• Striking Unreal Engine 4 tech demo looks good enough to live in
    51 replies, posted
[url]http://www.pcgamesn.com/striking-unreal-engine-4-tech-demo-looks-good-enough-to-live-in[/url]
Pretty amazing for realtime, but it's a totally static scene. Probably baked light as well. I could see some really interesting applications for this though, like interactive apartment virtual tours, especially with VR headsets.
I want to ruin that scene with gore and rocket fire
720p recording of your super duper graphics engine. Really?
Some more natural camera movement would have gone a long way... but the visuals are nice.
Architecture and similar artificial still life scenes like cars have always been looking really good in renders. Personally I'd be more interested in performance, especially in an interactive environment with moving physics objects etc, or at least a couple people since getting skin to look right is still rather difficult. Tho in general I feel like current graphics aren't really held back by textures, polies, lighting effects or even particles (unless you count dynamic, actually flowing water), it's mostly animations. HL2's still one of the few games out there in which NPCs actually look at the player, turn to them during conversations, and don't look completely awkward when interacting with the world. From simple stuff like realistically drinking a glass of water to NPCs glitchlessly traversing player-manipulated environment on the fly, I feel like most graphics challenges nowadays are tied to animations since current mocap only offers so much and hand-crafting animations is really expensive.
The mirror killed it for me.
It's almost boring because half the time I forget it isn't real and it seems like you're just watching a video of an actual apartment
I can't wait to recreate the map to the best of my ability in the DOOM engine.
looks as good as PT to me
[QUOTE=bitches;47023505]720p recording of your super duper graphics engine. Really?[/QUOTE] should be in 4k
[QUOTE=ThePanther;47023488]Pretty amazing for realtime, but it's a totally static scene. Probably baked light as well. I could see some really interesting applications for this though, like interactive apartment virtual tours, especially with VR headsets.[/QUOTE] Making it non-static wouldn't be totally out of the question, I mean the realtime GI is remarkably fast in UE4, though a little flaky. Throwing people in there would be a different story (you could do it, they would just look out of place unless they were very carefully modelled/textured/shaded) but you could probably get some kind of Myst style game looking like that with dynamic lighting and various props and effects doing animations and moving dynamically.
To be fair if this is all baked it's not impressive at all. You could do the same in Unity or even source.
A single apartment with baked lighting running 25FPS at 720p I mean is this supposed to be impressive or I mean yeah it looks good, but until I see a more open scale at a steady framerate I'm not really hyped.
[QUOTE=gk99;47036390]A single apartment with baked lighting running 25FPS at 720p I mean is this supposed to be impressive or I mean yeah it looks good, but until I see a more open scale at a steady framerate I'm not really hyped.[/QUOTE] There is a 1080p 60fps version of this in the video's description.
also you could just download it and run it yourself v:v:v
I was really impressed until I got it for myself and realised that everything is just baked and the reflections are god awful. I mean look at this shit. [t]http://puu.sh/fkSdT/5932eadf03.png[/t] [t]http://puu.sh/fkSiP/453646c086.png[/t] [t]http://puu.sh/fkSzn/6ec521ee0f.png[/t]
[QUOTE=Wickerman123;47054484]I was really impressed until I got it for myself and realised that everything is just baked and the reflections are god awful. I mean look at this shit. [t]http://puu.sh/fkSdT/5932eadf03.png[/t] [t]http://puu.sh/fkSiP/453646c086.png[/t] [t]http://puu.sh/fkSzn/6ec521ee0f.png[/t][/QUOTE] You DO realize that realtime high resolution raytracing is still incredibly difficult for GPUs right? Not to mention the only test programs I could find for it are motherfucking CUDA-only.
i am shocked, i can't believe this potato can run UE4 also the film grain is kinda annoying
[QUOTE=nagachief;47054731]You DO realize that realtime high resolution raytracing is still incredibly difficult for GPUs right? Not to mention the only test programs I could find for it are motherfucking CUDA-only.[/QUOTE] You know what isn't though? Render textures. If postal 2 can have realtime mirrors, I don't see why this can't.
[QUOTE=itisjuly;47054907]You know what isn't though? Render textures. If postal 2 can have realtime mirrors, I don't see why this can't.[/QUOTE] Isn't it due to the way deffered renderers work that you can't really feasibly do real time reflections?
[QUOTE=Stiffy360;47054992]Isn't it due to the way deffered renderers work that you can't really feasibly do real time reflections?[/QUOTE] You're thinking of anti aliasing. Deferred has no problems with reflections.
I hate these fucking articles. A Good artist makes some nice environment on their own damn time for fun, practice, and portfolio building, and a whole bunch of stupid fucking laymen clamor around it going "WOW LOOK WHAT THIS GAME ENGINE DID" followed by a bunch of assholes going [QUOTE]720p recording of your super duper graphics engine. Really?[/QUOTE] [QUOTE]I was really impressed until I got it for myself and realised that everything is just baked and the reflections are god awful.[/QUOTE] [QUOTE]To be fair if this is all baked it's not impressive at all. You could do the same in Unity or even source. [/QUOTE] [QUOTE]A single apartment with baked lighting running 25FPS at 720p I mean is this supposed to be impressive or[/QUOTE] Hell, check out the youtube link. The comments are all identical to the shit posted here. Do you think these statements are unique? You think you've found that magical "GOTCHA" that's gonna reveal this artist and this engine as a sham just because some shit was baked? It's not about the fucking engine at all. The guy just designed a house and chose to use UE4 for visualization. That's the tall and short of it. It recently happened with our very own Juniez of this website. He made the Mirrors Edge environment, in UE4, and the comments were all EXACTLY THE SAME. "It's just baked so its not impressive" "wow look he made an environment that was already in a game gj faggot" Meanwhile I watched this dude work for like a month getting the proportions accurate and building all of the props that populate the scene at a blistering fucking pace. (gj faggot) Fucking bottom feeders.
[QUOTE=xalener;47055146]I hate these fucking articles. A Good artist makes some nice environment on their own damn time for fun, practice, and portfolio building, and a whole bunch of stupid fucking laymen clamor around it going "WOW LOOK WHAT THIS GAME ENGINE DID" followed by a bunch of assholes going Hell, check out the youtube link. The comments are all identical to the shit posted here. Do you think these statements are unique? You think you've found that magical "GOTCHA" that's gonna reveal this artist and this engine as a sham just because some shit was baked? It's not about the fucking engine at all. The guy just designed a house and chose to use UE4 for visualization. That's the tall and short of it. It recently happened with our very own Juniez of this website. He made the Mirrors Edge environment, in UE4, and the comments were all EXACTLY THE SAME. "It's just baked so its not impressive" "wow look he made an environment that was already in a game gj faggot" Meanwhile I watched this dude work for like a month getting the proportions accurate and building all of the props that populate the scene at a blistering fucking pace. (gj faggot) Fucking bottom feeders.[/QUOTE] You sound very mad. In context of the news article that talks about UE4 this is NOT impressive. We are not talking about his artistic talent but possibilities of the engine. How about you calm down and put on a new pair of panties? Oh sorry for talking on context of the thread that is about UE4 tech demo. You sound like the only "faggot" here.
It's not a tech demo. It's the dude's exercise he decided to make public. That's my problem with all of this. The article, and all of you, are twisting his intent and shifting the focus away from the shit he ACTUALLY worked on. It's a shitty fucking article. In the context of REALITY, It's not about the engine. It's about what the man did.
[QUOTE=Wickerman123;47054484]I was really impressed until I got it for myself and realised that everything is just baked and the reflections are god awful. I mean look at this shit.[/QUOTE] You can have pretty good dynamic lighting (but limited or no indirect lighting in that case - because computers aren't still capable of good GI), you can integrate things nicely with static lighting (dynamic objects will cast shadows which blend properly with object shadows), and you can have reflections which are dynamic (but it comes at additional cost of rendering the scene reflections) or tied to picture on screen (UE4 computes screen-space reflections - so things reflect other things which are currently on-screen). At this point you CAN make a realistic scene which is partly dynamic, with all sorts of fancy lighting, but it'll require extra effort from artists and depending on how far you wanna go, might require a lot of resources.
[QUOTE=xalener;47055194]It's not a tech demo. It's the dude's exercise he decided to make public. That's my problem with all of this. The article, and all of you, are twisting his intent and shifting the focus away from the shit he ACTUALLY worked on.[/QUOTE] Take it to the article writer. Shitting all over the commenters is bloody moronic.
[QUOTE=itisjuly;47026037]To be fair if this is all baked it's not impressive at all. You could do the same in Unity or even source.[/QUOTE] Yeah. We can just use cubemaps for reflections and I'm sure the physically based rendering doesn't mean anything anyways. That was sarcasm. Although it's true you actually can use really high texture resolution and poly count in Source ( and I assume Unity?). Physically based rendering and shading make a huge difference. As for lighting and shadowing. I honestly think a good mix of realtime and pre-rendered is the best. If you try everything in real time, it can't be half as good as if it were pre-rendered. But at the same time, you need to make sure the real time methods don't contrast with the static ones. Unreal does a pretty good job at mixing dynamic and static methods. They make sure the dynamic shadows don't overlap lightmapped shadows from the same source. Plus now they have real time GI for some areas. Really, it comes down to the content. If you have a mostly static environment. Why would you waste cycles rendering real time GI and shadows. You could actually be using those resources in another, more important part of your game. But of course if you have a rather dynamic environment, then more dynamic methods are useful. Honestly. I think the demo was cool. For the most part the reflections were done really well, but they went a little overboard with them. Most importantly the materials looked like what they were supposed to, which is why I think physically based rendering and shading will be an important next step in making games look realistic.
[QUOTE=itisjuly;47026037]To be fair if this is all baked it's not impressive at all. You could do the same in Unity or even source.[/QUOTE] what were you fucking expecting realtime GI?
There's also that. Realtime GI isn't really feasible outside of the super fucking broad LPVs that only work in really specific environments. DX12 is apparently gonna bring SVOGI within reach, but the install base is gonna be so fucking tiny with this new API (and the fact that current gen consoles won't have access to it) that it probably won't catch on for another fiveish or more years after Win10, DX12, and this new gen of GPUs are out. Hell, it may never catch on and fizzle out. Who knows?
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