Epic Says This Is What Next-Gen Should Look Like

- better shadows probably still don't mean a full dynamic lighting system or deferred rendering, just a new shadow algorithm (suggested by use of MSAA, although it also probably means they've done some architectural changes?)

They've gone deferred shading/lighting (not clear on which implementation, but it's not your forward renderer with deferred shadowing).
 
I want to see the video, but this is tech demo, while Battlefield 3 was a pre-alpha gameplay...
I agree about seeing more of an upgrade of UE3 than a new engine.. For example, cloth are still low poly.. and the face doesn't look enough realistic.
I'm pretty sure that UE4 will have its own real-time G.I solution, and i expect also far better skin shading, and higher texture resolution..
Frostbite 2 is really the first and only next-generation engine as today..
 
They've gone deferred shading/lighting (not clear on which implementation, but it's not your forward renderer with deferred shadowing).

Is there something more about this on the net? Sure it can be done like in KZ2, but still, even light pre-pass doesn't agree with MSAA that much... Maybe it's more like Uncharted?
 
Is there something more about this on the net? Sure it can be done like in KZ2, but still, even light pre-pass doesn't agree with MSAA that much... Maybe it's more like Uncharted?

Not at the moment, I don't think. :) Light pre-pass or mini G-buffer approaches would certainly allow them to go with more materials though. One can only imagine what their artists would do if they had gone with the uber G-Buffer.
 
Uber G-buffer means it has stuff like rgb specular color, glossiness, maybe even anisotropy and so?
Exceptionally good shaders will probably mean something better than a phong specular model though, cook-torrance and such, and better results on the reflection channel...
 
Thats utterly impressive heavy tech going on there and it looks like CGI. The resamblance to Blade Runner is great and visuals actually close to movie to. I'll bet that requires a beast of a system to run.

shadowedpointlightrefl3k5f.jpg

Yes, this screams for a Bladerunner game. To bad it last propably lightyears before we can run something with this engineupdate.

I always like the UE's.
 
... did I miss someone on the thread?
I'm pretty sure that quote from Rein says nv hardware.

From same link,

While the demo was made by only three artists, one rigger, and a number of mocap artists, it did run on three graphics cards. However, Rein stated: "We suspect that with a little bit of optimisation this could even run on a single Ti500 card" [Nirolak's Note: I'm assuming they meant a single GTX 580 since the Ti500 is from 2005.]
 
Uber G-buffer means it has stuff like rgb specular color, glossiness, maybe even anisotropy and so?

Plenty of room with 4-8 MRTs if one targets DX10+/G80+ hardware. :p

Exceptionally good shaders will probably mean something better than a phong specular model though, cook-torrance and such, and better results on the reflection channel...
Just out of curiosity, what do you think of Torrance-Sparrow? Beckmann is too expensive?
 
Seriously, nor Rein, nor Cervat should be quoted in B3D .
They're just shameless PR
 
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Well, I only see the specular models in our shader rollouts, don't have much more to do with them being a modeler ;) So I'm not really sure about the differences. We certainly can afford the cycles for any specular model, it's by far not the slowest element of our rendering.
We also have this energy conservation stuff where specular + diffuse can't be more than the incoming light, so the more shiny something gets, the darker the rest of the surface becomes... but these shouldn't require more than some material id channels...
 
Aren't those meshes a bit over tesselatted? I mean some area are completely white.
They got a deal with Nvidia? :LOL:
that's a joke I'm not calling for rough answers ;)
 
Is there something more about this on the net? Sure it can be done like in KZ2, but still, even light pre-pass doesn't agree with MSAA that much... Maybe it's more like Uncharted?

MSAA and deferred rendering has confused me for some time now. I thought DX10+ brought the ability to use MSAA with a deferred renderer, and in fact it has already been done in some games (Two Worlds 2 comes to mind).

Perhaps the performance/IQ tradoff becomes too steep with MSAA in a deferred renderer? What have I missed?
 
I'm more interested to read about the improvements they made to their data streaming technology, if any.

With that said, that new DOF implementation effect is impressive.
 
Doesn't UE has texture popin issues?

They've blend between mipmap transitions since Gears 2. Batman AA featured this as well. Funnily enough, there are times when Mass Effect 2 fails to load the appropriate mip level and it's the usual texture pop, but the instances of that occurring are pretty rare.
 
can someone show me an actual ingame screenshot of a epic engine game that looks like that screenshot that I posted.
i.e. have they delivered what they promised 7 years ago?
 
It's expensive to shade per sample. :p

Oh this might shed some *ahem* light:
http://oles-rants.blogspot.com/2008/08/making-some-use-out-of-hardware.html

The method "2b" for MSAA under dx9 sounds pretty suspiciously familiar going by a certain recent AA method by a certain IHV.

can someone show me an actual ingame screenshot of a epic engine game that looks like that screenshot that I posted.
i.e. have they delivered what they promised 7 years ago?

In what sense? That creature was featured in Gears of War. :p
http://i3.tinypic.com/89qjic3.jpg
http://blog-imgs-21.fc2.com/g/a/m/gamefish/pc_gearsofwar_1920x1080_18.jpg

Geometry-wise it looks spot on. The texture resolution is lower for obvious reasons. The blue and orange (ಠ_ಠ) in your pic are just lights. *shrug* One might go so far to say that the lighting improvements in Gears 3 surpasses that pic, but I'm not really sure what you mean by delivering. Texture resolution is the easiest thing to deliver if you have the RAM, but that's not a fault of the engine.

edit#23421351:

Here's the same creature imported into Unreal Tournament III:
http://hdimassimo.files.wordpress.com/2008/08/berserkerub5.jpg
 
It's expensive to shade per sample. :p

Might shed some light *ahem* http://oles-rants.blogspot.com/2008/08/making-some-use-out-of-hardware.html

Isn't there a tile based shading technique that manages to decrease its "expensiveness" both in bandwidth and shading? Maybe im confusing it with something else. Wasn't it mentioned on the recent frostbite 2 presentations and cryengine 2 as well?

Also (minor nitpicking) the screen with the car headlights don't project any light onto the scene/street at all(maybe they turned it off to make it easier to notice the shadowed point light reflections), there's just reflections and flares.
 
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