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NEWS: Capcom Develops New REX Game Engine




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Blanchimont



Joined: 25 Feb 2012
Posts: 3453
Location: Finland
PostPosted: Sat Oct 28, 2023 9:59 am Reply with quote
Open source Godot was also released in 2014 and that too has been developed extensively, anyone know how they compare or if they are fundamentally different kind of engines? Let's not talk about Unity, that one is shot...
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MarshalBanana



Joined: 31 Aug 2014
Posts: 5322
PostPosted: Sat Oct 28, 2023 1:56 pm Reply with quote
Blanchimont wrote:
Open source Godot was also released in 2014 and that too has been developed extensively, anyone know how they compare or if they are fundamentally different kind of engines? Let's not talk about Unity, that one is shot...
I recall a big deal about how the Re Engine was how it could scan in real world objects and output them as high-quality 3D assets.
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Nyren



Joined: 07 Oct 2014
Posts: 702
PostPosted: Sat Oct 28, 2023 3:22 pm Reply with quote
MarshalBanana wrote:
Blanchimont wrote:
Open source Godot was also released in 2014 and that too has been developed extensively, anyone know how they compare or if they are fundamentally different kind of engines? Let's not talk about Unity, that one is shot...
I recall a big deal about how the Re Engine was how it could scan in real world objects and output them as high-quality 3D assets.
That's Photogrammetry, a common feature in game engines these days and I don't believe RE Engine or its predecessor Panta Rhei were the first, or at the very least it wasn't the progenitor of the idea. Quixel Megascans, part of Unreal Engine after Epic bought Quixel, is an entire library of photogrammetry assets scanned from the real world and made available for use to users. These assets in particular have not had their polygons reduced, the devs have to do that should they choose to use them. But that's no longer necessary thanks to UE5's Nanite which can render the object regardless of the poly count at no additional performance cost. THAT is a feature no other engine had back in 2020. Most engines have been slow on the uptake because developers are hesitant to shake off development for last gen systems which such a feature would not function on. I believe the newly released Alan Wake 2 and its revised Northlight Engine is the first since UE5 to have a similar feature.
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