Any information about the renderer? (IE. did they go REYES or something funky?)This is actually all running in the Unreal 4 editor. Impressive. You can change everything, realtime.
Wasn't there a recent tech demo that consisted of just a bunch of dolls in a studio? And everyone said, "what's so special about that?" I don't think most gamers can honestly tell the difference between baked lighting and real time stuff unless you go out of your way to overemphasize it, like in the Samaritan demo.
The lighting and particle effects are supposed to be the impressive parts of this demo, but we obviously can't judge either from screen caps, though the particles around the demon's eyes do look impressive.
Samaritan, I get.
Gears 3? C'mon now.
Am I the only one to think it doesn't make "Samaritan demo" looks like crap ?
I even find that Samaritan looks better...
They have DX11 version now.I'm pretty sure the current CE3 SDK doesn't allow for native MSAA.
btw, if the snow uses the same tech we see in the eyes (which probably does), then it is going to be very impressive in motion.
CE3 does this for a year already? or so...This is actually all running in the Unreal 4 editor. Impressive. You can change everything, realtime.
CE3 does this for a year already? or so...
When Epic transitioned from UE2 to UE3, you didn't need to see it in motion to tell the difference. It only took one screenshot to let you know that it was a massive visual leap.
Exactly what i was thinking.I don't know what I expected to see but I expected more.
It's actually in Epic's interest to make this not happen, since they are trying to create middleware that is industry standard, easy to use, with very efficient pipelines. It's what they are arguing (though presumably exaggerated) about creating a game in one year instead of two.$100 games confirmed.
one of the ugliest trends in gaming graphics, random massive spot of colour. It's like you've just finished staring at the sun for 10 minutes then started playing a videogame. Do not want.
The detail is astounding though.
Really? Cause I think it looks great imo
Yeah, the particles are what's wowing me. I think when we see this in motion it's going to look insane. Having these kinds of dynamic simulations in high fidelity with motion blur, depth of field, and all the bells & whistles will be shocking. It's doing all of the extra shine that'd previously defined the line between what's real-time or cgi this gen.The particles coming from the demon's eyes look very impressive, CG-like even. But the demon itself doesn't look like somthing that UE3 could not do.
btw, if the snow uses the same tech we see in the eyes (which probably does), then it is going to be very impressive in motion.
one of the ugliest trends in gaming graphics, random massive spot of colour. It's like you've just finished staring at the sun for 10 minutes then started playing a videogame. Do not want.
The detail is astounding though.
I'm not really that impressed...
Doesnt look any different than UE3. Looks just like gears to me. :-/
That would be nice.Those screens are from Too Human 2.
$100 games confirmed.
In the past, game developers employed a trick known as staged lighting to give the impression that light in a game was behaving as it would in the real world. That meant a lot of pre-rendering—programming hundreds of light sources into an environment that would then be turned on or off depending on in-game events. If a building collapsed in a given scene, all the light effects that had been employed to make it look like a real interior would remain in place over empty space. Shadows would remain in the absence of structure; glares that once resulted from sunlight glinting off windows would remain floating in midair. To avoid this, designers programmed the light to look realistic in any of that scene’s possible situations—one situation at a time. “You would have to manually sculpt the lighting in every section of every level,” Bleszinski says. “The number of man-years that required was astounding.” UE4 introduces dynamic lighting, which behaves in response to its own inherent properties rather than a set of preprogrammed effects. In other words, no more faking it. Every light in a scene bounces off every surface, creating accurate reflections. Colors mix, translucent materials glow, and objects viewed through water refract. And it’s all being handled on the fly, as it happens. That’s not realistic—that’s real.
I expect there to be a huge gif circle-jerking thread where people really get excited about this. Next gen is going to be about motion, physics, and particles.
I'm recalling Killzone 2. I remember people seeing the first screenshot of that game and thinking it was a joke- like they took a pic of a pic in the game, precisely. Then we saw the game in motion and there were threads filled with insane gifs for two years. Coincidentally, that was the first time since Gears of War that people really started to feel like graphics were going somewhere. A lot of people have been expecting this type of evolution for next-gen. I'm excited to see it. The bad news is that this sort of thing seems like it would drag framerate down. We're probably going to keep seeing devs shooting for locked 30 fps.
After the cinematic, Epics senior technical artist, Alan Willard, starts playing the demo. At this point the view switches to that disembodied first-person perspective made so ubiquitous by shooting games like the Call of Duty franchise and Epics own influential Unreal titles. Willard maneuvers his avatar into a dimly lit room where a flashlight turns on, revealing eddies of dustthousands of floating particles that were invisible until exposed. In another room, globes of various sizes float in the air. Willard rolls a light-emanating orb along the floor (think of a spherical flashlight that rolls like a bowling ball) and beams of light wobble and change direction, illuminating parts of the room and revealing the clusters of floating spheres with a kind of strobe effect. At first it all seems perfectly familiar: Well, yeah, you think, thats how theyd act in the real world. Whats the big deal? But it is a big deal: This is stuff that videogames have never been able to simulatethe effects simply arent possible on todays consoles.
Zelda. Running Unreal Engine 4.
This got me all steamy -
UE4 demon doesn't look so hot now, does it?
"It comes down to deciding if they are only using the "flexible" engine to develop samey titles with a 'popular' aesthetic, or if perhaps the engine is restricting what they can do, or perhaps it is just a coincidence."
I'm curious as to how you think they would be "restricted" by the engine with regards to art style? For example, what do you think Valve did with TF2 to get its look that isn't possible in UE3?
"Portal 2"
Portal 2 looks pretty much identical to Half-life's aesthetic (it's a spin off, story wise, so this is a given), which is the "realistic" look you claim to be tired of.
UE4 demon doesn't look so hot now, does it?