Unreal Engine 4 Video Demos Real-life Rain & Lighting

Published by

Click here to post a comment for Unreal Engine 4 Video Demos Real-life Rain & Lighting on our message forum
https://forums.guru3d.com/data/avatars/m/211/211933.jpg
Looks nice, unreal engine is my favorite engine.
data/avatar/default/avatar30.webp
Unreal Engine 3 was great, not quite sure what happened with 4 but Epic seem so far behind the curve atm. Maybe they were in bed with Microsoft and doing Gears of War for too long, but UE4 feels really early and lacking so many features that other engines just do better. Unity is so far ahead right now, there isn't any reason for people to use UE4 unless you're a big developer. Even then though the big developers are sticking to 3.5 because UE4 is just so early like it is in beta. Modders cannot jump on board because there are no UE4 games with big online communities. Really as a modder there is only one option and that is Source, it is a great engine, a bit long in the tooth now, but it just has so much content and it has the biggest community by far.
Umm yeah right. Could you please elaborate a bit please? How is UE 4 SDK "far behind the curve"? The fact that unity devs tend to switch over onto UE 4 says otherwise. Also that modding argument is a non-issue, as the engine costs 19,90 € per month and you get full source code access. Why would you want to mod when you can make a full game?
https://forums.guru3d.com/data/avatars/m/199/199386.jpg
The DoF in this video is just dreadful. One tile is perfectly in focus, the one next to it is completely out of focus. This isn't a criticism of the engine at all, but the person that put this together and set the DoF parameters incorrectly. In general terms I like the engine and the new temporal AA video posted here recently was really impressive stuff. The only issues I see are large scale worlds and texture streaming therein, where it appears to still have issues when moving a character across a massive world a lá GTA. It looks like there are brick walls they are hitting in terms of what a programmer or developer can load in for a character to explore on large scale free-roaming environments. With something linear like tomb raider where you can put a cut-scene in between the segments using the in-game engine, you can trick the player into thinking it's one continuous world/load. Another example would be Ocarina of Time, where there are clear loading points obscured by walls/corridors or simply playing a musical instrument to teleport/load of the cartridge. Graphically I see this engine and CryEngine as looking very similar. Not really anything in it. Snowdrop is the most impressive I've seen, and appears to have (if you believe the video) the best UI for devs. A question, will GameWorks develop more into lighting or weather next? Which is more important?
https://forums.guru3d.com/data/avatars/m/80/80129.jpg
Unreal Engine 3 was great, not quite sure what happened with 4 but Epic seem so far behind the curve atm. Maybe they were in bed with Microsoft and doing Gears of War for too long, but UE4 feels really early and lacking so many features that other engines just do better. Unity is so far ahead right now, there isn't any reason for people to use UE4 unless you're a big developer. Even then though the big developers are sticking to 3.5 because UE4 is just so early like it is in beta. Modders cannot jump on board because there are no UE4 games with big online communities. Really as a modder there is only one option and that is Source, it is a great engine, a bit long in the tooth now, but it just has so much content and it has the biggest community by far.
As someone that has fiddled with both engines. No. Sorry but UE4 is definitely not behind by any means. And the engine literally just came out, Source has been out for a decade, of course it's going to have large games with large communities. Unreal Tournament will definitely have some modders working on it once it launches. Also the team that does Gears of War is completely separate from the Engine team. So I have no idea how Gears of War plays into this, not to mention that GoW was an excellent game. Looking forward to CliffyB's new Arena Shooter.
https://forums.guru3d.com/data/avatars/m/80/80129.jpg
its still missing alot of graphics and effects
Huh? What is?
https://forums.guru3d.com/data/avatars/m/201/201426.jpg
Unreal Engine 3 was great, not quite sure what happened with 4 but Epic seem so far behind the curve atm. Maybe they were in bed with Microsoft and doing Gears of War for too long, but UE4 feels really early and lacking so many features that other engines just do better. Unity is so far ahead right now, there isn't any reason for people to use UE4 unless you're a big developer. Even then though the big developers are sticking to 3.5 because UE4 is just so early like it is in beta. Modders cannot jump on board because there are no UE4 games with big online communities. Really as a modder there is only one option and that is Source, it is a great engine, a bit long in the tooth now, but it just has so much content and it has the biggest community by far.
Can I please have what ever you smoked today? Perosnally Unreal 3 was one of my favorite engines, wasnt the best looking, but it had a nice visual style to it, very optimized, and scaled very well on hardware. Only having FOV issues in multi monitor setups starting end of 2009. Unreal 4 looks great so far. And guess what, gaming isnt just visuals. Im a graphics whore at heart, but Im not blind enough to believe thats what makes a game good.
https://forums.guru3d.com/data/avatars/m/242/242471.jpg
Finally they got rid of that plastic wet reflections look that plagued U3E!
https://forums.guru3d.com/data/avatars/m/253/253059.jpg
Looks good, but there is still more work to do in my opinion. The falling water should be pooling on steps causing a bit of a waterfall effect that should be there. Also, I was expecting drips from the railings as the water collects and drips around the metal rail. That said, it is much better than it used to be, but still far from photo-realistic.
https://forums.guru3d.com/data/avatars/m/245/245459.jpg
Excellent lighting in my eyes - I guess that's what UE4 seems to be all about!
https://forums.guru3d.com/data/avatars/m/56/56686.jpg
Nice but seeing that is just scene of stairwell and rain and lighting and 30-45fps on a i7-3770 with an Nvidia GTX670. makes me think it actual being used in game with that detail means even worse FPS. So in 2 years maybe we seeing that in actual games with the detail and better framerates
https://forums.guru3d.com/data/avatars/m/242/242471.jpg
Nice but seeing that is just scene of stairwell and rain and lighting and 30-45fps on a i7-3770 with an Nvidia GTX670. makes me think it actual being used in game with that detail means even worse FPS. So in 2 years maybe we seeing that in actual games with the detail and better framerates
Well I think those fps seem about right, try U4E elemental demo with GK104 chip @ 1080p you will probably get around the same fps on avg.
https://forums.guru3d.com/data/avatars/m/56/56686.jpg
Well I think those fps seem about right, try U4E elemental demo with GK104 chip @ 1080p you will probably get around the same fps on avg.
That elemental demo has hell of lots more going on that the rain demo
https://forums.guru3d.com/data/avatars/m/68/68055.jpg
Stalker with graphic like this and i can die happy. Btw. i really hope that blocky shadows and blurry loading textures are past in UE4 games.