• CryEngine as a Service - 10$/mo no royalties
    97 replies, posted
[QUOTE=CapsAdmin;44308427]I'd say Unreal.[/QUOTE] By miles.
Cryengine is really nice, but Ryse didn't look that great. Now State of Decay with the Cryengine enhancer mod looks nice.
[QUOTE=itisjuly;44308446]Just me or is "physical/ly based" a buzzword when it comes to realtime game engines? How can it be physical lighting model when lights are not simulated anything like real life?[/QUOTE] no, physically based isn't a buzzword. it's a very specific set of requirements. there's physically based lighting and physically based shading. lighting means that the light intensity is being controlled in lumens and the light attenuation follows the inverse square law. shading means that the shader model is a bidirectional reflectance distribution function that closely matches the properties of many real, physical materials. it also means that energy conservation is taken into account. all of the above things are exactly how light works. the only real places in which it fails to reproduce the real world accurately is TRUE photon bouncing (global illumination) and realtime reflections. so no, it's definitely simulated like real life. [editline]21st March 2014[/editline] [QUOTE=Stiffy360;44308550]I haven't toyed around with it, but does Unreal 4 have soft shadowing and penumbra on sunlight? That's one of my favorite features of CE3 Also Ryse has PBR, but it's not in the free CE3 sdk, making UE4 a better option. Still, I kind of dislike how Everything in UE defaults to Epic's art style, leaving indies with it as well. (a lot of UE3 games have high contrast and a slight desaturation, as well as lots of orange) Out of the box CE3 has more more natural lighting. But that's art style I guess. But the soft shadows is a huge part for me, as trees and other objects cast soft shadows, which can really enhance the scene a lot if used correctly.[/QUOTE] that isn't how UE3 worked out of the box though. it has exactly the same shading models you see in CryEngine (except skin). the desaturation and contrast you mention are post process effects that are not applied when you make a level in UE3. when you say art style, you're confusing a number of different things. mainly that most artists never understood how to properly implement an asset into the engine, a problem even Epic had. This is part of their reason for switchy to PBR, it's very robust and demands understanding how it works in order to produce a decent result. it's also hard to make something that's physically implausible. it's also that lightmass wasn't that refined, and people had trouble understanding how to make something look different. UDK was extremely flexible but it all comes down to having the knowledge to utilize it properly, which most people don't have. to answer your question tho yes it has penumbra and softness control. UE4 has all the lighting features you could ever dream of and more. i was very impressed when i looked at how expansive their training content goes. like the free example content project in their store is 3 gigs.
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