Ace-Angel wrote: »
We don't even have proper access to Mips and LOD's for textures in the engine, let alone cubemaps, I really doubt they should even be thinking about this when we can do Mip levels in Max at DX9 level.
aivanov wrote: »
Hmm, I thought all these incremental UDK updates were, technically, Unreal Engine 4? What else could they possibly have tucked away that needs a whole new version number for it? Fancier SSS? (and if following recent trends, add about 15 more S's to that.)
roosterMAP wrote: »
i dont see how much more intuitive a program can be... where could they possible improve from ue3
cptSwing wrote: »
please, take a cue from crytek's lighting and do away with lightmaps.. oh pretty please.
Snefer wrote: »
..what are you even talking about? ^^
commander_keen wrote: »
Id like to think the biggest reason they would be working on a completely new engine is to drastically change the engine design and business model, creating more of a Unity clone than the old "internal use only" engine design they did in the past. Along with a better engine/api design they could sell cheap licenses similar to how Unity manages licensing and completely do away with the need for c++ level source access, while implementing all or most of the advanced graphical features of the current version of unreal, and of course opening up the engine/api on a low level so you can implement your own tech as needed.
Thats just wishful thinking though and I really doubt they will attempt to address the api access and script execution speed issues
ZacD wrote: »
It seems like fancy shaders and vertex blending is the future, but then again it seems like deferred is the way to go, it'll be interesting to see what wins it out.
Snefer wrote: »
Im not sure i follow you there. Why not both? ^^
Makkon wrote: »
I could have misunderstood some posts here, but there seems to be a lot of haters on PC. What gives?
teaandcigarettes wrote: »
I have to say I do somewhat enjoy having lightmaps. Compression artifacts often give that subtle dirty look, while low res lightmaps sometimes produce happy accidents and create some cool gradients.
Bbox85 wrote: »
Seriously... What are you talking about?
Ace-Angel wrote: »
I'm talking about the unintuitive way a MaterialInstance and Materials themselves, are setup, not really Kismet or Artists friendly at all if you want external access for certain real-time modifications.
So that if you want to use LOD's and Bias's of a texture for say SSS because you don't have access to DX11 and want to custom tailor your own stuff, ceramic and metal light bleeding, it's next to impossible, not mention if you do a little HLSL which requires certain nodes, you're later on unable to access them through any instance.
Also, considering your able to do ALL this in Viewports for modeling packages like Blender, Max and Maya, at DX9 level, I find it strange the way all this was dropped and introduced only in DX10, but you had to know some HLSL to access certain functions.
But now that DX10 was dropped, and DX11 is the only other renderer they have, it really leaved me peeved out on just how much of the 'basic' stuff which should be readily accessible to people is closed off and so limited, even if one buys the engine, unless they have a programmer who knows C on their hands, chances of you getting back much of the closes stuff it still hard.
My hopes is that UE4's entire shader systems kinks are worked out and made more transparent. Seriously, accessing something as simple as LOD's of a 512px texture shouldn't be a hidden feature, especially for Cubemaps.