Beast wont be in any UDK release. Requires that you have access to the source C information of the engine. Plus this is a huge market for Autodesk.
Pretty awesome stuff though, we had a live showcase over at SCAD for BEAST and the other middleware products. The AI stuff is crazy and HIK is ridiculous. Autodesk middleware is awesome.
Beast calculates larger lightmaps the longer the light sits without moving. As you move it it calcs the lightmaps at smaller res, basically instantaneous GI. As opposed to Lightmass which you have to sit and wait for high res lightmaps. On the fly GI lighting essentially pretty fricken cool.
Nope the result is shipable. This completely replaces lightmass, wait a few moments and you have full res 4k lightmaps or whatever your highest settings are.
As far as quality Im not sure, Medal of Honor used it on their most recent release. The main thing here was on the fly lighting, without waiting for a lightmass bake.
This was close to one of the images they showed us to pimp its ability.
I've used Beast before, and a simple version of it is also in Unity3 (pro version). Even that is bloody awesome, fantastic results and so fast. Now that it's quasi-realtime, I think the quality should sky-rocket. No more waiting over a quick snack for large levels to bake, and people tend to get more adventurous when the time it takes to fix mistakes is almost nothing.
Autodesk's best move was buying out IlluminateLabs, by far. (Though IlluminateLabs's worst move was being bought by Autodesk, they were lovely people!)
Does anyone know how this integrates with Turtle for Maya? That doesn't do the real-time thing, but it does do awesome bakes. Is there much need for it, considering Beast is handling environments?
I agree whith you, but why they are using UDK for these videos ?
Anyway, it's impressive, but I prefer Enlighten which is in full realtime.
Beast was sorta born in UDK. DICE and Illuminate Labs had a history, with Mirror's Edge in UDK using Beast. IlluminateLabs was part of Epic Integrated Partner Program.
Also, it was UDK, Gamebryo or Unity. Nothing high-poly enough has been done in Unity and they're probably making Gamebryo jokes right now.
Well the level they are showing is the stuff from Epic Citadel and the UT3 level (can't remember the name). So my guess it's modded UDK... Who knows...
DM-Deck for the level.
I don't think Epic will integrate Beast in the UDK, there is no interest for developing lightmass if it's for using Beast later.
MoH used Beast for the Singleplayer and I guess they bought the integration of Dice (or at least some of the know-how), given that they integrated Beast for Mirrors Edge already as Lightmass wasn't available back then.
I know baking has some great advantages, especially considering mobile and web target platforms, but I've gotten really used to working entirely realtime in CryEngine (no self advertisment intended here) and I'd guess that Epic would probably target to get to entirely realtime as well, rather than sticking with Baking. I guess they'll keep Lightmass as the platform to render Lightmaps for low-spec systems but will go fully dynamic rather sooner than later.
In addition to the cost of licensee status of UE3 (which is $325k, from what I remember), you must also purchase a license for the Beast middleware which, according the Autodesk rep I talked to, "is about $50K for the first sku then additional sku's are less. A typical 2 sku project with support ( ie: Xbox 360 & PS3) is about $70K.
Mobile, android, iOs and ipad, etc. is a bit less."
While Enlighten looks fantastic (I've been following its development since 2005, and am giddy that it is finally in games now), I'm also suspecting that it costs a good deal more than Beast. So beast looks like it could be a good compromise, and be usable on a wider range of hardware. Though I did hear some mention that Enlighten's lighting quality scales depending on your CPU power. So it could run fine on a core2 duo, just not with the quality you'd expect, and likewise, you'd get superior quality if you had a machine running dual 10-core Xeons. Not sure if that's true or not though.
Sprung.. you said Medal of Honor but you linked two things directly related to Battlefield 3.
I do believe Medal of Honor used beast from what I remember though...
Well I was partially right. As it says in the first link. DICE uses the frostbite engine. And this is what they used for MOH multiplayer. DICE didn't make the singleplayer and for some reason they used unreal instead of the frostbite engine.
Well I was partially right. As it says in the first link. DICE uses the frostbite engine. And this is what they used for MOH multiplayer. DICE didn't make the singleplayer and for some reason they used unreal instead of the frostbite engine.
Medal of Honor (2010) used Beast/Unreal 3 for singleplayer and Frostbite 1 without lighting middleware for Multiplayer. SP developed by EALA, MP developed by DICE.
Medal of Honor : Warfighter (2012) used Frostbite 2 with Geomerics Enlighten (Just like BF3). MoH : WF developed by EALA aka Danger Close. BF3 by DICE.
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Pretty awesome stuff though, we had a live showcase over at SCAD for BEAST and the other middleware products. The AI stuff is crazy and HIK is ridiculous. Autodesk middleware is awesome.
Beast calculates larger lightmaps the longer the light sits without moving. As you move it it calcs the lightmaps at smaller res, basically instantaneous GI. As opposed to Lightmass which you have to sit and wait for high res lightmaps. On the fly GI lighting essentially pretty fricken cool.
As far as quality Im not sure, Medal of Honor used it on their most recent release. The main thing here was on the fly lighting, without waiting for a lightmass bake.
This was close to one of the images they showed us to pimp its ability.
Autodesk's best move was buying out IlluminateLabs, by far. (Though IlluminateLabs's worst move was being bought by Autodesk, they were lovely people!)
Does anyone know how this integrates with Turtle for Maya? That doesn't do the real-time thing, but it does do awesome bakes. Is there much need for it, considering Beast is handling environments?
Anyway, it's impressive, but I prefer Enlighten which is in full realtime.
It's not UDK. It's the for-lots-of-money Unreal Engine 3 you license with full source. Biiig difference
Beast was sorta born in UDK. DICE and Illuminate Labs had a history, with Mirror's Edge in UDK using Beast. IlluminateLabs was part of Epic Integrated Partner Program.
Also, it was UDK, Gamebryo or Unity. Nothing high-poly enough has been done in Unity and they're probably making Gamebryo jokes right now.
Well shit. Just checked it, and yeah, you're right. I feel silly now
Not sure about dynamic light vs baked? According the interwebz characters are lit dynamically, so not sure.
I don't think Epic will integrate Beast in the UDK, there is no interest for developing lightmass if it's for using Beast later.
medal of honour uses the geomerics lighting system.
http://en.wikipedia.org/wiki/Frostbite_(game_engine)
http://www.geomerics.com/enlighten/
it's not the same as beast or lightmass - it's a completely realtime system for a start.
Sprung.. you said Medal of Honor but you linked two things directly related to Battlefield 3.
I do believe Medal of Honor used beast from what I remember though...
I know baking has some great advantages, especially considering mobile and web target platforms, but I've gotten really used to working entirely realtime in CryEngine (no self advertisment intended here) and I'd guess that Epic would probably target to get to entirely realtime as well, rather than sticking with Baking. I guess they'll keep Lightmass as the platform to render Lightmaps for low-spec systems but will go fully dynamic rather sooner than later.
In addition to the cost of licensee status of UE3 (which is $325k, from what I remember), you must also purchase a license for the Beast middleware which, according the Autodesk rep I talked to, "is about $50K for the first sku then additional sku's are less. A typical 2 sku project with support ( ie: Xbox 360 & PS3) is about $70K.
Mobile, android, iOs and ipad, etc. is a bit less."
While Enlighten looks fantastic (I've been following its development since 2005, and am giddy that it is finally in games now), I'm also suspecting that it costs a good deal more than Beast. So beast looks like it could be a good compromise, and be usable on a wider range of hardware. Though I did hear some mention that Enlighten's lighting quality scales depending on your CPU power. So it could run fine on a core2 duo, just not with the quality you'd expect, and likewise, you'd get superior quality if you had a machine running dual 10-core Xeons. Not sure if that's true or not though.
Well I was partially right. As it says in the first link. DICE uses the frostbite engine. And this is what they used for MOH multiplayer. DICE didn't make the singleplayer and for some reason they used unreal instead of the frostbite engine.
Medal of Honor (2010) used Beast/Unreal 3 for singleplayer and Frostbite 1 without lighting middleware for Multiplayer. SP developed by EALA, MP developed by DICE.
Medal of Honor : Warfighter (2012) used Frostbite 2 with Geomerics Enlighten (Just like BF3). MoH : WF developed by EALA aka Danger Close. BF3 by DICE.