Rebirth: Introducing photorealism in UE4

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i have to be honest, i was expecting some sort of el'crapo environment recreation which has zero interaction. But then my jaw dropped when he uses the gun to interact with some rocks. HOLEY CRAP that is impressive. i just hope developers jump onto this asap. I so wish i was a game developer, this is like the holy grail.
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Anyone here remember a magazine article from MAXIMUM PC OR PC GAMER that stated around the late 1990's or early 2000's of a Q and A on when we would get TOY STORY like graphics? I was a kid and I did save all my magazines but don't feel like going through them to find that one. Now I realized that developer proved me wrong :-( I think it was T&L, programmable shaders, and DIRECT X 8.1 that made that statement and guess real.
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rtx Scarlett Johansson
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What the benefit of such Reality?when you cant make a game out of this?
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sunnyp_343:

What the benefit of such Reality?when you cant make a game out of this?
You can. Edit: Well, not You personally. You already gave up. (That includes hope.)
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sunnyp_343:

What the benefit of such Reality?when you cant make a game out of this?
Why can't you? Vanishing of Ethan Carter used the same tech - Witchfire is doing it again (Same Studio). DICE uses it in BF1/5 and Battlefront in various place (notably the dirt textures) The real reason why these demos always look so good compared to actual games is because the path of the camera is known and it's a vertical slice of one scene - so the animators/art team can fix all the little tiny issues and spend hours tweaking to get it to look perfect. In real games developer time constraints limit that. But as far as Quixel, it's just a photogrammetry texture library - lots of games are using this technique now or even using Quixel textures (they're fairly expensive)