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Unreal 4 Details & Screenshots

The Imagination Engine: Why Next-Gen Video Games Will Rock Your World on Game-Life is a Wired.com article with a look at the Unreal 4 engine that includes a bunch of screenshots of Epic's next-generation tech in action. They also offer first-hand impressions of seeing a demo reel for the engine. Here's a bit:

In previous engines, one floating ember was enough to slow performance considerably; a shower of them was impossible. With Unreal Engine 4, there can be millions of such particles, as long as the hardware is potent enough to sustain them. Game developers overuse features of every new engine, because they are suddenly so easy to implement. In the original Unreal Engine, for example, the ability to render colored lighting led to a rash of games that employed the effect. The same may prove true for UE4′s particle effects, for better or worse. (“Mark my words,” Bleszinski says, “those particles are going to be whored by developers.”)

In one 153-second clip, the Epic team has packed all the show-off effects that have flummoxed developers for years: lens flare, bokeh distortion, lava flow, environmental destruction, fire, and detail in landscapes many miles away. Plus, it’s breathtakingly photo-realistic—or would be if demon knights were, you know, a real thing.

But that’s just the opening scene. After the cinematic, Epic’s senior technical artist, Alan Willard, starts playing the demo. At this point the view switches to that disembodied first-person perspective made so ubiquitous by shooting games like the Call of Duty franchise and Epic’s own influential Unreal titles. Willard maneuvers his avatar into a dimly lit room where a flashlight turns on, revealing eddies of dust—thousands of floating particles that were invisible until exposed. In another room, globes of various sizes float in the air. Willard rolls a light-emanating orb along the floor (think of a spherical flashlight that rolls like a bowling ball) and beams of light wobble and change direction, illuminating parts of the room and revealing the clusters of floating spheres with a kind of strobe effect. At first it all seems perfectly familiar: “Well, yeah,” you think, “that’s how they’d act in the real world. What’s the big deal?” But it is a big deal: This is stuff that videogames have never been able to simulate—the effects simply aren’t possible on today’s consoles.

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38. Re: Unreal 4 Details & Screenshots May 18, 2012, 10:07 WaltC
 
Beamer wrote on May 18, 2012, 09:14:


Hard facts and data like the average Xbox 360 age being 35-44?
http://www.joystiq.com/2008/06/23/new-study-compares-360-ps3-consumers/

Hey, let's keep calling everyone that does something we don't like "kiddies!" I hate those Olive Garden Kiddies, and those Japanese Luxury Car Kiddies, and those Grapefruit Juice Kiddies!

LoL...;) Joystiq says the research done is "somewhat sparse" and then links to "earthtimes.org", which is, of course, an environmental rag with apparently a lot of hate for human beings and computer technology--but that's beside the point, anyway. The point was that the joystiq link only returns a "page not found" error, instead of the actual survey. But I guess you didn't try to read the actual article the joystiq article is based on. They may correct the error, but as of 2 minutes ago, that's what you get when you follow the joystiq link. I make it a habit to always follow such links just to see if the article is honest about what it reports the *other article* said...;)

When Internet kiddies grow up one of the first things they learn is not to believe everything they read...;)

Consoles in particular, because their cpus/gpus and general hardware resources are so limited, have been holding back the state of 3d game-engine development for years. I gave up on Epic when Epic gave up on the PC. There are several developers of note who have *recently* made a great deal of money writing great games for the PC, and they haven't been shy about reporting it, either. But this article surprised me, as I had no idea just how full of s**t Epic, and particularly Cliffy, is! No idea! Unreal.
 
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It is well known that I do not make mistakes--so if you should happen across a mistake in anything I have written, be assured that I did not write it!
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