Wow that is stunning!
Epic Says This Is What Next-Gen Should Look Like (Tech Demo! Pics Inside) | |||
| Can't wait for next gen | 160 | 34.41% | |
| They're all bullshots | 20 | 4.30% | |
| I expect better graphics | 100 | 21.51% | |
| This can't be real time | 29 | 6.24% | |
| I don't want next gen | 69 | 14.84% | |
| See results | 75 | 16.13% | |
| Total: | 453 | ||
Slimebeast said:
haha Wouldn't have thought you to be so excited about graphics. I agree it looks fantastic. |
All indications to the contrary notwithstanding, I love dope-ass graphics. I always have.
| Jdevil3 said:
|
Let's see what Uncharted 2 character models look like by comparison:
ROFL, I'd say that dude has more polygons in his face alone than all the Uncharted 2 characters combined. :P
| CGI-Quality said: People think Killzone 2 looks better than Uncharted 2 (myself included), but it means little because it's the view of the person either way. So what one thinks of Uncharted 2 means little (even though if you read most of the reviews in both cases, they mostly agree with me regarding HR's character models). Regarding these pics, atmosphere I'll agree blows away what we've seen this gen, but that character model does not. |
I actually think I agree that the atmosphere is putting me in another direction, though have a look (to the best of our abilities coz im on 1920 x 1080 and i cant see the pics, of the pictures down the thread by jdevil. Even in the Bigger pics they dont change quality. Does Heavy Rain do that? I seriously don't know.
There is just something about this face model, and the polygons prove it kinda.
Oh btw for those saying that game dev costs for games with thouse graphics being astronomical "the demo was made by only three artists, one rigger, and a number of mocap artists" http://www.develop-online.net/news/37203/GDC11-Epic-unveils-new-tech-demo
@TheVoxelman on twitter
I'm impressed, but little to no games are gunna bust their asses and invest so much to make games of that quality.
All of this, of course, is just my opinion.
Skyrim 100%'d. Dark Souls 100%'d.
Dark Souls > Skyrim.
Halo 4 is the best damn FPS since Halo 3.
Proud pre-orderer of 2 PS4's and an Xbox One. 


Currently Playing: Dark Souls II, South Park
Playstation 4: MGS V GZ, Killzone: Shadow Fall, NBA 2k14.
Looks a bit like a recreation of Blade Runner in CryEngine2

http://www.incrysis.com/index.php?option=com_content&task=view&id=793
That's a game that could use an HD remake. This is the 1997 version

I hope though that next to more fog, lens flares, depth of field, reflections and shadows, we'll also get a big improvement in bright daylight scenes with long draw distances.
And for gameplay, procedural terrain and narrative, adaptive gameplay styles.
| CGI-Quality said: I'm sure by the time these types of visuals are ready to launch, nothing we have this gen will be able to keep up on a technical level. |
here's hoping.
What I think is funny is that they will have to stop somewhere, the games are realistic because they look real. You are killing animated people, before you were killing... well nothing you were pressing a button and a stick with 5 points coming out disappeared in an odd explosion haha.
Next Gen might be that stopping point.
| PureDante said: I'm impressed, but little to no games are gunna bust their asses and invest so much to make games of that quality. |
but that's the thing the beauty of most of the tech shown off in this demo wont actually need much more effort than modern games. Techniques like depth of feild and dynamic lighting, reflection and shadows can basically just be turned on, so they won't add any cost. Tessellation also adds tons of added detail and and making objects more dynamic with little effort once they are implemented in engine, especially as most games already utilize bump maps that with a little tweaking can be used for tessellation.
A game that looks like that demo won't cost much more than AAA games today to make for the most part.
In fact fully dynamic lighting and shadows could even lower costs as devs won't need to bake in the effects into textures etc and tesalistion can eleminate the need to create as many LOD levels for the models as the technique can dynamically add details to the models as you get closer etc and as shown by the rock transformation compleatly change the look of a model over time eleminating the need to create a seperate model for each step of the transformation.
@TheVoxelman on twitter