• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

QJUFdyX.jpg


:|
 

EGM1966

Member
Very nice. Although I was expecting Paris - ie the city - and not a surprisingly de-cluttered Parisian flat.

But still very nice. I do like a pretty tech demo.
 

MarkV

Member
I've recorded demo at 1440p@60FPS. You can check it here: https://www.youtube.com/watch?v=ZGGPQKBfLxc

Due to limitations of YouTube, any video at 60FPS above 1080p is capped at 1080p with no option to select even 30FPS at higher resolution. So I recorded separate run at 1440p with ShadowPlay capped at 30FPS. It's still uploading, but will be available soon here:
https://www.youtube.com/watch?v=wHjIoyEeCdo

Demo was recorded at 1440p on PC running Core i7 5820K with two GTX980s in SLI.

Thank you sir.
Yep, it looks scary good. SSR are great for their performance and very good for spec occlusion but they really are unstable, it shows a lot.

Also a lot of people who downplay the demo because of lightmaps don't get how difficult is to set up them to look that good and how much work the engineers did in the engine to ensure they work as intended.
 

RoboPlato

I'd be in the dick
It's not really post-process, it actually accumulates lots of samples with temporal reprojection.

Anyway, it really is incredibly impressive in terms of quality of output / performance hit.

The only issue I've had with it so far is that it's not really usable for VR.

I thought temporal reprojection was a characteristic of post process AA? Is it kind of like HRAA, which isn't quite post process but is still quick and has good coverage. It works great, no matter what.
 
dat PBR

holy hell.


though, the areas where SSR fades to cubemap are becoming really distracting when everything else is this amazing.
 

Azure J

Member
I'm kinda upset I seemingly missed out on that free student edition of Unreal 4 to play with. This stuff is fantastic.
 

Durante

Member
I thought temporal reprojection was a characteristic of post process AA?
No. Neither FXAA (the poster child for post-process AA) nor SMAA 1x (which is what people usually mean when they just say "SMAA") have any temporal component.

And even many early techniques with a temporal component are not nearly as good as UE4's AA.
 

Krejlooc

Banned
I'm kinda upset I seemingly missed out on that free student edition of Unreal 4 to play with. This stuff is fantastic.

UE4 is free to all students. If you can't find a copy, shoot an email to Will Kinsler and he'll point you in the right direction.
 

Skinpop

Member
Isn't it Fox Engine deferred? I could wrong but it's not exactly like to say real time. From this point of view UE 4 it's more real time although only in the static objects if I have understood how works.

deferred has nothing to do with whether the lighting is baked or not. If anything, it allows you to use less baked lighting.
 

RoboPlato

I'd be in the dick
No. Neither FXAA (the poster child for post-process AA) nor SMAA 1x (which is what people usually mean when they just say "SMAA") have any temporal component.

And even many early techniques with a temporal component are not nearly as good as UE4's AA.
Oh yeah, I knew about SMAA and FXAA. I guess I've only heard of temporal reprojection in other post process AA solutions.

One question, is the softness I often see in UE4 due to the AA method or chromatic aberration?
 

lord pie

Member
I can agree with that. My original "PS5" comment was just in terms of a full fledged AAA game. I can only really see Quantic Dream type games reaching this demo visually. Make a linear shooter with physics, particles, AI, numerous NPCs onscreen, wider environments with lots of objects onscreen etc and I struggle to visualize the PS4 rendering at this level of visual quality.

The thing is, it's not actually that technically complex. To my eye it's a pretty simple demo which would easily run on current hardware. It's a question of can a game accommodate the tradeoffs it makes? (ain't it always the case? :)

It's a very well constructed demo, in that it does well to work around technical limitations and fool the eye. No doubt about that.

I'm not trying to diminish the accomplishment of the demo, just put some perspective on why it (at first glance) looks so much better than other demos:

The primary reason it looks as good as it does is due to it appearing to use *extremely* high resolution lightmaps throughout the scene (and what appears to be a rather large number of reflection capture probes too). Only in the bathroom scene can you start clearly to see pixilation appearing (in some of the towels, etc).
While there is nothing wrong with this, it's misrepresentative to attribute this lighting realism down to the realtime portion of the rendering engine - it's purely an offline process generated by Lightmass, unreal's offline ray tracer. All of which takes a large amount of time to process offline (likely several hours) and must be updated any time changes are made. Typically you get stuck with highly static lighting as a result.
Either that or they are using an absolute tonne of dynamic lights :p

There are lesser reasons why it looks as natural as it does; the very flat albedo used throughout and heavy use of white flattens the ambient lighting significantly, reducing noticeable glossy specular influence (basically making the lighting very uniform at any point on the surface - lightmapping based rendering systems typically struggle with highly directional lighting). You work around this by using environment capture probes, but they get expensive and to get this sort of result I imagine they used a lot.
Also the mix of overexposed (white) surfaces and underexposed (black) surfaces works well to hide lighting imperfections and inconsistency - it's usually the midtones where things look least natural because they have the most dynamic range - and sure enough it's in the bathroom where things fall apart somewhat, and the somewhat nonsensical screen space reflections (eg, black reflection of a white coffee pot).

It's all tradeoffs. AC:Unity looks as good as it does for the same reasons, but it is undeniable the disadvantages cannot be applied to all games; fixed time of day, huge production challenges, massive asset sizes (I believe Unity was ~20+GB of lightmaps), etc.

I'd be very interested in knowing the bake time for this demo at its quality level.
[edit]of course, this is all speculation. I haven't looked at the source level. So I might be talking complete bullshit :p
 
This is really impressive, would love to see a game using UE4 with this kind of detail. Also how do you open the fridge in the game? I hear all this talk about PBR but I haven't even seen a can of it, is it hidden somewhere?
 
Not too impressed by the tech itself, very static. The attention to detail and the taste for chosing the proper baked lighting are whats impressive.
Runs with 50-60 fps on my 270x. Might be better if i close other programs though.
 

Voyevoda

Member
It sure looks good, but not that great. Clearly unreal.
Something about the lighting just seemed a bit ... off.

P.T was more impressive, in my opinion. The Fox Engine looks really good.
 
It looks good and is very beautiful, but it's just a static apartment space, no physics, nothing going on.

I expected to see lively parisian streets and lots of moving objects and unbelievable effects. This is just a specced up P.T. tour :p
 
I downloaded the demo and played it on my 970, and tbh I wasn't really impressed.
I mean, it does look good, it has high resolution textures and some nice geometry (mostly), but since everything is unanimated it does seem stale. I actually got impressed by P.T. more, it had higher attention to detail (garbage, photos, etc)

And the Silicon Studio demo on PS4 was even more impressive.

Well, to be fair this is a project from an individual, while the former examples mentioned have studios behind them. But still, this is not "the most incredible thing ever" imho
 

-SD-

Banned
v1.2 is out

http://www.benoitdereau.com/UnrealParis_-_1.2.rar

Mirror: https://mega.co.nz/#!vhYgXRrR!I6S4orj9H0jMTll6ppdOVyVAW-flqy3woNa2aaPgQyI

1080p60 video: https://www.youtube.com/watch?v=Y6PQ19BEE24

Here's the stuff in the ReadMeFirst.txt:

-----------------------------------
- UNREAL PARIS -
VIRTUAL TOUR
-----------------------------------

Version 1.2
------------
What's new?
-New sound design by Mael vignaux.
-Some Shaders increased.
-New Music: Gabriel Fauré - Gabriel Fauré " Sicilienne" Piano solo.
-How To modify the resolution.
-DX11 needed.
-Mac Build is coming Soon!

===============
How To launch?
===============
Use the .exe here:
.../Paris_Appartment/Binaries/Win32/Paris_Appartment.exe

=====================================================
How To modify the resolution to 1920x1080 or better?
=====================================================
You Have to create a shortcut from the initial .exe here:
.../Paris_Appartment/Binaries/Win32/Paris_Appartment.exe

go into your new shorcut properties and add at the end:
-ResX=1920 -ResY=1080

(there is a exemple screen named "Resolution Modification Example.png" here!
.../Paris_Appartment/Resolution Modification Example.png

Launch the shortcut and enjoy!

=============================================
MSVCP120.dll is missing from your computer?
=============================================
Install the .exe:
.../vcredist_x86.exe

==========
CREDITS:
==========
Epic:
https://www.unrealengine.com

Archmodels:
http://www.evermotion.org/modelshop/show_category/archmodels/103

Cgtextures:
http://www.cgtextures.com

Design Connected:
http://www.designconnected.com/fr/

-----------------------------------
Virtual Tour Made by Benoît Dereau
http://www.benoitdereau.com
-----------------------------------
Sound Design by Mael Vignaux
http://www.maelvignaux.com
-----------------------------------
http://www.elseware-experience.com

This music is free for use.

\o/ o// \\o \o/
 

-SD-

Banned
Can motion blur, chromatic aberration and film grain be turned off via EXE shortcut commands?

If yes, what are the commands?
 

Kevin

Member
Yeah this is probably the most impressive tech demo I've seen that has actually been released publicly (unless someone knows of one that is more impressive and can be downloaded).

The most impressive thing for me is the lighting. It looks very real and life like in my opinion. The textures and what not are also "mostly" impressive.

The only downside is the mirror reflections which strangely look the same as they did in the late 90s early 2000s. My question for GAF is, why do mirrors still look really bad in game engines today?
 

injurai

Banned
Looks no different than the stationary set pieces I've been seeing for years. Simple geometry, photography based textures. Baked raytracing. Glossy reflection fucking everywhere.

ugh...
 

-SD-

Banned
This demo uses pre-baked lighting, which makes it far less impressive, tech-wise.

This is like the graphics in Mirror's Edge but a whole lot fancier.
 
Don't know why but I visioned Paris as in the city before walking around a room for a few mins lol

Very impressive would be interesting to see how things go with some phyisics and movements in there
 

Kevin

Member
Don't know why but I visioned Paris as in the city before walking around a room for a few mins lol

Very impressive would be interesting to see how things go with some phyisics and movements in there

It would be neat to see an actual city scene of Paris with visuals like this but man that would be HARD to pull off with all the animations and people and cars, etc.
 
It would be neat to see an actual city scene of Paris with visuals like this but man that would be HARD to pull off with all the animations and people and cars, etc.

I honestly was waiting for them to open the doors to the view of the Eiffel tower and birds flying around or something lol
 

bj00rn_

Banned
That chromatic aberration. I want to poke my eyes out. It does not belong there at all.

The chromatic aberration is not visible in the DK2. Much like noise cancelling, the chromatic aberration is overlayed to cancel out the chromatic aberration generated by the high FOV lenses in the DK2.

Edit: Tried it in VR with my DK2. Looks very nice, and runs super smooth at 75fps, not a single stutter. But it has some glitches with the textures only showing on one eye.
 

billsmugs

Member
I've just tried the demo on my PC and I'm not really very impressed to be honest. UE4 demos always seem a bit blurry in motion to me (from a quick Google I think it's because of the Temporal AA, which everyone seems to be praising here?) and the reflections in the bathroom looked very odd (especially in and around the large mirror on the left in the bathroom, which seemed to change what it was reflecting as you got closer). The radiator at the start had some weird shimmering on the edges too. Couple these graphical issues with the lack of anything dynamic going on and the limited size of the map and I don't see how it can really be thought of as "incredible." It looks great in screenshots (pretty close to photorealistic in some shots), but quite poor in motion.
 

jett

D-Member
I've just tried the demo on my PC and I'm not really very impressed to be honest. UE4 demos always seem a bit blurry in motion to me (from a quick Google I think it's because of the Temporal AA, which everyone seems to be praising here?) and the reflections in the bathroom looked very odd (especially in and around the large mirror on the left in the bathroom, which seemed to change what it was reflecting as you got closer). The radiator at the start had some weird shimmering on the edges too. Couple these graphical issues with the lack of anything dynamic going on and the limited size of the map and I don't see how it can really be thought of as "incredible." It looks great in screenshots (pretty close to photorealistic in some shots), but quite poor in motion.

I wasn't very impressed either, it's just virtual room with nothing in it going on. "Most incredible thing"? Yeah okay.

On my 280X, according to fraps it was running at 48~58fps, but it seemed lower than that for some reason, closer to 30. It guess it bodes semi-decently well for upcoming UE4 games.
 
Top Bottom