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EVERSPACE 2 sure does look shiny in the new Alpha footage

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Open-world space action sim EVERSPACE 2 from ROCKFISH Games has shown off plenty of new footage across multiple events recently and it looks seriously shiny.

This sequel is expanding on basically everything from the first game, including throwing out the roguelike gameplay loop in favour of the open-world approach to let you really get into deep ship customization and combat in planetary atmosphere as well as space itself. Funded on Kickstarter in 2019 with €503,478 in funding, it's entering Alpha next week with Early Access due at the end of the year and Linux support is due with the final release in 2021.

Check out the new trailer below, shown off during the PC Gaming Show 2020:

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It might already be my most anticipated release for 2021.

I'm a massive fan of space, spaceships and of course lots of explosions so EVERSPACE 2 is going to be a must-buy for me. Tons of ships and different styles, masses of loot to find and equip with all sorts of customization options on offer. EVERSPACE 2 sounds like it's going to be an incredible action-focused space adventure.

After you watch the trailer, if you decide that's not enough for you, the developer actually did quite a long gameplay demo with commentary on June 12 which you can see below. Gameplay starts around 9:10.

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You can wishlist/follow EVERSPACE 2 on Steam. You can also see hundreds of other crowdfunded games on our dedicated page.

Want to try the original? It's intense and very pretty. If you like challenging space combat it's worth picking up. Grab it from Humble Store, GOG or Steam.

Article taken from GamingOnLinux.com.
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49 comments
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Shmerl 15 Jun, 2020
Quoting: PsychojauJust a little information about Unreal Engine : I've read someone here talking about using OpenGL instead of Vulkan. Well… we would love to. Every dev using UE4 would love to right now. But Epic removed it from the engine, saying that Vulkan was better ! They just forgot they didn't fully implemented it… Or even care.

Vulkan should be better, if they are using it correctly. If they remove OpenGL great, but then their Vulkan renderer should be of good quality.

Where can I read about them not fully implementing Vulkan path btw?


Last edited by Shmerl on 15 June 2020 at 10:04 pm UTC
mirv 15 Jun, 2020
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Quoting: Shmerl
Quoting: PsychojauJust a little information about Unreal Engine : I've read someone here talking about using OpenGL instead of Vulkan. Well… we would love to. Every dev using UE4 would love to right now. But Epic removed it from the engine, saying that Vulkan was better ! They just forgot they didn't fully implemented it… Or even care.

Vulkan should be better, if they are using it correctly. If they remove OpenGL great, but then their Vulkan renderer should be of good quality.

Where can I read about them not fully implementing Vulkan path btw?

OpenGL for iOS (so GLES) was deprecated last year. OpenGL ES 3.1 is still supported for Android targets as near as I can tell - I don't use Unreal Engine, so I may not be up to speed on all developments, but OpenGL has not been removed last I checked.
Jau 16 Jun, 2020
Of course it was removed... just read the patch notes or test it lol.
About UE4 development, you can check :
https://trello.com/b/TTAVI7Ny/ue4-roadmap

And of course the git, but you have to register en unrealengine.com as a developer.
randyl 16 Jun, 2020
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According to the patch notes in 4.25 GLES 3.1 and Metal 2.0 are in, GLES2 and Metal 1.2 are out:
QuoteOpenGL ES3.1 and Metal 2.0 are now the default feature levels for Android and iOS projects, respectively. Vulkan, ES3.1, and Metal 2.0 all have similar features, enabling us to establish better feature parity between mobile platforms. They will also enable us to take advantage of advancing mobile technology to establish better feature parity with desktop/console.

OpenGL ES3.1 and Metal 2.0 will be enabled by default on new Android and iOS projects, and you can set them as your preview feature level in the Unreal Editor. Projects migrating from previous versions of Unreal will be upgraded to these feature levels by default.

The OpenGL ES2 and Metal 1.2 rendering feature levels have been removed from Unreal Engine.


Last edited by randyl on 16 June 2020 at 8:24 am UTC
Jau 16 Jun, 2020
The thing is : we don't care about ES. ES is not SM5. You can't make a modern game with all the great emitters, with the complex materials made of a lot of samplers. You can't have awesome post-process.
ES is made for mobile GPU which are nice toys but just limited toys.
If you want complex lighting, dynamic materials and FX, with ES, you're scre*ed.
Shmerl 16 Jun, 2020
Quoting: JauThe thing is : we don't care about ES. ES is not SM5.

So, are they still lacking all those high end features in their Vulkan renderer, like the archived Trello item was supposed to track?

https://trello.com/c/lzLwtb5P/124-vulkan-for-pc-and-linux

QuoteFull support for UE4’s high-end rendering features utilizing the Vulkan API on both Windows and Linux including parallel rendering to take advantage of all available CPU cores.

I tried to get some feedback on it, but no one provided any info on what's going on, why it was archived and what they are planning to do about it.


Last edited by Shmerl on 16 June 2020 at 6:08 pm UTC
Jau 16 Jun, 2020
All I can tell you is that performances are lower than DX12, tesselation often makes shader compilation crash, RAM usage on Windows is absurd, on Linux, when the scene becomes a bit "complex", with a 4-5 layers landscape or many instanced or not meshes with complex materials, get ready to crash. And YES no problem when I compiled the engine (compiled 2 times 4.25 and 2 times 4.25.1, no errors, and YES I rebuilt all the shaders and YES I harassed Epic Games about it lol.
I think the "all CPU" optimization is here, but all this does is fill all of them with sh*t and crash !
(sorry it made me lose days of work without finding solutions and forces me to dev on Windows, which make me REALLY MAD !!)
randyl 17 Jun, 2020
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The demo runs really well. It took me a little while to get used to the controls. I started with a DS4 but switched to KB/M for better aim and flight control. The controller worked well but I preferred the keyboard and mouse more.
Corben 18 Jun, 2020
Quoting: randylThe demo runs really well. It took me a little while to get used to the controls. I started with a DS4 but switched to KB/M for better aim and flight control. The controller worked well but I preferred the keyboard and mouse more.
The current demo is in fact the prototype kickstarter backers got. It runs ootb with Proton, as it's using DX11 as default renderer.
Unfortunately that's not the case for the closed alpha, which defaults to DX12 now. And DX12 support in Proton/Wine needs to mature a bit more. But there is help, just pass -dx11 as launch option, and it's using DX11 again which makes it playable via DXVK *phew*
More details over at protondb.


Last edited by Corben on 18 June 2020 at 2:05 pm UTC
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