> There are far more games that were made with Unity, not Unreal, I would even say an order of magnitude more.
that's correct. As the saying goes, it's easier to start making a game in Unity, but it's easier to finish it in Unreal. Most games in Unity are pretty small, or unfinished.
it's possible to make good and big games in Unity, but you can't rely on many Unity features in that case. Like, I'm sure there is barely any "Unity" in Genshin Impact, I bet they replaced most of the engine with custom tooling.
Unity is a prime example of getting it wrong, as they aren't making their own games with their engine. When you go beyond small experiments with it, you realize that many undercooked, janky, abandoned features were driven by business needs, not developer needs.
If there is only one reason why unity was never as good as Unreal for "serious" game development - it's this.
can't find anything on "morphine", but animation blending is something that Unity/Unreal/etc had for a while. Although, I don't think any publicly available engine solves this like Ubisoft ML models do. Usually it requires at lot of work to look seamless
I think the main problem here is with transitions between animation states and matching each animation to the context.
If ML motion matching[1] becomes popular in the industry, I think it would smooth out these issues a lot.
I use it to receive money from another country and exchange for USD in a local exchange point.
It may sound like a boring case, but if you find yourself in a foreign country without working bank cards, it might save your ass
Coincidentally, I've never played Torment and installed it just 2 days ago.
Disco's world is depressing, but because the world is so dark, any light in the game stands out so much more. It's depressing world make good people in it and any small kindness matter.