Devs were longing for more ram and will get 8 gigs with NextGen! I am curious where devs will take us with the new possibilities.

Devs were longing for more ram and will get 8 gigs with NextGen! I am curious where devs will take us with the new possibilities.

| pezus said:
By next gen tech he obviously means the PS4, ... |
No he doesn't. He doesn't even comment on the 8G ram of the PS4 although pressed for it--.
pezus said:
It seems like Grid 2 is never mentioned without someone mentioning the no cockpit |
Yeah. Im also a bit suprised that the game is releasing next month. Theres zero hype for this.....
Probably gonna end up with really bad sales. Bad time to release a game imo.
And its quite a major ommision, no cockpit view, GRID was the first game to really push for the racing games to be played in that view. And they were also one of the first developers to get it right imo. Im really shocked to hear they have removed the option entirely :O Are you sure its been confirmed??
| pezus said: "On being asked about future racing games and how the PS4′s 8GB RAM will benefit them, he said" |
Yes what did he answer? Or did you realise while typing that his answer was a generic "the sun will rise tomorrow"
Impportant news about Unreal Engine 4 PC/PS4. As we know, PC version of Epic's engine has better light ( SVOGI tech.). As said Epic worker, Epic abandon this tech now because of waste power, but in future they will improve this. In other hand - PC footage of Epic's UE4 is now NOT the true good one, the first games on UE4 will not perform light like we saw in Elemental Demo. He said.
Hey guys, rendering team lead from Epic here.
Fully dynamic lighting and precomputed lighting are just two tools in our UE4 toolbox. We have games being made like Fortnite that are using fully dynamic lighting, no lighting build times, and the game has full flexibility to change what it desires at runtime. In the case of Fortnite, this is used to great effect with building and harvesting of resources. We don't yet have a solution for dynamic GI in the fully dynamic lighting path, this is something we hope to address in the future.
On the other hand, using precomputed lighting where you don't need dynamicness frees up a lot of processing power. The infiltrator demo that we released at GDC leverages this heavily. In short: we would have had to scale down Infiltrator massively without precomputing some of the lighting. There are over 1000 lights in some of the scenes, and about half of those cast shadows. Dynamic shadows have a huge cost on graphics hardware, but precomputed shadows are very cheap. Our general purpose reflection method (Reflection Environment) also relies on pre-captured probes. By having the general purpose reflection method be cost efficient, we were able to spend the extra GPU time on Screen Space Reflections, which provides extra detail where it is available (due to screenspace limitations).
https://www.youtube.com/watch?v=-bLOi3mo9NE (watch in HD)
Now there are some workflow costs to precomputed lighting (creating lightmap UVs, build time), and this is something we hope to improve significantly in the future.
Precomputed lighting is also really useful for scaling down, to low end PC, 60fps, mobile, etc.
In summary: UE4 supports multiple tiers of lighting options, and games can use what suits them best. Fully dynamic lighting provides maximum interactivity, editor workflow and game design flexibility, precomputed lighting provides maximum quality and performance.
Let me know if you have any specific questions and I'll do my best to answer them.
source http://forums.epicgames.com/threads/950908-UE4-will-use-Lightmass-for-its-lighting-system!?p=31241619&viewfull=1#post31241619
Post edit : In my opinion that means the gap between PC and PS4 Elemental Demo is now closed. Of course I am afraid of worse quality of the UE4, but I bet someday we will see next gen games with all of the previous Elemental Demo features. To be honest when I watch the PC version of ED i think it is little too much for even top tier PC to gain graphics like this in real timegameplay with all of the interactions and other stuff, but PS4 ED quality is something we can get in 1.5/2 years after console launch. If anyone can make the thread about this news - feel free to do it, this is not fake. U can cancel my post here as offtop. I misunderstand Codemasters in the thread's name, i think u mean some specialist not the developer
pezus said:
"On being asked about future racing games and how the PS4′s 8GB RAM will benefit them, he said" |
Do you think he would've answered otherwise if asked "On being asked about future racing games and how the Durango′s 8GB RAM will benefit them, he said"?
