WhiskeyKnight
Member
I'm finally starting to get that next gen vibe.
Be cool if they released it as a benchmark, I'd like to see it running live.
Agreed, it seems that the demo might also have dynamic resolution. (vertical)
The temporal AA seems to hide it quite well, as the images are still resolved to 1080p buffer.
Editor? How did you get that image?When you remove all that desat stuff, washed out video look and motion blur, grabs from the editor look much nicer.
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It's a hires shot I grabbed from gamersyde, I just shrunk it down to 1080p.
Seems like it..Ah, good work.
And dat chromatic aberration. It's the new next gen thing.
Same here, their presentations have been quite nice lately.I'd like to know more about this project, i'm waiting for some PDF/PPT stuff like they did with Samaritan.
Seems like it..
Sadly no one seems to use it with moderation.
What is Global Illumination and why is it so important to game realism?
Global Illumination refers to the calculation of light bouncing around a scene. GI is responsible for many of the subtle shading effects and ambience we see in real-world environments, as well as glossy and metallic reflections. Introducing real-time Global Illumination into Unreal Engine 4 is the biggest breakthrough in lighting since Unreal Engine 1 introduced real-time Direct Illumination in 1995.
It really is ridiculous, isn't it?Have devs gotten it into their head that they're really trying to emulate a camera complete with all the image defects present due to the optics? Seems ridiculous to me. I hope this damn stuff is always able to be toggled off.
While I am sure this has been posted somewhere already.
This makes me sad all day.
First look at the Unreal 4 editor running Inflitrator demo, plus interview with Sweeny and Rein about this new tech, easy game creation and nextgen:
http://www.gametrailers.com/full-episodes/oty460/next-tech-the-power-behind-unreal-engine-4
Sweeny described dropping of SVOGI as "necessary" because it was too power-hungry and that new techniques as good as the old ones but much less demanding on the hardware.
Isn't it something about reverse engineering that they will not release InfiltratorDemo.exe?
The 'new' techniques aren't realtime... just prebaked.First look at the Unreal 4 editor running Inflitrator demo, plus interview with Sweeny and Rein about this new tech, easy game creation and nextgen:
http://www.gametrailers.com/full-episodes/oty460/next-tech-the-power-behind-unreal-engine-4
Sweeny described dropping of SVOGI as "necessary" because it was too power-hungry and that new techniques as good as the old ones but much less demanding on the hardware.
The 'new' techniques aren't realtime... just prebaked.
They aren't a replacement for svogi.
+ Martin Mittring, who is a Crytek veteran. He's been at Epic for a couple of years now.First look at the Unreal 4 editor running Inflitrator demo, plus interview with Sweeny and Rein
people on the high res and bullshot's screenshots threads are complaining about it already.Ah, good work.
And dat chromatic aberration. It's the new next gen thing.
Ah, good work.
And dat chromatic aberration. It's the new next gen thing.
I still don't understand why chromatic abberation is even a thing in graphics rendering for games. I mean, I use Lightroom to REMOVE the damn thing from photos, so why do I want it in my games. Am I not supposed to be looking at real life? Have devs gotten it into their head that they're really trying to emulate a camera complete with all the image defects present due to the optics? Seems ridiculous to me. I hope this damn stuff is always able to be toggled off.
Are we already seeing glimpse of next-gen Console vs PC comparison ?
Great video. First time I've seen Tim Sweeney, he seems kinda nervous but also a genius. By the way, he said "we've got the same visual fidelity as SVOGI without the huge performance hit". I doubt there will be a big difference.First look at the Unreal 4 editor running Inflitrator demo, plus interview with Sweeny and Rein about this new tech, easy game creation and nextgen:
http://www.gametrailers.com/full-episodes/oty460/next-tech-the-power-behind-unreal-engine-4
Sweeny described dropping of SVOGI as "necessary" because it was too power-hungry and that new techniques as good as the old ones but much less demanding on the hardware.
Um, no? First one looks like a YouTube screencap, second looks like a direct capture.Are we already seeing glimpse of next-gen Console vs PC comparison ?
Great video. First time I've seen Tim Sweeney, he seems kinda nervous but also a genius. By the way, he said "we've got the same visual fidelity as SVOGI without the huge performance hit". I doubt there will be a big difference.
I might be alone with this opinion, but to me the blurred version looks less artificial and thus more "coherent".
Disclaimer: I'm on my phone
Are we already seeing glimpse of next-gen Console vs PC comparison ?