Thanks bro! Though, this was made in unity. I have no experience in UE5
oh. Post Processing took good effect.
Massive worlds require Nanite, which is not in Unity.
So maybe Unity is very modular, but making things big world require more work than Unreal Engine.
I found Unreal Engine 5 automatically hides the objects inside buildings by Nanite, which doesn't requires manual process. I was pretty surprised. So for me, I need Unreal Engine 5.
You're correct. I wouldn't consider the lighting in this game to be true to life, its more of a clever play on colors, gradients and indeed post-processing. A drawback of this approach is that it doesn't look good in every scenario. This picture is a good angle, but from many other angles the game will look off. For example, real-time shadows are not rendered beyond 200m and the game does not have baked shadowmaps which leads to abrupt cutoffs.
The main reason I haven't tried out UE5 so far is that I'm not good at visual scripting nor C++. That said, Nanite looks incredible
I wasn't good at C++ either. Actually this one is not very easy :)
Since you know how to do C#, C++ can become easier. The biggest change happened for the C# to C++ is - use of dots '.' Most of the time, there is dot based OOP. But you can also use these two symbols - '->' and '::'. And instead of writting 'using Math;', you use '#include FMath.h'.
Now I am very comfortable with C++ by almost a year :)