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Unreal Engine 4 - Development Walkthrough

jimnms says...

>> ^Fantomas:

Shame there wont be a game using this until the next gen of consoles is released, even though my PC could probably handle it .


Have you seen the specs for the "next gen" consoles? They're already outdated compared to a top of the line PC today, so even when those next gen console come out they aren't going to be able to push the limits of this engine.

Unreal Engine 4 Tech Demo

Unreal Engine 4 Tech Demo

Unreal Engine 4 Tech Demo

KnivesOut says...

Hang in there lil trooper.>> ^DarkenRahl:

You'd hope that having an exact tag as well as a number of the same words in the title AND doing a search for likely candidates before posting would have found that other one. But I didn't. And I searched.
Bah.

Unreal Engine 4 - Development Walkthrough

Unreal Engine 4 Tech Demo

Unreal Engine 4 - Development Walkthrough

PalmliX says...

>> ^Payback:

>> ^darkrowan:
Goosebumps... pure, fucking goosebumps when he pulled out and showed he was still in the editor.

Somewhere in the past in the developement of UE4...
"Holy Crap, that Crytek WYSIWYG editor was fucking awesome."


Yah, they've been doing that since Far Cry 1 (2004).

Unreal Engine 4 - Development Walkthrough

Unreal Engine 4 - Development Walkthrough

kceaton1 says...

CryEngine3 plus any effects in this new Unreal Engine that aren't in CryEngine would = W1N! Just combine the teams, but let the Cry team lead the development. It's just a dream...

The problem with Unreal is that it tends to look pretty but can only expand to the size of a small office building, with any one scene not bigger than one floor...

Hybrid (Member Profile)

Unreal Engine 4 - Development Walkthrough

swedishfriend says...

Megatextures made Rage the most beautiful FPS I have played yet. Don't knock it! I am sure this does some form of texture streaming. The Unreal engine has been doing that since UT3.

I didn't like the way he kept calling things "accurate" when they were clearly hacked fakey versions and not at all accurate. The distributed lighting was based on a specularity effect. I noticed many surfaces right on top of the red carpet was not colored by light bouncing off the carpet instead they just colored a specular highlight on the object so it actually looked pretty bad in places where objects were close to eachother.

Unreal Engine 4 - Development Walkthrough

Unsung_Hero says...

>> ^lucky760:

Holy crap that kicks ass.
I wonder what kind of graphics hardware is required.


Apparently my graphics card resides in my wallet and is silver with numbers on it because I seem to have to use that anytime I want to play a cool new game.

Waiting A Decade for Duke

EMPIRE says...

huh... the game engine is the unreal engine. And yes, it shows it had a lot of problems during development, but i for one congratulate the guys at Gearbox for having the guts to pull the game from oblivion, and get it out. And now they have the rights to it, which can only mean a proper duke game in the future. We'll wait.

Oh, and the first quarter of the game is actually kinda fun, and doesn't look that bad (except the animations, that looks terrible).

Zero Punctuation: Duke Nukem Forever (for real this time)

rottenseed says...

So they should give the game a better review because of the hardships in making it? That's just silly...at the end of the day this is a product and reviews are meant to be a guide to what a consumer may or may not deem worthy of his or her money.>> ^JiggaJonson:

So many reviewers, ZP included, have been too hard on this game. While the game was conceived 12 years ago, it was redone a number of times on different engines. Those engines, starting as early as Quake II and the original Unreal engine, also frequently meant that the game changed hands a number of times.
Considering what the game started as in 1999 and what it turned out to be, I don't think it's fair to put all kinds of blame on the publishers of today and the final product they turned out.
I would say that the game turned out like an episode of "Chopped" where chefs are given a metaphorical ingredient set of "Duck heart, Watermelon, and Tortillas" and are expected to whip a good game out of it in a timely fashion.
Taking that into consideration I think they put out a decent game that I had fun playing. Saying over and over again that the game took twelve years to make doesn't tell the whole story and we should expect better from our game reviewers.

Zero Punctuation: Duke Nukem Forever (for real this time)

JiggaJonson says...

So many reviewers, ZP included, have been too hard on this game. While the game was conceived 12 years ago, it was redone a number of times on different engines. Those engines, starting as early as Quake II and the original Unreal engine, also frequently meant that the game changed hands a number of times.

Considering what the game started as in 1999 and what it turned out to be, I don't think it's fair to put all kinds of blame on the publishers of today and the final product they turned out.

I would say that the game turned out like an episode of "Chopped" where chefs are given a metaphorical ingredient set of "Duck heart, Watermelon, and Tortillas" and are expected to whip a good game out of it in a timely fashion.

Taking that into consideration I think they put out a decent game that I had fun playing. Saying over and over again that the game took twelve years to make doesn't tell the whole story and we should expect better from our game reviewers.



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