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>>
forgot the link: https://www.youtube.com/watch?v=zKu1Y-LlfNQ
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>>675737
Meh/10

I'd be more impressed with urban environments and photorealistic humans.
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reminds me of the mid to late 00s where every scenery was all brown tinted because they thought it's realism
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>>675737
They need to quit it with this shit. Our simulation isn't recursive. We'll get rebooted to prevent the system burden.
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>>675738
HE PUSHED THE ROCK AND IT FELL
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>>675737

It's just a bunch of rocks. As a GAME engine UE4 is absolutely outdated. Every single game that uses this engine looks like ass.
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>>675749
you're so full of shit
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>>675752

No I'm not you unreal drone. Look at SCV, Days Gone, State of Decay 2, Shenmue III, Vampyre, NONE of these game look like the fancy real time demos. They all look blurry, cartoony, outdated, especially if you compare them to games made with proprietary engines. Name me a SINGLE UE4 game that blew people's minds because of it's graphics. The Vanishing of Ethan Carter maybe? Well look at Everybody's gone to the rapture made on last gen's Cryengine 3, it looks twice as good.
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>>675756
Epic is trying to shill out to vfx people as a real time solution now. It also used for arch vis, just because making something look nice isnt as high as a priority as making something fun for a video game they will never match other applications whose purpose is solely to look nice. Beyond this most people who are trying to make something look great implement their own solutions to graphics problems, and this is not unique to UE.
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>>675737
Looks decent in stills, but as soon as he starts moving it breaks the illusion and just looks like any other game. Textures noticeably drop, and areas that "looked" like it had really good geometry end up looking like flat textures instead of being tessellated. There's also no real frame of reference, so the eye naturally accepts it. Have a real person in the scene, or put a photo of a similar environment next to it and the illusion is broken immediately.

Don't get me wrong, it definitely looks cool, but expecting AAA game studios to double down and actually TRY to make something that looks close to this visually is a big ask. The only one that really comes close is DICE, and they're already doing the same thing of using a shit ton of photoscans. Maybe it's the Frostbite engine, but their games don't look like that.
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>>675756

Don't forget about Outer Worlds. Now this game is the definition of ugly unreal graphics.
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>>675774

I searched that one, IMO its just plain bad color palette and terrible tone mapping. Thinking that how a game looks(past reflections) depends on the engine is ridiculous.
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>>675756
all modern pbr engines have the capability to look the exact same and your engine war shit is braindead and uninformed
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>>675778
>he thinks PBR means that all shaders work identically across engines
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>>675778

I used a shitload of game engines in my life and they almost all look completely different. All engines have different shaders, different lighting systems, different AO, different GI solutions, different volumetrics, different AA. And it impacts GREATLY on how good or bad the engine looks.

So stop pretending you know jack shit about graphics, you've obviously never used more than a single engine in your life, or maybe you're just blind.
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>>675775

No the graphics are just crude and oily, that's how you recognize UE4 games from the moment you see the first screenshots.
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>>675785
>the graphics are just crude and oily
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>>675756
People make cartoony games (in general) nowadays because they understand that realism is a moving target, and what was realistic today looks like shit tomorrow.
Only cartoonish games have any longevity beyond their initial development period.

Devs like Crytek and Infinity Ward make realistic games because they're trying to sell an engine, or because they know that the only way they make money is to continuously milk their products over and over again.
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>>675795

By cartoony I mean that even ''realistic'' UE4 graphics look off and weird. Days gone is the perfect exemple of what I'm trying to explain.
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>>675801

I'm pretty sure that has to do with the LUT they're using, I think we've all come to associate UE4 games with the orange and blue palette.
I wonder if its feasible to write a different pbr implementation shader.
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>>675785
Oof


Let's just say while it's technically all very good, it's nothing that I find personally very inspiring or interesting. /opinion



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