Well, realtime graphics now (at least DX11 hardware) can be used not only for "time wasters" aka games, were you NEED to run, shoot, etc. You can create an museum, show future concept (in my case), make an exploration-based product - were environment & target objects will be interesting just to see. Realy high quality content (photoreal materials, no noticeble low-poly) like an art/museum in real world - can be addictive by itself (plus collaborative exploration via client-server ... mmm). Unfortunatly, there still no engine for that kind realtime projects - all we have just multiplatform engines with ptretty limited in quality of meshes/textures/materials/scale/lighting/physics.
Hope Unity 4/UDK 4/Cryengine 4 change this, but since they all gonna be multiplatform (e.g. target hardware - PS3/XBOX360) there not so mutch chances to have good quality here, everything simplyfyed & hardcore limited like in CE3. Maybe new not big player on that engines market can change this...
since they all gonna be multiplatform (e.g. target hardware - PS3/XBOX360)
The new engines will be (mostly) aimed at the next generation of consoles... especially CE4, which will be a while coming. But you are totally correct in that the (current or new gen) consoles will (or may) be a limiting factor compared to rapidly-evolving PC hardware for multi-platform game engines.
WhiteNorthStar - next gen consoles will arrive around 2014 year. Also, their powers also can be ignored like directX11 - simplest & lighest features use for years, just to put label "DX11 inside!" to the gamebox. Crytek is good example of that way, Epic too - they start work with DX11 about 3 years later after it was avalible, with simplest/generic/limited implementation. "Nothing personal, its business"
WhiteNorthStar - next gen consoles will arrive around 2014 year. Also, their powers also can be ignored like directX11 - simplest & lighest features use for years, just to put label "DX11 inside!" to the gamebox. Crytek is good example of that way, Epic too - they start work with DX11 about 3 years later after it was avalible, with simplest/generic/limited implementation. "Nothing personal, its business"
If you are talking about Ce3 and UE3 then you are right. You can't have DX11 just by adding DX11 functionality to it (Tessellation for example), or specific shaders that work only under Dx11. You just have software with DX11 features support.
UE4 was build from scratch around DX11. DirectCompute is most notable here. It can be used to simulation milions of particles, cloth simulation and in general physics simulation (they use their own software not PhysX if you wonder, or eventually heavly modified PhysX, so it can work on AMD GPUs), DirectCompute can used for calculating postprocessing very quickly (what is postprocess ? essentialy these are adjustment layers from photoshop). Also DirectCompute can be used to search Voxel Tree (lighting). There are many uses of DC that can improve rendering in long run, because CPU won't be bottleneck here. But to make use of it, you must rebuild your engine around it.
UE3 and CE3 just throw some fancy graphics effects that can be done on DX11, but nothing special.
And BTW. UE4 is next gen only. Since it's only support DX11 hardware.
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They basically show off tessellation 10 times, what else? The exterior lighting really is a step back from what UE3 games have already done. The ambience looks really flat, it's as if they disabled indirect lighting calculations altogether? Obviously they aren't aiming at photorealism with this style, but the Samaritan demo was many times more impressive.
From an artistic standpoint it's quite beautiful, but, like Grim said, the lighting looks extremely flat, making the whole scene look rather boring. With some nice, contrasted ambient occlusion, the whole scene would look better by a tenfold.
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I just went throught the 32 pages of this thread. Lots of interesting things in there, for sure.
I just wanted to add my two cents. What I would want to see, is Epic's employees making a demo piece on CryEngine and Crytek's employees making another piece of demo on UDK. I'm pretty sure the results would be equally outstanding in both cases. My point is, you can watch all the demo videos out there, making great pieces as the Samaritain video is, it doesn't change that what matter most is not the engine specs, but the artist's talent. All the engines today are able from the worst to the best; It's the user that make the lighting flat or not, the scenes impressives or not. Not the engines.
I just went throught the 32 pages of this thread. Lots of interesting things in there, for sure.
I just wanted to add my two cents. What I would want to see, is Epic's employees making a demo piece on CryEngine and Crytek's employees making another piece of demo on UDK. I'm pretty sure the results would be equally outstanding in both cases. My point is, you can watch all the demo videos out there, making great pieces as the Samaritain video is, it doesn't change that what matter most is not the engine specs, but the artist's talent. All the engines today are able from the worst to the best; It's the user that make the lighting flat or not, the scenes impressives or not. Not the engines.
I believe about UE4 is the correct implementation of what was missing in UE3. I used Heroengine, UDK 3 and now Cry3 and I can say that I literally left UDK to learn 100% Cry3. Cry 3 is more simple, more direct, more flexible and is all time real-time and an excellent online documentation! No buy dvd extra or other but only practice!
I believe that with the right marketing strategy cry3 can become the engine number one is in 3d fps and mmo and also the future standard for the next evolution of video games that the cloud.
To be honest the CE3 is brilliant! With some additional software like CryMono, MayaCE3 or CryEngine.RC you got everything you need!
To be honest even additional software doesnt make this engine brilliant. Crytek should add a lot of functions to make CE3 brilliant and not so 3rd party software dependent. Maybe someday..