Also looks like they're using screen space reflections now. Around :42 s soldiers silhouette casts a shadow on the reflected floor. Later also his boot has gap on the bottom side.
if you look carefully at the character you can still see the triangulation at the shoulders, and forearms, and even see the polies that make up his pouches and stuff. which is awesome! this means that it's not just huge amounts of tesselation making all of the pretties, it's clever shader work and materials.
For those interested in the technology behind Infiltrator's impressive demonstration, here’s a brief overview of the features on show:
New material layering system, which provides unprecedented detail on characters and objects
Dynamically lit particles, which can emit and receive light
High-quality temporal anti-aliasing, eliminating jagged edges and temporal aliasing
Thousands of dynamic lights with tiled deferred shading
Adaptive detail levels with artist-programmable tessellation and displacement
Millions of particles colliding with the environment using GPU simulation
Realistic destructibles, such as walls and floors
Physically based materials, lighting and shading
Full-scene High Dynamic Range reflections with support for varying glossiness
Illuminating Engineering Society (IES) profiles for realistic lighting distributions
As we speed towards the next-generation of Unreal Engine 4 games, you’ll be sure to hear more about the technology powering these breathtaking scenes here on GeForce.com. For now, enjoy the demo and rest easy in the knowledge that PCs continue to be at the cutting-edge of videogame graphics.
Fully real time. No qualifiers or caveats. Straight up.
Sweet So considering it's running off a 680, maybe by mid next-gen development will be optimized enough to see this sort of imagery on console games too.
I have to say the visuals on display here exceed my expectations for this coming generation.
Fully real time. No qualifiers or caveats. Straight up.
Sorry, with all the shit that has been faked in the past, I need to see live gameplay before I`ll believe that. There are points where the camera looks like its going to give control to the player, but I dunno.
Amazing tech and art! You guys at Epic never fail to impress. I especially liked that flying spider mech when it first appeared looking like a giant floating coffin. The shot with the main character behind a cloaking field could have been done better though, it wasn't completely clear that the other guy was unable to see him, I actually thought he was stuck in a force field or something at first
Anyhow, I don't however think we'll be seeing many games with quite that level of polish for a while yet as only a small handful of studios have the talent and financial resources to even attempt such a thing.
What a stunning demo. Fantastic job to everyone at Epic who worked on this. Great art direction and execution. I would love it if that was an actual game
The key differentiating factor between last year's demo and this newer iteration is that the Sparse Voxel Octree Global Illumination (SVOGI) lighting system hasn't made the cut. Instead, Epic is aiming for very high quality static global illumination with indirect GI sampling for all moving objects, including characters.
Biggest disappointment, baked lighting
I wonder if Sparse Voxel Octree Global Illumination is completely scrapped, or scrapped for consoles.
The demo kinda reminds me of this animated short, especially the guy's hair style. The EU4 demo is more of a realistic style, just the story made me think of this. Can't wait to see how retail games will look in UE4!
I knew you guys were working on something big... People have a hard time believing this is real time over at yt, but we know better... Hopefully we'll see a technical walk through revealing more behind the scene stuff...
That video was absolutely insane. Incredible work. It blew me away. Jaw-dropping in its magnificence, stunning in its execution. You guys hit it so far out of the park, they'll be using the Hubble telescope to try to find the ball.
This was amazing... I'm really impressed with this year's level of tech that Epic, Dice and Crytek have been showing. It also sparked my curiosity about the future of companies like Blur Studio or any third party company mainly specialized in video game cinematics. While I understand that making a cinematic is way more than having a good rendering pipeline, I can see video game companies trying to do it internally, now that real tine engines have reach such an amazing level of visual quality. (It would also make sense from a budget point of view)
Some adaptation will definitely be required to fit into that new industry mold.
It seems to be lightmaps for PS4 and dynamic lighting with no GI for PC atm. Weird mix, on one side you go with less lights and on other you use lots of them to make up for lack of GI. Could be a temporary solution though.
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."
They really need to clarify what type of lighting they are using. They never said the dynamic lighting in the Infiltrator demo lacked GI. I'm also interested to know about the materials and shaders it supports, I initially though UE4 was going to be a deferred renderer, I'm just getting more confused with each press release. Maybe they are keeping lightmass just for consoles and low end platforms, they have stated they want UE4 to run on anything, including phones.
This is disappointing. I thought if its "Full-scene High Dynamic Range reflections" then these wouldnt look like point lights? :S
just being picky though, it all looks awesome :P
Yeah this is actually strange to see simple point light reflections, especially knowing from SIGGRAPH 2012 "The Technology Behind the Elemental Demo" PDF that UE4 supports Area Lights + IBL for specularity.
Still the demo looks mind blowing. Pure Epic Games magic as always. I'm very excited about Unreal Engine 4. I hope we can get a UE4 UDK one day.
Stunning demo, really fantastic visually. But I wonder if this is Epics next project? It felt like a blend of creative ideas and generic direction. I'm a little broken if I like or hate the art direction.
Actually having something pre-baked is not that bad thing, as from quality side and as from the side of performance. For instance there no needs for dynamic shadows on non reachable areas of level. And nothing bad in baking image based skylight for outdoors.
Problems will come from the side of using physically plausible shading available with full scene reflection system in right way.. Right diffuse range, right reflection and roughness.. This will be a huge pain for lots of teams)))
Baking means slower iteration time, more work to get lightmaps setup. It makes it harder to have a game with a day/night cycle, or changing weather. and It limits the scopes of some games.
I see physically based shaders as a good thing. There will be less iteration trying to tweak the diffuse/spec to make it just right once there is some good documentation created. I can see lists of surfaces with their real life physical properties being compiled.
The demo kinda reminds me of this animated short, especially the guy's hair style. The EU4 demo is more of a realistic style, just the story made me think of this. Can't wait to see how retail games will look in UE4!
There's a lot to it, gamma corrected workflow, diffuse roughness varies by viewing angle, it basically means setting up a workflow that's based around materials real world properties.
Actually having something pre-baked is not that bad thing, as from quality side and as from the side of performance. For instance there no needs for dynamic shadows on non reachable areas of level. And nothing bad in baking image based skylight for outdoors.
I personally though that Unreal finally moved away from this ancient workflow of baking lightmaps. Especially now when we have powerfull hardware.
Baking means more time wasted on... well baking. You made adjustment to something you have to bake, you change again and you must bake and so on.
Big no no to baked lights. Especially on technology that aspiring to be truly next gen. And light maps are so prev gen.
Other than this so disappointing information, new tech demo is cool. When we will get UDK4 though ? ;p.
Replies
Also looks like they're using screen space reflections now. Around :42 s soldiers silhouette casts a shadow on the reflected floor. Later also his boot has gap on the bottom side.
This is the only thing I wanna know.
That makes it even more impressive :O
http://www.geforce.com/whats-new/articles/infiltrator-gtx-680-powered-unreal-engine-4-tech-demo-unveiled
For those interested in the technology behind Infiltrator's impressive demonstration, here’s a brief overview of the features on show:
- New material layering system, which provides unprecedented detail on characters and objects
- Dynamically lit particles, which can emit and receive light
- High-quality temporal anti-aliasing, eliminating jagged edges and temporal aliasing
- Thousands of dynamic lights with tiled deferred shading
- Adaptive detail levels with artist-programmable tessellation and displacement
- Millions of particles colliding with the environment using GPU simulation
- Realistic destructibles, such as walls and floors
- Physically based materials, lighting and shading
- Full-scene High Dynamic Range reflections with support for varying glossiness
- Illuminating Engineering Society (IES) profiles for realistic lighting distributions
As we speed towards the next-generation of Unreal Engine 4 games, you’ll be sure to hear more about the technology powering these breathtaking scenes here on GeForce.com. For now, enjoy the demo and rest easy in the knowledge that PCs continue to be at the cutting-edge of videogame graphics.On a side note, I am so over armoured dudes...
just being picky though, it all looks awesome :P
Sweet So considering it's running off a 680, maybe by mid next-gen development will be optimized enough to see this sort of imagery on console games too.
I have to say the visuals on display here exceed my expectations for this coming generation.
Runs real time on a single 680 in editor and game.
Hope you guys enjoy it, we had a lot of fun with this, and are super stoked to show it to everyone!!
Sorry, with all the shit that has been faked in the past, I need to see live gameplay before I`ll believe that. There are points where the camera looks like its going to give control to the player, but I dunno.
Either way, HOLY FUCKING HELL THAT LOOKS AMAZING!
[ame="http://www.youtube.com/watch?v=lY20pxEQM-A"]Unreal Engine 4 Elemental Demo [1080p] - YouTube[/ame]
Anyhow, I don't however think we'll be seeing many games with quite that level of polish for a while yet as only a small handful of studios have the talent and financial resources to even attempt such a thing.
Bring it.
Can't wait to get my hands on UDK4 when they release.
Sounds like the lighting system actually got a downgrade? Shame if so.
Biggest disappointment, baked lighting
I wonder if Sparse Voxel Octree Global Illumination is completely scrapped, or scrapped for consoles.
[ame="http://www.youtube.com/watch?v=agk2svo7svI"]Azureus Rising - Proof of Concept - YouTube[/ame]
hmm
Maybe they'll change their mind if PS4 and 720 show a strong lack of incentive. I can't see a reason why UE4 would be denied on Wii U.
isnt it talking specifically about the ps4 elemental vid as compared to the pc version?
Seems strange to cull pieces that appeared to work.
Some adaptation will definitely be required to fit into that new industry mold.
I hope so.
It seems to be lightmaps for PS4 and dynamic lighting with no GI for PC atm. Weird mix, on one side you go with less lights and on other you use lots of them to make up for lack of GI. Could be a temporary solution though.
- Thousands of dynamic lights with tiled deferred shading
so I really doubt there's any dynamic GI with that many lights.
On a side not, those water effects look great.
Yeah this is actually strange to see simple point light reflections, especially knowing from SIGGRAPH 2012 "The Technology Behind the Elemental Demo" PDF that UE4 supports Area Lights + IBL for specularity.
Still the demo looks mind blowing. Pure Epic Games magic as always. I'm very excited about Unreal Engine 4. I hope we can get a UE4 UDK one day.
I gotta keep practicing so I can get in there...
Problems will come from the side of using physically plausible shading available with full scene reflection system in right way.. Right diffuse range, right reflection and roughness.. This will be a huge pain for lots of teams)))
I see physically based shaders as a good thing. There will be less iteration trying to tweak the diffuse/spec to make it just right once there is some good documentation created. I can see lists of surfaces with their real life physical properties being compiled.
Unless you want day/night cycles.
I knew it seemed familiar! Nice catch.
http://www.gamespot.com/shows/gamespot-live/?event=the-core-of-mgs-ground-zeroes-20130327&tag=Topslot;TheCoreOfMgsGroundZeroes;ComingSoonTheCoreOf;StreamStarts32711AmPt
There's a lot to it, gamma corrected workflow, diffuse roughness varies by viewing angle, it basically means setting up a workflow that's based around materials real world properties.
Baking means more time wasted on... well baking. You made adjustment to something you have to bake, you change again and you must bake and so on.
Big no no to baked lights. Especially on technology that aspiring to be truly next gen. And light maps are so prev gen.
Other than this so disappointing information, new tech demo is cool. When we will get UDK4 though ? ;p.