Minos Posted May 19, 2012 Report Posted May 19, 2012 it's been almost 10 years and epic still can't make stuff look better than the beginning of that video lmao Quote
Thrik Posted May 19, 2012 Report Posted May 19, 2012 That video was so mind-blowing back when it first came out. Quote
2d-chris Posted May 19, 2012 Report Posted May 19, 2012 yeah that demo was mind blowing, but it couldn't run for shit on consoles at the time haha Quote
-HP- Posted May 20, 2012 Report Posted May 20, 2012 I think it looks badass, this is definitely the way I pictured the next-next-gen to be. Quote
PhilipK Posted May 21, 2012 Report Posted May 21, 2012 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? Quote
kleinluka Posted May 21, 2012 Report Posted May 21, 2012 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 Quote
Pampers Posted May 21, 2012 Report Posted May 21, 2012 some more info: http://gameindustry.about.com/od/trends ... t-Look.htm Quote
Nysuatro Posted May 22, 2012 Report Posted May 22, 2012 I like it that they removed unrealscipt Quote
Warby Posted May 22, 2012 Report Posted May 22, 2012 Dynamic Global Illumination One 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 ^^ Quote
Evert Posted May 22, 2012 Report Posted May 22, 2012 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 Quote
Warby Posted May 22, 2012 Report Posted May 22, 2012 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. Quote
robert.briscoe Posted May 22, 2012 Report Posted May 22, 2012 Dynamic Global Illumination One 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 ^^ Me too, I was really unimpressed with CE3's Efforts Quote
e-freak Posted May 23, 2012 Report Posted May 23, 2012 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. Quote
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