rathorial
Rathorial
rathorial

Oh, I’m sure in practice with a complete game that has a list of other things it will be computing in the background along with more you can control + interact with as a player will put more stress on the engine.  Still, UE4's earlier tech demos have had games by the end of this gen output a similar enough level of

My bad, misunderstood the context of your reply.

Yeah, I’m curious to see more of their implementation, because dynamic GI would be less understood to people vs. saying it was another custom ray-traced solution. Either way, the results look very nice, and the Nanite virtualized micropolygon geometry seems neat if it can truly rid the world of LODs, and you really

All good, I’m intrigued to see them show more given I’ve had some usage of UE4, and anything that can get around having those long ass light bake times would be a godsend.

I guess, but I don’t see what was so complex about the first 2 sections vs. the others that would need the load. I’d imagine that the section needing the most amount of load time would be the room with all the statues transitioning into the big desert expanse that the character flies through fast, given that would be

Relax, I said I wasn’t surprised by their response, not that I’m clairvoyant.

I never purported to know everything, just wasn’t shocked by Epic’s response. I didn’t see another transition where they used such a narrow space to mask a possible load, despite the later sections becoming more open and complex. That first section of the cave was the smallest, and had the least amount of assets on

I’ll expect about as much from this silly name council, as I do from every other tech company that does this...nothing.

Not too surprising given the last section of the tech demo was walking out of the cave area into a large landscape full of similarly detailed assets falling apart with physics, as the character was moving through them at high speed.

As someone who went to college in 2007 where my 3d modeling teacher was talking about newer games using this concept called normal mapping with main characters using 30-5o thousand polygons...then in this demo the guy casually says some random statue is 30+ million exported straight out of zbrush with no optimization

Not surprising, it’s still pretty expensive, takes horse-power only a portion of the userbase has to run well, and they sold out of the stock of headsets they had during the pre-order spree.

Most of what I’m looking forward to that I can do during the quarantine is just new games that come out, like Gears Tactics recently, and ESO: Greymoor next month. Otherwise I’m just catching up on media I missed, doing online classes that are fun, and making food with what I have.

Hair looks quite a bit better, but I wish the skin tone and eyes stayed closer to the vagrant story/ff12 look with increased texture resolution. Does come off more generic anime to me, but the environments look better overall.

Work has been pretty steady, but I’ve had more chunks of my day where I’m just waiting for emails, so I’m either browsing the web sometimes, or playing some No Man’s Sky to mine for more resources or build on more to the base I share with a few friends.

Almost finished through the seasons of Silicon Valley, which has stayed pretty reliably funny.

That’s good news, and definitely appreciated because the amount of kinda boring travel along with not amazing quest design hurts the start of that game vs. the better content after you get to the expansions.

Definitely playing XCOM: Chimera Squad this weekend. Always happy for the excuse to play more, and I dig getting to play as established characters that hopefully have some fun banter during missions.

After trying Total War: Warhammer 2 after the free weekend, I decided to pick it up on sale.

Looks cool, but if I’m going to get an Xbox would be for enhanced backwards compatibility, which they’ll be improving on the Series X.

Finished off Doom Eternal this week, so I’ve moved on to my backlog with Hand of Fate 2. Pretty fun so far, great narrative, combat improved from the previous game, and I love the way it presents choices as you go through your choose your adventure narrative.