Unreal Engine 4....

Unreal Engine 4....

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Karl
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Unreal Engine 4....

Post by Karl » 27 Jun 2012, 15:41

http://www.youtube.com/watch?feature=pl ... ZrK_AFlrx8

Do you see those particle system? I am jealous about it right now...

I wish we had this on Spring engine too...
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SinbadEV
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Re: Unreal Engine 4....

Post by SinbadEV » 27 Jun 2012, 15:49

Back in teh day there was a "Unreal Annihilation" project.
Huh... I wonder if those models could be harvested for BAR...
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smoth
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Re: Unreal Engine 4....

Post by smoth » 27 Jun 2012, 19:34

Then make a better alternative Karl.
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Noruas
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Re: Unreal Engine 4....

Post by Noruas » 27 Jun 2012, 22:18

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.

Too long to read? Unreal Models: No.

Also, hai guiyz.
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Das Bruce
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Re: Unreal Engine 4....

Post by Das Bruce » 28 Jun 2012, 01:35

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Mr. Bob
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Re: Unreal Engine 4....

Post by Mr. Bob » 28 Jun 2012, 02:54

Das Bruce wrote:
What was that run on?
Something unreal. Hurr

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.

http://www.youtube.com/watch?v=MOvfn1p92_8

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.
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gajop
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Re: Unreal Engine 4....

Post by gajop » 28 Jun 2012, 04:58

Isn't that the same video?
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Mr. Bob
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Re: Unreal Engine 4....

Post by Mr. Bob » 28 Jun 2012, 08:57

Oh my bad. I thought he posted this one for some reason. http://www.youtube.com/watch?v=dD9CPqSKjTU
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aegis
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Re: Unreal Engine 4....

Post by aegis » 28 Jun 2012, 22:35

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.
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Mr. Bob
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Re: Unreal Engine 4....

Post by Mr. Bob » 29 Jun 2012, 03:03

Is this true for the env demo for UE3 as well? http://www.youtube.com/watch?v=h5XahF-3 ... re=related

If so that's way overkill. They released that demo with UDK downloads as a showcase and I ran it with a single Radeon 6850 at 60-70fps.
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Karl
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Re: Unreal Engine 4....

Post by Karl » 29 Jun 2012, 11:37

smoth wrote:Then make a better alternative Karl.
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
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smoth
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Re: Unreal Engine 4....

Post by smoth » 29 Jun 2012, 16:38

Karl wrote:
smoth wrote:Then make a better alternative Karl.
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
I don't recall you doing any code no.
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gajop
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Re: Unreal Engine 4....

Post by gajop » 29 Jun 2012, 18:13

smoth wrote:
Karl wrote:
smoth wrote:Then make a better alternative Karl.
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
I don't recall you doing any code no.
http://springrts.com/phpbb/viewtopic.ph ... 7&p=519873
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smoth
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Re: Unreal Engine 4....

Post by smoth » 29 Jun 2012, 19:46

That has nothing to do with HOW CEGs should be handled to be "better." It is just using CEGs.
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SwiftSpear
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Re: Unreal Engine 4....

Post by SwiftSpear » 06 Jul 2012, 11:50

Mr. Bob wrote:
Das Bruce wrote:
What was that run on?
Something unreal. Hurr

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.

http://www.youtube.com/watch?v=MOvfn1p92_8

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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