The demo was made on a high-end PC, everything realtime. They will show more tomorrow. Wii U maybe?
I'm not really a graphic whore but this was AWESOME.
I'm curious to see if this might be using UE4 considering the amount of crazy particle work going on and the articles discussing how it handles large volumes of them smoothly. None the less they seem to be using an iteration of unreal.
so the big question is...is this the first star wars game where a light saber will actually cut a man in half? Surely if its m-rated they can finally do it?
Cool to hear some ILM guys are working on this. Really too early to tell how it'll turn out for me to give a judgement. The very little they've shown though has gotten my attention.
As much as I approve of the Star Wars setting being used for something other than reusing the same plot from the films, it looks really uninteresting. It was just generic gameplay in a single shaft.
Makes you wonder why deferred rendering isn't implemented under their DX9 codepath. Not like deferred rendering is exclusive to DX11. Only benefit of keeping it under DX11 afaik is you can do MSAA, which is pretty redundant with today's shader based/super-sampling techniques.
Plus deferred rendering offers so many benefits over baked-lighting I don't know why it isn't standard.
Anyway, deffered lighting DO NOT magically improve lighting quality, just make possible to render many realtime lights at once.
Deferred rendering does not exclude baked lighting.
No. But makes ligting baking stupid waste of time, as deffered lights do not have perfomance impact as well as take very little memory compared to lightmaps.
Ofc course, this must go on pair with properly implemented real-time shadows.
Anyway, deffered lighting DO NOT magically improve lighting quality, just make possible to render many realtime lights at once.
It could however deliver the results seen. so far as the short quote goes I was simply trying to point out that in all likelihood you'd answered your own question. Quoting the entire post would not have added anything.
"Star Wars 1313 has delivered one of the most visually impressive demos of E3 2012 so far. Like Watch Dogs, it was running from a PC. Not only that, but CVG report that it was running on a tooled-up version of the Unreal Engine 3. The demo showed impressive facial animation, lighting and a considerable density of detail and debris."
I know this was canceled, but it was just releaved that you would actually play as a young Boba Fett and over the game become the Boba we all love. Why did this have to get canceled!
Replies
I'm curious to see if this might be using UE4 considering the amount of crazy particle work going on and the articles discussing how it handles large volumes of them smoothly. None the less they seem to be using an iteration of unreal.
But yeah, it looks pretty slick. I hope the final game ends up looking as good.
Deferred does not exclude baked lighting :P
Gameplay looks pretty boring.
But I guess starwars:uncharted is what we always wanted
Snappy controls are more important than realism when it comes to those things, especially in a game where you jump into cover quite often.
But I really doubt anything from rendering part of engine left here.
why would you say that? UE3 has some really great rendering capabilities
I like the lighting and the particles. Looks ok... i hope it pays off.
game play is bad etcetc
Real-time lighting and shadows quality is just good to be stock unreal.
The Dx11 lighting system looks that good (plus you can do that in Dx9 on a high end PC quite happily too).
....deffered lighting.....
Plus deferred rendering offers so many benefits over baked-lighting I don't know why it isn't standard.
Woah, dejavu.
Deferred rendering does not exclude baked lighting.
I never said it did, but why would you want to use both in conjunction, apart from maybe using baked lighting for indirect lighting?
Seems pretty stupid to be computing both dynamic lights and filling memory up with light-maps.
Wonder why you didn't quoted my entire post eh?
Anyway, deffered lighting DO NOT magically improve lighting quality, just make possible to render many realtime lights at once.
No. But makes ligting baking stupid waste of time, as deffered lights do not have perfomance impact as well as take very little memory compared to lightmaps.
Ofc course, this must go on pair with properly implemented real-time shadows.
It could however deliver the results seen. so far as the short quote goes I was simply trying to point out that in all likelihood you'd answered your own question. Quoting the entire post would not have added anything.
http://gamersyde.com/news_e3_star_wars_1313_screens_videos-12962_en.html
"Star Wars 1313 has delivered one of the most visually impressive demos of E3 2012 so far. Like Watch Dogs, it was running from a PC. Not only that, but CVG report that it was running on a tooled-up version of the Unreal Engine 3. The demo showed impressive facial animation, lighting and a considerable density of detail and debris."
No more action here...
Some 150 people were laid off, and both of the studio's current projects--Star Wars: First Assault and Star Wars 1313--were cancelled.
I hope this means that they are looking for quality games... but who knows.
http://www.ign.com/articles/2013/09/25/star-wars-1313-boba-fett-concept-art-and-story-details