Joined: 24 Feb 2005, 02:58 Location: In Alaska Bridge to nowhere land.
I actually had the unreal annihilation models and textures, and when I started converting them, I started to realize it was very muddy and the same low poly models. So no, they cannot be harvested and the licenses involved... I'm not sure if I could find the creator of the models.
Anyway, I can say now after working with UE3 for a bit, that the biggest and probably most useful thing about UE4 will be dynamic bounce lighting. (At least for me.) Baked lighting can be sort of a pain after a while, even though it looks a lot better than dynamic lighting. Lighting is really the name of the game for engine innovation as of late.
That's probably a more realistic video of what will be feasible with it, with current high end specs.
The realtime cinematics they do are always a bit rigged. (See Samaritan tech demo for UE3.) The reason they have so much detail in the game space at a time is because that's the only game space in the demo.
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As far as those particle systems are concerned (flow fields and whatnot) it'd be pretty useless for an rts. Sprites work fine provided you know how to make sed sprites.
All of the Unreal demos are run on 1-3 GTX 680s iirc. The original demo with the guy on the roof with a cigarette was originally run on 3x 480s, and now on a single 680.
If you mean about how CEG should be handled then I already did but apparently no pucks has been given for it and that 2x... Well Knorke gaved a pucks about it
If you mean about how CEG should be handled then I already did but apparently no pucks has been given for it and that 2x... Well Knorke gaved a pucks about it
If you mean about how CEG should be handled then I already did but apparently no pucks has been given for it and that 2x... Well Knorke gaved a pucks about it
Anyway, I can say now after working with UE3 for a bit, that the biggest and probably most useful thing about UE4 will be dynamic bounce lighting. (At least for me.) Baked lighting can be sort of a pain after a while, even though it looks a lot better than dynamic lighting. Lighting is really the name of the game for engine innovation as of late.
That's probably a more realistic video of what will be feasible with it, with current high end specs.
The realtime cinematics they do are always a bit rigged. (See Samaritan tech demo for UE3.) The reason they have so much detail in the game space at a time is because that's the only game space in the demo.
--
As far as those particle systems are concerned (flow fields and whatnot) it'd be pretty useless for an rts. Sprites work fine provided you know how to make sed sprites.
I was most impressed by the particle/light interaction. There are potential game play ramifications of being able to see light sources through volumetric fog. Especially for horror games. With some playing it should be able to do flamethrowers/napalm that isn't totally unrealistic crud.
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