Unreal Engine 4 looks pretty impressive, and it only gets better.

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MordeaniisChaos

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#1  Edited By MordeaniisChaos

Wired recently put up an excellent article about a closed doors showing of the latest and greatest engine from Epic Games: Unreal Engine 4. They built the engine with the hopes of showing hardware and console manufacturers what the next generation can (and should in Epic's opinion) look like; as well as providing Developers an easier, smoother production pipeline by enhancing the engine's ability to use dynamic effects from lighting to destruction and other physics simulations (as well as simplifying the Kismet system created to simplify coding for UE3 games) to keep the jump in production costs from being proportionate to the jump in visual fidelity.

You can read the entire article below (condensed for your convenience!), and hit the link above to check out more images of the Engine. According to Wired, we will all be hopefully getting our first real look at the engine in June (Safe to assume that there will be some sort of trailer at E3)

When Tim Sweeney is out in the world discussing pedestrian things—the sweet tea at a particular barbecue restaurant, say, or the irony of having a hockey team in North Carolina, a place without much naturally occurring ice—part of him seems to be missing. It’s as if some roped-off area of his parietal lobe is back in the office, mulling over whatever conundrum is plaguing his graphics guys: how best to digitally re-create the diffusion of light through skin maybe, or how to show the world reflected in a character’s eye.

Tall and thin, with hair slightly unkempt and glasses thick enough to focus sunlight into a lethal, ant-killing beam, Sweeney often sounds short of breath while talking, which makes his already wispy voice seem as though it might fade out entirely at any second. Only when small talk turns technical does the founder of Epic Games seem to come truly alive. His eyes light up, his voice grows stronger, and he begins measuring the world in orders of magnitude and processing speed. Sweeney is living in the future, and he wants us all to see it.

He’s brought us there before. At the heart of every videogame—underneath the art direction, the writing, and the action—is an elaborate piece of software called the game engine. It’s an essential collection of programs and algorithms, a periodic table of the elements that allows a game’s programmers and designers to create the rich and varied worlds gamers have come to expect. Lighting, physics, artificial intelligence: These are all the purview of the game engine. And once a game studio puts all those elements together, the engine is also responsible for running them as the game is played, controlling a never-ending cascade of complex interactions, scenarios, and outcomes on the fly.

While some developers make their own game engines, the vast majority rely on other companies’ creations. And hundreds of them use Epic’s Unreal Engine, which Sweeney and his team first brought into the world in 1998. Through three distinct incarnations (think of Mac’s growth from OS 8 to OS X), the Unreal Engine has become the default substrate of the gaming industry. The most recent, Unreal 3, has powered more than 150 games since 2006, from sleeper hits like Borderlands to top-line blockbusters like the Mass Effect trilogy to Epic’s own juggernaut, the Gears of War franchise. If you’ve fired up a console game in recent memory, chances are you’ve seen the scythe-tipped lower-case u that is Unreal’s logo.

But six years is a long time in binary code, and it represents a lifetime for gaming hardware. Indeed, since consoles became the primary way to play videogames at home in the 1980s, the industry has rolled out a new generation of consoles roughly every five years. It was the only way to keep pace with the exponential improvements in chip speed and processing power. But as the seventh-generation consoles—today’s PlayStation 3 and Xbox 360—approach their sixth and seventh years on the market, respectively, the current hardware has grown rickety with age and is now easily outclassed by high-powered PCs. The Xenos graphics processor in the Xbox 360 can handle roughly 240 billion floating point operations per second; the latest high-end processors for PCs can handle around 3 trillion. Not surprisingly, speculation has been ramping up for several years about the next wave of game consoles. We may hear word of them this year, or next, or not until 2014. Whoever knows isn’t telling. But what we do know is that the wizards at Epic have been hard at work on the engine that will power this new generation of consoles. It’s called Unreal Engine 4, and it’s ready now.

UE4 represents nothing less than the foundation for the next decade of gaming. It may make Microsoft and Sony rethink how much horsepower they’ll need for their new hardware. It will streamline game development, allowing studios to do in 12 months what can take two years or more today. And most important, it will make the videogames that have defined the past decade look like puppet shows.

Will that be enough? Today’s videogame industry generates about $65 billion a year in revenue, and the vast majority of that comes from premium titles that can cost upwards of $150 million to produce (and have the potential to rake in hundreds of millions of dollars on release day alone). But paradigms are shifting: Cheaply developed mobile titles and an unforgiving economy have cast doubt on the future of the blockbuster game. Why go big and risky when you can be safe and profitable? Unreal 4 is Epic’s answer to that question. With it, the company is staking its existence on a bold prediction: that the future of the industry depends on ever-more realistic visual spectacle.

For all their profits, many videogame companies have never bothered to upgrade their offices to the bucolic campuses and Infinite Loops of the personal-computing world. Epic’s headquarters, outside of Raleigh, North Carolina, are housed in a squat concrete building off a winding drive in an industrial park. Still, there are plenty of perks inside—a gym, a quiet room for stressed developers, and an amply stocked kitchen. There’s also a massive motion-capture studio for translating live action into animation and a traditional art studio where game artists can keep their nondigital skills limber. For the requisite rejuvenile whimsy, there’s a tubular slide that takes people down from the second floor to the common lounge. (When it was first installed, it shot people out so quickly that Epic had to adjust the angle for safety—there’s no tweaking our planet’s physics engine.)

It’s late February, a week before the Game Developers Conference in San Francisco, where Epic will be unveiling UE4 for the first time outside of the office. Reps from Microsoft, Sony, Nvidia, and the most influential game developers in the industry will be seeing the demo behind closed doors; the NDA-only affair will be Epic’s first and best chance to convince them that the future of gaming is unlike anything they previously imagined. “There is a huge responsibility on the shoulders of our engine team and our studio to drag this industry into the next generation,” says Cliff Bleszinski, Epic’s design director. “It is up to Epic, and Tim Sweeney in particular, to motivate Sony and Microsoft not to phone in what these next consoles are going to be. It needs to be a quantum leap. They need to damn near render Avatar in real time, because I want it and gamers want it—even if they don’t know they want it.”

While “damn near render Avatar in real time” likely isn’t up on a whiteboard in the office, it’s the kind of rapid-fire hyperbole that has made Bleszinski the face of Epic to many gamers. For his part, though, Sweeney is a bit more diplomatic. “We’re much more in sync with the console makers than any other developer is,” he says. “That means we can give detailed recommendations with a complete understanding of what is going to be commercially possible.” In other words, Epic has seen the specs of proposed new consoles and is actively lobbying for them to be more powerful. It could be a bad sign for the industry if new, relatively underpowered consoles make an appearance at this year’s E3 consumer show (as is popularly rumored about Sony’s PS3 successor, the alleged specs of which leaked in April).


This is our “Elemental” demo knight 3D character model.
Screen Grab from Unreal Engine 4 Demo Reel
Courtesy: Epic Games

As early as last March, Epic was making the case for more power with a demo screened at the 2011 GDC. Called Samaritan and built in Unreal Engine 3 with a new set of specialized plug-ins, the video showcased the rendering power of current high-end hardware, displaying an impressive array of effects, like realistic clothing, lifelike lighting, and highly detailed facial expressions. It took three high-end graphics cards to handle the demand, but it grabbed people’s attention. “We used it as an opportunity to make a point to the developers,” Sweeney says. “‘We want 10 times more power; here’s what we can do with it.’”

And that was merely for a souped-up version of Unreal 3. For Unreal 4, yet another quantum leap in hardware has to happen. Creating a game that operates on a level of fidelity comparable to human vision, Sweeney says, will require hardware at least 2,000 times as powerful as today’s highest-end graphics processors. That kind of super-hi-def experience may be only two or three console generations away, but it hinges on manufacturers moving toward the power levels Sweeney is looking for today. He needs the next generation of consoles to be good.

In a scant three months of production, a team of 14 engineers has fashioned a video demo to show off the new engine, and it acts essentially as a full-featured, if small, top-of-the-line game—the first title of the next generation. “I had sleepless nights over this damn thing in the beginning, but I think we got the disasters out of the way,” says art director Chris Perna, the man responsible for the look and feel of the demo. Lead artist Wyeth Johnson adds, “In the time I have been here, we have never not pulled it off.” Johnson, a six-year veteran of Epic, is referring not only to the company’s ability to deliver on tight deadlines but also its track record of wowing the skeptics.

Like so many games, the demo begins with what’s known as a cinematic, a noninteractive scene meant to wow players with all the punch of a blockbuster movie trailer. In this case, it’s as if H. R. Giger and George R. R. Martin took peyote together. And had a baby. And that baby had a fever dream. But it’s not just empty spectacle—it’s a crystal ball. Every pixel is spent on visual effects that are impossible in today’s games because of hardware limitations. But those limitations could be overcome: In an impressive departure from the usual practice of such demos, this one is running on a single consumer-level graphics card—Nvidia’s new Kepler GTX 680.

Here’s what the Unreal guys are hoping will singe the eyeballs of executives, hardware engineers, and game developers when they see it at GDC: A heavily armored demon knight sits frozen to his throne in a ruined mountain fortress. As he awakens, lava begins to flow around him and flames engulf the world. A magma vent spews a column of smoke and smoldering embers. He stands, sending up showers of sparks that dance, fall out of focus, and fade into ash. The knight hefts a massive hammer that glows with an inner fire. As he stalks down an empty corridor, a deep rumble sounds and masonry falls from the ceiling—this is no mountain but a volcano on the verge of eruption. When the knight steps outside, we see a range of snow-capped peaks in the far-off distance, rendered in stunning clarity. Behind him the volcano belches black smoke, while burning embers mix with swirling snowflakes.

In previous engines, one floating ember was enough to slow performance considerably; a shower of them was impossible. With Unreal Engine 4, there can bemillions of such particles, as long as the hardware is potent enough to sustain them. Game developers overuse features of every new engine, because they are suddenly so easy to implement. In the original Unreal Engine, for example, the ability to render colored lighting led to a rash of games that employed the effect. The same may prove true for UE4′s particle effects, for better or worse. (“Mark my words,” Bleszinski says, “those particles are going to be whored by developers.”)

In one 153-second clip, the Epic team has packed all the show-off effects that have flummoxed developers for years: lens flare, bokeh distortion, lava flow, environmental destruction, fire, and detail in landscapes many miles away. Plus, it’s breathtakingly photo-realistic—or would be if demon knights were, you know, a real thing.

But that’s just the opening scene. After the cinematic, Epic’s senior technical artist, Alan Willard, starts playing the demo. At this point the view switches to that disembodied first-person perspective made so ubiquitous by shooting games like the Call of Duty franchise and Epic’s own influential Unreal titles. Willard maneuvers his avatar into a dimly lit room where a flashlight turns on, revealing eddies of dust—thousands of floating particles that were invisible until exposed. In another room, globes of various sizes float in the air. Willard rolls a light-emanating orb along the floor (think of a spherical flashlight that rolls like a bowling ball) and beams of light wobble and change direction, illuminating parts of the room and revealing the clusters of floating spheres with a kind of strobe effect. At first it all seems perfectly familiar: “Well, yeah,” you think, “that’s how they’d act in the real world. What’s the big deal?” But it is a big deal: This is stuff that videogames have never been able to simulate—the effects simply aren’t possible on today’s consoles.


Tim Sweeney (left) and Cliff Bleszinski with the tools (and toys) of the trade.
Photo: Andy Ryan

In the past, game developers employed a trick known as staged lighting to give the impression that light in a game was behaving as it would in the real world. That meant a lot of pre-rendering—programming hundreds of light sources into an environment that would then be turned on or off depending on in-game events. If a building collapsed in a given scene, all the light effects that had been employed to make it look like a real interior would remain in place over empty space. Shadows would remain in the absence of structure; glares that once resulted from sunlight glinting off windows would remain floating in midair. To avoid this, designers programmed the light to look realistic in any of that scene’s possible situations—one situation at a time. “You would have to manually sculpt the lighting in every section of every level,” Bleszinski says. “The number of man-years that required was astounding.” UE4 introduces dynamic lighting, which behaves in response to its own inherent properties rather than a set of preprogrammed effects. In other words, no more faking it. Every light in a scene bounces off every surface, creating accurate reflections. Colors mix, translucent materials glow, and objects viewed through water refract. And it’s all being handled on the fly, as it happens. That’s not realistic—that’s real.

Before Epic Games, there was Epic MegaGames. And before that, there was Potomac Computer Systems, the company Tim Sweeney founded in Rockville, Maryland, in 1991. At first the company released shareware games on 3.5-inch floppy disks, sometimes packed in Ziploc bags. Titles like ZZT and Jill of the Jungle were simple but showed Sweeney’s coding chops: ZZT was written in a scripting language Sweeney invented, and it was one of the first releases that allowed players to create their own games using its tools—essentially a playable experience and a development kit in one.

Work on the first Unreal engine didn’t begin until 1995, after Potomac had changed its name to Epic MegaGames. Sweeney and company were inspired (or perhaps threatened) by the rise of id Software’s classic shooting games Wolfenstein 3D and Doom. Id later became the first company to develop true 3-D graphics—not in the $10-for-special-glasses kind of way but by simulating a three-dimensional space through first-person perspective. And while 3-D graphics would eventually permeate all of gaming, id’s early titles used the technology for its original Platonic ideal: allowing you to run down cramped, claustrophobia-inducing hallways, shooting anything that moved. Faced with the prospect of obsolescence, Epic MegaGames brought together all of its smaller-project teams for a go at what Sweeney calls “the big boy’s business”: 3-D.

After three years of development, the Unreal Engine debuted in 1998 in Epic’s first-person shooter Unreal,powering the game’s wide-open outdoor areas—which had traditionally bedeviled developers with their combination of natural lighting and need to render far-off objects—and the highest level of detail ever seen. The success of the first Unreal Engine allowed the company to move to Cary, North Carolina, near Research Triangle Park, which offered a larger pool of prospective employees for the rapidly growing company, as well as a lower cost of living. Here it dropped the word Mega from its name and built its own dedicated studio. Once settled in, Epic Games set its sights on a new, improved engine. In 2002 Unreal Engine 2 debuted, featuring better graphics, animation, and lighting and the addition of rag-doll physics—so named for the way dead bodies behave when falling. While Unreal 1 had been licensed by a few dozen other developers, Unreal 2′s marriage of high-end visuals and usability was a boon to smaller studios, and the engine would eventually be used to create more than 100 titles. But it wasn’t until 2006, with the release of Gears of War, that Epic cemented its position as the industry standard.

Gears was one of the first games created with Unreal Engine 3, and it became the first runaway success of the newborn Xbox 360. A brutal third-person shooting game in which the player’s steroidally muscled supersoldier moved from cover to cover while fighting alien hordes, it displayed an unprecedented graphical fidelity: Fine details, lighting, and motion-blur effects came together to create an experience that had never been seen before. For many it was the moment when the current generation of gaming truly began.

Now, six years later, Unreal 3 is everywhere. Beyond the scores of console titles it powers, UE3 has pushed the limits of tablet gaming with the Infinity Bladeseries on the iPad. Epic recently adapted it to work within Flash, allowing the multiplayer shooting game Unreal Tournament 3 to run at a blistering 60 frames per second—the magic threshold for a game to be truly immersive in high-definition displays—in a web browser. Moreover, Epic has courted indie developers with the release of the free Unreal Development Kit, a simplified free version of UE3 that eschews expensive licensing fees in favor of a cut of any profits after the first $50,000 in sales, greatly reducing the financial overhead for first-time and noncommercial developers.

Unreal 3 has applications outside of gaming as well. NASA and the FBI are both using the technology to develop training simulators, while the Michigan Department of Transportation used it to create a multiscreen driving simulator that helps model the effects of weather on road conditions. Architectural firm HKS used it to create a real-time 3-D visualization of Jerry Jones’ $1.4 billion Cowboys Stadium in Dallas, allowing clients to experience the space long before construction was complete. And that’s all using an engine that runs on outmoded hardware.

Making a splashy videogame used to be something that a small group could accomplish. Now it takes a small army. “Call of Duty was a game that a team of a few dozen could develop on PlayStation 2,” Sweeney says. “Now Activision has hundreds of people working on Call of Duty for the current-gen consoles. What’s supposed to happen in the next generation? Are they going to have 4,000 people?” To combat the bloat, Sweeney has stuffed UE4 with tools that promise shortened production pipelines and lower production costs (and all the profit that such efficiency represents).

How does that happen? For one thing, Unreal Engine 4 allows developers to see changes to the game instantly, as they work. Current production pipelines have the least WYSIWYG process imaginable: For example, when lighting elements are altered, computers have to parse the data and figure out how to render the changes. Depending on the extent of those edits, this process, sometimes called baking, can take half an hour or more. UE4 removes that bake time entirely. The effect it could have on studio workflow is staggering.

Most interesting, though, is Kismet 2, Epic’s newest visual scripting tool. Scripting is the way programmers define the attributes and actions of all the objects within the game world—everything from how doors open to when bad guys spring their preprogrammed ambush. In Unreal Engine 2 this was all accomplished using strings of code that connected objects and their behaviors in a web of cause-and-effect relationships. A good example is the connection between a switch and a lightbulb. Flip the switch one way and the light goes on; flip it the other way and the light goes off, as specified by the code. What happens, though, when turning on the light needs to trip a silent alarm that alerts guards in the next room? What if you’re wearing a stolen guard uniform when they enter? As events accumulate in a game, that web of relationships becomes significantly more elaborate, making it a Herculean task just to manage and troubleshoot the code. In Unreal 3, Epic addressed this by developing Kismet, a tool that simplified the scripting of minor tasks—that relationship between a switch and a lightbulb—by allowing the programmer to choose from a palette of options, no coding required. It was like jumping from the clunkiness of MS-DOS to the relatively intuitive world of Windows 3.0.

Then something surprising happened: Kismet democratized programming. “There were people who weren’t programmers but who still wanted to create and script things,” says James Golding, senior engine programmer. In other words, some artists weren’t content simply to draw the monsters; they wanted to define how they acted as well. Kismet let them do that. “When we got them a visual system,” Golding says, “they just went completely bananas with it.” This was off-label usage, though; while it was a great secondary benefit, Kismet hadn’t been designed for this task, so it was kludgy and slow.

And thus was born Kismet 2, which again converts tedious lines of code into an interactive flowchart, complete with pulldown menus that control almost every conceivable aspect of behavior for a given in-game object. Need to determine how many bullets it will take to shatter that reinforced glass? Kismet 2 is your tool. Once behaviors are set, they can be executed immediately and edited on the fly. With Kismet 2, Epic empowers level designers—the people responsible for conceptualizing the world—to breathe life into that world directly, rather than relying on programmers to do it on their behalf. Says Golding, “We’re turning our level designers into godlike creatures who can walk into a world and create with a swipe of their hand.”

The possible applications for Unreal Engine 4—augmented reality, medical simulation, even production pipelines for television and movies—seem to stretch to the horizon. At its core, however, UE4 is a videogame engine, and its first reveal outside the office is on a March morning at the 2012 Game Developers Conference. It’s D-day for the Epic team; this is what they’ve been working feverishly toward. Inside the Moscone Center in San Francisco, though, the mood is less Normandy than it is Camp X-Ray. Thirty people file into a windowless conference room to watch Epic’s demo. Around their necks hang badges advertising the names of their employers: Nvdia, Microsoft, AMD, Sony. Video cameras dot the walls, and there’s one hulking security guard on each side of the door. (Apparently, when you’re showing off progress, ingress and egress are out of the question.)

When Alan Willard walks the audience through the demo—complete with armored demon, dancing sparks, and rolling balls of light—the room falls still. Then the twist: Willard reveals that both the cinematic scene and the following tech demo haven’t been running off a game file but in real time from within UE4′s game editor. It’s like finding out that the actors on TV are actually tiny people living inside your set. It also helps him show that changes can be made to the game’s design and code, recompiled and executed nearly instantly—a technical feat that has been simply unheard-of in game development. And just like that, the silence in the room becomes reverent. The videogame industry has changed.

In June, UE4 will be revealed to the gaming public. The reactions will likely be as spontaneous as staged lighting effects used to be. It’s all pre-scripted at this point: Fanboys will wet their pants, contrarian analysts will wring their hands, message boards will explode in either fury or collective orgasm. In all of the clamor and fanfare, though, the simple truth will be lost. Epic has redefined gaming before, and with Unreal 4 the company is doing it again.

But here at GDC, the engineers and executives don’t gasp or cheer—these are hardware guys, after all. They came to see the future, and having seen it, they walk out of the room with disbelieving smiles on their faces. They have a lot of work to do.

Stu Horvath (stu.horvath@gmail.com) wrote about the game Uncharted 3 in issue 19.12.

As a bit of a graphics nut, I am super psyched about this. All of the things I hoped for in a next generation title, primarily the dynamic nature of things from lighting to physics and particle systems, seem to be included in this demo. And man, it look fantastic, even in smallish stills. I can't wait to see what it looks like in motion, and hopefully they release a nice high bitrate 1080p trailer, because I really want to see just what we're talking about with this engine. It's hard to get an idea of just how dynamic the engine will be with stills, but it looks mighty impressive. And if you haven't read the article yet, it should be noted that rather than the triple/quad SLI rigs you've seen running the likes of Battlefield 3 and Epic's own Samaritan tech demo, this demo ran in real time on a single nVidia 680 (The same card I plan on upgrading to in the near future!), which gives me hope yet for the next generation to actually look anywhere near this good.

So what do you folks think? Does it really look that amazing? Are you excited? Are there any features you'd like to see from the engine? I for one am hoping they go back to having dynamic water, I was bummed to see that left out of Gears 3, but that's just a little thing I like seeing in games because I'm a bit silly about it.

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whyareyoucrouchingspock

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Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

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SomeDeliCook

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#3  Edited By SomeDeliCook

I'm torn; I don't like how so many games use Unreal Engine and as a result all look very similar, but at the same time I love that its so easy to export and import stuff from UE games.

For instance its very quick to take stuff from Bioshock to Unreal Tournament 3 as opposed to putting it into a Source game.

Ofcourse this doesn't have a whole lot to do with UE4. Really I just hope any game that uses it will look different than any other game, instead of 1 in 4 looking different.

Also, I can't wait for benchmarks. 1080p trailers don't compare to in-engine benchmarks.

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Vestigial_Man

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#4  Edited By Vestigial_Man

I'm not that bothered about graphics at this point, I'd most like like to see new engines and hardware focus on scale and quicker loading times.

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UnrealDP

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#5  Edited By UnrealDP

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

Epic are out of touch, besides the whole being one of the most relevant companies in video games with their fingers in literally all of the pies. They're just the dudes that run the most popular and relevant gaming engine in the modern world; what would they know about video game graphics, right?

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MordeaniisChaos

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#6  Edited By MordeaniisChaos

@Vestigial_Man said:

I'm not that bothered about graphics at this point, I'd most like like to see new engines and hardware focus on scale and quicker loading times.

I agree, in fact I'd go so far as to say not having loading at all would be really cool. I'm interested in tech and engines in general, so something technically impressive other than pure eyecandy would be awesome too. I'd love to see something like SKyrim with more fidelity and without a single loading screen. Everything from caves to cities and the houses in those cities being totally in the open, the only loading being when you start the game up. That and awesome AI/physics stuff (God, I want a next gen geomod 3.0 so bad) are high on my list. Thing is, this is just one engine, and there are bound to be more. I expect a next gen CryEngine (Crysis 3 already looks fuckin amazing, visually) and would love to see what Valve could cook up all these years later, especially as all of their games have managed to look very different from each other. They have some telltale signs of being source games but still differentiate themselves a good deal.

@SomeDeliCook said:

I'm torn; I don't like how so many games use Unreal Engine and as a result all look very similar, but at the same time I love that its so easy to export and import stuff from UE games.

For instance its very quick to take stuff from Bioshock to Unreal Tournament 3 as opposed to putting it into a Source game.

Ofcourse this doesn't have a whole lot to do with UE4. Really I just hope any game that uses it will look different than any other game, instead of 1 in 4 looking different.

Also, I can't wait for benchmarks. 1080p trailers don't compare to in-engine benchmarks.

I understand what you mean, but the thing is that the reason they often look the same is because they don't have the manpower/money to afford going all crazy with the visuals, which is often why the use the Unreal Engine. It makes it easier to access fidelity, if not originality. That said, plenty of games manage to escape the couple of looks that the Unreal Engine offers, and I expect the ones that didn't never would have gotten any further from the pack anyway.

And I agree that benchmarks will be awesome, but that's a ways off sadly so a 1080p trailer would still be awesome :3

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Jack268

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#7  Edited By Jack268

Well it looks cool but I doubt it will look that good on the PS4/Xbox 3. I think it's more likely it will happen in that PC exclusive game they said they were working on. Saying consoles will be able to do this is kind of like when Crytek said the next generation of consoles desperately needed 8 gigs of RAM.

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whyareyoucrouchingspock

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@UnrealDP said:

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

Epic are out of touch,

Yea I just said that. How many unreal games are powering casual waggle gamres?

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MordeaniisChaos

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#9  Edited By MordeaniisChaos

@Jack268: Well A) this ran on one 680, which by the time the next gen consoles are even talked about could be an entire architecture behind the processors of the time, which sounds about right for what next gen consoles will have. And B) It's not a prediction, but more of a request. They went in looking to encourage MS and Sony and nVidia and AMD (boo) to help make this kind of power go into next gen consoles. Which are probably another year, maybe two away. So no, it may not be exactly what next gen console games look like, but it's not so far off either.

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#10  Edited By UnrealDP

@whyareyoucrouchingspock said:

@UnrealDP said:

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

Epic are out of touch,

Yea I just said that. How many unreal games are powering casual waggle gamres?

Dude, you're not evening trying with that troll.

@UnrealDP said:

Epic are out of touch, besides the whole being one of the most relevant companies in video games with their fingers in literally all of the pies. They're just the dudes that run the most popular and relevant gaming engine in the modern world; what would they know about video game graphics, right?

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whyareyoucrouchingspock

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@UnrealDP said:

@whyareyoucrouchingspock said:

@UnrealDP said:

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

Epic are out of touch,

Yea I just said that. How many unreal games are powering casual waggle gamres?

Dude, you're not evening trying with that troll.

@UnrealDP said:

Epic are out of touch, besides the whole being one of the most relevant companies in video games with their fingers in literally all of the pies. They're just the dudes that run the most popular and relevant gaming engine in the modern world; what would they know about video game graphics, right?

How exactly is that a"troll". I gave specific factually based examples to back up my point.

You wll see the exact same thing with E3 again. both Microsoft and Sony focusing on motion control waggle games with "core games" as an after-thought.

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#12  Edited By RedRoach

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

The reason that Sony and MS have been focusing on the casual market lately is because all of us "hardcore" gamers have PS3's and 360's. A hardcore gamer either already has the consoles or will never get one (a pc gamer). People who want to play the Witcher 2 and Max Payne 3 and Fallout already have consoles. Why would they focus on selling consoles to a market where everyone already has them? They're not going to spend resources on selling consoles to people who already have those consoles. It's just an effect of this long generation. And even the casual gamer market is starting to dry up. The only people that DON'T have these consoles are people who don't pkay games, and that's why MS spends so much time talking about all the other things you can do on a 360, movies, music, tv, and so on.

Fact is, MS and Sony don't have to sell to us anymore, they've done that, we all have consoles, and we're going to buy the games we want. But the mainstream is a fairly untapped market.

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#13  Edited By UnrealDP

@whyareyoucrouchingspock: Your argument is that the average person doesn't want to see cool shit. Your argument is that the average human doesn't care how something looks and doesn't care for vanity at all. You're saying that the average person buying a console-enthusiast or not-will simply settle for bad graphics, not questioning it. I don't even have to poke holes in that, it just falls apart by itself.

God, I can't believe I just fell for replying to this, troll attempt 4/5, got a response outta me.

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@Jason_Bourne said:

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

The reason that Sony and MS have been focusing on the casual market lately is because all of us "hardcore" gamers have PS3's and 360's.

No mate. Thats not the only reason. It's because the wii ran circles around them in sales. Both Microsoft and Sony focused on core gamers with hardware sale loss. While Nintendo put out a cheap unit more or less designed for a completely diffrent audience. Anyone can play a motion game. And the price of the wii was very cheap. It can appeal to grannys, 5 year olds or lonely house-wifes. The Xbox360 and Playstation 3 was mainly focusing on dude bros. Now they are playing catchup.

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#15  Edited By Seastalk

What I'm wondering is what the initial uptake of the engine will be, considering the slow uptake of the previous engine initially.

Also how well will this engine will scale?

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whyareyoucrouchingspock

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@UnrealDP said:

@whyareyoucrouchingspock: Your argument is that the average person doesn't want to see cool shit. Your argument is that the average human doesn't care how something looks and doesn't care for vanity at all.

This is an incredibly 2d way of looking at things. At christmas when a mother is shoping for her kid. Will she go for $800 console with killer graphics with games involving men shooting people in the faces or the $200 family freindly console?

What you have to think about. This "cool shit" as you put it. I buy a powerful desktop pc for "cool shit". It's a far superior platform compared to consoles. Superior hardware. More sophisticated games. Does your average netbook/laptop "sims" "farmville" or "world Of Warcraft" player give a shit that the games they play do not have killer (better than Uncharted ) Shogun 2 graphics? No. It costs more money, time and intellectual investment. They could not give two flying shits about it as they are totally diffrent audience from me and my "cool shit". This is similar with the wii and the Xbox360 and Playstation 3. It's the console equivalent of farmville, the sims and Nancy Drew. Totally diffrent audience with diffrent expectations. One that is proven (and this is all these companies really give a shit about) to bring in more money than 90% of the "dude bro" shoot people in the face awsome graphics games they are clinging too.

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#17  Edited By biospank

I have been waiting for the next gen of consolls but I do not see these graphics as mindblowing or not atleast 600-700 dollars worth or even 1000 when it comes to my native country. But then again single pictures of an engine is not the best thing to show, but rather a video, either way. This will probably be the graphics of the nex gen.

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#18  Edited By SeriouslyNow

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

Out of touch? Have you seen Hawken or Firefall? sHitman why are you back here?

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#19  Edited By Benny

I think you're an idiot if you have the mindset that improving graphics won't make you enjoy games more and only appeals to 'dude bro gamers.'

The importance of 60fps and the ability to have more objects on screen with realistic shadows and lighting is something this next console generation absolutely needs to nail, because it's possible on almost all PC games now and has been for years.

And guess what, those saying people won't pick up a more expensive console vs a cheap Nintendo wii alternative because they don't care about graphics... Yeah Nintendo's recent sales figures might suggest this isn't the best business practice for the future.

Of course, it's all about the games in the end, but there are far more things a more powerful console can do than simply have bigger textures that definitely make profound gameplay differences.

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#20  Edited By korwin

What's amusing is the list of new features in UE4 reads like the boasts Crytek were making about Cryengine 3 a few years ago. I can't believe it's taken this long to introduce something as basic as dynamic lighting, no wonder UE3 games run at 65 million fps on good hardware.

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#21  Edited By SeriouslyNow

@Benny said:

I think you're an idiot if you have the mindset that improving graphics won't make you enjoy games more and only appeals to 'dude bro gamers.' The importance of 60fps and the ability to have more objects on screen with realistic shadows and lighting is something this next console generation absolutely needs to nail, because it's possible on almost all PC games now and has been for years. And guess what, those saying people won't pick up a more expensive console vs a cheap Nintendo wii alternative because they don't care about graphics... Yeah Nintendo's recent sales figures might suggest this isn't the best business practice for the future. Of course, it's all about the games in the end, but there are far more things a more powerful console can do than simply have bigger textures that definitely make profound gameplay differences.

It's really not even about the graphics in terms of details anyway, it's about the engine having more headroom so that more elements can be dynamically scripted and thus handled by the engine itself which should shorten development schedules and allow larger projects to get off the ground with less technical fucking around. The stuff the screenshots demonstrate is to do with dynamically scripted elements smoothly interacting with eachother because they are all being managed and orchestrated by the engine. HL2's Source was the first engine to exploit some of this with its scripted 'materials' context (shaders, physics , lighting and sound all were dynamically affected by the properties assigned to each different material - it's why Garry's Mod can exist) but the UE3.5 and 5 tech demos take this to a whole new level.

@whyareyoucrouchingspock said:

@UnrealDP said:

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

Epic are out of touch,

Yea I just said that. How many unreal games are powering casual waggle gamres?

By 'games' I assume you mean engines because otherwise you sound silly. The answer is most of them. Most of the larger Kinect licensed games, including Mass Effect 3, use Unreal Engine and many of the smaller Kinect only games use Unreal Engine too. Unreal Engine is currently the most licensed engine for game development. You don't back up your opinions with facts because you don't know what you're talking about. A triangle always has three sides.

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UnrealDP

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#22  Edited By UnrealDP

@whyareyoucrouchingspock said:

@UnrealDP said:

@whyareyoucrouchingspock: Your argument is that the average person doesn't want to see cool shit. Your argument is that the average human doesn't care how something looks and doesn't care for vanity at all.

This is an incredibly 2d way of looking at things. At christmas when a mother is shoping for her kid. Will she go for $800 console with killer graphics with games involving men shooting people in the faces or the $200 family freindly console?

What you have to think about. This "cool shit" as you put it. I buy a powerful desktop pc for "cool shit". It's a far superior platform compared to consoles. Superior hardware. More sophisticated games. Does your average netbook/laptop "sims" "farmville" or "world Of Warcraft" player give a shit that the games they play do not have killer (better than Uncharted ) Shogun 2 graphics? No. It costs more money, time and intellectual investment. They could not give two flying shits about it as they are totally diffrent audience from me and my "cool shit". This is similar with the wii and the Xbox360 and Playstation 3. It's the console equivalent of farmville, the sims and Nancy Drew. Totally diffrent audience with diffrent expectations. One that is proven (and this is all these companies really give a shit about) to bring in more money than 90% of the "dude bro" shoot people in the face awsome graphics games they are clinging too.

But you just answered your own question. Most people can't afford the super expensive PC and jump though its many hurdles, so why should that mean they should just give up on good graphics? That's like saying the dude who can't afford the Porsche should just not care how his car looks because his car won't look as good. That's like saying because I can't afford a mansion I shouldn't want my house to look good because it won't compete with the mansion. People enjoy the spectacle and love it when things look good, also I resent basically everyone of your elitist sentiments, but oh well.

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whyareyoucrouchingspock

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@SeriouslyNow said:

By 'games' I assume you mean engines because otherwise you sound silly. The answer is most of them.

This is factually false.

@SeriouslyNow said:

You don't back up your opinions with facts

http://en.wikipedia.org/wiki/List_of_games_that_support_Wii_MotionPlus

http://en.wikipedia.org/wiki/List_of_PlayStation_Move_games

http://en.wikipedia.org/wiki/List_of_Kinect_games

How many of the listed games are about cutting edge graphics?

Answer : Very little

As far as I can see I am correct in what I am saying and people are more of less disagreeing on the basis of they don't like me or they don't like what I am saying.

Just wait, when the next generation hits you can all have a nice slice of apple pie.

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SeriouslyNow

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#24  Edited By SeriouslyNow

@whyareyoucrouchingspock said:

@SeriouslyNow said:

By 'games' I assume you mean engines because otherwise you sound silly. The answer is most of them.

This is factually false.

I am right. When the next generation hits, what I discribed will happen.

No, it's actually true.

Please stop trolling these boards. You're misspelling just the old days sHitman.

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#25  Edited By leebmx

Cheers for putting that up. The article sounds a little too good to be true but I hope it is correct about better looking (and more importantly for me better running A.I., more populated and faster loading) games needed less manpower than the current gen. I was worried about costs spiralling as demands grow and grow and was concerned that we might reach a point where more powerful games were possible but too expensive to contemplate. If it solves this problem that is the best thing it can do for the games industry.

The cheaper and easier it is to make games the more creative and interesting they will be. If every developer has to claw back £50mil-£100mil on their game we are going to see a lot of boring COD replicas.

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whyareyoucrouchingspock

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@SeriouslyNow said:

@whyareyoucrouchingspock said:

@SeriouslyNow said:

By 'games' I assume you mean engines because otherwise you sound silly. The answer is most of them.

This is factually false.

I am right. When the next generation hits, what I discribed will happen.

No, it's actually true.

No, it's factually false. You are simply attempting to take me out of context for a straw argument.

Either that or you lack basic reading comprehension.

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#27  Edited By MrKlorox

Define "waggle games", troll.

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@MrKlorox said:

Define "waggle games", troll.

Even though this is self-explanatory I shall not give you the courtesy of hijacking my well respected name under your enforced label.

Next time, try asking without being so rude.

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SeriouslyNow

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#29  Edited By SeriouslyNow

@whyareyoucrouchingspock said:

@SeriouslyNow said:

@whyareyoucrouchingspock said:

@SeriouslyNow said:

By 'games' I assume you mean engines because otherwise you sound silly. The answer is most of them.

This is factually false.

I am right. When the next generation hits, what I discribed will happen.

No, it's actually true.

No, it's factually false. You are simply attempting to take me out of context for a straw argument.

Either that or you lack basic reading comprehension.

By 'straw argument' I assume you mean 'straw-man argument' and even though that gives me an idea of what you're attempting to say the sentence "You are simply attempting to take me out of context for a straw-man argument" actually makes no sense, but because I already know your particular brand of crazy (I imagine some memes will follow eventually if history has taught us anything) I will just assume you're trying to tell me that I'm using the factual evidence of Unreal Engine 3's licensing partners on that Wikipedia page as straw-man as some attempt to invalidate your argument. I'm not, your argument isn't invalid it's just not right or appropriate to this conversation, but more of that later.

My evidence can't be a straw man because you (stumbled over the English language when you) asked the question "How many unreal games are powering casual waggle gamres?" and the Wikipedia page clearly shows that Unreal is being used for Kinect games and we know that Kinect is the lead selling HD console motion control solution and we also know that many hit games, including Mass Effect 3 which also uses Kinect are powered by Unreal Engine 3. We can also see that Unreal Engine is the most licensed engine for game development at present (it's also on the most platforms too, including iOS and Android but that's just an aside though it does reflect Unreal's extensive breadth of exposure ).

Back to the argument.,,,This conversation is about Unreal Engine 4 and while you're trying to derail it by trolling people and telling them that UE4 isn't 'face melting' while also trolling them and telling that 'casual waggle games' and the Wii's success last gen (it's this gen but this gen is practically over so let's just agree to call it last gen for the sake of...argument) means that consoles will not be focusing on UE4 or graphics but rather will get more casual, all I can say is...stop trolling. Stop trying to derail conversations about positive things with your negatives turds of stinky self satisfaction.

Casual games exist and some of them have been very successful and for a while there even the press were convinced that the casual audience would win out but it's just not true anymore. The Facebook gaming market is beginning to slow and the Wii's moment in the sun has long since passed. Nintendo (a company who I love dearly) posted record losses this year and that's because the Wii's sales have slowed considerably and because they have R&D'd Wii U which has been a very expensive process and even with the distinct upswing in 3DS recent sales it couldn't save them from the slow Wii sales of this year and some of last year.

And anyway, this isn't about casual vs hardcore or you. This is about a new revision of the most successful game engine ever made. A new revision which adds a lot more to its capabilities which allows developers to come up with new and exciting ways to entertain us. Unlike you, who comes with old and boring ways to troll us. You've changed your name (again) but you're still the same homophobic bottom feeder troll. For the love of triangles change your tune.

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#30  Edited By zeforgotten

My only question is: 
Can I play a game where my big "awesome" dude doesn't have to stop and walk like he was 90 years old just because he gets a phonecall and sticks his finger in his ear?  
Also, are the terrible, yet still not gone, texture pop-ins gonna be gone for once in 14 years? 

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whyareyoucrouchingspock

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@SeriouslyNow said:

@whyareyoucrouchingspock said:

@SeriouslyNow said:

@whyareyoucrouchingspock said:

@SeriouslyNow said:

By 'games' I assume you mean engines because otherwise you sound silly. The answer is most of them.

This is factually false.

I am right. When the next generation hits, what I discribed will happen.

No, it's actually true.

No, it's factually false. You are simply attempting to take me out of context for a straw argument.

Either that or you lack basic reading comprehension.

By 'straw argument' I assume you mean bla bla bla, lame attempt at demeaning argument.

My evidence can't be a straw man because you bla bla bla, lame attempt at demeaning argument. "How many unreal games are powering casual waggle gamres?" and the Wikipedia page clearly shows that Unreal is being used for Kinect games and we know that Kinect is the lead selling HD console motion control solution

Except I didn't ask if it used the unreal engine. I specifically asked "how many".

From what I factually listed. The vast majority of motion control games factually do not.

Your "staw argument" is in attempting to specifically use the xbox360 and re-arrange "how many" to simply "games use it" and "it's the lead HD motion control". A load of old wibble wobble.

Again, I am right and continue to right.

@SeriouslyNow said:

And anyway, this isn't about casual vs hardcore

Thats exactly what it is. As this effect sales. Nothing to do with me or what I like.

I accept hardcore pro games designed for pro gamers such as myself are generally more limited for obvious reasons.

As I factually explained before (and sadly forced to repeat) the wii targets people other than dude bro teenagers and young 20 something males. And won because of it as well as acted as a guiding light to make games more mainstream in nature. Again this year E3 will be primarily aimed at this audience just like last year and the year before it. Likewise with the next generation of consoles as it means cheaper hardware. Graphics are becoming less important.

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#32  Edited By NTM

If in-game graphics look like the picture three to the right, then that's great, the rest not so much.

@Benny: Also, agreed. That was one of my favorite things when it came to new consoles actually. I mean, of course the game has to be good, but the graphics are what get me excited for new consoles at first. The new power, and in return, most likely a new experience. Maybe it's not a huge difference, but it'll seem new. I mean, why would I want to buy a new console if the games are only going to look slightly better? I mean, something even the current consoles can push. Maybe this is a bit much, but imagine what it would be like to go from the original Halo, to the first Gears of War, that would be great. I'm not expecting that, but just saying.

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#33  Edited By MrKlorox

Got it. "waggle games" is another word for casual in your messed up head. Thanks for telling me that instead blatantly trolling. Oh wait.

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SeriouslyNow

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#34  Edited By SeriouslyNow

@ZeForgotten said:

My only question is: Can I play a game where my big "awesome" dude doesn't have to stop and walk like he was 90 years old just because he gets a phonecall and sticks his finger in his ear? Also, are the terrible, yet still not gone, texture pop-ins gonna be gone for once in 14 years?

Less of an engine issue and more of a texture streaming issue stemming from lacking RAM in consoles. Of course, it reared its head on the PC too but that's because the PC ports often used no more RAM than their console versions did and were thus having the same issues. You could tweak away the issue on PC so if the next consoles have enough RAM it will no longer be much of a problem.

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whyareyoucrouchingspock

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@MrKlorox said:

Got it. "waggle games" is another word for casual in your messed up head. Thanks for telling me that instead blatantly trolling. Oh wait.

Actually no, you don't get it at all. Also I have no problem with casual games. So again, aside from totally missing the point (and not getting an explanation for being so rude in how you asked) you are also assuming i'm some sort of casual hater because I am a pro gamer. No son, I have a wii and enjoy using it as well as my pc. Not that I need to (or should even bother) justifying myself to this prejudice nonsense.

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MrKlorox

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#36  Edited By MrKlorox
@whyareyoucrouchingspock said:

@MrKlorox said:

Got it. "waggle games" is another word for casual in your messed up head. Thanks for telling me that instead blatantly trolling. Oh wait.

Actually no, you don't get it at all. Also I have no problem with casual games. So again, aside from totally missing (and not getting an explanation for being so rude) you are also assuming i'm some sort of casual hater because I am a pro gamer. No son, I have a wii and enjoy using it as well as my pc. Not that I need to (or should even bother) justifying myself to this prejudice nonsense.

Wait, who's pre judging again? If you think I'm basing my opinion of you off this single thread, you're even crazier than I've given you credit for. You're a silly man who says even sillier things. FYI, the words "I'm a pro gamer" ruin any credit you might theoretically build for yourself.
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SeriouslyNow

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#37  Edited By SeriouslyNow

@whyareyoucrouchingspock: Sigh, so you're back to calling yourself a pro gamer again? You're not a pro gamer. You are not paid to play games. Professional gamers earn an income playing the games they play. NesTea is one such example, but there are many. You're not one. And I quoted your exact question. Here's a screenshot before you decide to ninja edit it away...

No Caption Provided

That's what you asked and I answered it, so my response can't be a straw-man because it's a direct response to a question you posed.

Look, just because your family pays for your hobby and you can thus have a lot of games and decent PC that doesn't make your opinion on the state of the games industry automatically sound. It just makes you a person whose family pays for their expensive hobby. That's all. That also doesn't invalidate your opinion either too. You're welcome to your opinion and I hope you stand by it....BUT....personally I think your opinion is bullshit. I don't care for your idea that you see yourself as some authority on hardcore gaming because you play Shogun Total War or w/e. Gaming isn't about what you play it's about how you play. Ask any professional sports person and they'll tell you that they do what they do because they love the sport first and foremost, regardless of where it's played and by which specific set of rules as set out by a local governing body. We're all gamers here. All of us and you're no more or no less of gamer than any of us. So your attempts to troll this community are useless and a waste of your time.

As you can see people are talking to you about what you're saying, not how you're saying it. So stop trolling because the only thing you're doing is wasting your own time and ultimately having a conversation with yourself.

The rest of us will be over here, enjoying the news UE4 isn't far off and that maybe consoles will have enough RAM and a decent enough GPU to really make it shine. We already know PCs will.

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#38  Edited By jmood88

@whyareyoucrouchingspock said:

Epic are out of touch. Both Sony and Microsoft have saw with the wii that mainstream gamers don't give too much of a shit about "bleeding graphics". This is why the last couple of E3's Microsoft and Sony have been marketing wii knockoffs. Waggle games anyone can play as oppossed to dude bro 15 year olds who want to shoot people in the face. Since this is mostly Epics demographic, I can see why they are whining like children. They also want to punt off there engine.

To be honest from the screenshots shown, nothing really face melting about them. They look good but certantly not an astronomical leap. People will not want to pay $700 - $800 for a console get that visuals. Punting a high price console was part of Sonys failure.

I will be sticking with my pc anyway. Other than the wii the generation of consoles has probably been the worst. Epic are part of the problem. Hopefully the console manufacturers totally ignore them and go for something with more substance than "wow bro cool grafix".

What they also saw with the Wii is that the "mainstream" gamers will buy one or two games, then not spend money on anything else. Getting the non-hardcore gamers is cool but if they want to industry to survive, they need to keep the hardcore happy too. That's why for the past two years, Nintendo has done everything they can to make their fans think that they still care about them, the grandma's and non-gaming mom's loved the Wii but they had no interest in anything outside of the few games they got when they first bought the system. As far as this generation of consoles (outside of the Wii) being the worse, that's laughable.