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Edge #251 - UE4

iavi

Member
That would be horrible. FXAA is the worst of the worst.

Honestly, I kind of like FXAA. It can blur when by itself, but it coupled with a ton of SSAA makes for the cleanest IQ. I pretty much FXAA=ultra/SSAA=24x all my PC games.

If I wasn't on AMD and could downsample, I'd do that plus FXAA.
 

Stallion Free

Cock Encumbered
That would be horrible. FXAA is the worst of the worst.

It's not necessarily going to be FXAA. There are already a bunch of different PPAA methods (post-process anti-aliasing) and they are all being improved. PC games that used deferred renderers are already including multiple variations that you can chose between (Dead Space 3 has FXAA/SMAA options, Crysis 3 has everything under the sun, Black Ops 2/Assassin's Creed 3 have FXAA and TXAA options, and Deus Ex: HR had FXAA/MLAA).

It's not ever going to match what proper AA method can do, but it's not a technology that can't be improved and it has benefits and TBH most of the mainstream audience won't even notice a difference.

No reason not to use SMAA next gen. Combined with some MSAA In 1080 it should look fantastic, hell even on its own it looks great.

I'm going to guess that MSAA will be even more rare than it is this gen.
 

Vesper73

Member
I'd be surprised if real-time GI is completely out of UE4. Real-time GI is one of the major features that defines the next generation.

I wish somebody from Epic would comment on this. Tim?
 

RooMHM

Member
Seeing how UE4 is already becoming a de facto standard for "next gen" makes me sick given how terrible ue3 wasand was used this generation. Screw you Edge!
 

Vitor711

Member
It's not necessarily going to be FXAA. There are already a bunch of different PPAA methods (post-process anti-aliasing) and they are all being improved. PC games that used deferred renderers are already including multiple variations that you can chose between (Dead Space 3 has FXAA/SMAA options, Crysis 3 has everything under the sun, Black Ops 2/Assassin's Creed 3 have FXAA and TXAA options, and Deus Ex: HR had FXAA/MLAA).

It's not ever going to match what proper AA method can do, but it's not a technology that can't be improved and it has benefits and TBH most of the mainstream audience won't even notice a difference.



I'm going to guess that MSAA will be even more rare than it is this gen.

In terms of performance, I found the TXAA in AC3 to be amazing. Really cleaned up the image and ran at barely any performance loss.

It wasn't perfect but I do hope to see more games have it as an option.
 

Nirolak

Mrgrgr
That would be horrible. FXAA is the worst of the worst.

No reason not to use SMAA next gen. Combined with some MSAA In 1080 it should look fantastic, hell even on its own it looks great.

I'm with you, I just hope devs jump on the SMAA wagon since it seems like they love FXAA right now. Crytek seems to be the only one who has implemented it natively so far.

It's not necessarily going to be FXAA. There are already a bunch of different PPAA methods (post-process anti-aliasing) and they are all being improved. PC games that used deferred renderers are already including multiple variations that you can chose between (Dead Space 3 has FXAA/SMAA options, Crysis 3 has everything under the sun, Black Ops 2/Assassin's Creed 3 have FXAA and TXAA options, and Deus Ex: HR had FXAA/MLAA).

It's not ever going to match what proper AA method can do, but it's not a technology that can't be improved and it has benefits and TBH most of the mainstream audience won't even notice a difference.



I'm going to guess that MSAA will be even more rare than it is this gen.

Right sorry I meant "FXAA-like".

The might end up doing something like decoupling AA as well, but that likely won't happen for at least a few years given the amount of research that still needs to be done.
 

Lord Error

Insane For Sony
I'm going to guess that MSAA will be even more rare than it is this gen.
It seems like 2xMSAA at 1080p will be "cheaper" now that it was last gen on 720p. Certainly on PS4 than it was on PS3, but I'm also guessing a lot of devs won't see the need to do it given that resolution is higher in the first place.
 

BGBW

Maturity, bitches.
Why did you cut out the cheeks? With them, it reminds me of a Puni.

http://www.abload.de/img/punimxuj4.png

But I don't think Atelier would be in Edge?
Too be honest I didn't notice 'em

FjXwbMpm.jpg


There you go.
 

iavi

Member
It seems like 2xMSAA at 1080p will be "cheaper" now that it was last gen on 720p. Certainly on PS4 than it was on PS3, but I'm also guessing a lot of devs won't see the need to do it given that resolution is higher in the first place.

Is SSAA not done on consoles because of how much more expensive it is? I think it looks tons better, MSAA doesn't seem to handle stuff like foliage well, and I think we're going to see a lot more of it if Far Cry 3/Crysis 3 are any indication.
 

i-Lo

Member
Essentially Kismet is a visual scripting language that lets artists and designers do relatively simple things with no programming experience. Think of it like GameMaker or RPGMaker for professional developers.

C++ on the other hand lets programmers work very efficiently with the engine.

UnrealScript was a stop-gap measure between Kismet and C++ for things that were too complicated to do in old-Kismet, but simplistic enough that you wouldn't want a programmer to have to deal with all the management necessary in C++. It was also simple enough that a multi-talented artist or designer could learn it without learning tons of coding practices.

Basically they merged the benefit of UnrealScript for those who would actually want to use it into Kismet by making it more functional, and thus removed the need for it.

Here's an elevator built in Kismet 1 for example:



UnrealScript on the other hand looks much more like regular programming:

Code:
class HelloWorld extends GameInfo;
 
event InitGame( string Options, out string Error )
{
    `log( "Hello, world!" );
}

Edit: www.youtube.com/watch?v=MOvfn1p92_8&t=5m55s

That video will show you their newest version of Kismet and skip to the correct timestamp.

Wow, that is very helpful. Thank you.
 

RooMHM

Member
Why was UE3 terrible? What's wrong with UE4?
All UE3 games looked the same and lighting looked like crap for the major part of its existence also the materials seemed a lot too "pronounced".

As for UE4 I dont see anything wrong with it ... Except its mae by Epic...
 

Gav47

Member
What date is this out on? The back page of the #250 is telling me issue 248 is out on 22 November for some reason.
 
UE4 is hardly surprising and it having amazing graphics isn't surprising either. Was expecting something better with all the hype they were building up, like a new IP or long awaited sequel.
 
Its been removed, not because of consoles but because it takes a lot of performance to use it even for very high end pcs,

I thought the mods stopped allowing this...

Stating things as fact without a source or anything else to back it up.
This guy is aping speculation from b3d and neogaf.

OT: Highly dissapointed by no msaa for ue4; I really hope it doesn't become anywhere near as popular as ue3 was.
Please let source 2 kick ass and please let some other decent proprietary engines emerge from each publisher (like luminous for SE but then for every publisher).
 

Nirolak

Mrgrgr
They will probably still have a GI/real time lighting solution, just not the voxel one they demoed as that is not the only way to do GI in real time.

I suspect the magazine has some technical details given the demos mentioned in the OP, but no one seems to be sharing those unfortunately (assuming they exist).

The fire demo would almost assuredly be a lighting/particles demo.
 

KKRT00

Member
You guys need consider that SMAA has different viariants:
1x is basically enhanced MLAA
T2x is MLAA + subpixel resolve and temporal supersampling
2x and 4x versions are MLAA combined with modified MSAA [2x/4x] resolve.

TXAA is also using hardware multisampling combined with postAA, but i dont know details, its also quite taxing, TXAA 4x cost about the same as MSAA 4x, TXAA 2x same as MSAA 2x. Its Kepler exclusive tech currently, so there is no chance for it in next-gen consoles.
 

Nirolak

Mrgrgr
You guys need consider that SMAA has different viariants:
1x is basically enhanced MLAA
T2x is MLAA + subpixel resolve and temporal supersampling
2x and 4x versions are MLAA combined with modified MSAA [2x/4x] resolve.

TXAA is also using hardware multisampling combined with postAA, but i dont know details.

TXAA also uses temporal as a component.
 

Stallion Free

Cock Encumbered
It seems like 2xMSAA at 1080p will be "cheaper" now that it was last gen on 720p. Certainly on PS4 than it was on PS3, but I'm also guessing a lot of devs won't see the need to do it given that resolution is higher in the first place.

MSAA becomes more expensive at higher resolutions last I checked, not cheaper.

All UE3 games looked the same and lighting looked like crap for the major part of its existence also the materials seemed a lot too "pronounced".

As for UE4 I dont see anything wrong with it ... Except its mae by Epic...

So all games should have their own unique engines? And you blindly hate Epic?
 

subversus

I've done nothing with my life except eat and fap
their new issues aren't available on Zinio too. Fuckers. Edge, it's 2013, digital editions should be available BEFORE print, not after.
 

Detox

Member
I suspect the magazine has some technical details given the demos mentioned in the OP, but no one seems to be sharing those unfortunately (assuming they exist).

The fire demo would almost assuredly be a lighting/particles demo.

I think I've covered all the details, the article is shit tbh. There isn't even full blown images to really show off the engine, they are all about 1/3 of a page at best. In fact the best image is probably the cover. The fire demo is elemental and the caption underneath it is the only mention of voxel based indirect lighting. In the article they mention Fortnite, elemental and the helmet pic all 'share is a deliberate. cohesive look, owed in part to a fully deferred renderer using global illumination. The helmet is something an artist made to show off shader effects and material reflections 'all made possible by among other things, global illumination.' These quotes are all from Edge not Epic.

The article doesn't go into technical details it only has 3 pages of text and is evenly split between the cost benefits, some tech stuff with the resolution and performance tradeoffs, AA, pop-in and then benefits of exposing more of the engine.
 

subversus

I've done nothing with my life except eat and fap
I think I've covered all the details, the article is shit tbh. There isn't even full blown images to really show off the engine, they are all about 1/3 of a page at best. In fact the best image is probably the cover. The fire demo is elemental and the caption underneath it is the only mention of voxel based indirect lighting. In the article they mention Fortnite, elemental and the helmet pic all 'share is a deliberate. cohesive look, owed in part to a fully deferred renderer using global illumination. The helmet is something an artist made to show off shader effects and material reflections 'all made possible by among other things, global illumination.' These quotes are all from Edge not Epic.

The article doesn't go into technical details it only has 3 pages of text and is evenly split between the cost benefits, some tech stuff with the resolution and performance tradeoffs, AA, pop-in and then benefits of exposing more of the engine.

well, no buy then.

I think it will be available in 2013-2014 for public use anyway.
 

Nirolak

Mrgrgr
I think I've covered all the details, the article is shit tbh. There isn't even full blown images to really show off the engine, they are all about 1/3 of a page at best. In fact the best image is probably the cover. The fire demo is elemental and the caption underneath it is the only mention of voxel based indirect lighting. In the article they mention Fortnite, elemental and the helmet pic all 'share is a deliberate. cohesive look, owed in part to a fully deferred renderer using global illumination. The helmet is something an artist made to show off shader effects and material reflections 'all made possible by among other things, global illumination.' These quotes are all from Edge not Epic.

The article doesn't go into technical details it only has 3 pages of text and is evenly split between the cost benefits, some tech stuff with the resolution and performance tradeoffs, AA, pop-in and then benefits of exposing more of the engine.

Thank you.

Article does sound poor.
 

Eideka

Banned
I don't like the sound of "compromises" in resolution....

Damn I hope 1920x1080 will be the target for all developpers, just like 720p was this gen.
 

WhyMe6

Member
Teaser is Slime redesign from Ninja Theory Presents Dragon Quest XI.

From the guesses so far though, a SA3 Chao redesign fits the most from my perspective. Just cut that face out and plop it onto a teardrop shaped face.
 

Eideka

Banned
I mostly hate Epic because of their shit games but you re jot that wrong. Most games should use the best engine : CryEngine 3. That s all.

CE3 is so awesome that very few devs are working with it. And on the other hand UE3 is popular for a reason, if it was a shit engine it would have never taken off.
 

RooMHM

Member
CE3 is so awesome that very few devs are working with it. And on the other hand UE3 is popular for a reason, if it was a shit engine it would have never taken off.
Barriers to entry and learnig effects. Ue3 is more documented has a bigger user pool and ce3 is discriminated against because it has fewer users and struggles to find (pay?) early adopters.
 

Eideka

Banned
Barriers to entry and learnig effects. Ue3 is more documented has a bigger user pool and ce3 is discriminated against because it has fewer users and struggles to find (pay?) early adopters.

Discriminated against ? Lol. It's a conspiracy, right ?

Or...Or perhaps CE3 is nowhere near as popular....Because it's not THAT good, given the circumstances that seems to be a far more realistic explanation.
 

subversus

I've done nothing with my life except eat and fap
CE3 is so awesome that very few devs are working with it. And on the other hand UE3 is popular for a reason, if it was a shit engine it would have never taken off.

not very few but quite a lot (not in the West though but it's picking up there too). Also UE has 1) a few generations of game designers who grew up with its tools making levels since the first Unreal 2)people who can sell the engine and are very good and creative at that (see UDK releases and royalty agreements which brings them millions after Chivalry, Antichamber and a dozen of other UDK games storm Steam charts) 3)a very good support.

They have 10-year headstart on Crytek (CE1 shipped in 2004, Unreal in 1996) and the benefit of location. Meanwhile Crytek is better represented on the East and is more popular amongst non-gaming companies such as General Electric. As an engine CE3 provides more value then UE3 currently but at the expense of community and probably support. So that is it.
 

KKRT00

Member
CE3 is so awesome that very few devs are working with it. And on the other hand UE3 is popular for a reason, if it was a shit engine it would have never taken off.

CE 3 is 2.5 years old and its not running great on current-gens, UE 3 is since the beginning of this gen and works great on current-gens.
 

Eideka

Banned
CE 3 is 2.5 years old and its not running great on current-gens, UE 3 is since the beginning of this gen and works great on current-gens.

Make no mistake CE3 is a beastly engine, I'm not trying to downplay it.

I wonder how things will pan out next-gen, will CryEngine 3 truly rival UE 4 ?
 

subversus

I've done nothing with my life except eat and fap
Make no mistake CE3 is a beastly engine, I'm not trying to downplay it.

I wonder how things will pan out next-gen, will CryEngine 3 truly rival UE 4 ?

it depends on the power of their sales team (and support). Crytek are very capable engine developers so CE3 features will be either on par or ahead of the competition.
 
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