, no company is going to spend the money porting UE4 to target WiiU when the changes needed to make the engine run result in a game that could just as easilly have been made on UE3 and perform just as well.

With the way third party sales are performing on the WiiU, third party devs are going to opt for the cheapest solution, which, unfortunately for you it seems, is to adapt whatever UE4 title they want to bring to WiiU to run on UE3, but yet again, i digress, You seem to not grasp that developers don't make games for the sake of the game or the gamer, they make it for money, and they're not going to pump hundreds of thousands, perhaps millions, into porting over a game that they know may not even break 200k in sales.

UE4 *COULD* be ported, but that's just the same for any engine, with enough sacrifices and comprimises, any engine could run on any modern platform, just because it *COULD* however, does not mean it *WILL* or that it's economically viable to do so.


Bravo. Most people get it. I think everyone gets it actually, just console politics prevents them from admitting the truth. 



Soundwave said:

And how many of those big time UE2.5 engine games ended up on Wii? 

Scalability ... is largely irrelevant when it comes to actual games you end up playing on your console. 

I mean technically if RE2 was possible on the N64, Metal Gear Solid and perhaps even Final Fantasy VII were too. Didn't happen and that's all that matters in the end, if you wanted to play those games you had to buy a Playstation. You can't play a technical theory. 

I don't understand your first statement?  How many of those UE2.5 Wii games ended up on Wii?  Well, all of them.

Scalability is very important.   2 reasons.  1. It allows a games ot run on a wide range of hardware.  Exactly how a PC game runs on vastly different hardware. 2. It allows a developer to maximize the ahrdware they are using.   1 thing you and everybody else in this thread has focused on while ignoring something else.  You guys keep talking multiplatform games.    Any reason a game can't be exclusive anymore?   Any reason a developer couldn't use UE4 on Wii U for that game?  No need to downscale anything (which again simply happens in-engine with UE4 in the first place).

Your final point is irrelevant.   Sony published FFVII, MGS was eventually ported to GC anyway and your whole argument here talks of exclusive games which lead us back to the point I made above.



The rEVOLution is not being televised

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Viper1 said:
VGKing said:

I have no agenda. There are obvious reason for why Epic isn't providing official support for UE4 on Wii U. If anyone has an agenda here, it't you. You're trying to convince everyone that UE4 games can run on Wii U.....which is true but at a huge cost. I can run some modern PC games on a weak laptop but I have to turn the resolution all the way to 640x480 and turn down all the graphics settings. My point? IT'S NOT WORTH IT. What I would say in this situation is that the game jsut isn't any fun being played this way.

I've researched this development pipeline and scalability and it tells me nothing I didn't already know. Developers wanting to create next-gen games that take advantage of these platforms will ignore the Wii U. That's because the Wii U doesn't offer the graphics, performance or flexibility in terms of game design. 

There was this interview on Gametrailers where someone from Bethesda said that their developers create games for certain systems and when asked how they decide which platforms to bring it to he said that "as long as the console doesn't limit the original vision for the game". 

By this post you've researched, or rather, learned nothing.   You still don't get what a development pipeline is and how a game engine affecs it.   You still think it's all about graphics.  

And your Bethesda quote is about a game, not a game engine.   I think ther is another problem at play here.  You're failing to separate the games from the game engine.

Could the Wii run Bioshock?   Not very well right?   Well, Bioshock was a UE2.5 game.  So too were many Wii games.   My point is that just because 1 games using an specific engine is too advanced for a console, doesn't mean ALL games and any use of that engine at all is too advanced for that console.   Scalability...like I keep saying.

Yes, I am talking about the games since that's UE4 will actually be used for.....

Will any developer actually license Unreal Engine 4 for the Wii U? I mean they could just license Unreal Engine 3 and it would be cheaper and they'd probably be able to fully use what the engine offers. With UE4 there would be no point. Most developers will license UE4 to make PS4 and Xbox 720 games with Wii U being an after-thought. The reason is that the Wii U is the limiting factor. The whole point of next-gen consoles is to get over the limitations that current-gen consoles offer. 



Viper1 said:
Soundwave said:

And how many of those big time UE2.5 engine games ended up on Wii? 

Scalability ... is largely irrelevant when it comes to actual games you end up playing on your console. 

I mean technically if RE2 was possible on the N64, Metal Gear Solid and perhaps even Final Fantasy VII were too. Didn't happen and that's all that matters in the end, if you wanted to play those games you had to buy a Playstation. You can't play a technical theory. 

I don't understand your first statement?  How many of those UE2.5 Wii games ended up on Wii?  Well, all of them.

Scalability is very important.   2 reasons.  1. It allows a games ot run on a wide range of hardware.  Exactly how a PC game runs on vastly different hardware. 2. It allows a developer to maximize the ahrdware they are using.   1 thing you and everybody else in this thread has focused on while ignoring something else.  You guys keep talking multiplatform games.    Any reason a game can't be exclusive anymore?   Any reason a developer couldn't use UE4 on Wii U for that game?  No need to downscale anything (which again simply happens in-engine with UE4 in the first place).

Your final point is irrelevant.   Sony published FFVII, MGS was eventually ported to GC anyway and your whole argument here talks of exclusive games which lead us back to the point I made above.

Yes or no, are most of the high end Unreal Engine 4 games going to end up on Wii U?

You know darn well what the truth is. 

And really in the end that's all that matters. If you want UE4 games, you're going to have to buy a PS4/720/or high end PC. Everyone and their grandma knows this already. 



Hey.. wait.... WiiU can actually run Unreal 4. So what´s the point ?
Whether developers will use it on WiiU is a different story, and this is what matters now.

http://www.ign.com/articles/2013/03/29/unreal-engine-4-frostbite-3-will-not-support-wii-u



Tachikoma said:
Viper1 said:
Soundwave said:


Maybe you should look at Mark Rein's actual comments. You know like the one where he laughed at the suggestion of Wii U having the engine and repeatedly has said Unreal Engine 3 is fine for the Wii U.


Development pipeline and scalability.     Go look them up.  You really have no grasp of what either means.  Or you are intentionally ignoring it for the sake of continuing your agenda.  If the latter,then you won't look it up or learn anything new and will eventually repost the same misinformed viewpoint again and again.  If the former, then hope for you exists and I wish to continue this discussion with you once you are better informed.

By the way, didn't you hear that Mark Rein clarified why he laughed?   It wasn't at Wii U, it was that the journalist only asked about the Wii U and not the PS3 or X360.  He found that funny, hence he laughed.

 

Guess you missed the part about a developer being able to port it to Wii U...and PS3/X360, if they wanted to.

You seem to have latched on to a few buzzwords and lost sight of reality, let me chip in my $0.02.
While I've not worked within the industry on UE4 personally (yet), I have spent a great deal of time working on UE3 and PhyreEngine titles, so let me make things a little clearer for you.

Each engine is designed with target platforms in mind, UE3 could target PC, 360, PS3, Wii (with some modification) and Mobiles, UE4 targets PC, PS4, Durango and Mobile, each have their respective engines and driver support within the engine, just because the engine can scale, doesn't mean it automatically scales to any platform you'd like without a lot of legwork, just because "it can scale all the way to mobile" doesn't instantly mean it can scale to wiiu, 3ds or vita, it scales to mobile because the legwork for that has been done, it scales to the other consoles for the same reasons, anyone approaching UE4 with mind to place it on a platform not included on it's target list is in for a great deal of work not only adapting the engine to support the hardware of the target console, but customizing the output of resources, managing the memory handling and of course writing their own API to handle graphics on the new platform, this has not been done for WiiU and UE4, and unless Nintendo themselves go to great lengths to port it then distribute their work to third parties (little tip, that wont ever happen), you're at best going to get one company that does it but wont share with others, because why would they share their work they paid their devs to create, so some other company can benefit for free?

And yet again, no company is going to spend the money porting UE4 to target WiiU when the changes needed to make the engine run result in a game that could just as easilly have been made on UE3 and perform just as well.

With the way third party sales are performing on the WiiU, third party devs are going to opt for the cheapest solution, which, unfortunately for you it seems, is to adapt whatever UE4 title they want to bring to WiiU to run on UE3, but yet again, i digress, You seem to not grasp that developers don't make games for the sake of the game or the gamer, they make it for money, and they're not going to pump hundreds of thousands, perhaps millions, into porting over a game that they know may not even break 200k in sales.

UE4 *COULD* be ported, but that's just the same for any engine, with enough sacrifices and comprimises, any engine could run on any modern platform, just because it *COULD* however, does not mean it *WILL* or that it's economically viable to do so.

UE3 is better suited to this generations hardware, PS3, 360 and yes, the WiiU, because it was build with the technologies these consoles uses in mind, as such it's the obvious choice for unreal engine powered games on PS3, 360 and, yup, you guessed it, WiiU.

But let me throw another spanner in your works - While unreal engine does indeed scale well, with automated processes for reducing poly count, texture resolution and so on, some areas it doesn't baby you through are shaders, and modern games use these extensively - so even if the ported version of a game were moved over, every single shader would need to be looked at, modified or removed to suit the different hardware, and without your chosen platform being one of the few UE4 is actually built to target, you would be doing this manually.

THANK GOD. Now we can finally end this argument. 




Tachikoma said:

You seem to have latched on to a few buzzwords and lost sight of reality, let me chip in my $0.02.
While I've not worked within the industry on UE4 personally (yet), I have spent a great deal of time working on UE3 and PhyreEngine titles, so let me make things a little clearer for you.

Each engine is designed with target platforms in mind, UE3 could target PC, 360, PS3, Wii (with some modification) and Mobiles, UE4 targets PC, PS4, Durango and Mobile, each have their respective engines and driver support within the engine, just because the engine can scale, doesn't mean it automatically scales to any platform you'd like without a lot of legwork, just because "it can scale all the way to mobile" doesn't instantly mean it can scale to wiiu, 3ds or vita, it scales to mobile because the legwork for that has been done, it scales to the other consoles for the same reasons, anyone approaching UE4 with mind to place it on a platform not included on it's target list is in for a great deal of work not only adapting the engine to support the hardware of the target console, but customizing the output of resources, managing the memory handling and of course writing their own API to handle graphics on the new platform, this has not been done for WiiU and UE4, and unless Nintendo themselves go to great lengths to port it then distribute their work to third parties (little tip, that wont ever happen), you're at best going to get one company that does it but wont share with others, because why would they share their work they paid their devs to create, so some other company can benefit for free?

And yet again, no company is going to spend the money porting UE4 to target WiiU when the changes needed to make the engine run result in a game that could just as easilly have been made on UE3 and perform just as well.

With the way third party sales are performing on the WiiU, third party devs are going to opt for the cheapest solution, which, unfortunately for you it seems, is to adapt whatever UE4 title they want to bring to WiiU to run on UE3, but yet again, i digress, You seem to not grasp that developers don't make games for the sake of the game or the gamer, they make it for money, and they're not going to pump hundreds of thousands, perhaps millions, into porting over a game that they know may not even break 200k in sales.

UE4 *COULD* be ported, but that's just the same for any engine, with enough sacrifices and comprimises, any engine could run on any modern platform, just because it *COULD* however, does not mean it *WILL* or that it's economically viable to do so.

UE3 is better suited to this generations hardware, PS3, 360 and yes, the WiiU, because it was build with the technologies these consoles uses in mind, as such it's the obvious choice for unreal engine powered games on PS3, 360 and, yup, you guessed it, WiiU.

But let me throw another spanner in your works - While unreal engine does indeed scale well, with automated processes for reducing poly count, texture resolution and so on, some areas it doesn't baby you through are shaders, and modern games use these extensively - so even if the ported version of a game were moved over, every single shader would need to be looked at, modified or removed to suit the different hardware, and without your chosen platform being one of the few UE4 is actually built to target, you would be doing this manually.

Finally, someone atleast trying to come in from a rational angle.

Yes, I'm aware of all that goes into porting a game engine and that custom engine ports and not shared.  I've noted several times already that Ubisoft and otehrs ported UE2.5 to Wii, have I not?

What we've seen in other posts is simply that the Wii U cannot handle the engine.  Period.  That is the argument made by several here.    Other say it can but would be so gimped it wouldn't even be UE4 anymore (suggesting a gimped UE4 is just UE3).

I actually agree with you more than you think.  However, I believe the ROI would be valid for many developers that do intend to develop more than 1 game to the Wii U.  Specifically, the enhancements to the development pipeline (if you've not yet worked with it, you're going to love it) make it worth looking into for most developers (again, assuming they plan to make more than 1 game for Wii U over the course of the generation).

As for in-engine scalaing, UE4 does do this much, much better than UE3 did.  I'm not suggesting it's just a flip of aswitch, but it's not impossible either.  And more to the point of it is that any game that is developed for it would run just fine.  Iit would either be scaled to run well, if a port, or would simply be developed as it is.



The rEVOLution is not being televised