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I was talking last night with a guy who is working with Unreal Engine 5 and he told me that you can port code from 4 to 5 without any problem, so I was wondering if the developers could do this and have all the new features that Unreal 5 has available . What do you think?

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over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by Cr1tfail

The netcode wouldn't support destruction

True! Destruction needs so so much netcode. So no.

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by bnm777

Oh, sincerely hope that you're wrong!

We need more environmental destruction!

Perhaps in HLL 2 if not in 1?

Nope, he is right. No destruction.

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by sunseeker11

It's been spoken about many times. It's unlikely to happen because - first of all - UE5 is not yet released and stable! Second, porting such a complex project is never just as simple as clicking a button. And while it does have new features, it also deprecates a lot of the older ones and it offers no replacements... so far at least.

HLL might get upgraded to version 4.27, but that's about all I'd expect.

True. Plus UE5 has no benefits to the HLL player. It lowers the performance, Nanite is only for opaque meshes and HLL is leaning more towards masked meshes (foliage).

Plus a huge amount of the playerbase needs to update their machine to have at minimum a base NVMe.

Plus the entire Physics part of all movable objects needs to be rewritten from scratch, since UE5 has no more PhysX.

That only leaves Lumen in UE5, but recently UE 4.27 has the option to add GI as well, so no real preassure there too.

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by pattythebigreddog

Hey. Thank you so much for the great work you guys have done! I’m not a pro dev, but I dabble as an amateur so I’ve listened to a lot of the interviews out there from you guys on the development processes on HLL. I’ve specifically heard it mentioned a least once how much would be different if you guys were to do the game over from scratch as so much has been learned from the process.

If you had the resources you have now from the start do you think you would still have used unreal?

Do you think there are other tools that would make a game of this scale and type easier to make or even increase the scale or reactivity? What would that look like?

Heeeyhey! I think game wise and global wise this is more a Q for Max.

Artwise I wouldnt pick another engine, just a more complex workflow that we have learned in all these years and are applying atm.

Unreal is a great engine either way. Plus all artists and developers and especially the programmers are very skilled in the engine itself, so another engine would require a big new learning curve for all of us.

Yes, all games out there have their own tools and own tricks. This certainly would be nice to always have for any type of game. You can see the workflows and tools in tech demos for games like environment creation tools in Ghost Recon Wildlands and Cyberpunk 2077 its famous integration of Quixel its material library, or the recent Project Titan from SideFX. These tools will take years to develop, but are always a huuuge boost in workflow and technological advancements in the entire game industry.

So, tldr, yes, there are other tools in other games that any developer wants to see being build for any project, or even new tools that will advance a game into becoming a golden standard to other developers out there.

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by ducksaws

How does a game like Battlefield get away with destruction?

I gotta ask, which BF are you referring to?

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by ducksaws

Let's say BF3. 64 players.

Ah, that explains it indeed. HLL has 100 players, BF 64 and using the remaining bandwidth for destruction.