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[新闻] Epic 终于在 GDC 放大招,全新UE4演示放出,去年的Demo完全是逗你玩的

Repost of my translation of the Gamestar text from the Gametrailers thread:

- Increased details, particles, lighting. Especially the scene where the guy's shoe is featured looks stunningly detailed.

- Epic says: All objects are true 3D, even the backdrops on the horizon. The panoramic view looks awesome, but especially so if you realize there is no skybox - even the mountains are geometry.

- Marc Rein: Even though the amount of detail is substancially higher than what we know of, the hardware requirements aren't. Same to when the Elemental demo was shown, this is running on a GTX680 (Gamestar had no chance to actually confirm this though).

Questioned about if this will run in the same form on PS4, Rein didn't want to give a straight answer. Gamestar thinks it would (but they have no clue about the console market, if you ask me).

Epic also showed new tools for developers, to allow quicker work with polygon meshes and materials than with UE3. A scripting tool named "Blueprint" will allow designers to define specific scenes without programming knowledge. Also interesting: "Real" lights can be integrated into the engine, light sources measured by the IES system can directly be moved to UE4 and allow particular realistic and natural lighting.

Rein didn'T comment on when to expect first UE4 games, Gamestar guesses "not before 2014".

There you go.


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New material layering system, which provides unprecedented detail on characters and objects
Dynamically lit particles, which can emit and receive light
High-quality temporal anti-aliasing, eliminating jagged edges and temporal aliasing
能逆天到这程度吗?比ssaa还牛?这是见过最接近cg的抗拒了。。
Thousands of dynamic lights with tiled deferred shading
Adaptive detail levels with artist-programmable tessellation and displacement能不能说以后就不用lod了?
Millions of particles colliding with the environment using GPU simulation
Realistic destructibles, such as walls and floors
Physically based materials, lighting and shading
Full-scene High Dynamic Range reflections with support for varying glossiness
Illuminating Engineering Society (IES) profiles for realistic lighting distributions



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引用:
原帖由 wind0631 于 2013-3-30 11:12 发表
这DEMO的百万粒子效果是NV独有的。。。当然如果NV愿意在家用机上给微软和SONY就另外说了。
天啊,怎么可能是nv独有的呢。。


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引用:
原帖由 wind0631 于 2013-3-30 11:27 发表

驱动之家说是定制版的GTX680
请别乱说好吗。。
MR说到明是off the shelf的680!!

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引用:
原帖由 jiaolu 于 2013-3-30 12:26 发表
针对680开发的意义何在? 这两年游戏开发商的重心都在console平台上面的优化吧。console上面跑ue 4还是一泡污,ue 4目前对console 优化的极差,全局光照全部都关掉了,比kill zone 还差的远
你在哪里看到全局光照全部都关掉的??

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