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Unreal Engine 4
posted in Off Topic
1
#1
7 Frags +

http://www.youtube.com/watch?v=-bLOi3mo9NE

[youtube]http://www.youtube.com/watch?v=-bLOi3mo9NE[/youtube]
2
#2
-8 Frags +
3
#3
6 Frags +

I think that looks amazing

I think that looks amazing
4
#4
1 Frags +

This, Fox Engine and Activision's new engine look amazing.

This, Fox Engine and Activision's new engine look amazing.
5
#5
1 Frags +

It's pretty mind blowing that activision's engine is running on medical tech that has been in use since 5 years ago, and that UE4 has been in development since 2003.

can we has yet

It's pretty mind blowing that activision's engine is running on medical tech that has been in use since 5 years ago, and that UE4 has been in development since 2003.

can we has yet
6
#6
2 Frags +

And the birth of a new Unreal Tournament shall be made that will help the 1v1 eSports

And the birth of a new Unreal Tournament shall be made that will help the 1v1 eSports
7
#7
0 Frags +
kirbyThis, Fox Engine and Activision's new engine look amazing.

These game engines mixed with oculus rift....

[quote=kirby]This, Fox Engine and Activision's new engine look amazing.[/quote]

These game engines mixed with oculus rift....
8
#8
4 Frags +
dMenaceIt's pretty mind blowing that activision's engine is running on medical tech that has been in use since 5 years ago

what

[quote=dMenace]It's pretty mind blowing that activision's engine is running on medical tech that has been in use since 5 years ago[/quote]

what
9
#9
4 Frags +

I like how these new engines look and all, don't get me wrong. But I also feel that adding all of these effects and shiny things also kind of makes the engine feel a bit more clunky; I've never felt that many games after TF2 came out have felt as smooth as the old school games running off of GLDSRC or like UT2k4/Q3. The newer Source engine games have kind of been the same-ish, although not as bad.

I could barely play Far Cry 3 because the engine felt like shit; maybe it's because sensitivity settings and stuff weren't as robust as the classic engines? Same thing with UT3, it felt... clunky.

I like how these new engines look and all, don't get me wrong. But I also feel that adding all of these effects and shiny things also kind of makes the engine feel a bit more clunky; I've never felt that many games after TF2 came out have felt as smooth as the old school games running off of GLDSRC or like UT2k4/Q3. The newer Source engine games have kind of been the same-ish, although not as bad.

I could barely play Far Cry 3 because the engine felt like shit; maybe it's because sensitivity settings and stuff weren't as robust as the classic engines? Same thing with UT3, it felt... clunky.
10
#10
-2 Frags +

Pre-rendered tech demo does not equal in game performance. This really gives us no information. It is cool though.

Pre-rendered tech demo does not equal in game performance. This really gives us no information. It is cool though.
11
#11
0 Frags +
TheMatmanPre-rendered tech demo

"Epic's new demo from GDC 2013, Infiltrator, runs 100% in-engine in real time."

[quote=TheMatman]Pre-rendered tech demo[/quote]
"Epic's new demo from GDC 2013, Infiltrator, runs 100% in-engine in real time."
12
#12
0 Frags +

Looks really well done.

Looks really well done.
13
#13
2 Frags +

Makes me wonder how companies can still afford to sell games for $60 when they have to put more manpower and time to create all these assets.

Makes me wonder how companies can still afford to sell games for $60 when they have to put more manpower and time to create all these assets.
14
#14
0 Frags +
TaggerungMakes me wonder how companies can still afford to sell games for $60 when they have to put more manpower and time to create all these assets.

A lot of companies use premade engines like unreal3 and unity3d that charge a percentage of their profit (and maybe a flat rate). Most companies that do end up developing their own engine use it for a long time. (source / ubisoft's anvil for all AC + Tom Clancy games)
I'm sure over the lifespan of the engine, they make more than enough money to cover the cost.

[quote=Taggerung]Makes me wonder how companies can still afford to sell games for $60 when they have to put more manpower and time to create all these assets.[/quote]

A lot of companies use premade engines like unreal3 and unity3d that charge a percentage of their profit (and maybe a flat rate). Most companies that do end up developing their own engine use it for a long time. (source / ubisoft's anvil for all AC + Tom Clancy games)
I'm sure over the lifespan of the engine, they make more than enough money to cover the cost.
15
#15
0 Frags +
panzerxiiiI like how these new engines look and all, don't get me wrong. But I also feel that adding all of these effects and shiny things also kind of makes the engine feel a bit more clunky; I've never felt that many games after TF2 came out have felt as smooth as the old school games running off of GLDSRC or like UT2k4/Q3. The newer Source engine games have kind of been the same-ish, although not as bad.

I could barely play Far Cry 3 because the engine felt like shit; maybe it's because sensitivity settings and stuff weren't as robust as the classic engines? Same thing with UT3, it felt... clunky.

Games have been slowing down. Stuff like Nexuiz still feels just as fluid as Quake 3 after you play it for a while, once you get games with a fast pace you just don't pay as much attention to the clunkiness that may or may not exist, but when you have a shooter like Battlefield or Fallout, you just have the time to see all of the imperfections.

[quote=panzerxiii]I like how these new engines look and all, don't get me wrong. But I also feel that adding all of these effects and shiny things also kind of makes the engine feel a bit more clunky; I've never felt that many games after TF2 came out have felt as smooth as the old school games running off of GLDSRC or like UT2k4/Q3. The newer Source engine games have kind of been the same-ish, although not as bad.

I could barely play Far Cry 3 because the engine felt like shit; maybe it's because sensitivity settings and stuff weren't as robust as the classic engines? Same thing with UT3, it felt... clunky.[/quote]

Games have been slowing down. Stuff like Nexuiz still feels just as fluid as Quake 3 after you play it for a while, once you get games with a fast pace you just don't pay as much attention to the clunkiness that may or may not exist, but when you have a shooter like Battlefield or Fallout, you just have the time to see all of the imperfections.
16
#16
0 Frags +

I miss Nexuiz. That was a fun game even thought it's lifespan was short-lived.

I miss Nexuiz. That was a fun game even thought it's lifespan was short-lived.
17
#17
0 Frags +

Really disappointed that this isn't a game. I'm coming up with ideas of what this would be about if it actually was.

Really disappointed that this isn't a game. I'm coming up with ideas of what this would be about if it actually was.
18
#18
0 Frags +
Nin2246And the birth of a new Unreal Tournament shall be made that will help the 1v1 eSports

I really don't think a new UT with shinier graphics is going to do anything but get the eyes of the general public for a couple weeks, maybe months, before falling away like the rest. We can't make any 1v1 FPS taken seriously as an e-sport of it gets replaced by some completely new game with a new skill set every couple of years either.

The rapid advance of technology makes this a tough situation, but the situation can't simply be ignored. We've had plenty of amazing FPS in the past that really deserved a lot of public attention that all got left behind because shinier graphics were already arriving.

[quote=Nin2246]And the birth of a new Unreal Tournament shall be made that will help the 1v1 eSports[/quote]
I really don't think a new UT with shinier graphics is going to do anything but get the eyes of the general public for a couple weeks, maybe months, before falling away like the rest. We can't make any 1v1 FPS taken seriously as an e-sport of it gets replaced by some completely new game with a new skill set every couple of years either.

The rapid advance of technology makes this a tough situation, but the situation can't simply be ignored. We've had plenty of amazing FPS in the past that really deserved a lot of public attention that all got left behind because shinier graphics were already arriving.
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