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One of the best cumshot results i saw so far congratz good work boys
Everyone in that Picture is amazed what he sees
I was really skeptical what i would see this isn't bad much better then what many others have achieved so far even some really big ones
Though when the first ones gonna go really Fluid Physics it will get much more interesting
I guess that it endsup in a total bukkake currently was only for demonstration purposes of the layering ?
When i saw your guys Sexbot i thought hmm lot of great ideas and use of rigid physics could become interesting now i saw this and i get even more curious about your work, especially the performance was always well overall balanced for the visuals
Also the use of the newest Shaders gives a awesome feel even down to to this artistic abstraction level
For a Particle non real Geometry Result im really amazed
Please make a custom config dialog many developers seem to think the default Unreal Engine Presets are enough, though hardly any normal person understands what they really setup and when (and so in which situation they gonna fluctuate in performance) even for them a advanced config custom dialog is the way to go. Best with pictures showcasing each effect they gonna lose or win based on their decisions.
Also if someone would do a Psychovisual analysis and a Study about it you would see that many Post Processing effects are disturbing especially Hardcore Gamer and most often their entire overhead can be saved and the Gamer behind it much much happier with the end result.
Could i ask how long did the lightmass precompilation of this entire result takes ?
You guys are using True Sky here right ?
A FreeCam would be nice for the Intercouse part (TAB = Free the Camera) the current camera controlling is clunky grab and position is really odd
Youre playing games with low poly models with textures that hide that fact. And the reason you can play them is that 1060 though that phenom isnt bad despite the fanboys. I upgraded from an fx8320 to a ryzen 1700x and if you put a 1080ti in your system it would game faster.
Those are daz models he's using likely sent to blender , morphed , retextured and sent to UE. Open the game.. look down at the Sand. Now look at some of the broad leaf plants. (he used low poly models for the trees etc). See the difference? Now look closely at the character models , ignore the clothing and the furries. Look closely at the human models. Look at the skin textures... now load up ANY aaa game and look closely at them.. you'll laugh. Look at the main characters hair. That hair probably has more vertices than 5 or 6 characters in the average game.. i could go on. Theres a reason i didnt do this. If i had dual 1080ti's and tossed another 16gb of ddr4 id give it a shot hoping the average gaming comp could catch up. What these guys have achieved is incredible
Wouldn't be sure that those are Daz/Zygote Models also a low poly model can look fabulous you just need to get very specific spots correct that might be overseen by the triangulation depending on the tessellation approach as well.
I really like many of these results and which Performance they running at you see much much worse stuff
Not sure about the Prerender times though but generally nothing end consumer cares about in the end
Skin,Hair,Eye Shading results and Light interactions are decent
Lighting is pretty nice good use of TOD sometimes really nice HDR results
Cumshot is well implemented
Overall PBR/PBS results are ok sometimes excellent Material wise, sometimes to Waxy for the skins depending on the light situation (typical SSSS problem, though doesn't really matter at the characters artistic abstraction level)
Animations are really nice
Small crowd can be hold nicely stable in performance
Nice direction in UI
3 different specular wet looks (normal, little wet,extreme wet)
Not bad pose transitioning
And so far i saw no real problems with the streaming which is often a master culprit with Unreal
Yeah i definitely saw much worse stuff
LOL it is Sexbot
She found her way to this Planet
A great techdemo with many good performant and working visuals
Hair and Cloth Simulation and we have some awesome thing together here
This Dev makes good use here of what Unreal has to offer
Allways at the 30 (33ms) top (For Nvidias DX11 Hardware target) and SM scaling Product Design
There are a lot of complaints/nitpicks etc in this thread. From someone who's been programming since the 80's, doing cgi since the 90's on and off and currently working on some games..
1. What theyve done here is amazing. I was planning to do exactly this.. but more linear/less sandbox. Honestly theyve done a better job than i would.. the models alone are amazing. The reason im not is this game will take a supercomputer to run. This is better quality than any AAA game i know of.
2. They might pull it off but i doubt they'll go gold in 2020. Maybe alpha. So be patient. Those of you who dont dev dont realise how impressive the work theyve done is.
3. His planning is admirable. In a few years 1080ti's will go used for $100-200 and 32gb ddr4 will be in mid level computers. So the average pc will be able to handle this. That's VERY smart planning
4. This is done in unreal engine. The best high end graphics engine available. Which means the graphics are upgradeable by simply upgrading the models etc. This game is going to be freaking stunning in years.
5: This is the biggy. These guys are going to be a serious studio. What theyre creating here is a game engine on top of UE4. Which means creating new games with their base will be 10x faster
If you dont have a HIGH END pc i doubt you can play this at all. But you will be able to in the future. Be patience. You have no concept of the sheer amount of time creating assets alone takes them. Much less all the optimisation.. id bet they spent more time on those two things than anything. Id buy stock in this studio in a heartbeat right now.
I think this is really where Unreal shows the others how it's done right the sheer amount of Debug information you have available from every execution part of the pipeline without ever leaving or needing any 3rd party debugging.
With the Supercomputer thing i would hardly disagree Super GPU (that year by year drops down) yes overall super computer no if they stay this path if more should be added it depends but for now the whole artistic part direction can be done pretty much without a Super Computer on the End user side as still a lot is precomputed here and not everything entirely Realtime as you should know as a old Developer
Slowly it gets more and more Drive we see some nice visuals for indies coming out