T4 on UE 3.0? Rumors about the engine. - by Judith
Briareos H on 8/3/2010 at 13:23
I agree that there is a noticeable UE look on most games using that engine, which has mostly to do with lighting and texture effects, but it is really down to the designer to make good use of the engine features.
And I think you've got a weird sense of realism. I love Stalker, but I find it no more visually "realistic" than Mirror's Edge. Look at the NPC models in SoC and tell me they're realistic.
Both are extremely stylized games and it seems to me that your main gripe with UE is the way it promotes certain design choices, esp. in material handling, by making their use easier/default.
mothra on 8/3/2010 at 13:29
Quote Posted by Briareos H
I agree that there is a noticeable UE look on most games using that engine, which has mostly to do with lighting and texture effects, but it is really down to the designer to make good use of the engine features.
And I think you've got a weird sense of realism. I love Stalker, but I find it no more visually "realistic" than Mirror's Edge. Look at the NPC models in SoC and tell me they're realistic.
Both are extremely stylized games and it seems to me that your main gripe with UE is the way it promotes certain design choices, esp. in material handling, by making their use easier/default.
to defend STALKER: the bad models say nothing about the engine. UE on the other hand looks mostly like you poured a can of vaseline over everything: looks ok in batman and is used for max effect in mass effect (hihi) but nothing has anything on stalker in look and feel. In STALKER wood looks like wood, not like a dido. if u do "medieval steam punk victorian" in UE3 it WILL look funny unless you emphasize/caricature it, use it for "artistic" effect which does not fit with T4 (imo)
242 on 8/3/2010 at 14:04
Quote Posted by Briareos H
I agree that there is a noticeable UE look on most games using that engine, which has mostly to do with lighting and texture effects
You forgot yet another important thing - detail of architecture and objects. Somehow, small objects in games on UE are generally unrealistically gigantic and low detailed (TDS and Bioshock especially come to mind). Also, someone said that it's hard to create custom detailed architecture in UE editor, compared even with DromEd, don't know if it's truth or not, but generally architecture in UE games seems low detailed to me.
Briareos H on 8/3/2010 at 14:34
Quote Posted by 242
Somehow, small objects in games on UE are generally unrealistically gigantic and low detailed
Agreed, but I'm sure you realise it's up to the designer. Unless I'm terribly mistaken about the engine.
Quote Posted by 242
Also, someone said that it's hard to create custom detailed architecture in UE editor, compared even with DromEd
Don't know if you saw (
http://www.ttlg.com/forums/showthread.php?t=124965&page=1) that thread, where Digi creates his vision of an art-deco hammer cathedral in UE3. Architecture seems quite detailed to me (have a look at page 6).
Beleg Cúthalion on 9/3/2010 at 08:11
Quote Posted by 242
[...] small objects in games on UE are generally unrealistically gigantic and low detailed (TDS and Bioshock especially come to mind).
Could you please provide a TDS screenshot for that? I never thought cups or any sort of small set dressing (as it's called in T3Ed) was significantly low-poly (or at least too-low-poly compared to the rest), but I didn't dig into this issue yet.
jtr7 on 9/3/2010 at 21:31
By "low-detailed", the boring textures come to mind, not the poly-count, which was of course higher.
New Horizon on 10/3/2010 at 04:04
The size of models has nothing to do with the engine and everything to do with the 'designer'. Having said that, I would have preferred that they used a different engine. We've already had a Thief game on UE...they should share the tech from DX3 and make better use of their time...but...whatever.
Beleg Cúthalion on 10/3/2010 at 07:44
Quote Posted by jtr7
By "low-detailed", the boring textures come to mind, not the poly-count, which was of course higher.
That's exactly what I thought but then I'm not overly familiar with this kind of things. And even less with Tomb Raider. :weird:
Volca on 11/3/2010 at 14:12
The engine they choose should better support omnidirectional lights with shadows. I can't imagine a Thief game with light shining through walls like bioshock has (Although bioshock has that portion of rendering customised, they say). Lighting is very important in thief games. Unreal Engine does not seem to do a very good job here, just an average one.
I think It's a bad time for another thief game in this regard, since we still don't have PCs strong enough for fully dynamic lighting without glitches (And the current generation consoles even more so)... But maybe they will surprise us (I'd be glad if they implemented something like penumbra wedge shadows).
Avalon on 11/3/2010 at 18:07
If the game were to use Cryengine 3, I would pray to baby jesus that Crytek has done a whole lot of rendering optimization since Cryengine 2. The required specs were way far over the top for the visuals produced - sure, Crysis looked neat, in fact it was one of the neatest looking games of our generation, but it ran like molasses.
If the game were to use UE3, I'd hope it sees more improvement to keep it in line with graphical standards. It's unfortunate that Thief 4 will be a little over three quarters of the way into its development cycle when UE4 is released in 2012.