Unreal Engine 4.14 introduces a new forward shading renderer optimized for VR, enabling crisp multi-sampled anti-aliasing in your games. The new Contact Shadows feature renders beautifully detailed shadows for intricate objects. We've also introduced a new automatic LOD generation feature for static meshes that does not require a third-party library.
We’ve streamlined the animation tools to help you be more productive, and added many new features to Sequencer (UE4’s non-linear cinematic tool), as well as improvements to vehicles, clothing and animation Blueprints.
For mobile developers, Vulkan support is ready to use on compatible Android devices! And, we've added various new mobile rendering features such as reading from scene color and depth, and the ability to draw 3D objects on top of your UI.
On the Windows platform, C++ programmers can now use Visual Studio "15" for development. Visual Studio 2015 is still supported.
Had it been Unity Engine then sure, those usually upgrade to newer engines even from major releases (4.x to 5.x for example.) though with Cry-Engine and UE4 it takes a lot more work. (Months, Ark for example is still using UE 4.5.0 or some such whereas now it's 4.14.0 though they add some bits and pieces of the source code from newer builds from what I've read.)
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
shadows are flickering and the floor is lifeless..
Its the first thing i thought when i saw this..something is wrong, missing..then it hit me..no life, no ants, etc..
also, if you see dat shadow flickering once u cant unsee it..
i guess shadows are really hard to make perfect in realtime rendering...
..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::..
Shadow maps are very imperfect and are guaranteed to introduce artifacts at certain angles unless the maps are at unrealistic sizes. Any of the shadow map post processing techniques available can mask some of these problems, but they always break given the right input.
This is what happens when all of current real time rendering technology and algorithms is focused on shader-based rendering.
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"
Now make a game looking like this and running at 60 fps that would have reasonable system requirements, and I'll be impressed.
Rendering cutscenes at glorious cinematic 30 fps with no interactivity? Not that big of a deal. .
That's such a shortsighted opinion, it hurts...
You do realize it has to start somewhere?
I don't think it's a shortsighted view of things. I have to agree with him...and you
True it has to start somewhere but if you take as an example and this can certainly apply to many other titles, it's just the one that comes to mind here.
Final Fantasy franchise...How long did it take for the game play to look like the first game that had CGI in it ? Too lazy to check it out but I'd say out of pure memory..Hmm 3-4 years ? I might totally be wrong but that's not the point.
Point is, that to achieve a game play with these videos up there quality wise running at minimum 60fps, my best guest would be 3-5 years and I'm being very generous.
The hardware yes!! will perform exponentially but not that much (insert milking cow) and that's not even talking about the price range of that said hardware.
Again it's all about taking their time slooooooooowwwwwwwwwlllllllyyyyyyyyyyy = $$$$
For what we might know, they probably already have those capabilities right now but....
It's those Reptiliens fault...They rule the world!! Damn fuckers!!!
My 2 cents!!
Cheers!!
Lian-Li XL Dynamic ROG Black - EVGA 1000w - Lian-li Galahad 360 AIO - MSI X570 Meg Ace - Rysen 5950x - G.Skill 4x16GB CL14 3600@3800(14-15-15-34) - Samsung 960 Pro 512 - Samsung 960 Pro 1TB - Kingston HyperX SSD 120gb SATA 3 (6gb/s) - WD Black Caviar 2x 2TB SATA 3 (6gb/s) Raid 0 - WD Black Caviar 2 TB SATA 3 (6gb/s) - EVGA 3090 FTW3 - LG C1 48" 4k120hrz
I believe it when I see it in a game. We've seen so many tech demos from Epic that were absolute fail when engine was released. Remember when UE3 had completely dynamic shading system?
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum