Agentlien
Joined 11 years ago
Joined 11 years ago
What frustrates me is that this has happened even with color coding in video games where I myself was part of the UI team and flagged the issue a year before release. (Need For Speed, 2015)
What's the production cost of this per key?
Does communication work well and feel snappy with a full set of keys? How is the structural integrity of a full one? Can it be easily moved around? That type of questions could easily make this unusable at scale.
I like Unreal because it's really quite intuitive and ergonomic for larger productions, fairly well documented, and has some of the coolest tech in the industry. Their rendering pipelines are beautiful and a joy to work with and I could rant all day about my love for Nanite and Lumen. It is light years ahead of Unity and much easier to understand and modify than Frostbite.
I will say that Unity has better support out of the box for custom shaders and compute than Unreal (and Frostbite).
Now, you mentioned performance. Funny thing: performance has been my primary professional concern for the last six years of my career. Unreal itself performs very well if you use it correctly and has really good documentation for best practices as well as amazing tools for measuring performance and indicating what is wrong. The tools in Frostbite were very lackluster. Unity has some fairly good stuff. Unreal feels so far ahead.
I believe the reason there are more visible Unreal games with performance issues is because there are a lot more noteworthy ambitious productions in Unreal. That means games which push what they can deliver, and often don't quite get there. And for smaller productions it's likely just a matter of less experienced teams not following the best practices or cranking settings up to 11 without proper performance budgeting.
There are some issues with workflow and it is true that the UI definitely was, as many at EA said, "by programmers for programmers". But it's a very capable engine in the right hands.
That said, I'd pick Unreal any day for a AAA project and Unity or Unreal for smaller projects.
However, The Veilguard to me was amazing. I loved that game and it's my favorite Dragon Age.
A private key is a tiny number you don't need to share publicly because it is easy enough to guess.
The narrative makes it sound like boundless RSI but the actual content is only about training agents to collaborate efficiently by improving communication. That seems like a dimension and approach with limited potential for improvement. I also find it very suspicious that a paper on RSI would stop after just two rounds.
https://gegell.github.io/posts/factorio-rng/
My comment was mainly a joke. Since my work is primarily with performance and graphics, I rarely use any proper RNG and usually only need cheap things which look random enough at first glance.
But, I make games.
My main interests and experience are in graphics programming and performance optimization.
https://agentlien.github.io