Page 3 of 3 FirstFirst 123
Results 21 to 26 of 26

Thread: A New Video Has Us Real Excited About The New UT For Linux

  1. #21
    Join Date
    Oct 2013
    Posts
    401

    Default

    Quote Originally Posted by BSDude View Post
    He mentioned developing on Android, so it's the cut Google Play takes, I suppose.
    yea, but how does that come as cost of Unreal? the 30% is on any engine (or none)

  2. #22
    Join Date
    Oct 2013
    Posts
    261

    Default

    Quote Originally Posted by justmy2cents View Post
    yea, but how does that come as cost of Unreal? the 30% is on any engine (or none)
    We might not be on the same page but it's not cost of Unreal he's talking about but the total cost for the developer. In other words, the studio developing a product based on Unreal for the Android platform makes 65% in gross profit.

  3. #23
    Join Date
    Jul 2013
    Posts
    92

    Default

    Quote Originally Posted by justmy2cents View Post
    AFAIK, physx was retired and is now part of NVidia Gameworks, where NVidia already said they're bringing on GPU support
    How being part of gameworks made Physx retired?

    As far as I know they're going to further improve both CPU and GPU, and from now they're the best CPU alternative, and there's almost no Opencl alternative.

    AMD stated some time ago that they wanted an Open alternative and that cuda is doomed.
    AMD's Roy Taylor
    I think CUDA is doomed. Our industry doesn’t like proprietary standards. PhysX is an utter failure because it’s proprietary. Nobody wants it. You don’t want it, I don’t want it, gamers don’t want it. Analysts don’t want it. In the early days of our industry, you could get away with it and it worked. We’ve all had enough of it. They’re unhealthy.

    Nvidia should be congratulated for its invention. As a trend, GPGPU is absolutely fantastic and fabulous. But that was then, this is now. Now, collectively our industry doesn’t want a proprietary standard. That’s why people are migrating to OpenCL.
    But what I see now is that they've doomed Opencl when they decided to keep stalling instead of fixing the THREE YEARS OLD Opencl bug with large kernels, that even the open source projects in need of a GPGPU solution ends using cuda (ie. blender) cause they can't make Opencl work as expected.

  4. #24
    Join Date
    Sep 2008
    Location
    Vilnius, Lithuania
    Posts
    2,554

    Default

    Quote Originally Posted by justmy2cents View Post
    yea, but how does that come as cost of Unreal? the 30% is on any engine (or none)
    It's Unreal Engine 4 (or UE4), not "Unreal". Unreal is the name of the game based on Unreal Engine 1.

    Quote Originally Posted by BSDude View Post
    We might not be on the same page but it's not cost of Unreal he's talking about but the total cost for the developer. In other words, the studio developing a product based on Unreal for the Android platform makes 65% in gross profit.
    It's Unreal Engine 4 (or UE4), not "Unreal". Unreal is the name of the game based on Unreal Engine 1.

  5. #25
    Join Date
    Feb 2008
    Location
    Linuxland
    Posts
    5,105

    Default

    Quote Originally Posted by przemoli View Post
    So AAA dev team with 100 devs would need ~2k $ each month, -> 24k $ each year -> 100k - 150k $ for whole product release (3-5y of development).
    And 5% of cut of all cash from game. (So If one sell on Android then 35% of sales is out.)
    Not bad.
    Good thing there are no engines for $0 a month, $0 per developer, including source code, 0% cut of final sale price

  6. #26
    Join Date
    Oct 2008
    Posts
    3,137

    Default

    Quote Originally Posted by przemoli View Post
    So AAA dev team with 100 devs would need ~2k $ each month, -> 24k $ each year -> 100k - 150k $ for whole product release (3-5y of development).
    And 5% of cut of all cash from game. (So If one sell on Android then 35% of sales is out.)
    Not bad.
    I haven't looked into it, but I'm pretty sure they still have the option of buying the engine under similar terms to their older engines - which means a much higher upfront price, but no cut of the final game profits.

    The idea behind the new pricing structure is to expand into the smaller/indie games, not necessarily to convert the major AAA titles.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •