Actually it looks worse because of art and the use of bloom that Epic still hasn't understood after all those years. It is technologically more impressive tho.
Rein should've never made those comments about how UE4 would look in comparison to the Samaritan demo.
I agree. There is clearly a lot of cool stuff going on from a technical standpoint (the sparks coming off the demon's face for example looks like something that would be impossible with pre-existing tech in real time), but that doesn't mean it "looks" amazing. It's not the kind of visual jaw-dropper that you saw with the UE3 tech demo, the jump from PS to PS2 and the like.
Saying that it would make Samaritan look bad by comparison doesn't seem to be very accurate from any sort of aesthetic standpoint.
Don't remember any massive particle showcase in Samaritan like the one being talked about. Anyway this probably looks better it just that the setting and themes in Samaritan are more interesting.Doesn't look any better than samaritan demo imho.
Probably something I'll need to see in motion because right now. Doesn't really look like a step up from Gears 3.
Can we wait for a video before we condemn UE4.0? Typical GAF overreaction.
Huh? That's it? Where is the jaw dropping next gen visuals?
I will say that the part about compiling being nearly instant is freaking awesome.It's better than Gears of War 3, but I had the same thoughts about wanting to see it in motion.
Anyway, we've definitely hit the point of diminishing returns.
MIA man. UE4 seems like UE3 with a few toppings.
I would rather see how Unreal Engine can be used for many different art styles, and not just Realistic, Realistic Medieval, or Realistic "Bald Space Marine" Sci-Fi games.
One of the big issues with Unreal games IMO is a lack of variety in how these games look. An engine should be much more flexible in its output.
No, we are not. Why do you think that?It's better than Gears of War 3, but I had the same thoughts about wanting to see it in motion.
Anyway, we've definitely hit the point of diminishing returns.
I will say that the part about compiling being nearly instant is freaking awesome.
No, we are not. Why do you think that?
They'll help the industry by improving gaming experiences, allow developers to do things they couldn't before? What exactly escapes you?Ughh There's something really wrong here. I don't get how more power on consoles will help the industry. The dev costs will rise astronomically, more shit will be outsource to places like Vietnam and shanghai(Like Virtuos), and it will be a ridiculous nightmare to manage.
I want a better explanation Clifford.
I don't think that's a fault of the engine though.
Other engines have proven to be much more flexible, or to put it fairer - much more imaginatively used. Valve's Source engine has given us Team Fortress 2, Portal 2 etc. And then there is the EAD engine used for Wind Waker, Twilight Princess, Skyward Sword - all be it with updates and tweaks over the years."One of the big issues with Unreal games IMO is a lack of variety in how these games look. An engine should be much more flexible in its output."
They are. They all are. It just so happens those handful of "looks" are what's popular, so that's why every other game looks like that. It's not like this is new or a UE specific problem.
No, we are not. Why do you think that?
I have the utmost respect for Tim Sweeney. This guy has definetly taken over from John Carmack as the premier programmer of the entire industry - even though we haven't recognized it as such - it's too obvious at this point.
And his vision is... incredible. He's talking about end game graphics technology; planning for it... and is in the right position to do so in a manner that will make these things a certainty.
It might seem a triviality from the perspective of people that only think real time graphics are good for games... but it's one of the more critical technological substrates for a virtual world - and everything that it implies.
This isn't just a matter of making shit look pretty for us - it goes to the core of the technology that can help us co-opt materialism.
Just think... if we had light weight AR/VR glasses, full motion controls, computer graphics that exceeded the limits of human perception... think about how that would change the way we interact - how we do things. How we travel, and create. Suddenly the digital world isn't just a supplement or a retreat for nerds - but the main world within which people spend their time, while the real world... well, it'll change, and hopefully for the better.
To think... all along, it was the gamers that held the keys to a new era of humanity...
I am happy to give them the benefit of the doubt, but until some of these tech demos show us more artistic uses of the Unreal Engine, and the released games stop looking the same as each other, I will have to blame it on something!
Doesn't really look like a step up from Gears 3.
How about the developers?
you just listed everything i do not want
i dont want to wear retarded glasses and run around, give me a fucking joypad and good games.
death 2 motion controls.
They'll help the industry by improving gaming experiences, allow developers to do things they couldn't before? What exactly escapes you?
So a full reveal next month? Basically confirming next gen consoles at E3...I hope
Ok now that Im reading through the thread, people seem unimpressed.
Trust me
There isn't one scene in Samaritan this complex.
While i understand exactly what you are saying, you are focusing on aesthetics. That's just one part of what conforms the visuals in a videogame. Of course is easy to appreciate the jump from PS/N64 to Xbox/PS2 generation, it's like going from cave paintings to the renaissance.If an equivalent leap in technical prowess does not result in an equivalent leap in aesthetic improvement, then you have hit diminishing returns. That does not imply that progress is over and things won't continue to look better, it just means that you need to put more in to get the same level of improvement you got before. You could probably make the case that for 3D games, diminishing returns started with the 360/PS3. Sometimes I still can't get over what an incredible improvement PS/n64 to PS2/GC/XBOX was.
Not even close really. When you try to render a city, say of the level of complexity of a game like Assassins Creed, there's a ton of visual artifacts due to this cycle limitations. Correcting them wouldn't need an increment in budget. It'll need just more processing power.Can't we already do that? It might be just a question of scale.