Can you share your thoughts and WIP screen shots for best practice on the subject of next gen techniques?
Now that we are getting to grips with the tech how are you finding it best to adopting modular creation or are you starting to pump out larger sections , for example, 4X chamfered edges, blended textures, procedural shaders and so on?
Also best techniques for
Reflections, Particles, Animated water surface, Wet material shading, Close ups, Depth of Field, Facial expressions, Short scalp hair and beard, Hair, Simple animation, Rather simple shading, Hair, Deferred + MSAA, Subsurface Scattering, Reflections, Depth of Field and so on
Also add any of your WIPs screen shots with wireframes and FPS, also any links and finds that you have would be geat
To start the ball rolling
2011The Technology Behind theDirectX 11 Unreal Engine"Samaritan" Demo
http://udn.epicgames.com/Three/rsrc/Three/DirectX11Rendering/MartinM_GDC11_DX11_presentation.pdf
[ame="
http://www.youtube.com/watch?v=MOvfn1p92_8&feature=player_embedded"]Unreal Engine 4 - GT.TV Exclusive Development Walkthrough - YouTube[/ame]
[ame="
http://www.youtube.com/watch?v=OZmRt8gCsC0&feature=player_embedded"]Unreal Engine 4 - GT.TV Elemental Demo Showcase - YouTube[/ame]
Replies
http://www.unrealengine.com/files/misc/The_Technology_Behind_the_Elemental_Demo_16x9_%282%29.pdf
http://blog.us.playstation.com/2013/02/20/killzone-shadow-fall-announced-for-playstation-4/
And at a guess I would say the Killzone characters look like they are around 35K
[ame="http://www.youtube.com/watch?v=Nn7sj4gmfjY"]Playstation 4: Meeting 2013 Killzone 4 Gameplay Trailer PS4 [HD] - YouTube[/ame]
If you really want to get nice example of true next-gen character look at Star Citizen. 100k polys.
I guess it depends on how many moveable and sioulethe details there is. You won't give 10k on cloth simulated piece it will kill perfomance.
The last I read was that PS4 wasn't getting SVOGI, but nothing was announced for the next Xbox or PC.
Also, I think a good example of next-gen stuff is current-gen PC, although not everything will make it way to consoles(especially not Nintendo :poly124:). I think Crytek may be leading the way right now. There is a character art dump from Crysis 3 and if I remember correctly, the Nanosuit used a single 4096 and Psycho used 2 2048s and a 1024. Not to mention Screen-Space Directional Occlusion(SSAO + 1 light bounce), their foliage tool, among other things...
smaller games on pc is where its at
http://forums.epicgames.com/threads/950908-UE4-will-use-Lightmass-for-its-lighting-system!/page7
http://www.eurogamer.net/articles/digitalfoundry-gdc-2013-unreal-engine-4
Does this mean light baking will have to be done on PS4 and Xbone? but not on PC?
This comes from the article:
"The quality of the dynamic lighting is one of the most impressive elements of the Infiltrator demo, but it's not as much of a performance hot-spot as you may imagine."The dynamic lights are not our current performance limit. Our limits come more from the amounts of massive overlapping shadow-casting lights," Willard said. "That's not been a huge challenge because typically we don't need that many to get a perfect-looking scene.""
I did this before for UDK, but I don't think it would work for a full environment since it's another separate call, and would require taking into consideration more then simply the diffuse shadowing.
Yes. This.
A new console generation is always behind the current PC generation (you need several years to plan and design a new console). There are two factors heavily influencing the games on a console. Hardware utilisation and the lowest common denominator. The whole current game generation suffers under the really old, current console gen, therefor a new console generation will create a leap in this department. Best to look at games which are most PC only, like BF4. This will give a hint to the quality of the PS4 gen console games.
But this will take time until the software engineers will utilise the hardware to this degree (it needed several years for the PS3 gen).
But don't expect some miracles. The hardware leap from PS2 gen to PS3 gen was really huge (from fix-pipeline, single core, CD-Rom to shader, multicore and Blu-ray), whereas the current leap is only in raw power (still shaders, still multi-core, still blu-raw).
I just hope more tools will support all this soon.
high res
baked normals
Killzone is going from a single 1024 texture and 10k polys for a character to 6- 2048 textures and 40k polys.
The coolest things about the Killzone demo are image based lighting with real time raytraced reflections.