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Unreal 4 Engine Demo Reel

  • Squirrelly
  • May 17, 2012 at 9:43 PM
  • kleinluka
    • May 21, 2012 at 9:26 AM
    • #21
    Quote from PhilipK

    I never understood why it's so important to show off the wireframe shots with tesselation on. Isn't the whole point with it that it should be a pretty clear visual difference with it on?

    i think they just show those cause it looks cool and techy

  • Pampers
    • May 21, 2012 at 10:32 PM
    • #22

    some more info: http://gameindustry.about.com/od/trends ... t-Look.htm

  • Nysuatro
    • May 22, 2012 at 7:44 AM
    • #23

    I like it that they removed unrealscipt

  • Warby
    • May 22, 2012 at 8:41 AM
    • #24
    Quote

    Dynamic Global IlluminationOne of the most important developments in Unreal Engine 4 is the use of a system where all lighting is dynamic. Every light, shadow, and bounce

    that sounds great ! but i wanna see how the indirect illumination stuff works first before i buy the whole "dynamic bounce" thing ^^

  • Evert
    • May 22, 2012 at 8:55 AM
    • #25
    Quote

    The system is capable of simulating over a million particles (compared to previous-generation's hundreds, at best), and is designed to allow real-time design interaction, as well as vector fields.

    This is what sounds most interesting, though I wonder what exactly is meant in that article. Is it 1 million one pixel particles on the screen with no overdraw or

  • Warby
    • May 22, 2012 at 11:40 AM
    • #26

    with what you are describing there has got to be overdraw (even though its probably only going to be on individual pixels rather than large square areas of your frame buffer) other wise you wouldnt get any "mixture/modulation" making all the particle fx uninteresting/boring/pointless

    fire or smoke gets its "character" from changing the density turbulently.

  • robert.briscoe
    • May 22, 2012 at 6:29 PM
    • #27
    Quote from Warby

    that sounds great ! but i wanna see how the indirect illumination stuff works first before i buy the whole "dynamic bounce" thing ^^

    Me too, I was really unimpressed with CE3's Efforts

  • e-freak
    • May 23, 2012 at 8:56 AM
    • #28

    what? The GI stuff or the dynamic lighting?

    The GI is a one-bounce solution for efficiency reason. I'm not a programmer, but I bet you could go crazy with our GI if you had the calc power.

  • cityy
    • June 8, 2012 at 10:54 AM
    • #29

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  • Taylor
    • June 8, 2012 at 11:31 AM
    • #30

    60fps?

    Quote

    no

  • knj
    • June 8, 2012 at 11:54 AM
    • #31

    Art direction for this demo was pretty poor, using only primitives geo with fancy shader would look at least this good lol

    while Samaritan (wich is still Ue3) was "WOW", this was just "ok" , my question is - when this is out and how fast the public UDK will support UE4 (new gears are still on ue3, right ?)

    and looks like there is no need for light maps (and no baking and shit) wich is the biggest WIN for me (CE3 rlz for now)

  • knj
    • June 8, 2012 at 1:44 PM
    • #32

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    but this looks sweet

  • Psy
    • June 8, 2012 at 2:22 PM
    • #33

    The UI looks so much nicer than the MILLIONS OF BUTTONS EVERYWHERE approach of UE3.

  • -HP-
    • June 8, 2012 at 3:10 PM
    • #34

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  • PogoP
    • June 8, 2012 at 4:32 PM
    • #35

    Dude that was just posted on the other page.

  • sarge mat
    • June 8, 2012 at 4:35 PM
    • #36

    Impressive tech wise, but thought the art was pretty poor to be honest. The 3.9 Samaritan demo was way better looking.

  • Vilham
    • June 8, 2012 at 4:40 PM
    • #37

    Liking the look of the tools, would be interested to try them if they release a UDK for it.

  • Minos
    • June 8, 2012 at 6:20 PM
    • #38

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  • knj
    • June 8, 2012 at 10:34 PM
    • #39

    lolz you guys

  • Taylor
    • June 8, 2012 at 11:18 PM
    • #40

    Tools look much better, loving the new Kismet.

    I hope it's not another generation of games running at below half an acceptable frame rate, though.

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