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Thread: Unigine engine! Valley demo

  1. #11
    Quote Originally Posted by DMarkwick View Post
    It does look great, I can admit it I doubt there's a real use for DoF though, that's a camera effect and people are not subject to it as far as FPS games go.

    I'd be more interested in how that foliage reacts to damage etc, if a player/AI 2km away knocks over a tree, will I see it felled when I get there? Stuff like that. RV engine is much, much more than just good looking, it has a fidelity that I think is difficult to get.

    Given fidelity concerns are solved though, to get ArmA looking like that would be nice.
    It probably wouldn't fit for a game like arma, but I believe that Arma 3 will come pretty close to that if they change the lightning. And if we are so lucky that we get Arma 4 I'm sure it will look better than that

  2. #12
    that's a camera effect and people are not subject to it
    I wouldnt be so sure about that, our eyes are of wonderfull design but we dont have
    infinite DOF.
    Dont get me wrong I agree it's been overdone and abused in games.
    If you say "plz" because it's shorter than "please" then I'll say "no" because it's shorter than "yes"

  3. #13
    Well we don't see sun flares and our eyes aren't as subject to HDR as they are in every game..I think that falls more under artistic license than replicating reality. The more I look at games I'm convinced they are trying to look life-like but not realistic.

    What I mean by that is..well walk in a forest, the colors are lovely but the shading is much different, shadows are less evident unless it's a sunny cloudless day. take skin for example as well, what normal maps do they do well but are a tad too pronounced when it comes to the shadowed area. Likewise foilage doesn't have much specular and you can stare at a white concrete walkway or metal storage building with hardly any glaring.
    Last edited by NodUnit; Nov 10 2011 at 15:57.

  4. #14
    Yay, another engine created for the aging consoles, ergo nothing new. This engine would not support a game like Arma as it would blow up those precious consoles.
    Remember when people went ape with Cryengine 3. At closer inspection it shows that it was a big step down from Cryengine 2 because of the consoles. Don't get fooled with shiny blurry graphics that a Pentium 4 could easily handle.
    ArmA, it's not a game, it's a f***ing adventure!

  5. #15
    Quote Originally Posted by svendejong View Post
    I wouldnt be so sure about that, our eyes are of wonderfull design but we dont have
    infinite DOF.
    Dont get me wrong I agree it's been overdone and abused in games.
    Well what I was meaning was that a camera has a fixed focus, whereas in a game simulating eyesight (i.e. any FPS game) there is no telling what the player will decide to look at, be it the rifle he's holding or the mountain far away Thus DoF is not really a suitable effect.
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

  6.   Click here to go to the next Developer post in this thread.   #16
    seen that already, looks nice
    but to be honest it's just video of valley with lot of objects/assets (imagine A3 with lot of variety in vegetation)...

    now whenthe techdemo is released then we can talk about how / what is advanced ...

  7. #17
    Quote Originally Posted by NielsS View Post
    Yay, another engine created for the aging consoles, ergo nothing new. This engine would not support a game like Arma as it would blow up those precious consoles.
    Remember when people went ape with Cryengine 3. At closer inspection it shows that it was a big step down from Cryengine 2 because of the consoles. Don't get fooled with shiny blurry graphics that a Pentium 4 could easily handle.
    LOL'd Unigine is about as advanced as PC DX11 graphical engines get. I quote:

    Shader Model 5.0 support
    Hardware tessellation with displacement mapping
    Screen-space ambient occlusion (SSAO)
    Real-time global illumination
    Subsurface scattering

    Try running their old Heaven benchmark on your current PC and see how well that goes on max settings.

  8. #18
    Quote Originally Posted by Pulverizer View Post
    LOL'd Unigine is about as advanced as PC DX11 graphical engines get. I quote:

    Shader Model 5.0 support
    Hardware tessellation with displacement mapping
    Screen-space ambient occlusion (SSAO)
    Real-time global illumination
    Subsurface scattering

    Try running their old Heaven benchmark on your current PC and see how well that goes on max settings.
    Hmmm max settings? I benched on Default and got average fps of 59.1 -not bad for 2 old 460's in SLI. Hey btw, that bench is absolutely sublime with some of the best ambient music i've ever heard -thanks!
    ~The bearly literate pugilist~

    Spoiler:

    Stop discrimination! Fight for bot rights for them to thrive indoors! http://dev-heaven.net/issues/25349

    Accurate Wounds Arma 3: https://dev-heaven.net/issues/26350

  9. #19
    Quote Originally Posted by Pulverizer View Post
    LOL'd Unigine is about as advanced as PC DX11

    Screen-space ambient occlusion (SSAO)
    I thought they're upgraded to HBAO and/or even HDAO.

  10. #20

    xsdsad

    Hi.

    Quote Originally Posted by Pulverizer View Post
    Unigine is about as advanced as PC DX11 graphical engines get
    Quote Originally Posted by Pulverizer View Post
    PC DX11 graphical engines
    Quote Originally Posted by Pulverizer View Post
    DX11
    Can someone competent please explain to me what is so awesome on DX11? It's just API, isn't it? People on this forum glorify it like games will look awesome just because they'll use DX11 (an API).

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