- Sep 5, 2000
- 27,399
- 3,947
- 126
looks way better then any cryengine thing.
It's a very good looking demo, certainly beyond what I think of the Unity Engine historically (like the old version of Rust). The real time reflections and global illumination look particularly impressive.
this is real time mocap:
https://www.youtube.com/watch?v=OdQpJgLs51w
Croberts needs this tech. Instead he built 5 mocap studios.
looks way better then any cryengine thing.
If this highly skilled team attempted the same demo in any of the major engines (Unreal / CryEngine / Fox / etc) it would likely be equally impressive.
You're looking at a blend of great artists and render quality.
I think they would hit some limitations. Its way higher res then cryengine. Hell they just gave cryengine away for free on humblebundle.
I think they would hit some limitations. Its way higher res then cryengine. Hell they just gave cryengine away for free on humblebundle.
Higher "res?" What does that mean? What limitations would they hit, specifically?
If you're talking about texture quality - that is purely up to the artist. Both engines are capable of resolutions far higher than any GPU is going to put up with in real-time.
CryEngine has been "free" since 2007, btw. License fees apply when you build a retail game.
With CIG's 64bit rendering pipeline overhaul of CE, it's hard to even suggest there's a ceiling. They can render out a space practically the size of our solar system..... all with 4k textures, etc.
It's more about compute power at this point.
Besides most assets aren't even made in engine. They're imported.
Higher "res?" What does that mean? What limitations would they hit, specifically?
If you're talking about texture quality - that is purely up to the artist. Both engines are capable of resolutions far higher than any GPU is going to put up with in real-time.
CryEngine has been "free" since 2007, btw. License fees apply when you build a retail game.
people want to hate.. but CIG's Star Engine is the hot shit right now.
if all engines can handle high quality assets and post process fx then why arent we still using the original quake engine?
Higher "res?" What does that mean? What limitations would they hit, specifically?
You know those big ships have their own moving physics grids, right? These are basically floating levels within a giant world that have their completely own dedicated physics model.
https://www.youtube.com/watch?v=c2z-1ki1P3Q
Making them move and cooperate in a different space is a huge, tough undertaking.
Plus, the game is a WIP and is not finished yet.
Pointing out bugs at this point is like walking into a $20M mansion that hasn't even had the electrical ran yet and complaining that the lights don't work.
CIG took a huge gamble in allowing super early pre alpha access because anybody ignorant of the process would see stuff and cast stones without any understanding of what's going on.
GTA5 was super buggy too when they were only 3 years into development.