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#21 |
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I don't think what crytek was doing is the same thing. New builds of UE3 has stuff like indirect lighting as well, but it's not nearly as effective as this demo. I should do more research, but I was under the impression that those were still all just clever hacks. They weren't actually making all the calculations. I'm not that familiar with Crysis, but the video for Crysis 3 isn't even in the same ballpark. They've been hyping their next gen engine for a while, but it looks like mostly hype to me.
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#22 |
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Doesn't mean a damn without a game behind it.
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#23 | |
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In a sense, you're right: UE4 implements new stuff, improvements of tech, etc. It's a new engine and it is better than before. Things improve and new bits get added, but nothing here is particularly unique at all, except that it is moving into the future. Hell, here's the product of 3 seconds of research of CryEngine 3 in 2010, doing 98% of what UE4 is doing.
I don't mean that this isn't all cool and all, just that it is merely cool and no big revolution
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#24 |
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This thing they have with Sauron....
And besides TWD, when you "stepped out" of the ISV kran you ended up in Spirevillage. Which looked quite amazing as well.
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#25 | |
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Last edited by TWD; 8th Jun 2012 at 03:39 PM. |
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#26 | |
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Like i said: it's a nice iteration. Nothing particularly special, but certainly an improvement. It is the future.
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#27 |
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I completely disagree. I used to have to wait hours to render this stuff using Maya and equivalent 3D packages, and I completely accepted that it should take that long because it was goddamn amazing that it could happen at all. Now it's happening in real time. What an incredible display of technology.
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#28 | |
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Last edited by Zxanphorian; 9th Jun 2012 at 12:03 AM. |
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#29 | |
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#30 | |
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But doing it all together is no simple task. That's a very complicated rendering pipeline. It's no wonder it took so many years to make it. It will be interesting to see how close others are to duplicating it, although square looks on the right track.
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#31 |
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Real-time rendering is a whole different ball game and employs vastly different techniques. It's a gross oversimplification to say it's "been around for years, you just couldn't do it in real time", and to give all the credit to GPU enhancements. You're glossing over a large number of man-hours put in by very smart people.
Last edited by cryptophreak; 9th Jun 2012 at 12:50 AM. |
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#32 |
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Well, they'll license it to everyone and their dog.
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#33 | |
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I give Epic a ton of credit on the engine design it self, I think they did a great job making it less of a chore to design a game, but pretty visuals never stay appealing for that long because there's always something better on the horizon as hardware improves. In a couple years we will just expect games to look this way just how we expect games to look like they do now.
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#34 |
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A little off topic, but still about the Unreal4 engine. Isn't it going to be primarily, if not exclusively designed for consoles? If so, I will never own a console, and that means the Unreal software dies here for me. D:
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#35 |
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I'm not sure, but considering the Unreal Engine at this point seems to be mainly licensed out to other parties and even developed for mobile apps, I would assume that there still would be PC games based on the UE. But, I wouldn't hold my breath for any PC games coming from Epic any time soon. Didn't they say that they are going console-only now?
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#36 | |
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tricoro
Join Date: Jan. 20th, 2008
Posts: 4,720
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^Nope. They still have to announce their PC-only game.
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#37 |
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