First Unreal Engine 4 Screenshots

Discussion in 'Games, Gaming & Game-demos' started by Stone Gargoyle, May 17, 2012.

  1. p0ppa

    p0ppa Guest

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    ^ looks like a good wallpaper for me:nerd:
     
  2. vejn

    vejn Maha Guru

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    Does Epic prefer Nvidia ? I thnik they used SLI mode for Samaritan demo and now 680 for this.
     
  3. Denial

    Denial Ancient Guru

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    Yes - almost all their titles are in the Nvidia TWIMTBP program.
     
  4. Noisiv

    Noisiv Ancient Guru

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  5. vejn

    vejn Maha Guru

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    Does Nvidia cards have some gfx additions which this advanced engine uses that ATI cards don't have ?
     
  6. adrock311

    adrock311 Guest

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    unreal engine 3 was responsible for so many good games, can't wait for this
     
  7. Year

    Year Ancient Guru

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    looks great.

    i hope they removed the crappy orange tint that was so prevalent in UE3 and the blue'ish halo around characters and enemies when one points a weapon at them, that would be perfect.
     
  8. Denial

    Denial Ancient Guru

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    Only PhysX - Unreal Engine 2 used to have it's own Physics engine in it based on some math engine thingy, they removed in that in favor of Nvidia's PhysX system.


    This has little to do with the engine and everything to do with the developer utilizing it. You can adjust all the post processing to tint the screen whatever color you want.

    Unless of course you're talking about Epic games in general, which I'll agree, the orange tint is kinda meh.
     
  9. Wanny

    Wanny Guest

    It looks great to be honest. It would be perfect to create dark RPG worlds.
     
  10. Anarion

    Anarion Ancient Guru

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    The questions is, how's the dynamic lighting. Lighting was always the worst thing in UE3 because it was rather limiting factor when it comes to creating dynamic environments and changing day light for example.
     
    Last edited: May 19, 2012

  11. gamerk2

    gamerk2 Ancient Guru

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    Not shocked. As I have proclaimed for years now: Rasterization is tapped out. The last two DX API's have been very slim on graphical features because the remaining effects are insanely expensive to implement.

    Next graphical boost will be in about a decade, when we have GPU's good enough to perform Ray Casting at a decent speed. Until then, expect new AA modes, and the ability to use ever larger texture sizes, and an occasional lighting enhancement. Thats it.
     
  12. Serotonin

    Serotonin Ancient Guru

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    This.
     
  13. CyberPaddy

    CyberPaddy Guest

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    men, i hoep illusion.jp start using this eingine in their games would be amazing and a sight to behold (sexy beach ultra anyone>?)
     
  14. Elite Bushido™

    Elite Bushido™ Maha Guru

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    BUAHAHAHAHAHA:wanker::wanker:

    i agree :infinity:
     
  15. vejn

    vejn Maha Guru

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    I would like to see open world RPG like Skyrim in this engine.
     

  16. Xendance

    Xendance Guest

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    Nah, we aren't there when it comes to how much stuff you can render on screen. Last unreal engine (third that is) became severely CPU limited when you exceeded 2000 draw calls per frame (2000 discreet objectives, each shadow caster needs two draw calls). Now we're seeing thousands of particles that are being dynamically lit.
    Today's buzzword when it comes to engines seems to be efficiency.
    Plus graphics aren't even half the thing engines have to do, there's plenty of other juicy stuff I bet 8)
     
    Last edited: May 19, 2012
  17. Chillin

    Chillin Ancient Guru

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    [​IMG]
     
  18. The Chubu

    The Chubu Ancient Guru

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    Will it blend?
     
  19. deltatux

    deltatux Guest

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    It doesn't wow me as much as when CryEngine 3 and Frostbite 2 was unveiled, hopefully the final version looks much better than this.

    deltatux
     
  20. UnrealGaming

    UnrealGaming Ancient Guru

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    In the past, game developers employed a trick known as staged lighting...
    ... UE4 introduces dynamic lighting, which behaves in response to its own inherent properties rather than a set of preprogrammed effects. In other words, no more faking it. Every light in a scene bounces off every surface, creating accurate reflections. Colors mix, translucent materials glow, and objects viewed through water refract. And it’s all being handled on the fly, as it happens. That’s not realistic—that’s real.

    Sounds pretty dynamic...
     

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