Digital Foundry vs. Unreal Engine 4 - Video, screenshots and analysis [eurogamer]

Am more impress with engines like GTA4 and Assassins creed's huge and populated worlds. Also Battlefield's destruction is fun too. I want more populated worlds with weather systems and better A.I.. Unreal games are based on small rooms with 5 to 10 bad guys. It's Meh. A lot of custom engines like the new Assassins creed 3s engine is where i want next gen to go. The addition of weather has me exited.
 
Bokeh, particles and lighting look stunning. Is there a reason why the geometry and textures&shaders look so shit though, everything looks really rough, like the hammer and door? I recall the Samaritan demo having really good models and textures.
 
Bokeh, particles and lighting look stunning. Is there a reason why the geometry and textures&shaders look so shit though, everything looks really rough, like the hammer and door? I recall the Samaritan demo having really good models and textures.

You dont need super high res textures when you're demonstrating lighting and particles.

This is a pure tech demo, not a possible new game preview.
 
Some of the posts in this thread man...
Do you guys know what a tech demo is? Why are people even mentioning the assets and the texture resolution? You do realize that what appears as "styrofoam rocks" is down to a couple if settings in the physics engine, not a deficiency with the engine itself? Come on, Gaf.

Hopefully we'll be seeing some human characters soon enough. Devs seemingly had some issues making those look good in UE3. Anyone know why that was? I'm not well versed in UE3.
 
hm not impressed at all,sorry epic but you teased this shit way too long,should have shown it 6 months ago,now the ff demo out of nowhere stole your thunder
 
hm not impressed at all,sorry epic but you teased this shit way too long,should have shown it 6 months ago,now the ff demo out of nowhere stole your thunder



We will see if you are saying the same thing when you are playing UE4 games in 2014.
 
Glad to know the best of these engines will still be brought out the most on PC. And not just any PCs, but stuff that's easy to buy on the market this very moment.
 
Just curious. Does anyone know if squenix plans to use the engine for more than just final fantasy? Would love to see a new game or genre made with it.

The UE4 demo looked great. I didn't care much for the indoor parts, but the transition to the snowy mountains was stunning.
 
I wish they'd release a the demo level for people to run in and throw stuff around. It would be nice to see how well my rig could run it.
 
Just curious. Does anyone know if squenix plans to use the engine for more than just final fantasy? Would love to see a new game or genre made with it.

The UE4 demo looked great. I didn't care much for the indoor parts, but the transition to the snowy mountains was stunning.

engine is designed to able to be modified so that more than just RPGs could be played on it. It's gonna be the go-to engine for all internal SE studios, including Eidos, Crystal Dynamics and I/O along with Square Japan.
 
engine is designed to able to be modified so that more than just RPGs could be played on it. It's gonna be the go-to engine for all internal SE studios, including Eidos, Crystal Dynamics and I/O along with Square Japan.

Don't IO and CD have their own toolsets? Is Square really gonna pull an EA and just shove the engine on every teams throat like EA is doing with Frostbyte?
 
Some of the posts in this thread man...
Do you guys know what a tech demo is? Why are people even mentioning the assets and the texture resolution? You do realize that what appears as "styrofoam rocks" is down to a couple if settings in the physics engine, not a deficiency with the engine itself? Come on, Gaf.

Hopefully we'll be seeing some human characters soon enough. Devs seemingly had some issues making those look good in UE3. Anyone know why that was? I'm not well versed in UE3.

Epic kept saying that the UE4 demo would blow our socks off compared to their UE3.5 "Samaritan" demo. And tbh, I was much more impressed by the Samaritan demo.
 
The assets look terrible TBH. You'd think they would have used higher quality textures and mapping
I agree with this.

As a whole, it doesn't measure up to Agni's Philosophy in terms of visuals. I realize it's just a tech demo, but considering the buzz about it before it was shown I expected a more complete package.

Don't IO and CD have their own toolsets? Is Square really gonna pull an EA and just shove the engine on every teams throat like EA is doing with Frostbyte?
They explicitly said that they are not doing that.
 
It's surprising to me that a lot of people on GAF is pretty ignorent when it comes to the technical side of games. It's easely one of the most impressive real time tech demo's I've ever seen and it gives me hope for next gen.
The fact that its running on a single card that is available on the marked for purchase at itself is impressive.

Sure it isn't very aesthetically pleasing. Wind Waker looks better aesthetically. But from a technical standpoint its looking very good. And I can't wait to see what a developer with great art direction could do with this tech.

I also wonder that if even people on GAF aren't impressed by this then what will the general public think of this? Yesterday I talked to people and I couldn't get them to understand that Watch Dogs and Star Wars 1313 wont look like that on their PS3 or 360. And I'm sure that if the quality went down and that the games are ported to those consoles that the vast majority wouldn't even notice that it looks worse.

This is also the reason imo why there are so many people out there who think Uncharted looks better then The Witcher 2 on PC and are oblivious to the amount of power needed for the little things they don't even notice.
 
This is also the reason imo why there are so many people out there who think Uncharted looks better then The Witcher 2 on PC and are oblivious to the amount of power needed for the little things they don't even notice.
I think that's unfair to the Witcher 2. Unlike this tech demo, W2 has fantastic, consistent assets and art.
 
I think that's unfair to the Witcher 2. Unlike this tech demo, W2 has fantastic, consistent assets and art.

Sure. But at that point we are talking about taste in aesthetics and no longer about all the reasons why its more impressive technically. Which is exactly what people are having a harder time separating these days because they are oblivious to the tech making it all possible. I'm sure PC gamers are more informed about things like these because they have more input on the looks of their game through settings and notice the little things that impact their framerate. Which has given them a more trained eye for these things over the years.

I didn't see this kind of ignorance when I used to frequent the PC General Boards on IGN some years ago. ( Not aimed towards you btw I'm just talking generally )
 
They explicitly said that they are not doing that.

Don't IO and CD have their own toolsets? Is Square really gonna pull an EA and just shove the engine on every teams throat like EA is doing with Frostbyte?

They actually are doing it. But this isn't an EA situation where DICE developed the engine and everyone else was forced to use it. Instead its a special studio built from ground up by SE to develop the engine based on the feedback from all of SE's teams. The goal is to have an engine basis that each team can take and modify for their games. I mean look at the credits from Agnis' Philosophy and you'll see a couple of Crystal Dynamics people mentioned.
 
Same applies here (it's still just one card they used for the demo)

Despite MSAA's popularity, "it is relatively costly in the demo because Samaritan uses deferred shading," explains Ignacio Llamas, a Senior Research Scientist at NVIDIA who worked with Epic on the FXAA implementation. By writing pixel attributes to off-screen render targets prior to final shading, deferred shading enables complex, realistic lighting effects that would be otherwise impossible using forward rendering, a lighting technique commonly used in many game engines. There are a couple of downsides to this: first the render targets require four times the memory since they must hold the information of four samples per pixel; and second, the deferred shading work is also multiplied by four in areas with numerous pieces of intersecting geometry.

"Without anti-aliasing, Samaritan’s lighting pass uses about 120MB of GPU memory. Enabling 4x MSAA consumes close to 500MB, or a third of what's available on the GTX 580. This increased memory pressure makes it more challenging to fit the demo’s highly detailed textures into the GPU’s available VRAM, and led to increased paging and GPU memory thrashing, which can sometimes decrease framerates.”
 
16 GB RAM in a PC is pretty much the standard these days.
Hahahaha, surely u jest, what the fuck is a standard human being going to do with 16GBs of ram?
I think even 8GB is excessive.

Ive only ever managed to break 6Gb when i had a High Poly model open in 3DS while rendering another High Poly in Octane.
With 7 or 8 tabs open in Chrome then and only then did i feel my 8GB ram was worth it.

check the amazing high resolution screenshots

http://images.eurogamer.net/2012/articles//a/1/4/9/1/0/9/2/UE4_Elemental_Cine_screen_00014.jpg.jpg

1920x-1
Im eerily unimpressed by this shot, nothing in it looks particularly amazing....however in motion i cant help but be impressed.
What res do you suppose the textures were at 2K, 4K?
Don't IO and CD have their own toolsets? Is Square really gonna pull an EA and just shove the engine on every teams throat like EA is doing with Frostbyte?
-.-
Only 1 none-DICE studio has ever used FrostBite, and that was Black Box.
Indeed the number will grow to 3 with Warfighter and Generals 2.
But thats far far far from every team when you consider they have some 30 teams.
 
The standard for what? For who? Most PC games are 32-bit and can't even address that much RAM.
And this is why people probably aren't at 16 GB en masse, even among new buyers. I'll go to that someday perhaps, especially if we start seeing 64-bit games that use up that much ram crop up, but there's really not much need for more than 4 for gaming alone, or high above 8 if you're not going to do serious graphical work or whatever that demands absurd amounts of ram.
 
-.-
Only 1 none-DICE studio has ever used FrostBite, and that was Black Box.
Indeed the number will grow to 3 with Warfighter and Generals 2.
But thats far far far from every team when you consider they have some 30 teams.

Criterion used 1.5 for Hot Pursuit and 2.0 for Most Wanted and Visceral's next project uses it as well (Army of Two sequel).
 
hahaha, go kill yourself.

Ignoring your childish response, Most Wanted [2012] uses EAGL, and the 2010 edition of Hot Pursuit uses use Chameleon (either/both of which could simply be [a] renamed modified variants of FB -- who knows), but, judging from industry rumblings, he's right about the next entry in the Army of Two series.

Edit: Corrected.
 
Ignoring your childish response, Most Wanted uses EAGL, and the 2010 edition of Hot Pursuit uses Chameleon (either/both of which could simply be renamed modified variants of FB -- who knows), but, judging from industry rumblings, he's right about the next entry in the Army of Two series.

The old Most Wanted used EAGL.

Im pretty sure Chameleon(HP and nuMW) was said to be brand new, or a modified version of Criterions own Renderware engine.(my memory fails me)
Im pretty sure theres an interview where they talk about their engine, giving no praise to DICEs FrostBite.
If they had modified it they would have given some indication.

Nonetheless this is very off topic so it doesnt really matter.

P.S Ive edited my post, mistaking Chameleon for FrostBite doesnt warrant seppuku.
 
Hahahaha, surely u jest, what the fuck is a standard human being going to do with 16GBs of ram?
I think even 8GB is excessive.

Ive only ever managed to break 6Gb when i had a High Poly model open in 3DS while rendering another High Poly in Octane.
With 7 or 8 tabs open in Chrome then and only then did i feel my 8GB ram was worth it.

These are the specs they used when 285 GTX was the most powerful single GPU card.

http://udn.epicgames.com/Three/UE3MinSpecs.html

HW Spec for Epic's Programmers

Lenovo ThinkStation D20 (Model 4158-C95)
Windows 7 64-bit
Dual Quad-Core Xeon Nehalem Processors (3.17GHz)
24 GB DDR3 RAM
nVidia GeForce GTX 285 (1 GB DDR3)
3x500 GB Hard Drives (1x OS Drive, 2x Data Drives in a RAID 0 configuration)

HW Spec for Epic's Level Designers

Dell Precision Workstation T7400
Windows 7 64-bit
Dual Quad-Core Xeon Processors (3.0GHz)
16 GB DDR2 RAM
nVidia GeForce GTX 285 (1 GB DDR3)
3x500 GB Hard Drives (1x OS Drive, 2x Data Drives in a RAID 0 configuration)

HW Spec for Epic's Artists (same specs as L.D.)

Dell Precision Workstation T7400
Windows 7 64-bit
Dual Quad-Core Xeon Processors (3.0GHz)
16 GB DDR2 RAM
nVidia GeForce GTX 285 (1 GB DDR3)
3x500 GB Hard Drives (1x OS Drive, 2x Data Drives in a RAID 0 configuration)

To help with hitting the NextGen Game asset wall, we do the following

All machines have 16 GB or more RAM. ]
...
Basically, the bottleneck is I/O so getting a RAID 0 and lots of RAM can help out a lot.

Most people at Epic are running Windows 7 64-Bit as their primary development OS. The biggest benefit is having more than 4GB of RAM as it speeds up iteration time immensely as you are no longer just constantly swapping to disk.

For programmers, the most obvious benefits will be in:

Compile C++; link C++
Compile UnrealScript
Run editor; run1-2 copies of the game
 
As a developer, the new editor demo vid was FAR more impressive to me.

Really impressive debugging tools

Yeah I'm not sure how much we're allowed to talk about this but the most impressive aspects of the live UE4 presentation had nothing to do with it's rendering capabilities.
 
These are the specs they used when 285 GTX was the most powerful single GPU card.

http://udn.epicgames.com/Three/UE3MinSpecs.html

He did say the average person.

4gb ram is the standard that modern pcs and laptops ship with. Not high end gaming kit or hardware enthusiasts, but the average consumer buying an average computer. I think a lot of people who play modern pc games more than likely have 6gb or maybe 8gb ram at a push. I don't. I have 32gb. I don't use 32gb, but I regularly use up to 16gb and sometimes more depending. At any given time i might have Photoshop, Flash CS5, 3DS Max, nDo2, Marmoset Toolbag, Unreal Editor and a web browser open, all while watching a film or tv show. The only way I would use more than about 20gb would be to also be running virtual machines at the same time.

Epic recommend 8gb for UE3 development, but I know tonnes of people who work very comfortably with just 4gb. I have no clue how they could utilise 24gb just running Unreal Editor. They have to be running other program's alongside it.
 
From last 2 quotes of my post (I added that part later though), it's not just the editor, they often need to run 1-2 copies of the games too. Also using it instead of swapping data to disk.
You can work with 4 gigs nicely (I have 4gb in my pc), but just building lights on Night and Day map drains whole of my ram. Only thing still keeping me on 4 is that I'll have to do a whole pc upgrade since it's DDR2.
 
Not impressed. Though that may have more to do with Epic's terrible asset design.

Aye, but for example, just imagine what DICE would do with it for Mirror's Edge 2...

It's the same every time - Epic don't really wow with their sample art, they provide the tools to allow others to be creative.

(And yes, I am aware a sequel to Mirrors Edge would likely use the new Frostbite engine).
 
ITT Gaf shows they do not understand the purpose of a technology demonstration.

Truer words have not been spoken. Agnis Philosophy is far less advanced than this demonstration yet GAF believes it is technologically superior.

This demonstration was not made for the mainstream gamer to ooh and aah at. It was made specifically for programmers, engine designers, and developer's who know what the hell these features are.
 
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