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Old 03-31-2013, 04:36 PM   #31
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Christopher Bischoff
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Engines have been built to run on 8 year old hardware-this new generation of engines is being created to take advantage of almost an entire decade of power. That's why they look this good!

Really amazing stuff. I'd love to know how much is dynamically generated, and how much is trickery.
Old 04-01-2013, 11:16 AM   #32
James Wayne
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This is amazing, absolutely amazing!
Old 04-01-2013, 09:44 PM   #33
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Originally Posted by Laa-Yosh
The demand for content is always on the rise. Every studio is expected to deliver more, year by year, and to be honest the audiences are quite demanding as well. If you're not at the level of Avatar you'll definitely get criticized and noone will care about the production realities. So you'll have to save time just to keep up.

Deal with it.

True, but that doesn't mean every dev will now be making huge games again. The reality is that studios that make the big triple-A titles using these tools has shrunk considerably over the last few years. The cost of getting those titles to market has skyrocketed, and many studios have either folded or reduced their overhead to focus on smaller games.

Unless the new engine tools lead to significantly reduced dev times for complicated game levels, they are going to remain a high-end niche product used only by a few high-end studios working on old franchises. Perhaps the tools used here are a great leap in efficiency and user friendliness, but qualitites like that don't usually make it into the "Wow reel".

Old 04-01-2013, 11:35 PM   #34
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Giancarlo Ng
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Originally Posted by mister3d
Wow, chromatic aberration curse now hits games.
For some reason, those new game engines look better in night scenes (isn't it strange? As dark scene light interaction seems harder to mimic).

In any form of artwork Darkness is the Artist's Friend.

Even if you can make something look nice in the daytime, it tends to look better in darkness. It's not just in CG, comic books, and especially films all exploit this.

There are a couple of films like Tim Burton's "Batman", "Blade Runner", "Gattaca", and "Dark City" where night is the predominant setting.

In gaming one of the most poignant examples are the Wii versions of "Need for Speed: Carbon" and "Need for Speed: Undercover". At a quick glance, one is tempted to think Carbon looks better, but the only real difference is - it's set at night, on glossy streets that seem to be drenched in rain that never dries, with cars having harsher reflections and shadows.

It's just always more interesting to look at.

The UE4 Infiltrator demo exploits that. But there's nothing wrong with a little exploitation.
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Old 04-02-2013, 05:42 PM   #35
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Christian Hecht
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From an interview with Mark Rein published today:

You referred to yourself on one of your presentation slides today as 'the original indie'. Do you foresee indie devs becoming as important to your engine business as the big triple-A studios in the future?

We're working with quite a few of them and we're going to have the best out of the box experience of any game engine. It'll take some time so it's not something we can talk about much today but we're going to make it important.

This shatters my hopes that we'll see the UE4 UDK being released any time soon, too bad!
Old 04-02-2013, 05:42 PM   #36
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