Unreal Engine 4 Video Demos Real-life Rain & Lighting
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Corbus
Looks nice, unreal engine is my favorite engine.
miffywiffy
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.
kanej2007
Xendance
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?
Umm yeah right. Could you please elaborate a bit please? How is UE 4 SDK "far behind the curve"?
The fact that Loobyluggs
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?
Denial
RedruM-X
pjokerxp
its still missing alot of graphics and effects
Denial
Agonist
-Tj-
Finally they got rid of that plastic wet reflections look that plagued U3E!
ruiner13
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.
Robbo9999
Excellent lighting in my eyes - I guess that's what UE4 seems to be all about!
tsunami231
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
-Tj-
tsunami231
bigfutus
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.
Fox2232
Lightning effects were done well, rain still has same fundamental error in not understanding how freaking raindrop looks like, how it refracts light from behind and how and why it creates gray "fog" if it is heavy raining. instead it looks like they are dropping weird glass pipes.
But floor effect of rain is OK too.
And they should learn how to do frame-time based temporal/motion blur.