UPBGE (FINALLY) in Blender 2.80 - Wishlist ! (The future of blender's Game Engine)

Im not lying here Guy’s now all this is being improved a milion times better than what i did back in 2015 now if i get UPBGE i will give it a shot, and i will try to use some of the Post-Processing elements and components !!!

But all i can say now is that the Graphics look exceptionally well as we speak if i were to release a Gameplay Video now these are how the Graphics Currently look like Now !!!



Well hopefully i believe there’s still another way right using BGE to better this a 100 times better at the same time optimizing it for the LOW-END laptops and PC’s…



Well the reason why iam targeting the Low-End is because most PC users can’t afford High End machine’s and the majority of people have intergrated cards now if i can make my game playable smoothly on all systems / PC’s with out any bad significant Graphical downgrades than thats Good News for me and for the BGE then my game can compete with Unity’s games so idk but it seems like BGE is the way considering the fact that its still stable and reliable.

But UPBGE wouldn’t be a bad choice to pick later on as i progress with production.

Fred/K.S

Didn’t read what other people told, so let’s just speak short about advantages of UPBGE.
> HDR for high definition filters and wide lighting range(one of my favourite UPBGE features)
> Easy to setup real-time cubemaps and mirrors
> Texture mipmap-blur control(including use of stencils in nodes)
> Offscreen rendering(useful for optimized filters, e.g. 2-pass blur for significantly faster bloom and DoF filters)
> Instancing for dense foliage in scenes
> PCF shadow filtering
> Mipmap support in 2D filters(for blurring, fast average exposure etc.)
> Removed bad features
> Constant updates and bugfixes
> Bright future

Also UPBGE can expect to see soon:
> Area lights(propably rectangle, sphere and tube?)
> GGX specular BRDF(I’m working on this :P)
> GGX BRDF cubemap sampling?
> Image-Based Lighting with HDR support for environment light(sky)

So in my opinion UPBGE is extremely awesome, especially for filters(which often makes up 50% of the shader-quality(in nowadays often 100% in deferred rendering)). I highly suggest to use UPBGE as it’s being actively developed and has many awesome features. Yet, it can have some small issues at moments due to fast development cycles(but they always get fixed).

That’s great to hear!

Since this thread is about BGE vs. UPBGE, I am really interested to hear from you what are the current plans of the UPBGE team, especially for Blender 2.8 and after. It has been mentioned that Eevee might become the renderer for the game engine. Now when I read your list of features, it looks very much like duplicated work in quite a few areas in the case that Eevee would be used in the future. Have you been in touch with the viewport developers? Do you plan to integrate your unique features into Eevee? Are there still plans that UPBGE because the actual BGE?

First we want to make the UPBGE run in 2.8. This is already being worked on and we have results!
Then, since Eevee uses depsgraph and relies 100% on Blender data, which BGE can’t use, we will need to write our own renderer, but use the same shaders as Eevee.

Since the game engine and Eevee are totally different things, we will not integrate any UPBGE features to it since that’s not our speciality.

Umm have you heard of Armory? This is the future of the BGE.

Armory is being developed to become commercial software last I’ve seen (it will play well with Blender, but you will have to pay for it).

UPBGE is just as free and open source as the engine it is based on (and considering the hard work put into it, it will be a great day when it replaces the old and crusty bug-filled engine that comes with 2.7x).

Originally Posted by adriansnetlis View Post
Didn’t read what other people told, so let’s just speak short about advantages of UPBGE.
> HDR for high definition filters and wide lighting range(one of my favourite UPBGE features)
> Easy to setup real-time cubemaps and mirrors
> Texture mipmap-blur control(including use of stencils in nodes)
> Offscreen rendering(useful for optimized filters, e.g. 2-pass blur for significantly faster bloom and DoF filters)
> Instancing for dense foliage in scenes
> PCF shadow filtering
> Mipmap support in 2D filters(for blurring, fast average exposure etc.)
> Removed bad features
> Constant updates and bugfixes
> Bright future

Also UPBGE can expect to see soon:
> Area lights(propably rectangle, sphere and tube?)
> GGX specular BRDF(I’m working on this :P)
> GGX BRDF cubemap sampling?
> Image-Based Lighting with HDR support for environment light(sky)

So in my opinion UPBGE is extremely awesome, especially for filters(which often makes up 50% of the shader-quality(in nowadays often 100% in deferred rendering)). I highly suggest to use UPBGE as it’s being actively developed and has many awesome features. Yet, it can have some small issues at moments due to fast development cycles(but they always get fixed).

Wow i am so amazed i think that i will give UPBGE a try n then i’ll see how much i can push my Game far !!!

Wow adriansnetlis iam so convinced now its about time i give UPBGE a shot !!!

Wow the results are so striking just like in that Post Processing video they uploaded, iam so impressed …

Shit , honestly speaking i have no other words to say Guys my mind is blown away at what UPBGE can do !!!

Thank you so much for all the opinions and point of views !!!

Fred/K.S

Originally posted by TwisterGE
First we want to make the UPBGE run in 2.8. This is already being worked on and we have results!
Then, since Eevee uses depsgraph and relies 100% on Blender data, which BGE can’t use, we will need to write our own renderer, but use the same shaders as Eevee.

Since the game engine and Eevee are totally different things, we will not integrate any UPBGE features to it since that’s not our speciality.

Then why don’t we all wait for Blender 2.80 if BGE and UPBGE are going to merge at some point ?

Blender will be at its powerfullest !!!

Fred/K.S

Thanks for the information.

It’s been mentioned in code.blender.org (can’t find the source right now), that the viewport might be used for the BGE, too. Later on it was mentioned in Blender conference talks again as far as I remember (again, I can’t provide the source).
It is great to hear that you are working on a 2.8 integration. At the same time it is rather disappointing to hear that the viewport and the game engine are not going to use the same renderer. They have so much in common that I believe it is a shame not to use that as much as possible. I certainly understand that this wouldn’t be a trivial undertaking.

Yes, with the next version, Blender will the the powerfullest. And with the version after that, it will be powerfulleller. And the version after that will be the powerfullellestest. That is pretty much how software is usually developed.
If your goal is to create a game, you should never wait for the next version or a certain release, because there will always be fancy features just around the corner. You just have to get started, be it with the BGE, UPBGE or any other game engine that makes sense for your project.

People have already made pbr shaders in the GE,

Taking the current render,
Adding more built in shaders, (offscreen bloom, etc)
Rewriting materials section,
Add forward+ light cuts to render,
Generate static reflection probe grid
Generate global illumination probe grid, converge w/ spherical harmonics

And now the upbge render is better than evee I am pretty sure at running games and using pbr.
(static mesh batching and true instancing)

Also, the glsl nodes can be extended *

I don’t know the exact current state of Eevee, nor what exactly the UPBGE renderer is capable to handle.
What is for sure is that both of them are real time renderers, which need to have features that are remarkably related. To achieve good performance, there are standard techniques like the ones you have mentioned. There is batching and instancing. There are standard ways to handle real time reflections, there are standard ways to deal with lighting and shadows. All of that is going to be needed in Blender, twice.

I assume that we are going to see Vulkan being used in Blender in the future. If the application uses the multithreading capabilities of Vulkan properly, there are pretty surprising performance gains. That needs to be properly implemented in Blender, twice.

There is potential to bring Blender and its game engine closer together. That would be a huge plus overall in my opinion. It would also very likely increase the acceptance of the BGE, because the whole Blender community could profit from improvements simply by using the viewport.

However, all of that is irrelevant since that is not going to happen. Initially it would require a lot of work and whether it would be a good idea to make Eevee ready for both the viewport and the BGE from the very beginning is a completely different story. With that in mind, I can absolutely understand their decision.

Quick question, once the new calls are all used, will upbge render be android compatible?

Go home troll, you hath no power here.

Games are coded by coders, graphics are made by modelers.

Quit talking smack and go do either.

Originally posted by Leinadien: Sorry to crash the party but, there’s more to graphics than fancy shaders and lighting. UPBGE is exciting because of the updated logic nodes, hopefully what was hard or impossible to do before, saving, camera setups, proper loading of scenes etc will be easier to do in this engine. Graphics can look good in almost any engine capable of displaying 20 000 polygons on the screen at once.

I have said this before, some of you guys who think your games will look much better with this new engine. Most of your games I know won’t look much better than a ps2 game if even that good when you use this new engine. Graphics is not something that is created with the click of a button.

I’m not trolling when I’m telling you this, it’s the truth. You’re like kids who up until recently have been playing with a graphite pencil and now you’re going to get to play with a water color brush. Your drawings are still likely going to look like shit.

The only thing that UPBGE has going for itself are the logic nodes, if they’re bad or not good enough for a non programmer to create a game with, then this engine is going to fail and no good games will be released with it.
not True i disagree to this statement, and thats a statement a hater would say to disprove the BGE or UPBGE’s capabilites when facts are already there !!!
(Its been proven many times bro many times)

Look blender is a Game Engine , yes thats right a Game Engine , UPBGE is an improved version of the blender game engine. These words say it all !!!
Have you looked at the UPBGE’s post processing video they posted earlier on this thread !!! (Have you taken a look at how great bender Games were and are still ? Eg:YoFrankie , Silicone 2, Arctic Alive , KRUM , Super Blender GALAXY , Sintel blender Game. Upcomming blender Games: Festival of Speed , Speed Racer A Whole New World 2 ,Engine Roar , Worn tires, Alanar , Ecclesia , I Will Escape , Achipelago , ELPIS blender game !!!)

(These are all great games and with some the GRAPHICS are amazing , some have the best gameplay of a propper blender game)

The Post Processing:(Video)
Well those graphics are so good they even on par with the Next generation of graphics that any console can produce specifically the PS4 , and no offense it looks better than a PS4 Game even the Graphics detail is so deep and so detailed . even though that was a showcase of what UPBGE ca ln do its still possible to make a game that contains all those components and visual features.

Speed Racer A Whole New World 2 looks good as we speak!!!

OK SO YOU WANT GRAPHICS HUH OKAY THEN STAY TUNED AND KEEP UP TO DATE WITH SPEED RACER A WHOLE NEW WORLD 2 IN THE UPCOMMING MONTHS AS IAM PREPARING SOMETHING BIG ,BIGGER THAN EVER BEFORE IT WILL BLOW YOUR MIND AND YOU’LL REGRET SAYING ALL WHAT YOU SAID ABOVE IN THIS THREAD !!!

And us artists and developers are not kids who are messin around !!! We’re actually working hard sacrificing pressious time to actually make something Great out of the BGE and UPBGE.

You shall see upbge’s games in the upcomming months of this year and you’ll be shocked !!!
!!! Be warned !!!

Fred/K.S

Originally posted by BluePrintRandom:
Quick question, once the new calls are all used, will upbge render be android compatible?

I hope so !!! Maybe it will also be able to pack apk files as Games , i know that the development team have already discussed this but it looks like UPBGE will !!!

Fred/K.S

Originally posted by Leinadien: Sorry to crash the party but, there’s more to graphics than fancy shaders and lighting. UPBGE is exciting because of the updated logic nodes, hopefully what was hard or impossible to do before, saving, camera setups, proper loading of scenes etc will be easier to do in this engine. Graphics can look good in almost any engine capable of displaying 20 000 polygons on the screen at once.

I have said this before, some of you guys who think your games will look much better with this new engine. Most of your games I know won’t look much better than a ps2 game if even that good when you use this new engine. Graphics is not something that is created with the click of a button.

I’m not trolling when I’m telling you this, it’s the truth. You’re like kids who up until recently have been playing with a graphite pencil and now you’re going to get to play with a water color brush. Your drawings are still likely going to look like shit.

The only thing that UPBGE has going for itself are the logic nodes, if they’re bad or not good enough for a non programmer to create a game with, then this engine is going to fail and no good games will be released with it.

Well clearly here’s a list of good games made on the BGE and UPBGE:




Fred/K.S

Honestly speaking guys i must say that iam so impressed at these results !!!



What does it take to get these desired results ?(does anyone know the code to this flare and also the textures?)


And can anyone pls explain to me how to achieve this kind of flare on BGE? (Please)

Thank you very much everyone !!!

Fred/K.S

Oh yeah look spheres and a plane, such amazing graphics, actually this looks better despite only being like 1000 triangles and 215x215 resolution textures. Before you guys obsess about hdri lighting and all the fancy shaders and stuff you should learn to at least make better graphics than the picture below in blender’s game engine. But let’s face it, you probably can’t.

Why you hating so much on the BGE ?
Trust me its not that bad bro !!!

Fred/K.S