I looks like how game cinematics are in this generation. Everything looked really awesome! I hope there's some sort of Free Release like UDK at some point.
Looks great! The lighting and rendering wasn't as striking as the Agnis demo (imo) but the particles, details, physics, and environments (loved the mountains and the erupting volcano) were amazing. What's really getting me excited though is the sdk which looks fantastic (I wish they'd have talked a bit more about it). I sort of get the impression that they intend to do something similar to udk (they mentioned indies and sort of implied a similar focus).
Also, there seems to be alot more colors in the 'little' things, nodes, etc.
Also, it seems like they revamped everything else, couldn't tell what was what, and it seems like they flipped the direction of the layouts (its going from left to right) in many cases.
Made stuff easier for programmers and prototyping is easier for newbies.
Graphically can't tell, but it looks like Tangent distortion per vertex information is one thing they seem to tackling a la flow map method, so I'm guessing they're moving most stuff on a Vertex level?
Looks great! The lighting and rendering wasn't as striking as the Agnis demo (imo) but the particles, details, physics, and environments (loved the mountains and the erupting volcano) were amazing. What's really getting me excited though is the sdk which looks fantastic (I wish they'd have talked a bit more about it). I sort of get the impression that they intend to do something similar to udk (they mentioned indies and sort of implied a similar focus).
I'm hoping for a UDK 2.0 sooner rather than later, but it'd probably be better for them to iron out the bugs over time.
Doesn't look that much more impressive than what's capable now. CE3 can do most of what was showed in that vid and has been available for some time.
Seems like their taking the same route as Crytek, improving the tools for rapid feedback, realtime lighting getting insult results instead of waiting on baking lightmaps and generally just making everything more streamlined.
Also found it odd at the part where the room goes really dark, and the glowing glyphs don't produce any lighting into the scene, just the standard glow.
A few nice features but left me some what unimpressed. It was a great demo it just felt like they still have a lot of work ahead of them. The problem for me was that their wasn't much you can't already do in other engines, its just a showcase with some numbers ramped up. But its great to see them moving to real-time and looking forward to having a play around with it when it comes out
Anyway the main selling point for me is testing things in realtime. I've been working with Source again and it just makes me miss being able to preview lighting in seconds.
Oh nice. The new UI looks way less intimidating and all around nicer, just like Unity.
And if there's really no need to bake lights etc, i might not start using CE3 afterall.
I was initially critical of the visuals too, and the video presentation still has it's rough spots but overall most parts would be almost Samaritan quality. I think because the Samaritan demo took place at night it looked a lot cooler and more dramatic. I think it was almost as impressive as the Square demo. The lighting of the particles is what blew me away though, that looked crazy. That alone is gonna make for some moody looking games.
Also WTF is that id Mac demo about lol? Was Doom 3 released on Mac? Steam versions seems to be Windows only. Wonder if the re-release is getting both versions.
I think one thing that will be great for the next generation will be physical world interaction and new gameplay possibilities. Physics, fluids and AI could completely open up the next generation for great gameplay possibilities. That's the biggest gain in my opinion. Games like Hydrophobia will suddenly become more feasible.
This current generation of consoles just don't allow you to have everything physical and separate as you will swiftly find yourself merging objects and removing destructibility to gain draw calls so you can compete with others visuals.
Rendering techniques will slowly but surely evolve as everyone moves to running a realtime rendering solution (most people are running it already). I'm sure in one years time if you was to compare now and then you would see a drastic difference. Its simply the tip of the iceberg. The stuff I see on a day to day basis changes everything, the next generation is going to be spectacular, even if the hardware isn't what we had hopes it would be. With a will their is a way
wow... i went nuts looking at the dynamic lit particles, with smaller incandecent props lighting parts of it... hehe i chuckled at the lens flares.
In editor in real time... i bet my computer will die if it tries to run that haha.
I talked to a friend here of the code components and how much better of a pipeline, they can recompile c++ code in the editor while playingtheir iteration times are basically zero, even for code changes
That trailer I wasnt too impressed with.... I thought it looked just like blizzard cinematics. nothing new... Then I saw the tech demo, and my mind was blown. Didn't realize the trailer was all real time.
Epic's "standard" development hardware features the top-end i7, 16Gb of memory and a 680GTX; so it's not like they didn't throw a fuckton of processing muscle in order to do it.
Replies
PDT. Don't forget daylight savings time. A lot of sites have incorrectly parroted the time from other sources, so there is an hours difference.
not the highest quality! but works!
Yeah it's kinda hard to judge the quality of the graphics with the stream but its cool to hear them talking about it.
Thanks for sharing.
UI looks like that of Photoshop CS6 (B&W colors).
Also, there seems to be alot more colors in the 'little' things, nodes, etc.
Also, it seems like they revamped everything else, couldn't tell what was what, and it seems like they flipped the direction of the layouts (its going from left to right) in many cases.
Made stuff easier for programmers and prototyping is easier for newbies.
Graphically can't tell, but it looks like Tangent distortion per vertex information is one thing they seem to tackling a la flow map method, so I'm guessing they're moving most stuff on a Vertex level?
Guess 2014 is when we will get to see more.
http://www.gametrailers.com/episode/gametrailers-tv/158?ch=2
Technically very impressed, but I feel like the art quality is just not up to samirtian's quality.
I'm hoping for a UDK 2.0 sooner rather than later, but it'd probably be better for them to iron out the bugs over time.
[ame="http://www.youtube.com/watch?v=MOvfn1p92_8&feature=plcp"]Unreal Engine 4 - GT.TV Exclusive Development Walkthrough - YouTube[/ame]
Really hope we get a UDK out of this.
Seems like their taking the same route as Crytek, improving the tools for rapid feedback, realtime lighting getting insult results instead of waiting on baking lightmaps and generally just making everything more streamlined.
Also found it odd at the part where the room goes really dark, and the glowing glyphs don't produce any lighting into the scene, just the standard glow.
I want me a UDK release of this stat!
*smug*
..why would you say that?
Unless I'm being completely special =/
[ame="http://www.youtube.com/watch?v=1m7T5ay_8DI"]Unreal Engine 3 Early Demo - YouTube[/ame]
or the doom 3 presentation back in 2001..
[ame="http://www.youtube.com/watch?v=Qj3dPyk7hPI"]John Carmack Announcing Doom 3 at MacWorld 2001 - YouTube[/ame]
this generation jump feels much smaller...
Anyway the main selling point for me is testing things in realtime. I've been working with Source again and it just makes me miss being able to preview lighting in seconds.
And if there's really no need to bake lights etc, i might not start using CE3 afterall.
Also WTF is that id Mac demo about lol? Was Doom 3 released on Mac? Steam versions seems to be Windows only. Wonder if the re-release is getting both versions.
This current generation of consoles just don't allow you to have everything physical and separate as you will swiftly find yourself merging objects and removing destructibility to gain draw calls so you can compete with others visuals.
Rendering techniques will slowly but surely evolve as everyone moves to running a realtime rendering solution (most people are running it already). I'm sure in one years time if you was to compare now and then you would see a drastic difference. Its simply the tip of the iceberg. The stuff I see on a day to day basis changes everything, the next generation is going to be spectacular, even if the hardware isn't what we had hopes it would be. With a will their is a way
It released on PC, Mac, Linux and Xbox.
See their still using deferred lighting, load of shit."
Best youtube comment ever. Seriously is there anyone moore annoying than gamers..
Also i noticed during this http://www.gametrailers.com/episode/gametrailers-tv/158?ch=2 interview, they talk about getting the engine in tha hands of highschoolers. Maybe a hint to a UDK update for UE4?
The amount of chrome on their editor is criminal, though. All that wasted space...
In editor in real time... i bet my computer will die if it tries to run that haha.
I talked to a friend here of the code components and how much better of a pipeline, they can recompile c++ code in the editor while playingtheir iteration times are basically zero, even for code changes
Holy F....
TRAILER - http://www.gametrailers.com/video/exclusive-elemental-unreal-engine/731875?
TECH DEMO - http://www.gametrailers.com/video/exclusive-development-unreal-engine/731870
Epic's "standard" development hardware features the top-end i7, 16Gb of memory and a 680GTX; so it's not like they didn't throw a fuckton of processing muscle in order to do it.