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WereKitten said:
Nsanity said:
 

I'm not talking about the video and if you scrolled through the article you would have noticed the cut backs they had to make.


Scroll down to the end of the article and read the update part:

Update: Brian Karis, senior graphics programmer at Epic Games adds some more insight in the comments below, explaining some of the more obvious differences - particularly in terms of the very different lighting schemes. At the technical level, the two demos are closer than it seems:

...

Feature wise most everything is the same, AA resolution, meshes, textures (PS4 has tons of memory), DOF (I assure you both use the same Bokeh DOF, not sure why that one shot has different focal range), motion blur.

Biggest differences are SVOGI has been replaced with a more efficient GI solution, a slight scale down in the number of particles for some FX, and tessellation is broken on ps4 in the current build which the lava used for displacement. We will fix the tessellation in the future

So basically, the older PC demo used a different dynamic global illumination system, the sparse voxels one, which has been cut from UE4 since and replaced with a static GI, and the two demos differ in how assets and lights are set up. At this point the biggest differences become a reduced number of particles and buggy tessellation for the lava.

I'm sure PS4 versions of UE4 games will be somewhat toned down when compared to end of 2013 high-end gaming rigs, but a side-by-side comparison is not that useful unless a PC version of the exactly same demo on same version of UE4 is provided. And even that won't be incredibly useful to evaluate how real games will look like. We need demos where CPU, i/O etc are loaded appropriately.


Exactly and they also stated that they haven't even figured out the true power of the PS4's tools and APi compared to the Direct X 11. This means theres plenty of time to see other developers outshine Epic in their findings of how to use the power of the PS4.