Thank you Richard. If I find some more ways to improvise for optimization, then I'll tell you definitely
would love to see the substance graph.
The visual shader system will be great for modular asset pack makers. You see some incredibly high quality modular asset packs on the Unreal store, whilst the ones for Unity are so-so, which I think is down to the ease of creating shaders on Unreal vs Unity. Alternatively you have to make your shaders in something like Uber Shader system which immediately splits your customer base.
As some of you may know, latest Street Fighter game was created with the help of Epic Games’ Unreal Engine 4 technology. According to Street Fighter V producer Yoshinori Ono, one reason Capcom chose Unreal Engine 4 for Street Fighter V was that it had all the tools and functions they wanted to use for the game back when they were prototyping. Take a look at the way Capcom describes popular game engine.
When determining an engine’s viability, in terms of graphics rendering, naturally better graphics may contribute better to a player’s motivation, but the more important factor is how the character on-screen responds to the player’s controller commands. To that end, we found Unreal Engine 4 to be incredibly stable at 60 frames per second, and that to us was the most valuable aspect since it allowed us to develop with peace of mind and dedicate more of our time to Street Fighter V’s new battle system and other non-graphical elements like the netcode.
Unreal Engine helped Capcom build a brand new battle system, as well as new online features.
So rather than having to develop the game alongside a new engine, we were able to lean on Unreal Engine 4 for all the graphical stuff and dedicate more of our staff and resources to game design, battle design and network development. This proved incredibly fruitful, allowing us to advance production very smoothly.
The game’s new battle system, which is called the V System, consists of three variable mechanics that add depth for each fighter. V-Skills can be used at any time during a match and don’t consume any of the V-Gauge, which both V-Triggers (gauge must be full) and V-Reversals (take up one stock of the gauge) require to pull off unique moves and counters.
With the visual rendering stabilized at 60 frames per second, I think players will take note of how much more it feels like they’re playing a living ‘painting’ than even Street Fighter IV did, with the characters producing incredibly vibrant, lively movements and even facial expressions,” Ono said. “Back with Street Fighter IV, we put great care into the character’s facial expressions and response animations, but they’re looking even lusher in Street Fighter V.
The seventh Street Fighter installment also marks the beginning of a new business model for Capcom, which has a history of releasing multiple disc-based iterations of past installments. Now, when gamers purchase Street Fighter V, they know all future content will be available online.
With Street Fighter V, we’ve decided to avoid releasing multiple iterations via disc and instead to go with a service-based model, whereby players will have the option of obtaining update content either for free through and in-game point system, or by paid download – whichever best suits their play style and lifestyle
Ultimately, Street Fighter V has been designed to make it easy for anyone to jump right into a match. And while the game supports professional players at the Capcom Cup level, Ono said the goal was to make a game that anyone can enjoy.