UE4 Tech Demo: Virtual Paris Tour

Discussion in '3D Hardware, Software & Output Devices' started by iroboto, Jan 27, 2015.

  1. iroboto

    iroboto Daft Funk
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    It's really impressive.



    Certainly beats the pants off those 3D render billboards trying to sell me a condo unit.
     
  2. Newguy

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    Possibly the most photo real tech demo I've seen. I wonder how it'd look after a few rounds of tdm.
     
  3. entity279

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    Really good engine to use for the Sims game :runaway:
     
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  4. Ethatron

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    Damn, the SSR is really disturbing ...
     
  5. orangpelupa

    orangpelupa Elite Bug Hunter
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    holy... when we will be able to simply export from SketchUp or something and render (and play) it easily in Unreal with real graphic?
    it will be a boon for quick showcase for architectural works and many else (quick disaster simulation, modeling, etc).
     
  6. Arwin

    Arwin Now Officially a Top 10 Poster
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    and then combine with Oculus Rift for extra coolness ...
     
  7. 3dcgi

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    Why is it called Unreal Paris? It's just an apartment and could be anywhere. Looks good, but they got lazy and instanced stacks of magazines.
     
  8. London-boy

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    Well it's a more interesting title than "Unreal White Apartment That Could Be Anywhere, Really". With Really being an integral part of the title.
     
  9. ToTTenTranz

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    They put out a new version at 1080p 60FPS yesterday:


    Reminds me of P.T.
     
  10. Malo

    Malo Yak Mechanicum
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    But the Youtube video is only 720p
     
  11. ToTTenTranz

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    I get the 1080p option in the video I linked...
     
  12. pjbliverpool

    pjbliverpool B3D Scallywag
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    Its downloadable to run locally isn't it?
     
  13. ToTTenTranz

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    Yap, the link is in the description.
     
  14. milk

    milk Like Verified
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    The transition from SSR to CubeMapped ones is very jarring, motsly because of the big difference in parallax-correctness between the two. Is it too expensive to ray-march against a depth mapped cubemap? I think It could even be done on the same pass as the SSR ray-marching, potentially, though for xbone, you'd probably want to have both your g-buffer AND all scene cubemaps+depth on EDRAM to mantain performance on such implementation, I'd guess...
     
  15. MJP

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    Yeah, it is it a bit distracting in certain places. For some of those surfaces (like the area behind the stove) it probably would have been better to just disable SSR altogether.

    As for ray marching a cubemap depth buffer, I haven't tried it but it's probably doable. Should be a pretty similar to cost to parallax mapping, although having to do it for a cubemap will surely need some additional considerations. However even if you did that and used enough steps to avoid undersampling, you're still going to have artifacts. When you have a sparse set of probes it's very easy to end up shading a surface that was completely occluded in the nearest probe, which would mean that your raymarch would start inside the heightfield. It also wouldn't work as well for your lower-resolution mip levels, which will typically be pre-integrated with the specular BRDF for increasing roughness values. Since it's already pre-filtered, the reflections will "bleed over" your depth discontinuities (although to be fair, SSR suffers from this same problem if you attempt to pre-filter to account for varying roughness values).
     
  16. sebbbi

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    There's noticeable brightness changes at the screen edges when the camera moves (rays hit out of screen and it blends in the cube). Rendering a little bit wider view (offscreen borders) would reduce this issue. Otherwise the SSR works quite well (except in the bathroom mirrors of course). There's not much occlusion in the scene. A harder scene would show more SSR related issues.
     
  17. Jawed

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    I'm impressed by this and really like it. As far as I can tell the criticisms are pretty much all engine-related, aren't they?
     
  18. Ethatron

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    Well, you want us to start criticising the lack of color? :D
     
  19. Blazkowicz

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    Half-way in the video it reminded me of Under a Killing Moon. It looked incredible back then and you would start out the game roaming in an appartment. I thought that was realistic back then.
     
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  20. iroboto

    iroboto Daft Funk
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    Ahh those were the days, CG/movie/something/game. It was an interesting step up from Mean Streets graphically at least, though from a game play perspective I think I'm still more of a Mean streets guy
     
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