I'm considering making a game in UE4 (for fun), and figured why not try and make it as detailed as possible. So many games cater to consoles, so I was wondering how far one could push a game in terms of graphics, if it were intended solely for a PC running a 1080-Ti, i7-7700k (or above), and 64GB ram? Even if I ended up…
I tried something like this last year. But not with a 1080-Ti but amd r260x. The first immediate problem I ran into is that these assets are friggin huge. Think about it. If you're doing 4k textures everything, you're going to need a lot of disk space to save them all. And then you're either going to have to stream those…
...no need throwing processing grunt and/or polys at the issue. Tech's already here, has been for quite some time. Essentially enabling enjoyment of a particular form of delectation, be it shooter/fighting/racing/RPG/RTS...blah, blah. If I may..."Yet adding high resolution texture packs and realistic lighting settings can…
Sorry, no whitepaper. When Euclidean was first popping up I was working one of the Wavgen/Earth on Drive guys and he explained to me how technically such things are possible using wavlets.
Is there a whitepaper on that, that you can link? I'd be interested. Data gets encoded in frequencies all the time, image formats are a great place to look for that. I can't think of how it would work though, you still have to reconstruct the data somehow, probably over my head at that point.
We've had tessellation demos since 2010 that had dense meshes taking up the entire screen. Polycount is never the issue when it comes to graphics or realism, and PBR did more to improve graphics that tessellation ever did. Besides time and memory concerns, you could have million polygon characters with proper LODs and…
I just felt like ranting. I know I'm with the right crowd here and people know what they're on about. I just look at those YouTube comments and get a bit infuriated when people act like current game devs are wasting their time when the answer to all our problems is this tech that has never seen the light of day. I wish I…
In truth, I was still learning. 2016 was a long time ago where I thought UE4 was the only software I needed. If I were to go back to UE4 today, I would stick to my original plan of a game that only uses hand painted diffuse textures and nothing else. For photorealism, I'm making pre-rendered cutscenes where I just design…