I really like that shot, if the soft shadowing on the ground is realtime and has awesum performance.Didn't see these posted yet.
I really like that shot, if the soft shadowing on the ground is realtime and has awesum performance.Didn't see these posted yet.
Sorry but I haven't seen any current PC game that can pull that off (texture wise) Maybe I haven't been looking hard enough.
Ya think so? Don't think it could be more obvious, lol
I am starting to appreciate the stills more than before. Those insanely high res screens show certain things we haven't seen in current gen game yet. Plus, if prebaked shadows are history then it leads me to believe dev time and cost not only being saved but also being more natural.
I am really liking how the light from the volcanic Mjolnir is reflected off of the demon's armour.
You'd be digging it literally and living large if you knew that one's made out of platinum and the other is gold.
I really like that shot, if the soft shadowing on the ground is realtime and has awesum performance.
I hate the artstyle; need to see it in motion before making a judgement.
Not digging this one.
I guess I feel like I'm supposed to caveat everything in this thread until we see a video. =PWhy wouldn't the shadowing be real-time when they have been talking up that change?
Didn't see these posted yet.
I love how Epic makes it sound like all their own engines short-comings were universal to the whole industry. Let's ignore the fact that Cry Engine 2 did 100% dynamic lighting back in 2007.
Then the twist: Willard reveals that both the cinematic scene and the following tech demo havent been running off a game file but in real time from within UE4′s game editor. Its like finding out that the actors on TV are actually tiny people living inside your set. It also helps him show that changes can be made to the games design and code, recompiled and executed nearly instantlya technical feat that has been simply unheard-of in game development. And just like that, the silence in the room becomes reverent. The videogame industry has changed.
The UDK -did- have some decent daytime shadows if you used that one giant sunlight, but if I recall correctly the performance sucked and the shadows might not have been so nice and soft.
Yes, but they aren't used by a scary number of devs.Again, hasnt cryengine already been doing this for awhile?
Yep, that was the one I was referring to. I spent a good bit of time removing stuff from that tech demo to try to get good performance. XDThey had a whole tech demo centered around it (showed the entire day-night cycle). I suspect it was a bit brute force compared to the new implementation.
CryEngine presumably was, and to some extent even UE3/UDK had a play in editor window feature. However UE3 has been used by lots of developers, they try to have efficient toolchains to go from content creation tools to the editor, they may have had better support for developers than CryTek, etc.Again, hasnt cryengine already been doing this for awhile?
So particles are the new bloom. Great.
A remake of this flythrough with all this details would have been great instead of this demon crap!we have come a long way. looks great imo!
Yes, but they aren't used by a scary number of devs.
I wasn't speaking on how many devs use the engine, just on how in both quotes Epic and the more importantly the media are projecting as if this is an industry wide problem that only the great team at Epic has finally been able to crack.
The second quote is just all out repulsive. PR masquerading as journalism. It's pathetic.
Shots fired with that latest screen.
Goddamn.
Where the fuck is my UDK 4.0.
Didn't see these posted yet.
Didn't see these posted yet.
*nipples becoming perky*∀ Narayan;37970848 said:realRiven made in this engine.
Make it happen.
This is what I want The Storm Peaks to look in WoW.
Lol, this one just looks ridiculous. Other updated screens are nice though.
The more I see the more impatient I become.
Now I really hope Epic gets their way with new consoles.
It's because of the shallow depth of field. People use tilt-shift lenses to achieve the same effect in real photographs. (See "miniature faking")The environments look like miniatures.
Judging by job postings 50%+ of Microsoft's games run on UE4 so the better it works on Xbox 3 the better it is for them.They did on the 360 so I'm sure they can do it again.
∀ Narayan;37970848 said:realRiven made in this engine.
Make it happen.
How do I say "meh" x1000. Looks no better than current gen and Crytek3 already outclasses it. I know its probably just a bad demo with bad art assets but come one...
It's running of existing technology. I think you're missing the point a bit.
Seeing things running in real-time and switching effects on/off will be impressive, no doubt. I'd love to see the new particle effect stuff they're talking about. That's going to be huge, in my opinion.
Looks no better than current gen and Crytek3 already outclasses it.
In what way does CE3 "outclass" what we currently know about UE4?
Didn't see these posted yet.
Can't say I'll be missing static cubemap reflections next gen.
One more: (also updated post with mountains with better pic http://www.neogaf.com/forum/showpost.php?p=37967974&postcount=400)
In what way does CE3 "outclass" what we currently know about UE4?