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3D Recreation Of Moon Landing Shows It Wasn't A Hoax

High Speed Canyon Jet Skiing

Tumbleweed Tornado of FIRE!

ChaosEngine (Member Profile)

Unreal Engine 4 - Infiltrator Demo

00Scud00 says...

Nah, the Doom 3 palette was pitch black interspersed with the glowing eyes of demons, whose closets you have just foolishly stumbled over.
That demo (if you could really call it that) was very purdy but several things occurred to me while I was watching it. When our futuristic ninja gets busted I couldn't help but think, "Yep, I hate it when that happens" there's always one nosy douchebag who has to ruin an otherwise perfectly good infiltration.
In the future, shutting down an assembly line won't just stop the line but also blow up at least half of it, if only Henry Ford had thought of this, who knows where we would be today.
As good as this looks by the time a significant portion of the population has the hardware necessary to run this in real time we will all have moved on to Unreal Engine version 6. So none of this is especially practical for gaming purposes, it makes me wonder if they aren't trying to market this to film makers as well.

Fletch said:

Palette looks really Doom3ish.

Unreal Engine 4 - Infiltrator Demo

Sylvester_Ink says...

Graphics are only a part of a game engine, and in all honesty, they stopped being impressive long ago. I get that we can make prettier games now (that cost more to make because it takes a lot of artists to get those results), but how does it improve the gameplay?
Meanwhile, the Planetary Annihilation devs keep releasing new videos of their engine work that look nowhere near as pretty as this, and yet it's far more technically impressive, because they're solving problems that actually have a direct impact on how RTS games are played. To me, that's far more exciting than the newest Unreal engine.

Reactions and some Ingame-Footage of the Occulus Rift

Descent to UDK - Experimental

TheFreak says...

>> ^Stormsinger:

Refresh my memory...wasn't Descent completely lacking in anything to help you visualize the map of the area? Because if it's the game I'm thinking it was, that was what killed it for me. I ended up lost within the first 5 minutes every time.


Yeah, Descent had no way to orient yourself to the map, so it was like playing 4 maps at once. And in modem play you could easily spend a good amount of your time just looking for your opponent.

So it looks like this version is being built in one of the Unreal engines because that map is definitely Deck 16 or some later derivative.

Fun times.

Beautiful real-time raytracing tech demo in DX11

GeeSussFreeK says...

>> ^Fantomas:

This showcases raytracings strengths of reflections, refractions and other light effects really well. I still think rasterised rendering is more than capable for current gaming.


I tend to agree, but ray tracing has always been the holy grail in both visual quality...and attainability. For what I remember when I cared, accelerating such a process is rather difficult. I believe, though, rasterisation is still done in "ray tracing" environments, but the lighting model is pure ray tracing; which I believe is a recent break through in rolling out ray tracing engines (see photon mapping). Time to google more ray tracing stuff, forgot how pretty it was

Beautiful real-time raytracing tech demo in DX11

Super moonwalking all the way down the street!

Unreal Engine 4 - Development Walkthrough

ChaosEngine says...

Undoubtedly a massive technical achievement, especially the fact that it's running in the editor.

That said, it still has the same unreal engine look where everything looks like it's made of wet modelling clay. I dunno if that's a deliberate aesthetic or something buried deep in the renderer, but I'm kinda sick of it and I really wish they'd fix it.

Hybrid (Member Profile)

Unreal Engine 4 - Elemental Demo Showcase

Unreal Engine 4 Tech Demo



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