Hah, I was expecting lightning :v:
It's amazing seeing how far the Unreal Engine has come.
We are now hitting that point in technology where we can't tell the difference between Computer Generated & Reality. I feel so fucking blessed to see it all happen before my eyes!
[QUOTE=Agent Cobra;45757429]Hah, I was expecting lightning :v:[/QUOTE]
Please forgive english not gud. Damn.
Also, he got replies from the Unreal dev team:
[QUOTE]Very impressive!!! I would love to see this run on Oculus :-) Do you have plans on releasing the content? I would love to be able to have folks here look at it and potentially help with engine optimizations so it can be used with an Oculus on a high end machine. This would make a great experience :-) [/QUOTE]
One step closer to realizing the dream of meeting my waifu.
God those reflections are incredible.
[QUOTE=uber.;45757455]Please forgive english not gud. Damn.
Also, he got replies from the Unreal dev team:[/QUOTE]
Wait wait wait, this is done by some random guy ?
Jesus, I thought that was official content :v:
Now just add a Human model in there and it will probably look not that real anymore.
Other than that, that is looking really good.
[media]http://www.youtube.com/watch?v=BAAPTiuFdwU[/media]
His other shit is fantastic too.
legit can't tell the difference between that and real life, amazing stuff.
Looks like some high level CGI but its fucking realtime rendered.
It looks okay
I would love to go back in time and show this to the guys working on the very first version of the engine. They'd jizz themselves.
I wonder how shit's gonna look like in five years time.
And how affordable hardware is going to be then. I mean in 5 years today's graphic cards and processors will be pretty fucking cheap, while it can render the shit we see in that demo.
Which doesn't mean people should buy then 5-year old hardware, but still I like playing with the thought.
My god, we've finally reached the stage of a game engine looking like it's from the real world.
What a time to be alive.
I remember these comments during showing off Crysis. Don't worry, when we get use to it, we will see the flaws.
I like how they push the real time graphics further, we will eventually get to the point where it might not even be necessary to render anything anymore (I mean obviously you don't have to render now seeing how new engines handle it, but renders still give you better quality in many more resolutions), saying goodbye to hundred of hours spent on rendering, but this is where all the engines are headed towards.
[QUOTE=Grindigo;45758532]I like how they push the real time graphics further, we will eventually get to the point where it might not even be necessary to render anything anymore (I mean obviously you don't have to render now seeing how new engines handle it, but renders still give you better quality in many more resolutions), saying goodbye to hundred of hours spent on rendering, but this is where all the engines are headed towards.[/QUOTE]
Weeell, thing is that you can only get so far with trickery like this.
Some applications, such as actual architectural visualization, require physical accuracy. Real-time engines can not provide that to this date. The closest current thing is the Brigade engine.
Not sure why, but when seeing that video is suddenly want a Deus Ex game on the UE 4 :v:
holy shit this looks great
[QUOTE=darth-veger;45758706]Not sure why, but when seeing that video is suddenly want a Deus Ex game on the UE 4 :v:[/QUOTE]
[media]http://www.youtube.com/watch?v=tjTQwZRUfb8[/media]
Little too shiny for Deus Ex, but then again it has to be to demonstrate the lighting :v:
Man, we must be like 2 or 3 generations away from photo-realism.
Jesus Christ it was like I was looking at a real hallway in the mall or something
really beautiful work, thanks for linking to the thread. it's nice to see the guy that made this is so forthcoming with info on how it was done. really clever trick too, he places a large white plane outside the "windows" with a bright spotlight aimed right at the plane (aka away from the window) then lets the GI bounce lighting run and create hyper-realistic indirect lighting that seeps into the room alongside the actual sunlight source. the amazing thing is that this really shouldn't be that intense on the hardware because all the fancy looking photorealistic lighting is just baked, not dynamic. aka the quality-to-performance ratio is way high, one of the many reasons i absolutely love Unreal 4
Makes me want to mess with UE just to make screenshots and videos like this.
Assume witchcraft and throw tomatoes at it, and eventually it should go away.
The thing is that we can eventually get areas looking literally like real-life at some point, and even crack the issues involving lighting and shadows in a realistic sense. But when people or objects start moving around, everything changes. From stylized appearances, to trying to make people as realistic as possible (and likely invoking the Uncanny Valley effect in the process), one can make an environment beautiful for a game but once people are in the picture, everything changes. Not to mention, cost-effectiveness for such graphical fidelity. For what this is, however, I really want to see Unreal Engine 4's full potential, but it'll probably take a bit longer.
I really don't want to diminish this guy's work, because it's really impressive in and of itself, but you guys might want to pull your panties back up a bit. Firstly, these are "archviz" or architectural visualisation demo's, which are designed to be flown through rather than interacted with like a game environment. This means that they are focused on getting maximum performance out of the visuals and don't consider things like physics or game logic, and therefore they aren't really comparable to how a game environment would need to be optimised. Secondly, the vast majority of the geometry in these demo's is made up of hard flat rigid surfaces, which compared to other surfaces like skin and water are significantly easier to shade and light.
All that being said, these demo's still look really great for running in realtime on a game engine.
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