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Exploring the limits of real time rendering
Ex DICE artist Ren, shared a video on his forest project, showing the graphical capabilities of Unreal Engine 4 and explores the limits of real-time rendering. Ren aims to release a tech demo that combines Scifi, AI, robotics, nature and a story as a first introduction to the universe he is shaping in the near future. This will be a playable experience showcasing that developing high-end 4K graphics is the future, and this tech demo will ignore performance, memory, technical limitations and will purely focus on getting closer to photo-realistic visuals.
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Silva
Senior Member
Posts: 1962
Joined: 2013-06-04
Senior Member
Posts: 1962
Joined: 2013-06-04
#5518250 Posted on: 02/08/2018 04:29 PM
When we have the hardware to render this in real time @4k60fps life will be complete.
When we have the hardware to render this in real time @4k60fps life will be complete.
NaturalViolence
Member
Posts: 80
Joined: 2009-10-01
Member
Posts: 80
Joined: 2009-10-01
#5518257 Posted on: 02/08/2018 05:02 PM
Keep in mind that as usual with tech demos everything shown here consists of a small number of detailed objects (often just one) with the background blurred. If you were to zoom out into an environment with a decent number of objects, like say what you would find in a video game, the framerate would tank. We're still a ways away from this level of photorealism not to mention the work involved in doing photogrammetry on everything will balloon development costs to something truly "unreal"
.
Keep in mind that as usual with tech demos everything shown here consists of a small number of detailed objects (often just one) with the background blurred. If you were to zoom out into an environment with a decent number of objects, like say what you would find in a video game, the framerate would tank. We're still a ways away from this level of photorealism not to mention the work involved in doing photogrammetry on everything will balloon development costs to something truly "unreal"

BetA
Senior Member
Posts: 4460
Joined: 2008-03-03
Senior Member
Posts: 4460
Joined: 2008-03-03
#5518261 Posted on: 02/08/2018 05:13 PM
very nice....
There are only some very small things where you actually can spot that it is indeed a Tech Demo..
The Shadows are slightly flickering like in any other real time Demo...Dunno, i guess shadows is one of the hardest things, expacilly if there are so many things that cast shadows..
Also, the wood floor was lifeless, no ants nothing..its strange looking at something so real and at first glance you dont get whats missing, till it hits you..where is the life..
none the less, for an Realtime tech demo this is awesome work..
very nice....
There are only some very small things where you actually can spot that it is indeed a Tech Demo..
The Shadows are slightly flickering like in any other real time Demo...Dunno, i guess shadows is one of the hardest things, expacilly if there are so many things that cast shadows..
Also, the wood floor was lifeless, no ants nothing..its strange looking at something so real and at first glance you dont get whats missing, till it hits you..where is the life..
none the less, for an Realtime tech demo this is awesome work..
Darkiee
Senior Member
Posts: 479
Joined: 2009-05-12
Senior Member
Posts: 479
Joined: 2009-05-12
#5518291 Posted on: 02/08/2018 06:33 PM
I´m drooling the day, when this is the actual game graphics.
I´m drooling the day, when this is the actual game graphics.
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Senior Member
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Joined: 2004-05-16
90% of what makes this look good is the high res photogrammetry - which looks amazing in normal lighting but not so much when you have to factor in TOD cycles and non-natural lighting. A good example of the use of photogrammetry in a game is the Vanishing of Ethan Carter and/or textures in Battlefield 1/Starwars BF. They have methods now of stripping out some of the inherent baked lighting when using photogrammetry but it's still a metric ton of work and tweaking to make it look right under all lighting scenarios, which is the main bottleneck to using it. Going to be interesting to see how toolsets develop in order to make this process easier and get more games using it.