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However I see the new features in this particular demo as a game changer in many practical ways other than just eyecandy:

- Realtime dynamic GI makes baking lights unnecessary, increasing iteration time for environment artists.

- Also using this dynamic GI it is possible to create new gameplay mechanics based on dynamic lighting (for example in the demo the roof of the cave falls down and the area becomes lit, making more things visible)

- The new animation system makes developers able to create natural motions that automatically adjust to the environment, which would also save a lot of developer time.

- The demo explanation video mentions that the statue model assets are imported directly from ZBrush without any postprocessing (with the original triangle count, without baking any normal maps/LODs), which also saves time for artists importing their work to Unreal (although the file size costs might probably be a bit high to practically use this in every scenario)



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