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

When you remove all that desat stuff, washed out video look and motion blur, grabs from the editor look much nicer.

ue4mklkh.jpg

unreal_engine_4pexnw.jpg
 
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.

Well, I had the same thought, especially in some outdoor part of the demo.

I'd like to know more about this project, i'm waiting for some PDF/PPT stuff like they did with Samaritan.
 
It's a hires shot I grabbed from gamersyde, I just shrunk it down to 1080p. Too bad they posted just that one though.
 
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.
 
While I am sure this has been posted somewhere already.

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.

This makes me sad all day.
 
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.
It really is ridiculous, isn't it?

This trend to make games look like films degrades the overall image quality - a thing no-one should ever aim for. But, here we are, in the year 2013 and this filmic stuff is becoming increasingly popular in games. How retarded is that.
 
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.
 
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.

It's obviously a creative choice. Whether it's a lazy or poor creative choice is obviously a different issue.

I think it's frankly absurd to say something like 'you should never ever intentionally degrade the image quality' myself.
 
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.
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.
 
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.

Yeah he gets really nervous when he has to talk to cameras or groups of people but he has a great mind. I still think SVOGI would look much better, he's downplaying it so people don't lose all hope for the engine. SVOGI would tend to look more dynamic and natural I'd imagine, but we don't have, and probably never will have, direct comparison shots with it on and off
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

I think that's the point of the Chromatic abberation, it blurs things together and makes them look like one flat image a bit more and hides some of the uglier aspects of the scene. The other version is way sharper and cleaner but you also start to notice some uglier textures too. But it could be just a screengrab vs direct shot too
 
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