1million fps 8kIf it's not 16K 1000fps fully path traced then it's not worth my time.
These assets were made for UE4 years ago. The point of the video isn't to demonstrate years old content packs, but rather the voxel based destructible landscapes.I guess Epic games has started a trend of creating rocks, grass, hills, mountains using unreal engine 5.0
Gotta get off this rock, mountain, grass, hills trend..
Lets hope they taking measures to deal with the side effects of their soy lattes@nd yes ibused tontake itbtooband stillbtakebfrom timentontimeGoddamn.
I can't imagine what Naughty Dog will do with the PS5. Holy shit.
Goddamn.
I can't imagine what Naughty Dog will do with the PS5. Holy shit.
Well AAA studios are not going to sacrifice the visuals for interactivity, so if we want cool physics and destruction we have to play things like teardown. Things like this suggest the visuals wont have to be sacrificed so we might see more dynamic worlds in the big budget games. We may not aswell, maybe it's still too much once all the other game systems are in place and running but I really hope we start seeing some improvements this gen. Even stuff like batman being able to use the explosive gel on any wall and cause structure damage would be a start.Does not impressive me much. We had environmental destruction since 1998 and better physics 20 years ago. Those heavy rocks-chunks fly, roll like a football down a hill.
about damn time they shouldWell AAA studios are not going to sacrifice the visuals for interactivity
Atomontage sends their regards
If I was a full member I would have posted it before OP, and there are many more such videos.
I guess Epic games has started a trend of creating rocks, grass, hills, mountains using unreal engine 5.0
While it looks great, how about creating:
-Rainforest with animals and insects roaming around. Lots of foliage With leaves fluttering, and branches bending in response to wind. On top of that, lets add "rain" to the rain forest along with raytracing since water makes things shimmer. (performance would tank so bad)
-A City with lots of skyscrapers, cars, people walking around and interacting with each other, and lets add again: Rain with raytracing with the rain drops hitting and bouncing off people, cars with reflections (performance would most likely tank)
Gotta get off this rock, mountain, grass, hills trend..
How are you? I have to call a medic?Lets hope they taking measures to deal with the side effects of their soy lattes@nd yes ibused tontake itbtooband stillbtakebfrom timentontime
It's because software development was, is, and always will be, about talent and skill. It's not something you can throw money at and just have it cranked out. If that were the case developing software would be way cheaper than it is, and it would also be a lot more predictable in terms of time tables. It's an incredibly hard field in which to execute well.I dont understand how one person can do this but entire dev teams with budgets of $200 million cant.
It's because software development was, is, and always will be, about talent and skill. It's not something you can throw money at and just have it cranked out. If that were the case developing software would be way cheaper than it is, and it would also be a lot more predictable in terms of time tables. It's an incredibly hard field in which to execute well.
To quote Chris Farley in Billy Madison:
"I know from experience dude ... if you know what I mean."
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I dont understand how one person can do this but entire dev teams with budgets of $200 million cant.
Who said it was just about destructibility?Actually it's because they most certainly can if they decided that the idea would be profitable when you factor in the deisng limitation of a game made to be extremely destructable.
Most devs just don't want to design a game where you can break every level.