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Let's talk next-gen game engines

Reiko

Banned
really, because all those games in the op look the same, and look like garbage in terms of art direction.

conan.gif
 

JaseC

gave away the keys to the kingdom.
Source 2 from Valve is theoretically in the works as well.

Gabe confirmed Source 2's development the other week. The quote isn't in the OP, so I'll mention it here:

4chan: So, tell us about Ricochet 2... is Valve potentially already working on a new engine? Source 2, could or could not be..?
Gabe: We've been working on Valve's new engine stuff for a while ...

4chan: Is it going to be more than an add-on engine for Source? Like, is it an entirely new engine?
Gabe: Yeah.
 
Frostbite 2

Again we've already seen current gen iterations of this engine in games like BF3 and NFS, but we won't truly know the potential until next gen.

-Takes "full advantage of the DirectX 11 API and 64-bit processors"
-Detailed destruction using "Destruction 3.0"
-MLAA; real-time subsurface scattering
-"Quasi-realtime radiosity using Enlighten from Geomerics"
Mirror's Edge was UE3, wasn't it?
 

i-Lo

Member
Now dis gun a be a good thread.

Sad thing is we don't have information of Sony's first party studio's proprietary engine data. I'd have to see the engine behind TLoU or Killzone.

What about Unity?

Source 2 > the rest

Put up or..
 

Lathentar

Looking for Pants
The most important part about these engines are what you don't see. The asset pipeline behind them. The winner of next gen will be the engine that allows content creators to produce and iterate as fast as possible (with a lot of support and documentation of course). It's a shame more engines don't show off iteration time improvements.
 
But, surely with no AI or 'real' game code running, right? I mean, it's impressive, but it's not under the same pressures (may be wrong word) as a full game.
To be frank, those things are so insignificant relative to the graphics power that they're immaterial. If you were to measure out what takes the most raw amps to run, the visuals are by far the biggest culprit.

That being said, it also depends on what kind of game they're going for. A game like Skyrim or GTA V, for example, will stress the CPU heavily because of all the NPCs and such it has to account for. No Final Fantasy game is like that, however.

  • Anti-Aliasing
This is the biggest one for me. Aliasing kills my immersion very, very fast. TXAA and SMAA 2x/4x are looking very promising. Good performance (well, good relative to supersampling) and excellent image quality! I love it.

Now, if we could just improve our animations (get us out of the uncanny valley!) and add proper per-object motion blur to everything...
 
That's probably what they've been doing behind the scenes.

God I hope so. Because like I said we all thought UE3 was hot shit when Epic was showing all the target renders of Gears(before we knew it as Gears) and then Mass Effect and even Gears 1 released in all its glorious texture pop in.

I just want a much smoother experience next gen with regards to IQ and performance.
 
Today's games don't look close to CG. We still have a long ways to go.

Why I ask is I'm starting to see smaller jumps. I don't think we can have another round of this after 2016. I think the graphics tech is slowing, and the requirements to make these jumps are even more costly.
 
Today's games don't look close to CG. We still have a long ways to go.
Actually, fun fact: Today's games look pretty close to the CG of a decade past. All you have to do is apply lots of super sampling (it's the reason those CG movies look so clean - they sample every pixel on the screen dozens of times). Well, that and some motion blur would help. It's amazing how much motion blur helps with the believability of a video game.

Thing is, CG is a moving target. It improves with the technology and research just like video games do. By the very nature of CG (using render farms to render frames that take minutes at a time to render instead of milliseconds), it is literally impossible for our video games to catch up.

There will be a point where we hit returns that are so diminished where you can't even distinguish between a CG clip and real-time gameplay, but that won't happen until we well and truly solve the aliasing problem. And by that I mean actually rendering at 8x our current resolutions.
 

Reiko

Banned
Actually, fun fact: Today's games look pretty close to the CG of a decade past. All you have to do is apply lots of super sampling (it's the reason those CG movies look so clean - they sample every pixel on the screen dozens of times). Well, that and some motion blur would help. It's amazing how much motion blur helps with the believability of a video game.

Thing is, CG is a moving target. It improves with the technology and research just like video games do. By the very nature of CG (using render farms to render frames that take minutes at a time to render instead of milliseconds), it is literally impossible for our video games to catch up.

There will be a point where we hit returns that are so diminished where you can't even distinguish between a CG clip and real-time gameplay, but that won't happen until we well and truly solve the aliasing problem. And by that I mean actually rendering at 8x our current resolutions.

I'm mainly talking details in assets. Luminous seems very close.

Toy Story



Luminous is finally catching up with Final Fantasy X's CG models

final20fantasy20x20badsauc.jpg
 

Suzuki Yu

Member
out of all the mentioned engines i am more interested to see an actual game working on the Luminous Engine.

but as a SEGA fan, i can't wait to see how an advanced Hedgehog Engine would look like... i think it's a promising engine and really really underrated.
and of course i am mostly looking forward to see AM2's engine for the next VF game.
 

Reiko

Banned
out of all the mentioned engines i am more interested to see an actual game working on the Luminous Engine.

but as a SEGA fan, i can't wait to see how an advanced Hedgehog Engine would look like... i think it's a promising engine and really really underrated.
and of course i am mostly looking forward to see AM2's engine for the next VF game.

The jumps from VF4 & VF5 were great. I just miss the creativity in stage design from VF2.
 
Yes the IQ in the tech demos are beautiful but you won't see that kind of IQ in the actual games, so don't hype yourselfs up. Atleast not on next-gen consoles.
 
I'm mainly talking details in assets. Luminous seems very close.

Toy Story
Well, those polygon counts are obviously unreachable due to the distance between real-time and offline rendering. Even so, when it comes to raw detail, we've already matched that and then some.

Hell, just look at Super Mario Galaxy, a bloody wii game, and how good it looks at a decent resolution...


Or Project Cars, a game so good-looking it's almost impossible to tell screenshots of it from the real thing:
 

Desty

Banned
Yes the IQ in the tech demos are beautiful but you won't see that kind of IQ in the actual games, so don't hype yourselfs up. Atleast not on next-gen consoles.

Right. Someone posted a video from CEDEC about Agni's Philosophy. From what I gathered, all the physics (cloth / hair / etc) were calculated from Maya. So it was basically a real time playback of a Maya animation. Far from a real game.

Also, if Luminous is so good then why is Square licensing Unreal Engine 4?
 

raven777

Member
what we want:
81.jpg





what we will probably get:
79.jpg


But yea SE did open conference for Luminous Studio this week, so a lot of Japanese game sites have loads of information on them.


They were running it on single GTX680 with 32GB of RAM.
 

Reiko

Banned
FXAA is cheap for next gen. You're going to get that IQ at least.

FXAA will be used to combat the hair dithering alone. It should have been used for FF13.


actually it was 8xMSSAA + FXAA

lol Okay.. Now that's impossible for next gen consoles.
 
There's a clip of Crysis 3 -- some dev walkthrough showing your dude dodging rockets in the grass and then fighting in the sewers -- and at one point a Cell soldier jumps into ankle-high water in front of the player. This creates ripples in the water, and as the water deforms it casts a reflection of the ripple on the surrounding surfaces. The rippling water correctly reflects light in real time on the surrounding geometry.

...

mindblown.gif
 
Actually, fun fact: Today's games look pretty close to the CG of a decade past. All you have to do is apply lots of super sampling (it's the reason those CG movies look so clean - they sample every pixel on the screen dozens of times). Well, that and some motion blur would help. It's amazing how much motion blur helps with the believability of a video game.

Thing is, CG is a moving target. It improves with the technology and research just like video games do. By the very nature of CG (using render farms to render frames that take minutes at a time to render instead of milliseconds), it is literally impossible for our video games to catch up.

There will be a point where we hit returns that are so diminished where you can't even distinguish between a CG clip and real-time gameplay, but that won't happen until we well and truly solve the aliasing problem. And by that I mean actually rendering at 8x our current resolutions.

AA dont make a game "CGI-like". Ray tracing and REYES renderer will do... in the future.

Avatar.JPG
 
AA dont make a game "CGI-like". Ray tracing and REYES renderer will do... in the future.
Strictly speaking, ray-tracing is not necessary as long as you can do a good enough job of faking it. And today's games do a very good job of 'faking it'.

Many games already use an approximation of ambient occlusion (done entirely in screen space). Its not a huge leap from there to add indirect lighting (hence why all the new engines are focusing on it).
 
Strictly speaking, ray-tracing is not necessary as long as you can do a good enough job of faking it. And today's games do a very good job of 'faking it'.

Many games already use an approximation of ambient occlusion (done entirely in screen space). Its not a huge leap from there to add indirect lighting (hence why all the new engines are focusing on it).

For pics yes.

EDIT: I hate smoke effects being textures... I really like to see something llike this:

http://www.youtube.com/watch?v=ZwoJ-upjeKo

And water like this:

http://www.youtube.com/watch?v=1JrM4ujLY_A
 

lord

Member
What i want to see, more than ten million polygons per model or whatever, is better, more natural animations and facial expressions. I've always thought that's THE biggest problem with computer generated graphics. Characters always have unnatural movements and horrible facial expressions. Now i know that creating a system that enables technology to emulate living beings is one of the largest problems in computer science, but, though impressive as fuck as CG has became, it will always seem to me as they leave that element of CG unattended and just keep on patching over it.
 
What i want to see, more than ten million polygons per model or whatever, is better, more natural animations and facial expressions. I've always thought that's THE biggest problem with computer generated graphics. Characters always have unnatural movements and horrible facial expressions. Now i know that creating a system that enables technology to emulate living beings is one of the largest problems in computer science, but, though impressive as fuck as CG has became, it will always seem to me as they leave that element of CG unattended and just keep on patching over it.

I just want to see better AI. Then we can focus on how pretty the game is. The closer animations get to real life with full-performance capture or whatever future method comes, the more they'll break during gameplay and give us that uncanny valley.
 

Spazznid

Member
Some of the best animations I've seen lately are actually in the indie game Overgrowth (still in alpha).

My man.
I love the Overgrowth devs. And the animations are great...
But, it seems as though Overgrowth developement has slowed down as of late....

I'm becomming more interested in Sui Generis for it's prespects. Hiring animators to aid them is going to make it only exponentially more amazing.

I'm most excited about Source 2 and Illumination.

Unreal would only impress me with a new Unreal Tournament bundled with the tools... and make it not suck this time and more mods... so not likely...
 
a bit off topic, but I remember seeing some one post super sampled uncharted 3 screen and it looks amazing, no idea where he got it, but you can see the textures and art asset in much clearer detail in that shot.

anyone else seen it?
 
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