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Unreal Engine 4 "Rivalry" Demo -- Google I/O 2014

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Normally I don't talk about work related stuff here, but this is quite awesome. The "Rivalry" demo is the GL ES 3.1 AEP path running the DX11 based desktop UE4 engine. Same crazy fat G-buffer, deferred shading, reflection probes, screen space reflections, temporal AA algorithm, etc. Using the scalability options that desktop has.

All of this on a tablet platform: Tegra K1.

I'm really happy that Epic has the balls to just capture the youtube video below exactly how it looks on device, WYSIWYG! They could have just dumped out still frames generated with massive super-sampling and all settings turned up to GTX Titan level, but they did not. I know this because all the artifacts of the depth of field and motion blur are there, stuff I'm hoping to getting around to fixing later this year, and unfortunately for the sake of time, my fix for the screen space reflection flash on scene changes didn't make it into that capture (it actually looks better on device).


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