- Feb 7, 2011
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So...is this iteration of the engine going to do away with the signature texture pop-ins that the Unreal Engine is known for, or are those a "feature?"
Pretty much. You nailed it on the head.Narcogen said:If you think 7 years is actually 8 or 9, I suppose you might be banging your head against a wall. You might want to stop, I don't think that's good for you.Dexter111 said:Every time someone says something stupid like "do we need a new generation SO SOON" in threads like these AFTER 8-9 YEARS I want to faceplant my head against a wall..
The Xbox 360 launched in Fall 2005. That's six and a half years ago, 30% less than you claim. It was also only four years after the launch of the original Xbox, which came late that generation.
The PS2 came out in 2000. The PS3 came out in 2006, although the PS2 continued to sell strongly for quite awhile after that (unlike the original Xbox).
The last cycle was shorter than usual for Microsoft because they came last. They launched earlier than Sony this generation, and are more inclined to milk the generation as long as they can, as profits come in the end, not in the beginning.
We're barely overdue, if we are. And if we are "overdue" it is more likely an indication that at the console price point, we're approaching the limit of diminishing returns in terms of what can usefully be produced and sold for a $60 price point. Go ahead and push the next generation to start now and we'll likely see a move to a standard price point of $70 or higher.
Hopefully PC games will still 50 dollars and people will migrate elsewhere ^^.Narcogen said:Go ahead and push the next generation to start now and we'll likely see a move to a standard price point of $70 or higher.
Um, no. You're not going to get rid of poly-count in real-time rendering (at least not within the next 10 years), so you'll still need a low-poly mesh, regardless of how many actual polys you're able to put in it.Saulkar said:This is how. The vast majority of a time a high poly, cinematic quality model is made first (some vehicles and buildings usually the exceptions) which is then baked onto a low poly mesh (which takes time to build in its own right) to create the normal map. With more advanced game engines and hardware you completely cut out the low poly mesh and constraints and in turn save time there. Additionally higher resolution textures are much more easier to make due to a lack of any constraints (speaking from experience here)Irridium said:And... how do they plan on keeping game budgets from skyrocketing out of control?
I think we should solve that problem before we tackle making games look even more graphically advanced.
As opposed to "Do we need a new generation in the middle of an economic crisis when the spending power of the average consumer has been shot to hell?"Dexter111 said:Every time someone says something stupid like "do we need a new generation SO SOON" in threads like these AFTER 8-9 YEARS I want to faceplant my head against a wall.
Ok, I fucked the wording on that... a lot. What I meant to say is that you bypass... you know what I will just compare work pipelines. (Many artists/companies have their own unique workflow but this is still a competently accurate one)Sylocat said:I saw the title and thought, "Probably an out-of-context quote in the title, blowing things out of proportion."
Then I clicked and read, and I facepalmed.
Every time I think this guy can't get more cartoonishly egomaniacal, he surprises me.
Um, no. You're not going to get rid of poly-count in real-time rendering (at least not within the next 10 years), so you'll still need a low-poly mesh, regardless of how many actual polys you're able to put in it.Saulkar said:This is how. The vast majority of a time a high poly, cinematic quality model is made first (some vehicles and buildings usually the exceptions) which is then baked onto a low poly mesh (which takes time to build in its own right) to create the normal map. With more advanced game engines and hardware you completely cut out the low poly mesh and constraints and in turn save time there. Additionally higher resolution textures are much more easier to make due to a lack of any constraints (speaking from experience here)Irridium said:And... how do they plan on keeping game budgets from skyrocketing out of control?
I think we should solve that problem before we tackle making games look even more graphically advanced.
You may have a point about the textures, but with each generation dev costs have increased exponentially.
As opposed to "Do we need a new generation in the middle of an economic crisis when the spending power of the average consumer has been shot to hell?"Dexter111 said:Every time someone says something stupid like "do we need a new generation SO SOON" in threads like these AFTER 8-9 YEARS I want to faceplant my head against a wall.
It's become so commonplace for people to say that, I had never considered the actual definition, it's rather hilarious when you think about it.Buretsu said:"It needs to be a quantum leap."
People keep using that phrase... I do not think it means what they think it means...
Epic will drag the industry into the next generation, with gamers kicking and screaming, but like Gears of War 4, it's going to happen...
On a side note, I believe two player horror games ARE possible, if you use those two players properly, instead of treating it like a one player game with an extra person riding in a sidecar. Let's remember that two player games are of their very nature a delicate relationship to begin with because it's easy to turn it into something competitive or downright enraging when you have a teammate who doesn't play nice and you are given the capacity to mess with each other like in say, Super Mario Bros Wii (google some vids if you need context). Playing those people off of each other to amp the terror is a tricky, yet very tempting prospect due to those interactions. With the right types of cues and misdirection you could send those two players down a path of insanity, paranoia, dementia, and all sorts of hilarious chaos (hilarious to the outside viewer) that you wouldn't be able to do with one person. Just imagine twice the amount of girly screams you see in Amnesia play vids, but caused by each other's mortal faults twisting each other into their own nightmares.Amnestic said:You do understand that merely adding a second person would kill the horror? A major aspect is the feeling of being all alone. It's why teaming you up with an AI partner in horror games is also almost universally stupid.Freechoice said:What, like co-op? Wasn't there twin sisters or something like that? It's not like he said it needed team deathmatch or something.Amnestic said:I'd just like to remind people that this is the same person who thought that Fatal Frame - a horror game - needed a multiplayer aspect.
We can handle the next generation just fine without him.
The next generation of consoles have been due for the last.... 5 years? its not soon, its late, way too late already, and its amazing how so many people stil clinge on the current consoles. the limitation in them is HUGE, a good exmaple is DUST514, where creators had to cut amount fo eniromets 8 times because "PS3 didnt ahve enough memory to render it", and therefore we are left with bland "normal planet" look. instead we could b walking on gas giants, flaming lava planets, ect, but consoles cant handle that.DVS BSTrD said:It's not MUST it's want to. And why do we need another generation so soon anyway?
dont know whether it is my problem, but whenever the plants in game is developed by speedtree, my FPS drops drastically around trees and bushes, so i dont endorse this method at all.Things like SpeedTree make plant development easier,
That was my first thought too, if Cliff wants the next generation of consoles to be orders of magnitude more powerful than current supercomputers he needs to take a step back.Chatboy 91 said:Every time someone talks about rendering Avatar in real time I just have to point and laugh. Yes, you're really going to be able to render Avatar, a film that took 40 000 processing cores, and each frame took about 30 hours to render.
I'm sorry, but I have to call bullshit. You will never have realtime film level CG in a video game.
Then again, I really shouldn't be surprised when CliffyB spouts off bullshit anymore.
Lets be honest, home consoles going from an Xbox 360 to the most powerful supercomputers ever would be a quantum leapBuretsu said:"It needs to be a quantum leap."
People keep using that phrase... I do not think it means what they think it means...
Epic will drag the industry into the next generation, with gamers kicking and screaming, but like Gears of War 4, it's going to happen...