You first seem to be narrowing in on an issue which is important to you, but in the whole scheme of things isn't that important. Secondly I don't see how you can sit there complaining about UDK Vs DCC apps like Maya and Max, its apples to oranges. How about comparing UDK to other "Game Engines" and then tell me how…
I don't think there are haters, just people with bad experiences. I mean it was made pretty clear from epic, that UE4 won't be running on X360 or PS3 so why bother about their technical limitations? We all know the new generation is coming, we all know roughly what feature set it will have (atleast DX11 support as far as…
Well if the samaritan demo was any indication, they are focusing on next gen and dx 11 with the new engine. Its supposedly built from the ground up and not an expansion on udk or unreal 3. Tessellation + Reflections + Film Effects + Subsurface Scattering + Better AA + Deferred rendering + glossy reflections + stuff we…
UE4 isn't an incremental iteration (like the UDK updates are). Like UE3 to UE2, it'll feature a new rendering pipeline geared towards next generation console hardware - I'd also expect that other core libraries may well have changed (such as physics and audio), but at this point in time can only speculate on which. Some…
Tightly integrated and friendly cross development with Max/Maya! ( opportunities to iterate at the very first stages of dcc content authoring. ) http://area.autodesk.com/blogs/stevenr/project_skyline_at_siggraph Also Visa versa! would be aweome if integration would allow for, custom Maya python solutions Like IK blending…
Asset-focus aside,as Computron pointed out earlier what I am looking forward to are advances in lighting and shading from a fidelity perspective. Sure it would be nice to make our assets look better, but assets look pretty damn nice already (in general). More accurate and physically-based lighting & shading solutions have…
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…