But I have pages and pages of game design ideas...and not a single one of them is blocked by not being able to render 8 gajillion units on screen at once. I don't care at all about it. But it's a radical new workflow that requires redoing a bunch of your existing code.
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And it probably won't play nicely with a bunch of existing assets, and who knows if their authors will upgrade them to do so. So it's going to be the rendering pipeline fragmentation all over again.
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For what? I've seen a couple of AA and AAA game devs try make games whose selling point is "tens of thousands of units on screen at once!" It doesn't end up being that compelling. Who cares? And yes, it will be more efficient for rendering etc etc. But still.
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Currently, it's a pain to figure out what assets work with what pipelines and how to fix em. I bought some really nice assets recently, tried them in HDRP - pink everything. No problem, I thought. I will press the upgrade materials button! Still 50% pink.
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Oh, there's upgrade notes from the author, I missed those, haha, silly, let me do those steps. Ok, missing some packages, do some tomfoolery here, NOW press the upgrade materials button... 10% still pink materials. -_-
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Now I have to go fuck around finding out why the leaves on THIS tree render fine but not THAT tree. Gah.
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Pipeline fragmentation has a serious knock-on effect on whether the asset store counts as a Unity "plus" or not! Buying thousands of dollars worth of assets and then finding many of them are broken or it's hard to figure out which of them play nicely with which renderer?
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So that's the first reason the asset store isn't an automatic win for Unity anymore. 2) Unreal is throwing ridiculous amounts of Fortnite money into free stuff for devs. This is not a criticism of Unity as a company. Epic's windfall from Fortnite is just luck.
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But they've funneled that (I imagine they're looking for anywhere to invest that profit so they don't have to pay enourmous taxes) into giving away dev assets much the same way as they give away free games to get gamers onto their game store. It's ludicrous.
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I saw some Unreal tutorials of creating terrain using Quixel textures/stuff and it was insane, AAA quality for free (assuming you learn to use them properly of course :P)
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Replying to @WinterwolvesG
It's exactly that, yes. And it's pretty easy to learn to use them properly.
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