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

Skinpop

Member
The most surprising one for me personally? Tekken 7.
doesn't surprise me at all. the technical needs for a fighter are going to be minimal compared to something like dark souls or destiny. It's the one kind of game where engines matter the least - hence no need to make a custom one.
 
doesn't surprise me at all. the technical needs for a fighter are going to be minimal compared to something like dark souls or destiny. It's the one kind of game where engines matter the least - hence no need to make a custom one.

REALLY

because input latency and frametime consistency are more important in a fighting game than in EVERY other game genre combined.

I'm imagining playing a fighting game on overwatch's engine and I throw up in my mouth a little
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
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)
It's not the engine, it's the budget, there are way better looking UE4 games than Tekken 7 and GRIP. Btw, SFV=UE4.
 
I agree, it looks great technically but there's something missing.

Atmosphere seems way off to me.

The colours are too dark for one. BB's art gets the smokey and pale atmosphere done right. It's supposed to be a nightmare.

It's not supposed to be a regular night for Halloween trick or treating. Which is what this UE4 engine "restoration" is missing.

It's clearly technically far better than Bloodborne itself, but yes it's definitely missing some key components of art style that is so good in this game.

Which is why in many ways art trumps graphics. I don't think BB would be as fun if it looked so sharp, but also so lifeless.
 
doesn't surprise me at all. the technical needs for a fighter are going to be minimal compared to something like dark souls or destiny. It's the one kind of game where engines matter the least - hence no need to make a custom one.

You should read up on what Netherealm studious had to do to UE3 to make it run at 60fps on PS3 and Xbox 360. Engine choice mattered with that game, because they wanted all the good parts of UE3, but had to work around a lot of the bad parts of the engine and the consoles. I really wish I could find that powerpoint right now.

Stephen, I feel that Tekken 7 looks excellent and GRIP looks great, but its indie and unfinished nature are apparent (full disclosure, I backed GRIP before they pulled out out of Kickstarter, didn't fund their newer effort). The only thing I can fault T7 it for is having bad hair and running on cheap arcade hardware.

Looking at all the materials, specifically Sizzle reels 2015 (plenty of stuff on UE3, not really apparent unless you know) and 2016 (one or two games on UE3, also ARK on UE4 which is a mess) UE4 looks like an excellent all purpose engine to me.
 
So to you none of the marketing screenshots whatsoever appreciate the art of a visual filter that gets in the way of the actual art.. what in the world is with the absolutely insane defenses in this thread about a heavily complained about visual feature that isn't featured in marketing. Like guys, wtf. It's insulting to FromSoftware to imply that without the CA the look of the game is ruined.

Crossing Eden, I'm really shocked that you of all people didn't pick up on my intense sarcasm there...
 
Yeah, no. The filter enhances the art to certain effect. And the filter missing in the recreations is the reason for a noticeably different mood.

No. It's not. This has already been explained earlier in the thread. Volumetric fog and ethereal lighting >>>>>>>

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

the impact of CA
 
Oh yes, it definitely does. The whole thing looks too crisp, and non dream-like as it is supposed to be. It's so funny that, despite the obvious fact that environment is more detailed in UE4 with better textures, geometry, occlusion etc., in motion it looks much worse - it's sterile. Some of it is simply the lack of fog, but a lot of it is lack of CA.

holy shit.
you realize that what you're looking at
is a screenshot of bloodborne?

thisisneogafgraphicsthreads.gif
 

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!

Jabba

Banned
Some comparison, original first:



It has nice IQ and has more polys in places, but it's not like the original one is ugly either.

Agree. Also, if you bring down gamma and an even smaller bit of brightnes, (could be the other way around) add a little more contrast to the original pic you'd get a similiar look to the UE4 pic.
 
Needs chromatic abberation.

Most games shouldn't have it. It's great for Bloodborne, however. It fits the dreamy narrative of the game. FromSoftware is so good at drawing you into their worlds.

All those clean image purists, I think, under appreciate the art aspect of these games.

Agree, I actually love the CA use in BB, very artistic and oh so fitting for the game.

I even reshaded it into my Dark Souls to get the same aesthetic. I like the look of my DS3 much more than vanilla.
 
Now I know why this thread is weird doesn't dice have their own engine.

EA owns Frostbite, which all their developers (DICE included) use, yeah.

Anything this artist makes at work on EA property belongs to them. Which is why this was done on his own copy of UE4 in his spare time.
 

epmode

Member
Agree, I actually love the CA use in BB, very artistic and oh so fitting for the game.

No way. The CA is is turned way up and it's dumped on literally every area in the game. It's hideous. I might agree if it was restrained in some way.

The game already does a great job of confusing reality with dreams. It doesn't have to make me think my television is broken to do it.
 
I'm really liking this recreation. Best thing about it is no awful chromatic aberration, though there is the sharpening filter... But to add to that, the moon seems to light the area in a much more believable way, and then there are the multiple lanterns on the house that also properly lights the environment. The foliage also looks better, but that could be because of the lighting.

Agree, I actually love the CA use in BB, very artistic and oh so fitting for the game.

I even reshaded it into my Dark Souls to get the same aesthetic. I like the look of my DS3 much more than vanilla.

It's more like disgustingly awful. Shit is just terrible, nothing artistic about the way they implemented it. It's like they pulled the slider all the way to 100 for the whole game with no respect as to how it fits for each level. Perhaps if it were toned down (way down) and properly implemented in each area in a way that fits, maybe it could work.
 

vg260

Member
Ironically the hunter's dream is probably the only place where the CA is appropriate, would really contrast it with rest of the game.

It's never appropriate. It's a horrible eye-straining filter. There are surely other methods for a similar feel.

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.

Neither did the actual game pre-day-one patch.
Thankfully, I rented the game and played through it without the patch offline. Great rental, but I wasn't going to buy a game with a filter that made it look worse and gave me a headache.
 
I love how FromSoft themselves marketed this game WITHOUT CA knowing it looks better, but pulled a bait and switch and included it in retail (probably because it helps hide aliasing). Now people assume it's essential to the art direction :p

26838032621_772e69b4d2_o.jpg


bloodbornea2s1v.jpg


26632829880_8111356e8f_o.jpg

Now tell me how the game loses it's "soul" without CA :p

Anywho, I watched the video. Freaking hell, this is gorgeous. I was already sad that I'd never get to see Bloodborne properly at 60 FPS with no CA. This just makes it worse.
 

sobaka770

Banned
holy shit.
you realize that what you're looking at
is a screenshot of bloodborne?

thisisneogafgraphicsthreads.gif

It is a marketing screen(bull)shot uprezzed, removed blur/DoF/CA. Yes, it looks weird and I do prefer the final look. The UE4 video is basically this screenshot - with even more detail - in motion, no blur, no CA.

Now tell me how the game loses it's "soul" without CA :p

Anywho, I watched the video. Freaking hell, this is gorgeous. I was already sad that I'd never get to see Bloodborne properly at 60 FPS with no CA. This just makes it worse.

These also are all marketing shots. The werewolf mouth looks cartoony just as the boss face. Once again the excessive crispness and lack of almost any DoF is creepy and unnatural. Out of the three I only like the last one (is it because the blue hue gives impression of CA? :) ), these are not representative of how the game would end up in motion.
 

twobear

sputum-flecked apoplexy
I love how FromSoft themselves marketed this game WITHOUT CA knowing it looks better, but pulled a bait and switch and included it in retail (probably because it helps hide aliasing).

that doesn't really make a lot of sense......it seems a lot more plausible that they felt the CA added to the mood of the game.

[edit] the recreation looks really good. i think the 'lack of soul' that some people are pointing to is just that the actual game has a bit of fog and doesn't have as high contrast as well as a bit more colour (the moon is yellower, the sky is blue instead of grey), nothing that can't be fixed with a little bit of tweaking. the assets are clearly fantastic.

[edit 2] oh, and the flowers.
 

DaciaJC

Gold Member
Neither did the actual game pre-day-one patch.
Thankfully, I rented the game and played through it without the patch offline. Great rental, but I wasn't going to buy a game with a filter that made it look worse and gave me a headache.

No kidding? I wonder if it's possible to reinstall the game and play it without downloading any patch.
 

Skinpop

Member
REALLY

because input latency and frametime consistency are more important in a fighting game than in EVERY other game genre combined.

I'm imagining playing a fighting game on overwatch's engine and I throw up in my mouth a little
You should read up on what Netherealm studious had to do to UE3 to make it run at 60fps on PS3 and Xbox 360. Engine choice mattered with that game, because they wanted all the good parts of UE3, but had to work around a lot of the bad parts of the engine and the consoles. I really wish I could find that powerpoint right now.
Yes it's important. I'm saying that it's much easier to guarantee those things when you can predict exactly what can happen on the screen at any time.
A huge world with asset streaming, seamless LODing, complex spacial partition strategies and management of thousands of entities add a lot more complexities to engine architecture and the tools you work with than your typical fighter.

No, based on the toolset.
which doesn't matter if the tools aren't right for what they need. and doubly doesn't matter if the engine isn't architected according to your needs. both which you can't possibly know unless you have worked with the dark souls engine and spent time heavily modifying ue4.

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.
You say that as a fact but you don't know it as a fact. You don't actually know that they wouldn't run into the same issues with ue4 unless you have access to some information the rest of us doesn't. these issues aren't as simple as "bad editor", it's a whole pipeline with how levels are represented in the game, the baking of maps and assets, debugging tools and so on. - things that even if they used ue4 they'd likely have to custom code anyway.

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.
the hunters dream still has to use the same level representation, same asset loading system, same spacial partitioning system, same collision detection system, same shaders and so on. it's limited by the rest of the game, it has to play by the same rules and even if you could get around that (like having a completely different rendering path just for that map) it still needs to look consistent with the rest of the game.
A showpiece asset like the one in the op doesn't have to worry about any of this. it's a bad comparison that doesn't reflect any kind of real world scenario.

Switching to a new engine and having to port everything over was apparently easier or less expensive than improving their older engine.
which doesn't say anything unless you know the specifics. for all we know they could have had no more than ten days worth of work on kh3 before they decided to use ue4.


as a final point, I've used ue4. I like it. tools seem to be well engineered and the editor is easy to use. none of this matters unless those tools do what I need them to do, none of this matters if the engine is designed in a way that works against my needs. especially none of this matters if I already have a production proven engine that already does what I need it to do.
 

Stahsky

A passionate embrace, a beautiful memory lingers.
some of these responses are really disappointing

outside of that, people are really undervaluing the work this artist put into it. it's really great

props to him and UE4 for being such a damn good piece of tech
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
some of these responses are really disappointing

outside of that, people are really undervaluing the work this artist put into it. it's really great

props to him and UE4 for being such a damn good piece of tech
Someone summed it up perfectly.

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.
 

vg260

Member
No kidding? I wonder if it's possible to reinstall the game and play it without downloading any patch.

With the original release disc version, it should be possible. I rented it upon release, deleted the day-one patch and went offline before playing it without the CA. I took some screenshots before and after because I noted the difference, but don't have them anymore.

If you have a current save it wouldn't load if you delete all the patches. If you have the original disc version, I think you can delete all the patches and make sure not to do any updates if you want to see the difference. You don't necessarily need to reinstall. Of course you miss out on all the fixes such as load time improvements, and you'd want to make sure your current save is backed up and safe. If you bought the digital version, I think Sony bundles all the patches now, so loading a non-patched version might not be possible. Only worth the risk if you're morbidly curious, but yeah it looked just fine without it, Hunter's Dream and all. It still seemed dream-like, just without the horrible filter. If it wasn't there, no one would have complained.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
A well done replication, but it seems like it lost something vital to the atmosphere..
 

Juxo

Member
Am I the only one who thought the chromatic aberration was a good idea and added a certain depth to the environments? I don't think the game would have looked as good without it.

Back OT, that's some impressive work. the guy is obviously very talented.

Wish they'd announce the sequel. Perfect scenario would be for them to announce it, then say it will be out in a couple months.
 
[edit] the recreation looks really good. i think the 'lack of soul' that some people are pointing to is just that the actual game has a bit of fog and doesn't have as high contrast as well as a bit more colour (the moon is yellower, the sky is blue instead of grey), nothing that can't be fixed with a little bit of tweaking. the assets are clearly fantastic.

I can agree to missing fog, particle effects, etc. But in my opinion, CA adds absolutely nothing to the game whatsoever and removing it only seems to help judging by those marketing shots.

Weird that he didn't use frostbite.

They probably can't just take the engine home and make pet projects with it in their free time :p
 
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