Aloys wrote:My GPU disagrees. But that must be because it's 6 years old.
Eevee is intended to be "somewhat realtime". It's still not optimized for game-level realtime

On my PC I get an average of 20-30 fps on Relto. (Oh, and here is a
video of what it looks like in the viewport.)
Still, it's an incredible upgrade to Blender

now you can preview a scene without doing an ultra slow render. It's also convenient when making content for Unity, as the two renderers are fairly similar now. Makes it easier to create a mesh and get it to look right on the first import.
Aloys wrote:Boy, seeing real time shadows makes Uru look so great.. Relto with its low rise lighting is a great show case for that.
Yeah, the shadows (along with volumetric lighting) really give it a nice touch. I didn't bother with normalmapping, but that would be even better.
These screenshots are still a bit too dark for my taste, but I can't modify the ambient lighting without increasing the sky's brightness... (yeah, ambient lighting is directly computed from the skybox !).
Aloys wrote:I'd love to see how Teledhan would look like. I imported in Unreal Engine years ago (back when it was still UDK), with Andy Legate, and it did look pretty spiffy.

I loved seeing those screenshots Andy posted back in the days. Yeah, Teledahn with realtime lighting would look really nifty due to the moving shadows... Now imagine Sharper's office with Unity's realtime GI, having the sun brighten the inside every once in a while would look really great.
Aloys wrote:Seeing the Carvern with proper lighting should be quite a sight.
I ported Ae'gura to Unity a while ago. Some areas looked pretty cool, but I had a lot of trouble correctly lightmapping such a big area. Outdoors and smaller areas are generally easier to get right without spending hours on it...
Aloys wrote:Every couple months someone comes around saying how it would be totally awesome to port Uru to a new engine. And off course it'd be more trouble than it's worth, but still; those images show that just having a better lighting solution, without even changing the assets around (just updating some shaders) leads to a dramatic improvement... Sirius, do you have any idea how long it took you to make all this? (importing, plus updating the materials)
Something like 10 hours ? Importing the scene was no big deal as ZLZ does it correctly. But since ZLZ uses Blender 2.79 and I'm reopening the file in Blender 2.8, all materials are emptied and must be redone from scratch (ideally, I would make a version of ZLZ which is compatible with 2.8... maybe later). Yeah, materials are definitely the bulk of the work.
I'm getting pretty good at it given how many times I did it on various engines

A proper port could use reworked assets, though. Otherwise it looks like the early version of RMME before Cyan upgraded the models and textures - it's good but looks a bit odd.
But yeah, moving to another engine is a lot of trouble. Actually, now I'm realizing the visuals are actually the easy and fun part. Turns out the logic is the real PITA

Why ? Because those Ages were designed with Plasma in mind, and there is no engine better to mimick Plasma features than Plasma itself. The architecture of other engines constantly fights against Plasma's own the more you try to get the two to work together. That's the general issue I'm currently facing with UPlasma...