Yeah, encouraging/forcing users to learn to code in a form that's easy to make data driven is essential to fortnite rooms actually performing tolerably, theres no kids googling OOP best practices would ship games that run OK.Perhaps there are performance implications here which is why they are pushing for this instead. Once you go functional, it's easy to scale, and it moves away from OOP. All good things in terms of speed.
Yeah, encouraging/forcing users to learn to code in a form that's easy to make data driven is essential to fortnite rooms actually performing tolerably, theres no kids googling OOP best practices would ship games that run OK.
Uncharted 5 on PS6 could look similar to this.
Any news on using nanite for deformable character models?
Think nanite characters is off in the future maybeI just skimmed the presentation and found no trace of that, but for the deformable tyre in the car tech demo that showed up in the nanite visualization.
Lumen looks fantastic and is hopefully going to usher in the era of dynamic GI everywhere. Games without it will look lifeless in comparison. Aside from 4A and CDPR can’t think of any other engines that are leaning in as hard on GI and CDPR is moving to UE5. All hail lord Sweeney.
We haven't seen current gen only Frostbite or Anvil titles yet, so we'll see what they cook up. Snowdrop games can have ray traced GI. They mentioned it as being included in the Avatar: Thingy of Whatsits game.
The Finals is using RTX GI and it seems pretty performant, maybe even more than lumen but that's probably not a great comparison seeing the levels are not as big as fortnites map but the destruction is probably a bit more complex so maybe it evens out.Lumen looks fantastic and is hopefully going to usher in the era of dynamic GI everywhere. Games without it will look lifeless in comparison. Aside from 4A and CDPR can’t think of any other engines that are leaning in as hard on GI and CDPR is moving to UE5. All hail lord Sweeney.
Bring back the motorstorm we really want and needUncharted 5 on PS6 could look similar to this.
If I were working on the Thingy of Whatsits team, I'd be sweating profusely during UE5's latest tech demo in the forest.
The shadows are too sharp and gamey looking. Otherwise it looks very good. But it's only a demo. Let's see when similar looking games with UE come out.
We haven't seen current gen only Frostbite or Anvil titles yet, so we'll see what they cook up. Snowdrop games can have ray traced GI. They mentioned it as being included in the Avatar: Thingy of Whatsits game.
The shadows are too sharp and gamey looking. Otherwise it looks very good. But it's only a demo. Let's see when similar looking games with UE come out.
I think the source angle is fairly realistic for a sunny day with no clouds, but most types of foliage have some amount of transmission that gets scattered a bit more that can affect the perceived softness. Additionally since these are fundamentally still (virtual) shadow maps under the hood there is a limit to how soft things can get in screen space, so when you get up super close to the shadows in some of these shots to show off the materials they effectively get "harder" than they would be if viewed from further away.Are they really? For direct sunlight? Haven't they set physically correct penumbra values for the sun as defaults at this point yet?