Interesting video of Unreal Engine 4

OhnojojoOhnojojo Join Date: 2011-08-01 Member: 113400Members
<div class="IPBDescription">Some ideas or thoughts to developers</div><a href="http://www.youtube.com/watch?v=MOvfn1p92_8" target="_blank">http://www.youtube.com/watch?v=MOvfn1p92_8</a>

I understand that the Spark Engine is brand new and with the deadline just looming around the corner, I don't expect to see vast improvements to the engine's core concepts.
But I think this is just a fun video, an interesting one and might get some creative juices going for things that can be done realistically in the game.
If anything at all, its just nice to watch. Enjoy!

Comments

  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited June 2012
    Yeah i was tempted to post it too, tho it kinda belongs more into the off topic forum i guess...

    I really would love to see a few of the stuff shown in the video in spark, tho no idea what of it is really possible with dx9 (or at least as "easy" to implement for dx9)

    We really need particle lighting(or whatever it is called), so steam and smoke doesnt pop out like it does atm, more or less ignoring lightning and shadows.
    Also the particle stuff at around 3:20 would be cool effects for the phasegate portal or blink and stuff like that...

    Who am i kidding... pretty much everything in this video would be an awesome addition for ns2 :P

    edit: (for ppl that like the broken youtube bb code that doesnt let you go fullscreen)
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/MOvfn1p92_8"></param><embed src="http://www.youtube.com/v/MOvfn1p92_8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    It obviously has so much more going than Spark, but not really a fair competition. I'd live to work with this, but I'm just one guy, and that's a lot of depth, I think it would take a long time to learn. Probably a year just to figure it all out.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2012
    Shaders stuffs could be added to Spark from what I've heard. I would love post processing bounce lighting as they make everything much more natural looking and proper transparency (glass shaders anyone? :P ).

    However, I'm more interested in the trigger system in that video/engine, seems very interesting!
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1942251:date=Jun 8 2012, 03:02 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jun 8 2012, 03:02 PM) <a href="index.php?act=findpost&pid=1942251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We really need particle lighting(or whatever it is called), so steam and smoke doesnt pop out like it does atm, more or less ignoring lightning and shadows.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, that, among many other features, are definitely something Max and I have talked about adding to the engine, for over a year now. However, the silly programmers seem to think that making the game run faster is more important then eye candy right now Psshhh. :P

    A lot of these tech features are not necessarily that hard to add to the engine, but it will unfortunately have to wait until post 1.0.

    --Cory
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2012
    Also, lens flare. You think I'm just some floaty camera or something there, buddy!?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited June 2012
    I hope you don't need to use this visual thing to do the scripting...

    How much does it cost ? I guess it will be cheap :)

    Lens flare are really stupid yeah.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited June 2012
    <!--quoteo(post=1942260:date=Jun 8 2012, 06:22 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jun 8 2012, 06:22 PM) <a href="index.php?act=findpost&pid=1942260"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, that, among many other features, are definitely something Max and I have talked about adding to the engine, for over a year now. However, the silly programmers seem to think that making the game run faster is more important then eye candy right now Psshhh. :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thought so... :P

    (i remember that something like that was mentioned a few times, together with proper transparency, and this hdr toning/light stuff(and a few other things)... but its nicer when a dev comes by - giving some up to date status on the matter)

    Ty Cory.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    That smoke looks awesome!
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    I wonder what the specs are for his PC running it.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    oh my god so many particles. DO WANT
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    The particle physics effects is where the video really shines for me. Imagine healspray, res node gas, drifter trails, and fade blink smoke.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/qq3mYmzOelI"></param><embed src="http://www.youtube.com/v/qq3mYmzOelI" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • PyromaniacPyromaniac Join Date: 2009-02-20 Member: 66498Members
    Please add more visual effects, i get too much fps right now. Who needs gameplay when you have eye candy?
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Visual-improvements won't do a lot to your FPS, most people are severely bottlenecked by CPU-performance at the moment. Moreover, visuals can optionally be tuned down if for some reason the graphics-card forms a larger bottleneck. But let us first see good performance with what we have now, before moving on to more ambitious goals.

    As for the UE4, it looks nice. Though will they finally build a proper Unreal Tournament with it I wonder...
  • Banzai¥Banzai¥ Join Date: 2012-02-06 Member: 143902Members, NS2 Map Tester
    <!--quoteo(post=1942356:date=Jun 8 2012, 10:11 PM:name=player)--><div class='quotetop'>QUOTE (player @ Jun 8 2012, 10:11 PM) <a href="index.php?act=findpost&pid=1942356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Visual-improvements won't do a lot to your FPS, most people are severely bottlenecked by CPU-performance at the moment. Moreover, visuals can optionally be tuned down if for some reason the graphics-card forms a larger bottleneck. But let us first see good performance with what we have now, before moving on to more ambitious goals.

    As for the UE4, it looks nice. Though will they finally build a proper Unreal Tournament with it I wonder...<!--QuoteEnd--></div><!--QuoteEEnd-->
    If I remember correctly using PhysX for fancier and more realistic particle and lighting effects would be restricted mainly to current mid-end or older high-end Nvidia GPU's whilst any rendering through current-gen CPU's would end-up in extremely disappointing performance. As an AMD user I am extremely biased and protest against any cool exclusive features others may get to enjoy but not add any-real gameplay advantage/disadvantage towards, or force Nvidia to support hybrid Nvidia/AMD combinations already; I would even buy an Nvidia GTS 450 if I could get a dedicated PhysX card on the side. :(
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    Most of that is probably heavily optimised for the new crop of Nvidia cards (670,680 etc) so i'd imagine they would need to upgrade the renderer to DX11 to be able to efficiently do many of those effects...

    I think the realtime GI would have the best impact on NS2
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <a href="http://youtu.be/bHqjmlM3kxs?t=30s" target="_blank">http://youtu.be/bHqjmlM3kxs?t=30s</a>

    Definitely need more lens flare.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I think after another decade of exploring ever more realistically looking graphics we will go back to more simple and abstract looking stuff.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    Looks really good, but good graphics are not reason enough to buy a game.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited June 2012
    Guys, one of the strengths of this Engine demo is that it will be faster and easier for Devs to implement graphical features and gameplay changes, giving better games not just in visual terms. This will allow for quick reiteration rather than waiting for a long time in between each change made.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    Yeayh, the iteration is a big deal (like spark!). For a long time, iterating in UE3 was terrible, UE4 remedies that.

    Also, along with proper per particle shadowing and lighitng etc... Object motion blur. So tastey
  • LudiKalellLudiKalell Join Date: 2003-12-14 Member: 24376Members
    edited June 2012
    Hrm, big jump. The million particles are GPU accelerated, and the whole stuff runs on the new Geforce for sure.. only a small number of people can use it. The volumetric particles are very nice. Complete deferred rendering pipeline (like Spark I guess; you really have to go there if you want to scale out with several dynamic postprocessing effects without taking a huge hit to FPS), a bit late but I think they are the first of the really big engine players in the industry (or is that CryEngine3?). But this is only running on the newest hardware. Newest Geforce I guess, seeing that Epic and Nvidia pretty much sleep in bed together.

    But: once first games using this tech come out, 2 years will have passed. And there is a reason why, until now, years after a tech demo, games don't look as impressive as the tech demos 4 years ago. For eyample look at the tech demo for UE3 from 2006. Mayn games today don't have this visual quality, yet. Why? Because tech artists are the limit, and the tooling. You need a lot of time from great modelers and tech artists to get the props and models and effects for such tech demos, and if that where a real game, these 5 minute experience (normally running through) would cost too much dev time..

    But Nr.2: with this editor they are showing, and this extreme low iteration time, I think it's the first time we can see games with similar quality to the tech demo in a few years. Sure, it's not just the edtor, but also all the other tools you use (esp. 3dMax/Photoshop etc.). But it's absolutely stunning how much dev time Epic puts in it's dev tools, look at there team, most working just on engine and tools, I guess: <a href="http://epicgames.com/files/area/epic-company-photo-2011.jpg" target="_blank">http://epicgames.com/files/area/epic-company-photo-2011.jpg</a>

    No wonder UWE searches for a tools programmer. If they want to license spark in any way, the tools got to become more userfriendly. Maybe it's just for the community, but I think it's also to have a potential third income (if the game and the LUA editor are seen as 1 and 2), or at least the option in a not too distant future.
Sign In or Register to comment.