Looks like wired added several more pics, don't remember these being posted when the article came out:
Damn very unimpressive shots. Can't believe how angular/blocky some of the stuff looked. And Epic wants more powerful hardware lol.
Looks like wired added several more pics, don't remember these being posted when the article came out:
Damn very unimpressive shots. Can't believe how angular/blocky some of the stuff looked. And Epic wants more powerful hardware lol.
It seems like this is mostly a feature set demo. It was probably not a good idea to release these kind of images, since they do not have the production values of something like Samaritan.
It better be a lot different.Well considering the demo was meant for developers, most of it is to be expected. This is simply a report on the embargoed GDC demo with screencaps probably from that demo. People need to realize this. The E3 demo could be alot different.
The issue is, you need more and more power to create small leaps.
You're not going to see a massive jump in still images next-gen at all. The changes will come in motion, and that can act against them very easily.
Most of these pictures are showing off tessellation and other effects. It's not really meant to be impressive.
Of course, it looks even less so because we have already seen all these effects in other engines.
It better be a lot different.
Or show something tangible. Right now? This isn't worth the money necessary to make it feasible.
I believe you are getting ahead of yourself. There is quite alot in these few pics that show huge improvements. A next-gen game with this engine would look phenomenal.
http://i.minus.com/i6dLdfqZ7UhCC.jpeg[IMG]
This pic alone shows so much thats its staggering.[/QUOTE]
I disagree vehemently. Put that up against a cluttered Uncharted scene, and the differences aren't huge.
Looks like wired added several more pics, don't remember these being posted when the article came out:
I truly hope so, but based on those pics I have to say that Unreal Engine may be falling behind. Frostbite already looks phenomenal on PC, Crysis 2 DX11 is simply beautiful. Could it be that Epic rested too much on its laurels?
au contraire. Uncharted pales in comparison. Maybe you're eyes are untrained but its wholey apparent.I disagree vehemently. Put that up against a cluttered Uncharted scene, and the differences aren't huge.
I believe you are getting ahead of yourself. There is quite alot in these few pics that show huge improvements. A next-gen game with this engine would look phenomenal.
This pic alone shows so much thats its staggering.
au contraire. Uncharted pales in comparison. Maybe you're eyes are untrained but its wholey apparent.
Epic has a lot more competition now then it did at the start of this gen.
Uncharted looks good, but you can't be serious.I disagree vehemently. Put that up against a cluttered Uncharted scene, and the differences aren't huge.
So you list three MAJOR components of the renderer and just call it "the only difference" -_-'The only difference is higher precision shadows, an overabundance of tessellation (sloppily used by the looks), and lighting (which we can't appreciate because it's in a static image).
This is supposed to show us tech that isn't possible. So far all we're seeing is a bunch of effects being used in tandem that offer limited improvement (especially in the way being depicted here) for a large cost.Uncharted looks good, but you can't be serious.
The amount of geometric detail, the lighting, the particle effects... This easily looks like it could be from a CG trailer for a current gen game. Even if if looked similar, which it doesn't, the earlier screenshot of the mountains was MUCH more detailed than any background in current gen games. Have you ever looked off into the distance in an Uncharted game? The background in the UC3 cutscene when you first arrive at Yemen(?) is atrocious. Why do people always overestimate what current gen games look like?
No I'm saying they aren't a big enough difference for a $500 console.So you list three MAJOR components of the renderer and just call it "the only difference" -_-'
The only difference is higher precision shadows, an overabundance of tessellation (sloppily used by the looks), and lighting (which we can't appreciate because it's in a static image).
Things you'd expect using an engine developed for 2012 hardware. Things you'd expect on engines developed in 2005 hardware permitting. Not worthy of the expected $500 consoles it's likely tied to.
Unreal Engine 3 Demonstration (2004)
Can't wait to see UE4's.
So you list three MAJOR components of the renderer and just call it "the only difference" -_-'
Right now you're talking about things purportedly in the engine that we can't see in the screens. Real-time GI? You can tell by flames leaving hued lighting on objects and those objects in turn altering the lighting on other objects. Could easily be prebaked until we see it in action.Um ok.
From that shot alone you can see emissive materials, thousands(probably millions) of high resolution particles, real-time GI, probably thousands of active physics objects, as you said way higher resolutions shadows, accurate lens flare(notice the embers in the bottom left) and specular reflections. Note that Epic added Image base reflections too(Samaritan). There isn't any game available now with this much going on at the same time at this precision.
It may not pass your eye test but please don't go diminishing what is easily one of the most impressive game tech showcases in a long while.
UE4 demon doesn't look so hot now, does it?
SO. VERY. TRUE.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.
Right now you're talking about things purportedly in the engine that we can't see in the screens. Real-time GI? You can tell by flames leaving hued lighting on objects and those objects in turn altering the lighting on other objects. Could easily be prebaked until we see it in action.
Screens will tell us less than nothing. It will tell us what we want to see, more than we actually do see.
Geometric complexity isn't exactly huge. Not much larger than scenes we see anyway. Tessellation is another wash until we see it in action. That demon is really low poly in comparison to him up close. Most of these changes are barely noticeable in screens. The entire image might be comprised of them, but until seen in action your mind is filling in the details that aren't there.
I'm looking at an image that could be approximated by modern hardware. With no way of knowing if effects are being rendered in realtime. As of today? This still image isn't a huge jump. If a jump at all.Say what?
You can easily see everything I just noted and we have a report saying that it is real-time. And what are you on about the demon being low-poly? Do you actually know what to look for or are you just trying to play the tough critic role?
lol, nothing in this demo is low poly
Well, low poly in comparison to the close up shot of the demon. Which is how tessellation works. Like a LoD engine on steroids. Fluidly moving polies where necessary. Get close enough (if modeled that way) and pores should be viewable.
You can't see their biggest improvements in static screens, making the release of them useless.
I'm looking at an image that could be approximated by modern hardware. With no way of knowing if effects are being rendered in realtime. As of today? This still image isn't a huge jump. If a jump at all.
We can't see Global Illumination in a static screen. We can't see these amazing particle effects, what we see is achievable in an engine developed in 2005. Until seen in action, with Bokeh, GI, all of these bells and whistles it isn't impressive to me. It looks like a game made in 2012 on UE3.
iamshadowlark said:au contraire. Uncharted pales in comparison. Maybe you're eyes are untrained but its wholey apparent.
iamshadowlark said:It may not pass your eye test but please don't go diminishing what is easily one of the most impressive game tech showcases in a long while.
To me, that's kind of the point. With every previous iteration of the Unreal Engine, the visual improvements and features were noticeable and obvious to even the layman. That's not happening this time, a sign of diminishing returns.
I'm sure that the demo is a technical marvel, impressive to those that can appreciate the complexity going on behind the scenes. Those people, however, are a minority.
The engine looks nice, but if it requires more horsepower beyond what even Sony and Microsoft intend to offer, I can't imagine the price would be worth it. At least, to me personally.
YOU can't see global illumination in the screen. I know how to look at the main light source for the scene and see how it accurately bounces throughout the whole VP. I can see the color bleeding and what looks to be indirect lights.
But ok you're right a 2012 UE3 game lol.
LOL. We can get a general overview of the quality of the lighting with these shots. We could even compare it to Lightmass to see how close it is to it. After all, some lights like the sun could be static on a scene while others are moving (muzzleflashes or whatnot).YOU can't see the GI either. Until viewable in realtime these screens are useless. You're mind is filling in the blanks that a screenshot cannot convey. You see no movement of the lighting, you see no interplay in the lighting, you see nothing but what you "think" you see.
Only when lights are bouncing in action can you say you're watching GI in action. And even then we've gotten damn good at approximating it.
GI isn't about dynamic/changing light sources, it's about the way the light "bounces" off of objects. GI can definitely be seen in screenshots.YOU can't see the GI either. Until viewable in realtime these screens are useless. You're mind is filling in the blanks that a screenshot cannot convey. You see no movement of the lighting, you see no interplay in the lighting, you see nothing but what you "think" you see.
Only when lights are bouncing in action can you say you're watching GI in action. And even then we've gotten damn good at approximating it.
I say you are jumping the gun. This demo is intended to show features to developers(i.e those with trained eyes) The E3 demo will probably be alot more consumer friendly.
LOL. We can get a general overview of the quality of the lighting with these shots. We could even compare it to Lightmass to see how close it is to it. After all, some lights like the sun could be static on a scene while others are moving (muzzleflashes or whatnot).
The common depiction is of separate colored spheres altering the light bouncing from one to the other. But we approximate that through prebaked lightmaps. Until altered in realtime we could just be looking at one of those approximations.GI isn't about dynamic/changing light sources, it's about the way the light "bounces" off of objects. GI can definitely be seen in screenshots.
Part of the reason is that they just chose a really bad scene to showcase all of this.
The engine gets hated on enough for being brown and overused with lens flares
I would have preferred to see something like this
http://fc08.deviantart.net/fs71/f/2010/142/4/9/Crysis___Game_Environment___06_by_MadMaximus83.jpg[/IMG[/QUOTE]
I agree, the empty mountains are just boring to look at. If it was the Samaritan guy looking over a huge detailed city, I think most people would be impressed right away.
The image with hammer on a floor is very clear example of proper GI solution with emissive materials and it is very impressive.GI isn't about dynamic/changing light sources, it's about the way the light "bounces" off of objects. GI can definitely be seen in screenshots.
I think this sums up my feelings much better. I'm sure the tech is freaking amazing under the hood but the visual results in screens don't wow mean.Looking at games like Uncharted, GeoW, GoW etc on current gen systems, we can find various very clever tricks that have been employed by the devs to maximize visual impact while staying within the bounds of console limits. The experience and ingenuity are two key factors that have led to evolution of graphical fidelity on a closed system. Eg: Graphical difference between Uncharted 3 and 1.
So far, as impressive as the underlying tech maybe behind these screens, I feel it to be missing that "wow" factor. Of course, it is reasonable to assume that 1. in motion things will be looking up significantly and 2. as the engine evolves and so do the skill and experience of devs utilizing the engine, we may see things truly remarkable on the next gen consoles.