unreal engine
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Epic Games is quickly becoming a more dominant force in gaming infrastructure M&A after a string of recent purchases made to bulk up their Unreal Engine developer suite. Today, the company announced that they’ve brought on the team from photogrammetry studio Capturing Reality to help the company improve how it handles 3D scans of environments and objects.
Terms of the deal weren’t disclosed.
Photogrammetry involves stitching together multiple photos or laser scans to create 3D models of objects that can subsequently be exported as singular files. As the computer vision techniques have evolved to minimize manual fine-tuning and adjustments, designers have been beginning to lean more heavily on photogrammetry to import real-world environments into their games.
Using photogrammetry can help studio developers create photorealistic assets in a fraction of the time it would take to create a similar 3D asset from scratch. It can be used to quickly create 3D assets of everything from an item of clothing, to a car, to a mountain. Anything that exists in 3D space can be captured and as game consoles and GPUs grow more capable in terms of output, the level of detail that can be rendered increases as does the need to utilize more detailed 3D assets.
The Bratislava-based studio will continue operating independently even as its capabilities are integrated into Unreal. Epic announced some reductions to the pricing rates for Capturing Reality’s services, dropping the price of a perpetual license fee from nearly $18,000 to $3,750. In FAQs on the studio’s site, the company notes that they will continue to support nongaming use clients moving forward.
In 2019, Epic Games acquired Quixel, which hosted a library of photogrammetry “megascans” that developers could access.
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One of the most difficult tasks in the increasingly high-fidelity world of gaming is making realistic-looking people — especially faces. Epic today showed off a new character creation tool in Unreal Engine that lets you make a near-infinite variety of near-photorealistic digital people with far less effort than it might have taken before.
MetaHuman Creator is an application for designing characters that lets people mix and match presets then dive into the tiniest details. It’s a cloud-hosted service, since the amount of computing power and storage needed to render these characters at this resolution and level of lighting and so on is more than most people will have on hand.
Anyone who’s used a high-quality character creator will recognize the pieces — a few dozen hairstyles, ear types, beards and lip shapes, which can be added, subtracted and adjusted like a digital Mr. Potato Head. Bet you didn’t see that reference coming!
The difference between MetaHuman and, say, a state of the art consumer-level creator like Cyberpunk 2077’s is fidelity and flexibility. As you can see in the videos, the quality of the hair, skin, eyes, teeth and so on is extremely high — the older fellow on the left has quite realistic wrinkles that shadow and deform properly when he moves his face, and the way the light interacts with the center lady’s light skin is very different from that of the dark-skinned man on the right.
The “center lady” also started as a middle-aged man and was sculpted piece by piece to her current look rather than just switching to a “feminine” preset, demonstrating that the faces don’t “break” if you manipulate them too much — a risk in other creators for sure. You can see the process in fast-forward in the video below:
Naturally it also integrates with the usual creator tools, allowing for animation by various means, fiddling with meshes and exporting for use in other tools.
This level of detail isn’t exactly unprecedented, but the amount of work that goes into rendering a main character good enough for extreme close-ups and microexpressions is huge. Epic’s approach is not just to increase the potential quality of the assets and lighting and so on but to make it easy and efficient to implement. If only AAA studios can muster the resources to make characters like this, it’s not healthy for gaming as a whole.
Epic was humble enough to give credit right off the bat to companies like 3Lateral and Cubic Motion, both specialists in the field it has acquired. The Unreal Engine is presented as a sort of monolithic advance in computer graphics and design, but really it’s a very cleverly assembled amalgamation of dozens of improvements and advances made by individual (now acquired) companies and divisions over the years — more like an operating system with a bunch of integrated applications at this point.
MetaHuman Creator isn’t quite ready for use by just anyone, but Epic is running an early-access program you can sign up for, and they’ve provided a pair of models for you to play with in your existing Unreal Engine environment in the meantime (check the “Learn” tab).
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Epic today announced the acquisition of Rad Game Tools, maker of game development tools for many years. They’ve stayed largely behind the scenes, but many gamers will recognize the colorful Bink Video logo, which has appeared in the openings of many a title over the years.
“Our work with Epic goes back decades, and joining forces is a natural next step given our alignment on products, mission, and culture,” Rad Game Tools founder and CEO Jeff Roberts said in the announcement. And it has seemingly only intensified recently.
Close integration with engines and platforms makes for good standards, and good standards get embraced by developers. That’s why Epic has been cozying up to Sony as well as snapping up components to fit into its Unreal engine, positioning it as an all-encompassing development platform for next-generation games.
Rad (styled RAD) has been in games for a long time, as its decidedly old-school website attests. Bink is a video codec for games that focuses on high compression and speedy rendering, both important in the gaming world. Oodle, Telemetry, Granny 3D and Miles Sound System are all development tools beyond what the lay person would understand, but no doubt have many fans.
Epic may be known now as the creator of money-printing machine Fortnite, but the company has been around for decades and probably knows the Rad team well. That may help explain the friendly terms under which the acquisition will take place.
“RAD will continue supporting their game industry, film, and television partners, with their sales and business development team maintaining and selling licenses for their products to companies across industries – including those that do not utilize Unreal Engine,” Epic said in its announcement.
So while Bink and the rest will continue to be available for anyone to use outside Epic’s domain, they will almost certainly be better integrated with the Unreal ecosystem. As game development cost and complexity rises, means of simplification are often taken advantage of. Epic is working hard to make Unreal not just the most graphically powerful engine for development, but also the most unified.
A request for comment and further details on the deal sent to Rad Game Tools was intercepted by Epic and declined.
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Epic Games has been removed from Apple’s App Store.
If you’ve already downloaded Fortnite to your Mac or iOS device, it should still work, but Epic’s termination means the Fortnite developer will no longer be able to submit new apps or updates.
MacStories Managing Editor John Voorhees noted the termination on Twitter, as well as the fact that the App Store is currently featuring Fortnite competitor PUBG.
Apple confirmed the move in a statement:
We are disappointed that we have had to terminate the Epic Games account on the App Store. We have worked with the team at Epic Games for many years on their launches and releases. The court recommended that Epic comply with the App Store guidelines while their case moves forward, guidelines they’ve followed for the past decade until they created this situation. Epic has refused. Instead they repeatedly submit Fortnite updates designed to violate the guidelines of the App Store. This is not fair to all other developers on the App Store and is putting customers in the middle of their fight. We hope that we can work together again in the future, but unfortunately that is not possible today.
You missed your chance. Epic is off the App Store now.
Also, this fight has gotten very petty. Today’s featured app? PUBG https://t.co/evp2R6qRxC pic.twitter.com/2vyRj6Oy1U
— John Voorhees (@johnvoorhees) August 28, 2020
Apple also said that Epic has been creating support issues by directing frustrated users toward AppleCare.
This is the latest development in the Epic-Apple dispute, which began earlier this month when the developer introduced support for direct payments in Fortnite, attempting to circumvent the 30% cut that Apple takes on App Store payments. This prompted Apple to boot Fortnite from the App Store, with Epic immediately launching a lawsuit and a publicity campaign that accused Apple of abusing its market power.
Earlier this week, a federal district court judge ordered Apple not to block access to Epic’s Unreal Engine for developers, but she said that Fortnite could stay out of the App Store until it complied with the rules.
Today’s removal should not affect the Unreal Engine, which Epic manages through a separate account.
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Unity, the company founded in a Copenhagen apartment in 2004, is poised for an initial public offering with numbers that look pretty strong.
Even as its main competitor, Epic Games, is in the throes of a very public fight with Apple over the fees the computer giant charges developers who sell applications (including games) on its platform (which has seen Epic’s games get the boot from the App Store), Unity has plowed ahead, narrowing its losses and maintaining its hold on over half of the game development market.
For the first six months of 2020, the company lost $54.2 million on $351.3 million in revenue. The company narrowed its losses compared to 2019, when the company lost $163.2 million on $541.8 million in revenue, and 2018 when the company lost $131.6 million on $380.8 million in revenue. As of June 30, 2020 the company had total assets of $1.29 billion and $453.2 million in cash.
Increasing revenue and narrowing losses are things that investors like to see in companies that they’re potentially going to invest in, as they point to a path to profitability. Another sign of the company’s success is the number of customers that contribute more than $100,000 in annual revenue. In the first six month of the year, Unity had 716 such customers, pointing to the health of its platform.
The company will trade on the NYSE under the single-letter ticker “U”. The NYSE only has a few single letters left to offer, although Pandora gave up the letter P when it was bought by Liberty Media back in 2018.
Unlike Epic Games, Unity has long worked with the major platforms and gaming companies to get their engine in front of as many developers and gamers as possible. In fact, the company estimates that 53% of the top 1,000 mobile games on the Apple App Store and Google Play Store and over 50% of mobile, personal computer and console games were made with Unity.
Some of the top titles that the platform claims include Nintendo’s Mario Kart: Tour, Super Mario Run and Animal Crossing: Pocket Camp; Niantic’s Pokémon GO and Activision’s recent Call of Duty: Mobile are also Unity games.
The knock against Unity is that it’s not as powerful as Epic’s Unreal rendering engine, but that hasn’t stopped the company from making forays into industries beyond gaming — something that it will need to continue doing if it’s to be successful.
Unity already has a toehold in Hollywood, where it was used to recreate the jungle environment used in Disney’s “Lion King” remake (meanwhile, much of “The Mandalorian” was created using Epic’s Unreal engine).
Of course, Unity’s numbers also reveal that the size of its business is currently a bit smaller than its biggest rival. In 2019, Epic said it had earnings of $730 million on revenue of $4.2 billion, according to VentureBeat . And the North Carolina-based game developer is now worth $17.3 billion.
Still, the games market is likely big enough for both companies to thrive. “Historically there has been substantial industry convergence in the games developer tools business, but over the past decade the number of developers has increased so much, I believe the market can support two major players,” Piers Harding-Rolls, games analyst at Ampere Analysis, told the Financial Times.
Venture investors in the Unity platform have waited a long time for this moment, and they’re certainly confident in the company’s prospects.
The last investment round valued the company at $6 billion, with the secondary sale of $525 million worth of the company’s shares.
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After eight years of Unreal Engine 4, Epic Games is finally ready to talk about Unreal Engine 5, which they’re announcing will launch in preview early next year with a wider launch by the year’s end.
Unreal Engine 5 is all about harnessing the performance of next-generation consoles like the PlayStation 5 and Xbox Series X. The consoles support wild resolutions and frame rates, but Epic Games CEO Tim Sweeney was most excited about how the new hardware handles data storage, something he says will lead to “state of the art performance” better than any gaming PC.
For Unreal Engine 5, the big evolution appears to be dynamic rendering, allowing developers to drop massively complex objects with millions of polygons into their games and lean on the engine to determine how intricately the object can be rendered onscreen. In the case of the PlayStation 5, that’s pretty damn intricate. Epic Games showcased the new engine running on the PS5 in a truly stunning demo.
“We’re turning scalability from a developer’s problem into our problem,” Sweeney says.
Sweeney says the demo is the representation of what happens when the polygons being rendered shrink to the size of individual pixels. “This is all the detail that you can get until you get a higher-resolution monitor, or until 8K or 16K come along,” he says.
Unreal Engine 5’s major advances are centered around a pair of new products called Nanite and Lumen. Nanite deals with said dynamic rendering product allowing for massively detailed scenery, while Lumen is a new pipeline for dynamic scene illumination, allowing for more life-like lighting of digital assets.
The new update will also push connectivity further, bringing Epic Online Services into the fold with toolsets that can help developers make their online gameplay leverage multiple platforms, connecting mobile, console and PC, just as Fortnite has.
Alongside news of the big update’s release, Epic Games has shared that Fortnite, which will unsurprisingly be leveraging Unreal Engine 5, will be a launch title on the PlayStation 5 and Xbox Series X. While the game’s cartoonish art style won’t be pushing boundaries quite as much as hyperrealistic titles like the one above, adding the next-gen consoles means more platforms on which to reign supreme.
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Improbable is taking a daring step after announcing earlier today that Unity had revoked its license to operate on the popular game development engine.
The U.K.-based cloud gaming startup has inked a late-night press release with Unity rival Epic Games, which operates the Unreal Engine and is the creator of Fortnite, establishing a $25 million fund designed to help game developers move to “more open engines.”
An incoming blog post penned by Epic Games CEO Tim Sweeney and Improbable CEO Herman Narula reads, in part:
To assist developers who are left in limbo by the new engine and service incompatibilities that were introduced today, Epic Games and Improbable are together establishing a US $25,000,000 combined fund to help developers transition to more open engines, services, and ecosystems. This funding will come from a variety of sources including Unreal Dev Grants, Improbable developer assistance funds, and Epic Games store funding.
This is pretty bold on Improbable’s part and seems to suggest that Unity didn’t give them a call after Improbable published a blog post that signed off with, “You [Unity] are an incredibly important company and one bad day doesn’t take away from all you’ve given us. Let’s fix this for our community, you know our number.”
Unity, for its part, claims that they gave Improbable ample notice that they were in violation of their Terms of Service and that the two had been deep in a “partnership” agreement that obviously fell short. The termination of Improbable’s Unity license essentially cut them off from a huge portion of indie developers who build their stuff on Unity.
Epic Games CEO Tim Sweeney was quick to jump on the news earlier today, rebuking Unity’s actions.
This highlights a point: In the ecosystem like Unreal, Unity or Godot, companies live and die by the ground rules that are established. Devs have put years of their lives into building something, and nothing is worse than changing the rules and confiscating their investments.
— Tim Sweeney (@TimSweeneyEpic) January 10, 2019
“Epic Games’ partnership with Improbable, and the integration of Improbable’s cloud-based development platform SpatialOS, is based on shared values, and a shared belief in how companies should work together to support mutual customers in a straightforward, no-surprises way,” the blog post reads.
In a way this is a positive development for Improbable, suggesting that Epic Games is committed to sticking with the startup, but at the same time, one wonders how Unity and Improbable’s relationship managed to sour so quickly based on what’s been said publicly today.
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Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.
Epic did not respond to a request for comment.
Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.
Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.
This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.
China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.
Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.
Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.
Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”
“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.
Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”
LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)
Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.
As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.
The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.
But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.
That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.
We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.
There are a few factors to add further uncertainty.
Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.
More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.
Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.
Already, the effects have been felt.
Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.
Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.
Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.
But Epic isn’t relying solely on Fortnite.
A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.
While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.
Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.
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Making the character models you see in games is a very involved process, and as a few recent titles have shown, the faces especially are hard as hell to do right. The folks behind Epic’s Unreal Engine, which powers more than a few of those games, have kindly offered a ‘photorealistic character sample’ — a Rob Lowe-looking dude who looks almost real enough to touch. Almost. Read More
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NASA has always embraced emerging technology for visualization, even if that tech was seemingly developed for frivolous entertainment. We recently covered its holographic Mars exhibit, and the many 3D resources that NASA makes available to developers and educators. Now, the US space agency has partnered with Epic Games’ Unreal Engine to create a mixed reality International Space… Read More
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