If true, this looks pretty spectacular and Nvidia and AMD have something to strive for.
Now if it's fully destructable and has physics applied to objects. Otherwise it will just look like an episode of "The Amazing World of Gumball"![]()
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I'm working on stuff in UE4 right now. While this stuff is possible, it currently shreds hardware. Scenes like this are all very small. If you tried to make a Skyrim with graphics like that your machine would cry. I've used the house demo and stuff, and it does look absolutely incredible, but its more of a tech demo at this point. At like 1080p you'd need 4 way sli Titan XPs to run a fully fledged out game like that, if not more.
We'll get there though, and UE4 is well optomized.
No object physics exists in those demos, but the engine is capable of it.Last edited: Oct 17, 2016Convel likes this. -
Wow, if Skyrim looked like that I'd never stop playing it. Err, wait that's what I do now.
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Does UE4 support Vulkan ? and the SLI / XFX is no go with UE4 which is sad.
As of now the Only Engine well optimized for Vulkan is IDTech 666, Hope we can see some fantastic performance with upcoming engines. That BF1 looks Insane though...
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looks amazing, something for us to look forward to many years down the road......
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i would never leave the strip club in GTA.
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Deadpool would be a really fun game then too.
houstoned likes this. -
And now add aliasing after disabling that 8x SSAA which was used here and consider you playing FPS game here, would you really have time or wish to blink an eye on realistic way of surrounding? NOPE. Games are into 2 things: beautiful look and optimisation, in regression to realism.
You can have time gasping about surrounded realistics in games like Talos Principle where it's the way of playing it (walking around and look at surrounding searching for interaction with elements).
But even in those games nobody cares about 1000-polygon-based chairs which alone would build additional 5-10% of GPU calculations in Crysis 3. Put 12 of these and your framerate is cut by half. This engine presentation is nothing but a marketing clownery. It could be a good PR step and muscle showing, yet scewed by over exaggerated game demos people would still know what is actually going on here. But THIS? After I saw those chairs... wasn't even tesselation but real 3D model out of thousand triangles.Last edited: Oct 18, 2016 -
i_pk_pjers_i Even the ppl who never frown eventually break down
I look forward to running games that look like that at 5 FPS.
Seriously though, I've always been impressed with the Unreal Engine. It's a fantastic engine that has been used to produce some really great games. -
True, UE4 is a great engine. Wouldn't call it really new however, it's 2 years old already.
Shame it doesn't support SLI, but other than that it's incredible. It's my first engine to do some real stuff with (after some very basic attempts in Unity 3), been working almost since public release and so far I enjoy the possibilities. -
HaloGod2012 Notebook Virtuoso
Kade Storm, Niaphim and TomJGX like this. -
PrimeTimeAction Notebook Evangelist
They should change the name to "Real Engine 4"
Niaphim likes this. -
/Edit done a quick search, haven't found anything positive on multi-GPU support, only VR stuff. GoW 4 uses custom modified engine that supports SLI (read as "developers implemented it themselves"). If someone has definitive information on the subject would appreciate.Last edited: Oct 18, 2016 -
HaloGod2012 Notebook Virtuoso
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Ionising_Radiation ?v = ve*ln(m0/m1)
That tech demo wasn't from this year - it's nearly two years old at this point. I know because I remember having seen it on 9gag back then (heaven forbid I ever go there now).
At any rate, UE4 looks good (Ethan Carter is one beautiful example), but a good enough eye, or even an average eye, can pick out details in that film that clearly show some shortcomings, like stretched textures, excessively jagged rocks, etc. I'd like to see Renderman films run at real-time, something like this:
As I've always said, accurate soft-body physics simulation and ray-tracing is where it's at - together, both of these obviate the need for hacks (yes, they may be elaborate, and they may look good, but they're still hacks) like anti-aliasing, tessellation, ambient occlusion, specular mapping and so on. Renderman is a ray-traced renderer, which is why it's used exclusively for films. Even the very highest-end of today's hardware will choke and die trying to run a Pixar movie in real-time.Last edited: Oct 23, 2016
New Unreal Engine
Discussion in 'Gaming (Software and Graphics Cards)' started by HTWingNut, Oct 17, 2016.