Have you even looked at the helmet? Focus yourself on a helmet (if you have one) and you'll see that no person on earth (well, maybe a blind person) has a view/focus like this.
No shit Sherlock It attempts to simulate a view shot through a camera lens.
There are better ways to do that, I've yet to see a game that can do this like IRL, all the DOF effects (which in games is just a cheap blur shader) I've seen so far are not even remarkably close to what it should be.
Without a ray-tracing backed engine, nothing can come close; everything is "cheap blur".
Exclusive sneak peek at new next-gen Unreal Engine 4 demo set to rock GDC - see the full piece on Friday.
Said footage: abload.de/img/asddaslqcdi.gif (copy & paste)
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
That did look fantastic, but the question is, will the UE4 games really look like that? We all saw that Samaritan UE3 tech demo and no game that uses UE3 looked like that.
That did look fantastic, but the question is, will the UE4 games really look like that? We all saw that Samaritan UE3 tech demo and no game that uses UE3 looked like that.
No UE3 games were released with the requirements of Samaritan or anything close to it. We will get closer soon enough.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
I will repeat what I keep saying, for 99% of the games the engine means shit. Nearly every engine can produce stunning visuals, just increase the resolution of the textures, include high polygon count models, make proper animations, etc.
+1 it's all down to how the game assets are produced, how well the engine features are utilised by the developers etc, then for PC they have to take in to account the many different configurations of hardware the average user has and the performance "optimisations" they implement for it, which inevitably means the dumbing down of textures, models and special fx.
Unfortunate news for UE4, Sparce Voxel Octree GI is out, Lightmass is in.
Quote:
The key differentiating factor between last year's demo and this newer iteration is that the Sparse Voxel Octree Global Illumination (SVOGI) lighting system hasn't made the cut. Instead, Epic is aiming for very high quality static global illumination with indirect GI sampling for all moving objects, including characters.
"[SVOGI] was our prototype GI system that we used for Elemental last year. And our targets, given that we've had announced hardware from Sony, that's where we're going to be using Lightmass as our global illumination solution instead of SVOGI," senior technical artist and level designer Alan Willard told Eurogamer, stressing that this new iteration of the technology has evolved significantly beyond the current-gen system used in titles like Mass Effect 3. Certainly, just the presence of so much more memory on next-gen platforms should improve lightmap quality on its own.
The new version looks noticeably worse:
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Engine features get cut all the time, it's not that controversial. Too bad it was the feature that hyped the engine though.
Their new PS4 demo looks embarrassing (in relative terms of course), but that's probably because they rushed it for GDC.
In other words:
Cevat Yerli: *laughs*
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
This is nothing new for Epic. Remember the famous UE3 engine demo? A lot of it also didn't "make the cut" in production version of UE3. So why would this be any different? Their engine hasn't been impressive in a very long time. What is impressive is their creation toolchain, which dwarfs just about anything out there. In comparison, the CE3 toolchain is like amateur pro stuff. This is why Epic has so many licenses. And once you experience that toolchain, there is very little reason to move away, especially when consider a target audience which pays little attention and cares even less about graphics.
Well that still doesn't explain as to why it didn't "make the cut"? Seeing as in their techdemo they already had it working
A tech demo is not an actual game though. The obvious answer is performance reasons but who knows.
@iPhoneNatan: that's all true, but it's also true these days the big publishers seem to want to have their own engines at least for the "big" (internally developed) games.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Yes, but how many are capable, truly capable, of creating an impressive engine, especially at launch date? We are now facing a "bold" new future where some major publishers have their own engine and are forcing it down their in-house development studios. Is this good or bad? Who knows. But it still likely that going into this generation of consoles, Epic will once again lead with the number of licenses, not due to superior engine but because of superior toolchain. To me, as a fan of technology, this is dire news, but I understand it from developers trying to push a product.
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