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by maeln
932 days ago
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> but maybe Unity was looking for coding for realistic rendering, know-how, for rise a competence with the Unreal market space? Unity already has a 3d engine that can match Unreal (more or less, and we won't talk about the fact that there is 3 rendering pipeline, and the deprecated one is the only one who is reliable. Really, we won't talk about it). If anything, Unity use to have some of the best realtime-cg engineer under their payroll.
The mobile/2D game is mostly historical, a lot of AAA quality game have been made in Unity. VFX is a different beast. For the longest time, realtime CG and VFX/movie CG use to be really two separate field (with a lot of connection ofc, CG is CG). Unreal made wave when they started to be used in cinema (The Mandalorian I think was the first big name openly saying they were using Unreal in their pipeline). Realtime CG got so good that it can (for some specific effect) be used instead of traditional VFX pipeline, which are usually slower to iterate in. I think the exec at Unity saw Unreal "success" and wanted to get a piece of the cake before it was too late. It was not a bad idea, but Unity as been so mismanaged these past few years, it again completely failed at producing anything real, stable and usable. |
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The dynamic background technology being used now for shows like The Mandalorian and Star Trek changed the story. Now VFX teams are being asked to craft the back half of a set as a 3D model that can be blended with live action shot in front of a screen displaying that model to proper perspective based on camera position. So now they have to care about the 3D dynamics of the scene in a way they previously weren't required to... A way that video game engines have been wrestling to ground for decades.