In the past, I have always looked at Demos from Games and thought this is very good and getting close to movie quality. But that "close to" remained "close to" for quite some time. Even though It is improving every year but you can still tell it is gaming graphics. Even if some of the shots are not real time and pre rendered, they are still gaming like. That Unreal 5 Demo was the first time ever I thought this is Hol…
At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…
A first look at Unreal Engine 5
431–440 of 695 posts
Re: A first look at Unreal Engine 5
#432Re: A first look at Unreal Engine 5
#433Earlier quoted context omitted.
The business model for HTML/HTTP was and is advertising. People initially tried subscription models for HTML content but it didn't work so everyone went to advertising based models. Observationally, subscription HTML content models have continued to not work (yes, Netflix, but Netflix is more about video content than HTML content).
There was no business model for HTML/HTTP. It was a set of technologies. Advertising later came to it. There are tons of subscription models for HTML content that you're ignoring. Patreon, YouTube, online news. Some small, some large.
Re: A first look at Unreal Engine 5
#434In the past, I have always looked at Demos from Games and thought this is very good and getting close to movie quality. But that "close to" remained "close to" for quite some time. Even though It is improving every year but you can still tell it is gaming graphics. Even if some of the shots are not real time and pre rendered, they are still gaming like. That Unreal 5 Demo was the first time ever I thought this is Hol…
At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…
Re: A first look at Unreal Engine 5
#435Re: A first look at Unreal Engine 5
#436Re: A first look at Unreal Engine 5
#437Earlier quoted context omitted.
This ignores AR, VR, and other recent genres. We just had No Man's Sky come out doing exactly what you describe. Other procedural infinite space games exist.
> This ignores AR, VR, and other recent genres. They sounded promising but they did not made actual revolution in games. They are not mass product used by most players. > No Man's Sky come out doing exactly what you describe. Other procedural infinite space games exist. I said "able to have huge zoom ability + ability to handle more than 30 000 players on the same map". There are no games that have those both at the…
My setup:
- OG Vive with deluxe audio kit and the wireless kits. (Both kits completely change the Vive and are in my opinion critical)
- GTX 1080 Strix (factory overclocked)
- 7th 6700k
If I’m having this much fun on first gen hardware, then imagine next gen headsets with higher resolution, wider FOV, eye tracking, foveated rendering (enabling graphical fidelity more similar to big budget 2D games), a better developer ecosystem, more extensive haptics, built in wireless, more players (for social experiences and multiplayer), and increased comfort.
Re: A first look at Unreal Engine 5
#438Wow. It seems like real-time lighting and detail are getting to the point where they're so indistinguishable from reality... ...that now it's the actual quality of the models themselves, and even more of character motion, that are going to have to be the next steps in better graphics. I'm stunned by the lighting and detail, absolutely stunned. But at the same time, especially when you get into the architectural rooms…
All sorts of rendering tricks had to be played before RTX. Now that we have real-time ray tracing, models are becoming more important than shaders (see e.g. Minecraft. It looks like a real world made of Legos - the blocks make it look artificial.) Maybe once real time photorealism is cracked, we'll move to a completely Newtonian global physics for some games, with some analogue of "atoms" the way RTX models "photons.…
There are a few indie devs trying to make "finer resolution" Minecraft; e.g. https://www.youtube.com/watch?v=VQv1OEm_www
Re: A first look at Unreal Engine 5
#439Earlier quoted context omitted.
Rounded corners using tables and gifs?
To invoke the old "rule 5" of explaining things: Until surprisingly recently, there was no built-in way to make a rectangular element on a webpage have rounded corners. People had to use all sorts of dirty hacks to make a final product that "looked like" it was a native, built-in feature. Usually in the old days it basically amounted to various forms of "putting a picture of a rounded corner" (often a gif) in each of…
I'll be glad for the day when 9-slice is a truly obscure technique.
Re: A first look at Unreal Engine 5
#440In the past, I have always looked at Demos from Games and thought this is very good and getting close to movie quality. But that "close to" remained "close to" for quite some time. Even though It is improving every year but you can still tell it is gaming graphics. Even if some of the shots are not real time and pre rendered, they are still gaming like. That Unreal 5 Demo was the first time ever I thought this is Hol…
The graphics are better, but camera and animations are a dead giveaway. It was fine when the camera was relatively static and far away, but shots with more movement became really noticeable. (Watch carefully, you can see the character's hand go through the rock in some places, or not make full contact in others. Once you notice it's hard to un-see.) I'm sure this is all fixable, but some part of me wonders how much l…
- obvious SSAO when hand touched the rock wall
- odd reflections on the bird sculptures
- down-resing of textures and motion blur when she flew
- obvious uncanny valley face (pancake makeup, no subsurface scattering) on face closeup
- dust sprite clouds
were some of the things I noticed on my first watch
but it was still quite pretty. like what I'd expect uncharted 5 on the pc to look like