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Epic release new Unreal Engine 4 tech demo "Infiltrator", runs on a single GTX 680

This looks incredible. Not sure what all the hate is about in this thread. No complaints on the artstyle from my end. The important thing with artstyle is that it needs to fit logically with the context of the setting. Until we have more background on this (if its to become a game), nobody can really say if the artstyle is "good" or "bad".

I refuse to believe this is running on a single 680 though. If they have managed to do it then I'll be very very impressed.

Hope whatever this is actually turns into a game.
 
Google translation

Marc Rein is particularly desirous that despite again dramatically heightened detail the hardware requirements are not increased. As with the ursprà ¼ nglichen Vorfà Channel the Elemental demo loud Epic worked a single GeForce GTX 680 in the computer. Besta term ¤ we have this site, however. When asked whether the Infiltrator: unknown demo run in this form on the Playstation 4 ¼ rde, did not give a clear answer clean. However, since the PC version of the Elemental demo but hnlichen on a à ¤ system ran like the Infiltrator demo, we assume that the optimization run with something new demo on a Playstation 4 wà ¼ rde.

Suppl. charge to the new demo Epic showed new tools for developers. This allows polygon mesh and materials work much faster than it did in the Unreal Engine 3 A scripting tool called Blueprint makes for designers mà ¶ possible without programming knowledge to define certain Spielablà ¤ purchases. Also of interest, we find the Mà ¶ opportunity "real" lights integrated into the engine: light sources, which have been measured by the IES system (in terms of diversification, Leuchtsà ¤ rke, light temperature), ¶ ka can directly into the Unreal Engine 4 transmit à ¼ and will therefore provide for r a particularly realistic and Natural Lighting. When first game with the Unreal Engine 4 will publish ¶ ffentlicht, Mark Rein has not betrayed again. Currently, we do not expect it before 2014.
 
well, they at least tried something different on the elemental demo, but I don't think it was praised as much.

I didn't liked that either (artistically).The character looked like your typical video game boss you have seen a million times by now.

I don't think they are intentionally going for a "cliche and boring" look. It's just an art style you don't find appealing.

I don't think they sit down and say "hey lets make something cliche and boring" but i do think they put some limits to their artist's imaginations by asking them to come up with designs that don't alienate future players and investors by straying from a certain formula.
 
Almost looks as good as Crysis 3. Except Crytek did it in a real game.
Trolling begins i see. We're only missing the guy claiming his PS3 could render that and next gen is shit.

Or tone down the path-tracing model, e.g. viewport res, max bounces, etc. We're slowly but steadily getting there. Actually, some hybrid approaches are getting there faster.
What do you mean by tone down? It's rendering progressively, so it's sort of toned down to the max, and you don't want to render sub 720p now either. Same for bounces, there is no point to limits them in a continual rendering algorithm, it wouldn't fasten it.

It is far from being usable in an interactive media outside of architecture, as is. You won't see this on this generation outside of tech demoes.

Hype for this should stay low until PS5 :p
 
This realtime demo absolutely convinces me that visuals from Cyberpunk 2077 announcement trailer can be adapted into a game by 2015.

Yep, but not by CDProjekt :)

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Almost looks as good as Crysis 3. Except Crytek did it in a real game.

Oh no, it looks much better Crysis 3. Crysis 3 still have some tech not seen here, but its not much really, but this presentation is something else in terms of geometry.
Textures quality and shadows quality werent amazing at this in this trailer, but geometry and precision of effect was amazing, also IQ is astonishing for 680, i cant notice any shader or subpixel aliasing. I cant wait for proper quality footage [BlimBlim i'm looking at You :)]
 
One team I see wanting to jump ship to path tracing ASAP is Kojipro. That FOX Engine stuff is approaching the methodology of how things would be handled. They're starting to get it. Exciting times.
Isn't FOX still using baked lighting? How are they closer than Crytek or Epic who are using realtime lighting.
 
One team I see wanting to jump ship to path tracing ASAP is Kojipro. That FOX Engine stuff is approaching the methodology of how things would be handled. They're starting to get it. Exciting times.

How are they taking a raycaster approach exactly? They use a physical based workflow, but that has no link with path tracing. Actually many devs will certainly do the same on next gen. Tri Ace even released a demo of a similar workflow two years ago.

Isn't FOX still using baked lighting? How are they closer than Crytek or Epic who are using realtime lighting.
No I believe FOX is entirely dynamic, they have shown a day/night cycle pretty convincing.
 
This looks incredible. Not sure what all the hate is about in this thread. No complaints on the artstyle from my end. The important thing with artstyle is that it needs to fit logically with the context of the setting. Until we have more background on this (if its to become a game), nobody can really say if the artstyle is "good" or "bad".

I refuse to believe this is running on a single 680 though. If they have managed to do it then I'll be very very impressed.

Hope whatever this is actually turns into a game.
I fully believe it.

Newer engines built with next-gen in mind will run on GPU's that can't currently showcase anything at this level.

Current-gen holds back what has been technically possible on PC's for a while.
 
Agni's Philosophy looked as close to high CG as this does I would say. I think the city in that demo looked more impressive than what was in here. IQ here is definitely better though.
 
Agni's Philosophy looked as close to high CG as this does I would say. I think the city in that demo looked more impressive than what was in here. IQ here is definitely better though.

City looked bad in Agni and Agni had prebaked lighting. This demo is on another level to Agni.
 
My German is a little rusty, but I don't believe it says it runs on a single 680, I believe it says something like "the previous Elemental demo ran on a single 680, if this is also the case here wasn't confirmed." But like I said, my German is rusty, so I could be wrong, perhaps a native could enlighten us :)
 
How are they taking a raycaster approach exactly? They use a physical based workflow, but that has no link with path tracing. Actually many devs will certainly do the same on next gen. Tri Ace even released a demo of a similar workflow two years ago.

They're not. But the way they described it, they seem to strongly desire those kinds of results.
 
Is it just because most next gen games haven't been announced or does it seem like there is a bit of a shift away from Unreal Engine? EA and Ubisoft appear to be going in their own direction with engines next gen. I would imagine Acitivision also has something in the works to replace the Quake engine for CoD.
 
What do you mean by tone down? It's rendering progressively, so it's sort of toned down to the max, and you don't want to render sub 720p now either.
What's wrong with sub-720p? Some marketing department might have a field day?

Same for bounces, there is no point to limits them in a continual rendering algorithm, it wouldn't fasten it.
Of course it would, you don't have to converge ad infinitum, and that means you can limit both your contributing casts and max bounce count. And we've been dealing cleverly with high-freq noise in various other domains, nothing new here.

It is far from being usable in an interactive media outside of architecture, as is. You won't see this on this generation outside of tech demoes.
Did you notice the demo starts with a dynamic outdoors scene?

Hype for this should stay low until PS5 :p
Or not ;p
 
Demo looked great, even if the art left something to be desired.

Based on how far UE2 and UE3 were advanced ni the last two generations, I can't wait to see what devs do with the UE4 on the PS4 and Durango.

No I believe FOX is entirely dynamic, they have shown a day/night cycle pretty convincing.

IIRC Fable had a day/night cycle even though it used baked lighting.

Though you're correct, FOX engine looks to be dynamic. I'm sure it still uses baked lighting to some extent too.
 
Deep Down was a much, much more impressive tech demo for me. Deep Down is still the only thing that made me say "No, that's not possible..." and I believe it was confirmed running on PS4 right?
 
Don't get me wrong, I loved what the PS4 and Sony had to show...but that was most assuredly better.

I imagine 2nd / 3rd wave games on the PS4 / Nextbox will look like this (hopefully).

This is undoubtedly better than Frostbite 3 (from what i've seen) and CryEngine 3. We have lighting fidelity, polygon counts, and other effects going on here that I don't even know the names of that I am yet to see in either of those engines. It doesnt appear to be MILES ahead of them, but its noticeably better, to me at least.

This LOOKS next gen, the BF 4 trailer, to me, didnt. It looked slightly better than BF3, which I played on my PC 1.5 years ago. I'm yet to play anything on my PC that looked this good. Crysis 3 in its best moments is close though.

BF4 has to work on PS3 and X360. Of course it's not going to match UE4 demo that is specifically made for next gen hardware.
 
Guess I've reached a point where non-interactive tech demos aren't that impressive to me anymore. The shite Youtube quality and lackluster art-style weren't helping much either. :(
 
bullshit.

I am pretty sure he closes his eyes to anything he does not want to see.

GrizzNKev: I wouldnt say the city at the end looked particularly detailed compared to other stuff we have seen. Seemed a bit blurry (harsh DoF?) and detail wasn't as impressive as the indoor scenes to me. They pretty much show in the SE tech demonstration that the whole scene in the Agni demo was rendered in 3D. It looks more impressive to me at least, regardless of the underlying mechanics.
 
This looks amazing. Guys. Sometimes it is cool to be one of those cool kids who are always cynical and sarcastic, but this is not the time.

For a while I thought it was pre-rendered CG. Can't wait for next gen.
 
It looks great for sure but just a tech demo at the end of the day, still prefer Angi's Philosophy from a art style perspective.
 
Honestly, we are at a point where improving the graphics has diminishing returns for the game itself.

For one, better graphics means more money and time devoted to working on the little details. The reason development costs are skyrocketing is to a large extent due to more complicated in-game assets.

Comparing KZ4 and KZ3, I am not very impressed. Graphically KZ4 is superior, but marginally. Similarly, BF4 is marginally superior to BF3. Unless you give me jaw-dropping photo-realism I will still just think I am playing a videogame. Recently, I was quite impressed with tomb raider, and that was mostly the hair tech. Interestingly, playing with and without tressfx has a difference in making your believe lara is real.

I think this "realism" people really want is not photo-realistic graphics, but rather, realistic behaviour. This can be animation, AI, character environment interaction. Look at a game like Bioshock infinite, it runs on a rather dated engine (2D roses haha), but the level of immersion is immense, due to excellent voice acting, elizabeth's animation and interaction, the dialogues between characters, and the overall design which makes things come to life.

I'll admit, I can be a graphics whore at times, but I would much rather see very smart AI (both enemy and NPC), excellent animations (I hope deep down was real, I have not seen animations like those ever in game), and excellent design. Otherwise we'll just end up with more tech demos that pass for games (crysis 3 comes to mind).
 
Repost of my translation of the Gamestar text from the Gametrailers thread:

- Increased details, particles, lighting. Especially the scene where the guy's shoe is featured looks stunningly detailed.

- Epic says: All objects are true 3D, even the backdrops on the horizon. The panoramic view looks awesome, but especially so if you realize there is no skybox - even the mountains are geometry.

- Marc Rein: Even though the amount of detail is substancially higher than what we know of, the hardware requirements aren't. Same to when the Elemental demo was shown, this is running on a GTX680 (Gamestar had no chance to actually confirm this though).

Questioned about if this will run in the same form on PS4, Rein didn't want to give a straight answer. Gamestar thinks it would (but they have no clue about the console market, if you ask me).

Epic also showed new tools for developers, to allow quicker work with polygon meshes and materials than with UE3. A scripting tool named "Blueprint" will allow designers to define specific scenes without programming knowledge. Also interesting: "Real" lights can be integrated into the engine, light sources measured by the IES system can directly be moved to UE4 and allow particular realistic and natural lighting.

Rein didn'T comment on when to expect first UE4 games, Gamestar guesses "not before 2014".

There you go.
 
If the future means a screen that keeps darkening itself then no thanks. What an annoying effect.

I would ask you to learn a little about what you're replying to before you make a dumb comment, but that's too much effort it seems.

There's a reason why that happens, and put simply, it can't finish rendering the scene's lighting unless you let it sit still for a moment because computers aren't computing quite fast enough for it to work yet.
 
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