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UE4 Tech Demo: "Unreal Paris Virtual Tour" aka most incredible thing I've ever seen

Durante

Member
Why link a youtube video instead of the demo download?

I ran it on my PC at work today (with just a 660ti) and it was pretty smooth.

An awesome example of what you can achieve if you focus on a small area and make it static (to allow baking all the lighting information).
Oh, and also a good way to sell UE4's incredible PBR and temporal AA quality.
 

Megasoum

Banned
Yeah I dunno wasn't that impressed.

It looks good for sure but the reflective surfaces kinda killed the magic for me (Especially in the bathroom).
 

Haunted

Member
Guy makes a virtual tour through a stunningly photorealistic house environment.

Then uploads it at 720p and 30fps.

Benoît pls
 

Krejlooc

Banned
Why link a youtube video instead of the demo download?

I ran it on my PC at work today (with just a 660ti) and it was pretty smooth.

An awesome example of what you can achieve if you focus on a small area and make it static (to allow baking all the lighting information).
Oh, and also a good way to sell UE4's incredible PBR and temporal AA quality.

Just curious - what hardware do you have at home?
 

Haunted

Member
Why link a youtube video instead of the demo download?

I ran it on my PC at work today (with just a 660ti) and it was pretty smooth.

An awesome example of what you can achieve if you focus on a small area and make it static (to allow baking all the lighting information).
Oh, and also a good way to sell UE4's incredible PBR and temporal AA quality.
Do you have a download link? The v1.1. rar on his page isn't working.
 

wrowa

Member
Why link a youtube video instead of the demo download?

I ran it on my PC at work today (with just a 660ti) and it was pretty smooth.

An awesome example of what you can achieve if you focus on a small area and make it static (to allow baking all the lighting information).
Oh, and also a good way to sell UE4's incredible PBR and temporal AA quality.

Do you know a place to download the demo? They seem to have taken the demo offline on their website due to traffic issues.
 

Putty

Member
And not ONCE was the Eifel Tower spotted.

Once you get a game running with this i'm sure things will be a wee bit different. Object interactivity, moving people on screen, large scale. I find myself less and less impressed with such things nowaday. I'm all for seeing tech in an actual game scenario.
 

Durante

Member
Do you have a download link? The v1.1. rar on his page isn't working.
Do you know a place to download the demo? They seem to have taken the demo offline on their website due to traffic issues.
Oh, that sucks. It was fine when I downloaded it earlier today.

Just curious - what hardware do you have at home?
Quite OT, but sure :p
A 6-core Haswell-E running at 4 GHz, 16 GB DDR4, a Zotac 970, ASUS Xonar DGX and a Blackmagic Intensity Pro.
 
Why link a youtube video instead of the demo download?

I ran it on my PC at work today (with just a 660ti) and it was pretty smooth.

An awesome example of what you can achieve if you focus on a small area and make it static (to allow baking all the lighting information).
Oh, and also a good way to sell UE4's incredible PBR and temporal AA quality.

Can't seem to find a link. The one on his site 404's.
EDIT: Beaten.
 

Gestault

Member
In terms of technical assessment I understand the aversion to pre-calc lighting, but for the life of me, I cringe when people act like by nature of it being pre-calculated, it somehow appears worse in a given scene/moment than a real-time equivalent would. Some of the reflection maps do give away the "secret" though.

(These scenes are looking great. I want this generation of hardware to have more games built around physical exploration.)
 
And not ONCE was the Eifel Tower spotted.

Once you get a game running with this i'm sure things will be a wee bit different. Object interactivity, moving people on screen, large scale. I find myself less and less impressed with such things nowaday. I'm all for seeing tech in an actual game scenario.
I think tech demos like this still serve purpose. I love seeing just how far engines can go to try and hit photorealism. This is the closest I've seen. Very impressive.

Still enjoyable to see what an engine can do in terms of look anyway.
 

Durante

Member
In terms of technical assessment I understand the aversion to pre-calc lighting, but for the life of me, I cringe when people act like by nature of it being pre-calculated, it somehow appears worse in a given scene/moment than a real-time equivalent would.
I agree with that, but considering how often people here e.g. compare the graphics of a game with varaible ToD with a fixed one, or a linear cinematic game with an open world one, I always feel compelled to point out just how much these constraints (or the lack of them) affect performance.

Personally, what impressed me most about this is the quality of the materials. The metal and fabric surfaces are almost photorealistic, and these are generally hard to get right (especially pre-PBR of course).
 

Harp

Member
The sorcery ps4 demo looks better but for an indoor environment it looks good. The PT demo for PS4 while its not as clean it looks very close and that is an actual game.
 
That looked amazing but tech demos are never that indicative of what actual games will look like running on that engine. Sure if you dumped tons of resources into creating a handful of rooms and nothing else, they will look stunning but what about when they actually have to craft an entire video game?
 

Paz

Member
Great use of PBR but I find the push towards increasingly static worlds that rely on pre-calculation to be uninteresting.
 

Gestault

Member
considering how often people here e.g. compare the graphics of a game with varaible ToD with a fixed one, or a linear cinematic game with an open world one, I always feel compelled to point out just how much these constraints (or the lack of them) affect performance.

Absolutely.
 

Denton

Member
Looks stunning, another step up from AC Unity. Can't wait to run it myself once he makes it available again.

I wonder how long before we get this kind of graphics in game, with non-prebaked lightning.
 

Adam M

Member
visually most of the games are good. the real problem is the poor animations and the physics.
the poor animation can ruin the experience :/
 
A big production, full fledged game looking like that? No I don't think so.

You mean a whole AAA Team working on a game that has 5 Rooms? Yeah PS4 couldnt handle it.

No seriously. You can have that quality with a decent Team on a PS4 if its a corridor Shooter. Or even a Open World game but that would require more knowledge of the Console and of the Engine itself.
 

kenta

Has no PEINS
The least realistic thing about this video was how many magazines were in the bedroom

Anyway, I'm anxious for animation to get on this level. It feels like that will be the cause of the most uncannyish valleys once we're regularly looking at things of this quality
 
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