This Unreal Engine 4 E3 2012 Demo shows off the capabilities of the next version of Epic's game engine. The clip shows off advanced lighting, particle and liquid worthy of a Hollywood production (thanks Tony!!!). This clip (thanks Ant) features Alan Willard showing off the engine and what's new.
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Beamer wrote on Jun 9, 2012, 10:55: Some of those are an absolute waste of processing power and developer manpower. Why do we need to accurately visually represent the clips a player has at all times, especially in a first person game. Why do we need realistic bleeding out, especially when we usually look at a dead enemy the first time we kill that type then, instead, run past them at full speed to either kill the guys next to him or get to the next group of guys to kill? Why should we dedicate the polygons to being able to take on or off clothing, and in how many games is that even a feature? Why should guys spin realistically when you look down at their feet (seriously, what would this add other than clunkiness? Who ever looks down at their feet and spins?)
My point isn't that such features should take the place of graphical enhancements but that they should advance at a similar pace. Just look at how terrible the blowing fabric and falling rubble in that video are; the flame animations are just as bad. Developers are gravitating towards what is easier to implement than what would most improve realism and immersion.
Beamer wrote on Jun 9, 2012, 10:55: Why do we need to accurately visually represent the clips a player has at all times, especially in a first person game.
Because it's such a basic flaw. It seems absurd that UE4 can render a billion independently moving floating particles yet when a character reloads of changes weapons they just appear out of nowhere. Why the hell developers still designing systems where you pick up ammo and health by simply walking over it? Why the hell do we have regenerating health? I'm not saying such systems shouldn't be used but they certainly deserve no place in any game that tries to pass itself off as at all realistic.
Beamer wrote on Jun 9, 2012, 10:55: Why do we need realistic bleeding out, especially when we usually look at a dead enemy the first time we kill that type then, instead, run past them at full speed to either kill the guys next to him or get to the next group of guys to kill?
But why do we have enemy "types"? It's simply because AI is so shit that it can't handle unique, situationally aware behaviour. It's because games would rather throw hundreds of generic enemies at you than put you up against one credible opponent. And when you shoot someone they should bleed out in a realistic manner. You should then be able to step in that blood and walk it across the map. Environments should behave as you would expect in real life.
Beamer wrote on Jun 9, 2012, 10:55: Why should we dedicate the polygons to being able to take on or off clothing, and in how many games is that even a feature?
Why is it worth using tessellation to add millions of polygons onto the surface of a wall or on a characters ear, yet not to make independently moving clothing that can be removed?
Beamer wrote on Jun 9, 2012, 10:55: Why should guys spin realistically when you look down at their feet (seriously, what would this add other than clunkiness? Who ever looks down at their feet and spins?)
Why should games do anything? Why even bother with reload animations if they're just a waste of polygons? Why bother with HDR when stepping out from a dark environment to a light one? At the end of the day there's no reason why should you be able to spin around 180 degrees in less than 5ms - it's not realistic.
You seem to have a very bizarre idea as to what defines gaming. I have no idea why you are so opposed to progress. Was HL2 a lesser game because it included physics and excellent lip-sync and facial animations? If you want to keep playing remakes of Doom then that's great but the rest of us who actually care about improving gaming will continue to expect more from engines than simply increasing the polygon count and rendering complexity.