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EA DICE Environment Artist Recreates Bloodborne’s Environment In Unreal Engine 4

Bedlam

Member
And please tell me at what point did they say using chromatic aberration to blur the image by making the colors look wonky was a good artistic thing to do? How is that a technique that you can attribute to enhancing a gothic horror look? Especially seeing how it's basically improper CA used to cover up anti aliasing, ie probably something they wouldn't use on stronger hardware?
Funny, that's what lots of artists did - in many, many different ways.

And why are you suddenly talking about the "gothic horror look"? I and others said it's the dreamlike quality of the visuals that is enhanced by the CA filter. Can there only be one for you, either gothic horror or dreamlike? And you are telling others they don't know what they're talking about, all while mixing up stuff that shouldn't be thrown together...

Actually someone has already said it was the soul of the game's visuals and you yourself called it a "crucial" part of the feel of it. So crucial they excluded it from marketing and it would not have been missed if it didn't make it in. Crucial!
I said it's a crucial part for the dreamlike aspect of BB's visuals. There are many aspects and others obviously will be just as strong without the filter. No one is saying the CA filter enhances the gothic visuals.
 

ExVicis

Member
Original leaked trailer had no CA. Neither did the Story trailer. Or this one. At least, not nearly to the extent as in the final game.
Uh...one of those trailers had heavy CA. Unless you're really banking on that "Not nearly to the extent" part of your sentence, which seems like a really weird distinction. Are you saying then a little CA is okay but only in these instances? Because that sounds like you low-key just agreed with me there about CA.
 
I don't agree here, I don't think it's related to AA, since a) the aliasing is still pretty noticeable in the game and b) DS3 uses the same engine and runs on the same hardware and doesn't have the CA. I think whoever decided on adding the CA really thought it looked cool and enhanced the mood, but I just don't agree with that artistic decision.

You could be right, I feel like I heard that used as possible reasoning for it but either way it baffles me. There's plenty of ways to blur certain things in an image without the entirety of it losing detail. It does more than blur the image, it creates a distracting weirdness with the color which if anything detracts from my immersion than enhances it.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Uh...one of those trailers had heavy CA. Unless you're really banking on that "Not nearly to the extent" part of your sentence, which seems like a really weird distinction. Are you saying then a little CA is okay but only in these instances? Because that sounds like you low-key just agreed with me there about CA.
Which one, because while watching them I went back into the final game to make a comparison and the difference is there.
 

ExVicis

Member
Which one, because while watching them I went back into the final game to make a comparison and the difference is there.
Well I'm still watching through all of them but I know at least the story trailer has CA in quite a bit of it. Not in those scenes that never made it into the game, but a lot of other parts most definitely do.
 

Morrigan Stark

Arrogant Smirk
Watching those old trailers, I love how the "story trailer" for Bloodborne shows more gameplay than most "gameplay trailers" from other games. <3
 

bigjig

Member
I don't really get all the From Software bashing going on in this thread. They made a game that a) is an original work, b) has to get the game actually running within the constraints of a PS4.

There's no doubting the DICE guy is talented, but give me break with all this "they should give the series to DICE BS". He's copying someone else's artstyle and doesn't have to consider what it takes to get it up and running on a PS4. Add in those limitations and then we'll see just how good he is.
 
I don't really get all the From Software bashing going on in this thread. They made a game that a) is an original work, b) has to get the game actually running within the constraints of a PS4.

There's no doubting the DICE guy is talented, but give me break with all this "they should give the series to DICE BS". He's copying someone else's artstyle and doesn't have to consider what it takes to get it up and running on a PS4. Add in those limitations and then we'll see just how good he is.

Who on Earth said they should give it to DICE? I love From Software's games, I haven't bought a DICE title in a long time. We're simply arguing the merits of chromatic aberration in Bloodborne and that's it.
 

T.O.P

Banned
I don't really get all the From Software bashing going on in this thread. They made a game that a) is an original work, b) has to get the game actually running within the constraints of a PS4.

There's no doubting the DICE guy is talented, but give me break with all this "they should give the series to DICE BS". He's copying someone else's artstyle and doesn't have to consider what it takes to get it up and running on a PS4. Add in those limitations and then we'll see just how good he is.

Bashing? Wat
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Watching those old trailers, I love how the "story trailer" for Bloodborne shows more gameplay than most "gameplay trailers" from other games. <3
It's quite hard to make a story trailer from a game with only 23 minutes of cutscenes that let's be honest, have a lot of shots where the player character is slowly walking or looking towards something with no visible reaction without spoiling the game. It's different from a CGI trailer that's just there to show the mood of the game. Plus it's not like story is at the forefront of souls games anyways. :D

I don't really get all the From Software bashing going on in this thread. They made a game that a) is an original work, b) has to get the game actually running within the constraints of a PS4.

There's no doubting the DICE guy is talented, but give me break with all this "they should give the series to DICE BS". He's copying someone else's artstyle and doesn't have to consider what it takes to get it up and running on a PS4. Add in those limitations and then we'll see just how good he is.
No one is bashing FS. And literally only one person jokingly proposed that it should be given to DICE. Plus, considering that this is just a small scene in UE4. I doubt a PS4 wouldn't be able to render it, there's no AI or npcs. Plus he's not "copying." It's fanart.
 

KingBroly

Banned
Feels like the UE4 work is missing a layer of the original's fog from looking at the shots. Kinda takes away from the atmosphere.
 
Original leaked trailer had no CA. Neither did the Story trailer. Or this one. At least, not nearly to the extent as in the final game.

...hahaha, holy shit at those last 2 trailers...

I don't know about CA... but From basically used every other filter imaginable in their bag of Adobe Premiere/In engine toolset to set the mood.

None of any of that is in the final game! Those filters are the mood swingers! They're so extreme!

The final game's overall presentation looks understated and barren by comparison! All that's left in terms of post processing in the FG is the CA!

...They really do this a lot with their trailers, huh? Project Dark TGS trailer, DS1 Announcement and E3 2011 trailers, these two BB trailers...Demon's and the Project Beast trailer missed the memo, i guess...

That's a lot of ..."presentation"...going on there...
 

Morrigan Stark

Arrogant Smirk
Who on Earth said they should give it to DICE?
Dennis made a joke about it on page 1. At least, I hope it's a joke. I can't tell anymore because graphics whores actually do exist.

Well I mean, it's not like theres much else.
Exactly. From Software get their priorities straight.

"Story trailers" need to die in a fire.

...hahaha, holy shit at those last 2 trailers...

I don't know about CA... but From basically used every other filter imaginable in their bag of Adobe Premiere/In engine toolset to set the mood.

None of any of that is in the final game! Those filters are the mood swingers! They're so extreme!

The final game's overall presentation looks understated and barren by comparison! All that's left in terms of post processing in the FG is the CA!

...They really do this a lot with their trailers, huh? Project Dark TGS trailer, DS1 Announcement and E3 2011 trailers, these two BB trailers...Demon's and the Project Beast trailer missed the memo, i guess...

That's a lot of ..."presentation"...going on there...
... Am I the only one who has no idea what any of this post is talking about?
 
... Am I the only one who has no idea what any of this post is talking about?

TLDR

Look at the post processing filters, effects, and possibly lighting used in the average From Software game trailer.

Look at the final game.

Compare. Draw your own conclusions.

Mine see that From does a lot of embellishing, that they have a history with it - Look up those other trailers I mentioned.


But that really has nothing to do with this thread. My bad for getting off track.


I'd argue that those Adobe Premiere filters were the "soul/dream/
creamy goodness
" though. Way better than CA.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Dennis made a joke about it on page 1. At least, I hope it's a joke. I can't tell anymore because graphics whores actually do exist.


Exactly. From Software get their priorities straight.

"Story trailers" need to die in a fire.
Why do story trailers need to die when the presentation in games, especially triple A is for the most part incredible? It's not like story trailers are the only ones that get released. That's a bit baffling to me.
...hahaha, holy shit at those last 2 trailers...

I don't know about CA... but From basically used every other filter imaginable in their bag of Adobe Premiere/In engine toolset to set the mood.

None of any of that is in the final game! Those filters are the mood swingers! They're so extreme!

The final game's overall presentation looks understated and barren by comparison! All that's left in terms of post processing in the FG is the CA!

...They really do this a lot with their trailers, huh? Project Dark TGS trailer, DS1 Announcement and E3 2011 trailers, these two BB trailers...Demon's and the Project Beast trailer missed the memo, i guess...

That's a lot of ..."presentation"...going on there...
I feel like it would be really interesting to watch their marketing department compose a trailer.
 
I also like the look of DS3, but it definitely has a different palette and feel than Bloodborne, mostly due to lack of CA. In DS3, it wouldn't work because it needs to look real. In Bloodborne, I do believe it adds to the look of the game, I don't care if it's cheap, as a final consumer should I really care about how amazing the use of tech is if I like or don't like the final result?


UE4 demo also lacks dome DoF or at least some blurring, too crisp everywhere. Anyway it's a demo, and technically with proper enhancements it will look better. Good job to the artist.



Thanks for pointing it out! The point stands, though, as for the shot as for the video, both look worse than final product, in my opinion. Gimme some motion blur and a bit of CA to spice it up. /Flameshield up.

If you like CA that's fine, you do you.

But a lot of people hate it, so games should always have a toggle for it.

And since it really is a cheap post process filter that can easily be toggled on or off and it doesn't cost a developer anything to provide a toggle there is no excuse for there not being one.

(and please please don't say artistic integrity :p )
 
nah, looks to good. Wait, let me fix it

ogUT4Ke.jpg


yay, next gen.
Is that chromatic aberration?
Cause I think I finally get it.
 

Morrigan Stark

Arrogant Smirk
Why do story trailers need to die when the presentation in games, especially triple A is for the most part incredible?
I disagree that they are incredible. They are often cheesy, predictable, and boring to me, not to mention utterly useless to garner my interest. A mix of story bits and gameplay is invariably far better, though pure gameplay trailers with very little of the cinematic/story BS is of course the best.

Other trailers might get released but typically after story trailers are released, which is annoying, and even those trailers typically have way too much "story"/"cinematic" BS and not enough gameplay anyway (I still laugh at The Order's "gameplay trailer" which had like 10 seconds of gameplay in a 2-3min trailer). And moreover, the focus on story trailer is indicative of the "cinematic AAA games" trend that I find repugnant.
 

spliced

Member
Kinda meh tbh, BB isn't the best game to do this with. A lot of BB is so dark or unappealing color-wise that shinier graphics don't make much difference, it's style is more mood setting than attempting to look good. Plus it's so new that the graphics still hold up quite well.
 

HK-47

Oh, bitch bitch bitch.
Amazing work, it loses a bit of the atmosphere of what makes that area so special.

BB is truly the artistic pinnacle of From Software. Nothing in DS3 ever comes close to the artistry at display in that game. When they aren't put within the confines of a medieval setting you can just see their imaginations going crazy.

The Souls games ten to have much more variation in areas. What is so medieval about Brume Tower or Shulva or the Painted World?
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
I disagree that they are incredible. They are often cheesy, predictable, and boring to me, not to mention utterly useless to garner my interest. A mix of story bits and gameplay is invariably far better, though pure gameplay trailers with very little of the cinematic/story BS is of course the best.

Other trailers might get released but typically after story trailers are released, which is annoying, and even those trailers typically have way too much "story"/"cinematic" BS and not enough gameplay anyway (I still laugh at The Order's "gameplay trailer" which had like 10 seconds of gameplay in a 2-3min trailer). And moreover, the focus on story trailer is indicative of the "cinematic AAA games" trend that I find repugnant.
By presentation I meant from a visual and acting perspective. Games are a shit ton better off in that regard compared to where there were before. And let's not forget that gameplay itself looks really cinematic as well and with a free cam can be easily confused with a cutscene.
 
shenanigans

What is the problem with switching to an overall much more capable and less technically problematic engine, other than actually putting the time & work into transferring assets/rework toolchains?

What about the transfer of KH3 from Luminous to Unreal Engine 4? The Vanishing of Ethan Carter from UE3 to 4?

Why work with another respin of the same legacy engine used since Demons' Souls when better tools are available?

Never mind that since Dark Souls 2, From has mentioned every time "its a new engine", save for DS3 which was "its the Bloodborne engine" (really a variant of a branch (BB) of the stuff from Demons'/Darks Souls anyway). Weird how legacy systems are present in a "new" engine.

I mean...what thread is this again? Look at the proficiency of art and tools on display here!

Look at those shadows!
 

sobaka770

Banned
If you like CA that's fine, you do you.

But a lot of people hate it, so games should always have a toggle for it.

And since it really is a cheap post process filter that can easily be toggled on or off and it doesn't cost a developer anything to provide a toggle there is no excuse for there not being one.

(and please please don't say artistic integrity :p )

I already got burned with artistic integrity - I'm one of those guys who thinks that ME3 should have had a complete rewrite of the ending (within budget, but cut out the StarChild etc.), not just added cutscenes. Anyway, wishful thinking.

I see no problem with the toggle if it's easy to implement. However, there are other toggles that can be done on console but are not. I think only Nioh demo has framerate option, which I'm sure had more outcry than CA if we're to be honest. (oh if only it were 60FPS!). I don't know if it's laziness, some opinion that console gamers don't want to tinker with options, PvP considerations or simply some areas don't look good without it, and you don't know that. In any case, the effect is there, I don't think that many people care as you think and it works within the game, as proven by this CA-less level recreation.
 

KC Denton

Member
What is the problem with switching to an overall much more capable and less technically problematic engine, other than actually putting the time & work into transferring assets/rework toolchains?

What about the transfer of KH3 from Luminous to Unreal Engine 4? The Vanishing of Ethan Carter from UE3 to 4?

Why work with another respin of the same legacy engine used since Demons' Souls when better tools are available?

Never mind that since Dark Souls 2, From has mentioned every time "its a new engine", save for DS3 which was "its the Bloodborne engine" (really a variant of a branch (BB) of the stuff from Demons'/Darks Souls anyway). Weird how legacy systems are present in a "new" engine.

I mean...what thread is this again? Look at the proficiency of art and tools on display here!

Look at those shadows!

I get the feeling that a developer recreating a different developer's environments is almost akin to insulting the other developer to their face for some people, especially in the case of a western developer doing their own take on something by an eastern developer. Suggesting that a different engine be used for their next game is then akin to heresy, unless we're talking about Telltale Games for some reason.
 

Skinpop

Member
What is the problem with switching to an overall much more capable and less technically problematic engine, other than actually putting the time & work into transferring assets/rework toolchains?
how did you determine that ue4 is "more capable" in terms of their needs?

switching engine would be insanity when they already have something that works well.
 
how did you determine that ue4 is "more capable" in terms of their needs?

switching engine would be insanity when they already have something that works well.

Agreed.

FromSoftware is putting out yearly releases that still maintain quality. They're on a roll with what they have.
 

Kholdy

Neo Member
That's very impressive. For me, this makes even more obvious how good the environment and art direction is in Bloodborne.
Great job!
 

Eggbok

Member
This is why I can't wait for Dreams, this is how I'm going to spend almost most of my time. Just remaking levels from different games, I can't wait.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
how did you determine that ue4 is "more capable" in terms of their needs?

switching engine would be insanity when they already have something that works well.
UE4 is one of the most flexible engines ever created. Any situation where you switch engines is a painful process. However, working through that may add in the future. For instance, the framepacing issue that seems to be an issue specific to their BB engine might actually be rectified.
 
how did you determine that ue4 is "more capable" in terms of their needs?

switching engine would be insanity when they already have something that works well.

Their needs? Ok, I guess that's a reasonable point. Legacy/proprietary code, assets, and familiarity allowed for the quick turnaround of DS2, BB, and DS3.

On paper? Um... UE4 is probably better. By a sizable amount. Proprietary in house stuff isn't always great. You hear about Bungie's turnaround time when they wanted to change something in Destiny? A day. UE4 does that in real time, in editor. Not saying that From's stuff is nearly like that, but its something to give some thought about.

Looking at the video, the illumination tech used on the lamps and how the light works, for starters. The sheer shadow coverage in this DICE employee's work beats BB, full stop. The objects in shadow are dark in this work. I feel that this is something new that this work adds to the aesthetic that is not in the orginal, its own "soul" ( oh boy :^/ ), if you will.

Also, given how BB/DS3 perform on PS4, and the weird loading related hitching problems on DS3 PC ... Works well?

Unfounded Opinion time:

DS2 worked better, TBH. DS2 is such an out-lier, compared to DS3 being DS1 part 2 in terms of systems, animations, and overall handling/gameplay. That's the one that is probably on a "new" engine.

EDIT: Scratch that, I just remembered that DS2 has the same Xbox 360 / 3rd party controller conflict problems on PC that DS1 and DS3 have. So its the same/similar shit too.
 

generic_username

I switched to an alt account to ditch my embarrassing tag so I could be an embarrassing Naughty Dog fanboy in peace. Ask me anything!
Amazing work, it loses a bit of the atmosphere of what makes that area so special.

BB is truly the artistic pinnacle of From Software. Nothing in DS3 ever comes close to the artistry at display in that game. When they aren't put within the confines of a medieval setting you can just see their imaginations going crazy.

Yup. BB's art style is god tier. DS3 feels like such a let down after that. Still amazing though. Anyways great video and pics OP. Thanks for sharing- I hope we get a patched Neo version at some point!

On another note - Why the hell did From remove this version of the cleric beast theme - sounds so effing awesome

https://www.youtube.com/watch?v=xx8KTIeSnzs
 

Skinpop

Member
UE4 is one of the most flexible engines ever created.
which is good if you need to use it, meaningless if you already have something working. flexibility also comes at a high cost.

However, working through that may add in the future. For instance, the framepacing issue that seems to be an issue specific to their BB engine might actually be rectified
so the sensible thing is for them to fix those issues. rewrites and start-overs is a good way to destroy a product/company.

Their needs? Ok, I guess that's a reasonable point. Legacy/proprietary code, assets, and familiarity allowed for the quick turnout of DS2, BB, and DS3.
their needs in terms of what the code needs to look like, how the engine should be architected, their tools and asset pipeline, inhouse experts that know the engine inside out and so on.

On paper? Um... UE4 is probably better. By a sizable amount. Proprietary in house stuff isn't always great.
what do you base this on? graphics?

You hear about Bungie's turnaround time when they wanted to change something in Destiny? A day. UE4 does that in real time, in editor. Not saying that From's stuff is nearly like that, but its something to give some thought about.
show me a game running on ue4 that does what destiny does. I'm not talking about graphics but the whole thing, the game.

Looking at the video, the illumination tech used on the lamps and how the light works, for starters. The sheer shadow coverage in this DICE employee's work beats BB, full stop.
this is a pointless comparison. it's a demo asset taken out of any actual gameplay context. it's meaningless and just as interesting as showing a prerendered cutscene. it's a nice piece of art, but that's all there is to it. bloodborne is an actual game. so the comparison is inherently unfair. you don't actually know if they could make bloodborne look like that while playing the same on the ps4.

As for ds3, I've never had any issues with it on my pc. it works just as well as any other aaa game. it had some bugs early on that were fixed. what is it about the game that doesn't work well? you make it sound like the game is a bug-ridden broken piece of crap.

same goes for bloodborne.
 
their needs in terms of what the code needs to look like, how the engine should be architected, their tools and asset pipeline, the expertise that knows the engine inside out and so on.

Yeah.

what do you base this on? graphics?

From looking at what UE4 can do in general -The feature set advertised by Epic since 2012/2013.
Looking at the UE4 threads on GAF and Reddit and seeing all the stuff people in their home studios made on their own. Youtube is also pretty good for that.
Also looking at the github and the the list of things they have added to it and what they are going to add to it in the near future.
And from dicking around with the engine on my comp.

show me a game running on ue4 that does what destiny does. I'm not talking about graphics but the whole thing, the game.

I don't play desitiny, so I can't make any kind of comparison. Please tell me about all the cool stuff destiny does that nothing else out there does.

I do know that destiny's editor doesn't handle editor changes in real time, making it a cumbersome piece of kit.
this is a pointless comparison. it's a demo asset taken out of any actual gameplay context. it's meaningless and just as interesting as showing a prerendered gameplay section. it's a nice piece of art, but that's all there is to it. bloodborne is an actual game. so the comparison is inherently unfair. you don't actually know if they could make bloodborne look like that while playing the same on the ps4.

...The Hunter's Dream is a separate area from the entire rest of the game. As far as I'm aware - I haven't finished BB - you don't fight there, its not "in the world" like every other Souls hub save Demon's (Demons had more NPCs that you could tussel with, on the PS3).

It's loaded into its own little bubble with player character related stuff, networking for bloodstains and minion signs, up to 2 extra NPCs (AFAIK), a code structure for saves, and code for event sequences for elsewhere in the game (for handling outside events like the transitions, DLC, equipment, NPC interactions) that don't factor into the "in the moment" performance budget. Kind of (but not entirely) like a tech demo in a bubble, but in a retail game.

If they could make BB look like that, with the better lighting and shadows on PS4, they probably would have done it. Or maybe their engine isn't as capable.

Maybe you open a gate that leads to that field of flowers from the trailers, or something? If its is linked to another aspect of the world, then I take that back, it counts.
 

Skinpop

Member
From looking at what UE4 can do in general -The feature set advertised by Epic since 2012/2013.
Looking at the UE4 threads on GAF amd Reddit and seeing all the stuff people in their home studios made on their own.
Also looking at the github and the the list of things they have added to it and what they are going to add to it in the near future.
people make awesome looking stuff, that's true. for example the titanic demo thing. looks really nice visually right but it's so far from what dark souls is in terms of its technical needs that it's impossible to extrapolate what the engine would do for the souls series.

redditors playing around and tech demos are just that, while the souls engine is production proven software for this exact kind of game.

I don't play desitiny, so I can't make any kind of comparison. Please tell me about all the cool stuff destiny does that nothing else out there does.
I don't play it either but from what I understand it's a mmo-ish open world game with online gameplay, huge worlds and so on. as a programmer, that sounds to me like something you definitely want to roll your own engine for if you have the manpower(which bungie does).

I do know that destiny's editor doesn't handle changes in real time tho.
But you don't know that the ue4 tools would handle their maps either.


If they could make BB look like that, with the better lighting and shadows on PS4, they probably would have done it.
it's still a meaningless comparison. the art in the op is not bloodborne running as a game, it's a scene made using the ue4 tools. those are two vastly different things.
 
I don't play it either but from what I understand it's a mmo-ish open world game with online gameplay, huge worlds and so on. as a programmer, that sounds to me like something you definitely want to roll your own engine for if you have the manpower(which bungie has).

I wouldn't go that far. Destiny never felt like a huge open world when I played it. It had great art direction and good gun-play going for it. That's about it in my opinion.
 
I still think there is a good argument in the large amount of developers that took what they had and moved to UE4.

KH3 is meh (other than simple shock value) because who knows what they had done before, and Ethan Carter is UE3 to UE4.

The most surprising one for me personally? Tekken 7.

They had a lot of things going for their internal Tekken 6/Tag engine, including Wii U support. Other than PS3 related concessions, great stuff was happening there.

Then they took their ball over to UE4 with a relativity short turn around time, creating all new assets on top of (most likely) ported gameplay code and older animation libraries. It's Tekken. So very much Tekken. Looks like they are doing just fine, perhaps they are even better off than before. Even before the BLR (EDIT: Fated Retribution, not Blood Line Rebellion, that's 6) update, the technical differences between the engines were very apparent.

Switching to a new engine and having to port everything over was apparently easier or less expensive than improving their older engine.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
which is good if you need to use it, meaningless if you already have something working. flexibility also comes at a high cost.
Which is why I said it would be a painful process.

so the sensible thing is for them to fix those issues. rewrites and start-overs is a good way to destroy a product/company.
It wouldn't be starting over.

their needs in terms of what the code needs to look like, how the engine should be architected, their tools and asset pipeline, inhouse experts that know the engine inside out and so on.
UE4 is flexible enough to handle a souls game. Even more so since souls games use a lot of middleware that as far as i'm aware, UE4 supports.

what do you base this on? graphics?
No, based on the toolset.

show me a game running on ue4 that does what destiny does. I'm not talking about graphics but the whole thing, the game.
Nothing about Destiny couldn't be done in UE4. A lot of time would have to go into modifying it to fit the framework ofc. In fact, switching to a 3rd party entry could benefit Bungie in the long run, considering their Destiny engine is an absolute pain to work with.

this is a pointless comparison. it's a demo asset taken out of any actual gameplay context. it's meaningless and just as interesting as showing a prerendered cutscene. it's a nice piece of art, but that's all there is to it. bloodborne is an actual game. so the comparison is inherently unfair. you don't actually know if they could make bloodborne look like that while playing the same on the ps4.
The hunter's dream has no AI. The "actual game" part only involves you moving around it and clicking on different things to access different item screens.

As for ds3, I've never had any issues with it on my pc. it works just as well as any other aaa game. it had some bugs early on that were fixed. what is it about the game that doesn't work well? you make it sound like the game is a bug-ridden broken piece of crap.
DS3 is fine on PC but has some of the same issues that BB had on consoles. The framepacing for instance.
 
I still think there is a good argument in the large amount of developers that took what they had and moved to UE4.

KH3 is meh (other than simple shock value) because who knows what they had done before, and Ethan Carter is UE3 to UE4.

The most surprising one for me personally? Tekken 7.

They had a lot of things going for their internal Tekken 6/Tag engine, including Wii U support. Other than PS3 related concessions, great stuff was happening there.

Then they took their ball over to UE4 with a relativity short turn around time, creating all new assets on top of (most likely) ported gameplay code and older animation libraries. It's Tekken. So very much Tekken. Looks like they are doing just fine, perhaps they are even better off than before. Even before the BLR update, the technical differences between the engines were very apparent.

Switching to a new engine and having to port everything over was apparently easier or less expensive than improving their older engine.

Just my opinion but I think tekken 7 looks ugly as hell, I expected a lot more from a current gen fighting game and from the tekken devs.

Maybe it's the engine, maybe it's something else idk.

GRIP (the rollcage reboot) also uses ue4 and from that game it seems ue4 really is not suited for racing games at all. It just looks weird.

Not every engine is suited for every type of game, though I don't think ue4 would work badly with an action combat game like dark souls. (assuming it's equipped to properly handle fighting game hitboxes)
 
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