Unreal Engine 4.7 Renders Pretty Snazzy

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I think we have gotten to the point in games that foliage already looks really good, especially in motion. I would like to see more examples of character models and scaling in UE4. Everything we see now is at peak quality. Give us some examples of scenes at different quality levels and the hardware it would take render them at a playable clip.
The flora in Battlfield 3 still looks great and that's 3.5 years old. See: http://homepages.paradise.net.nz/anthon11/bf3%202011-10-09%2018-56-20-51.jpg The gun looks even better.
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Transmissive lighting sounds really nice. But what about physics capability with this engine? Can you guys who have been playing around with it or otherwise has knowledge share some insight? Can we expect to see more of this now in games with this engine? I have been hopeful ever since all the fun I have been experiencing with the destructible environment in Bad Company 2 and it just seemed naturally to me that this would really take off but it does not seem to have been a priority with the makers of games and engines after some time now. Just hope next Unreal Tournament will come soon and that it will have some awesome destructible physics in there some where.
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Transmissive lighting sounds really nice. But what about physics capability with this engine? Can you guys who have been playing around with it or otherwise has knowledge share some insight? Can we expect to see more of this now in games with this engine? I have been hopeful ever since all the fun I have been experiencing with the destructible environment in Bad Company 2 and it just seemed naturally to me that this would really take off but it does not seem to have been a priority with the makers of games and engines after some time now. Just hope next Unreal Tournament will come soon and that it will have some awesome destructible physics in there some where.
Absolutely, a lot of people have been posting YT clips of it. Just type in Unreal Engine 4 destruction.
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That Elemental demo also showed some good debris and physics examples.
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The flora in Battlfield 3 still looks great and that's 3.5 years old. See: http://homepages.paradise.net.nz/anthon11/bf3%202011-10-09%2018-56-20-51.jpg The gun looks even better.
The texture quality is not that great on the flora, and the shadows are pretty bad because of the lack of global illumination techniques. This is exactly why UE4 looks much more realistic. The best texture quality in a stock game I've seen so far is in Hitman: Absolution hands down. I find it funny that despite being a 2-year-old game it's still one of the best looking games around. I was frankly disappointed to see that my 970 can barely hold constant 60FPS with it. But the way it looks, god freaking damn.
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{looks a lot like Crysis 1 to me... } I totally agree and i have seen much better graphics ages ago this is pathetic
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Luxottica would make an fortune on some people here. Blind as bats.
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{looks a lot like Crysis 1 to me... } I totally agree and i have seen much better graphics ages ago this is pathetic
Cool, name some games that use transmissive lighting and look as good.
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Transmissive lighting sounds really nice. But what about physics capability with this engine? Can you guys who have been playing around with it or otherwise has knowledge share some insight? Can we expect to see more of this now in games with this engine? I have been hopeful ever since all the fun I have been experiencing with the destructible environment in Bad Company 2 and it just seemed naturally to me that this would really take off but it does not seem to have been a priority with the makers of games and engines after some time now. Just hope next Unreal Tournament will come soon and that it will have some awesome destructible physics in there some where.
The engine uses physx as its physics engine, so I suppose most of these things are doable https://developer.nvidia.com/gameworks-physx-overview Though the engine only supports cross-vendor physx, meaning those fancy nvidia accelerated effects aren't supported out of box.
Cool, name some games that use transmissive lighting and look as good.
Pretty much all game engines that have sub surface scattering. This was also doable with materials in Unreal Engine 3. The deferred renderer in UE 4 made that impossible (there's no light vector in a deferred context, all light is accumulated into the g-buffer instead), so it required its own shader type in UE 4. "Looking good" is a whole different thing, it has very little to do with the technical capabilities of the engine. There isn't some giant red button that you can push and have a great looking game. You need talented artists for that.
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I am in the initial stages of creating a game using the UE4 engine. There will be no foliage in the game, so haven't even looked at it. So far it looks nice, the physics are certainly adequate for our task, and the lighting looks quite nice. New to this, so there certainly could be many things I'm missing, but so far, it's working well for us.
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i here what u guys say,,but this does look pathetic and crysis 1 had some real awsum physics to play with in the editor for some serious kool effects