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…
By the way, Primal Carnage Genesis on PS4 use Enlighten, you can see the logo in the video. Enlighten compute lightmap on the fly for the GI isn't it ? This still require s a second set of UVs... The Frostbite 3 for BF3 is using enlighten too as the base of their lighting system (but they pre-compute some lighting…
BTW, just to give credit where credit is due, that random dude posts quite frequently on polycount as commander_keen. He's also made some really cool realtime GI systems for unity before like one that is based on the same system that Crytek uses in Cryengine 3, LPVs: [ame="http://www.youtube.com/watch?v=R_sOYRbfypU"]LPV…
Yup. So you either use Kismet or code in C++. Also their blueprint system is a great idea...being able to have kismet on individual objects (another similarity to Unity) Speaking of which, I couldn't resist: Of course I fiddled with the Unity UI to make it more closely match the UE4 interface...and the node editor is an…
When the PS3 & 360 came out, they were already 2yrs behind in GPU tech compared to the PC market. With the CPU's already being manufactured for the PS4/xbox720, I think we're closer than two years out for system launches. That means they're likely using something more akin to a GeForce GTX560 in terms of power, if that…
I didn't know how material layering worked, that's interesting. I heard about it, but I never looked into it. Most of my time so far has been spent getting used to the new material system and everything else new. I'll be sure to try this out soon! I do have a question though, couldn't this be achieved without material…
Actually in UE4 that is possible, the material layers system uses the standard material editor so you can manipulate material layers after referencing them, they also have inputs the artist can define. For example you could add a tint input or a tiling input to the material layer, then when you reference the layer you can…
https://docs.unrealengine.com/latest/INT/Programming/Slate/index.html Only that. But hey, it's still far more than in beta :D Slate is really obfuscated with macros and not-so-well documented delegate system. I still can't get my head around Slate. I see the potential, but to make nice lookig gui with it ? Not yet. It's…
Right, but you wouldn't really want to do that would you? Because then you're breaking the consistency in your pipeline, which is probably the biggest advantage in a centrally referenced PBS material system. Especially when you start to think about dynamic light environments, adding one exception for one lighting condition…
The RockPaperSHotgun article comments on this are hilarious, everyone is complaining about the "art direction" and are totally "unimpressed". Saying things like "at least Square Enix demo had beards (forgetting that Samaritan had DX 11 hair way before that..) Every time a gamer slams a tech demo or the power of an engine…