A couple of months ago a game developer who works on a very well-known video game walked out of a secret demonstration of Epic Gamesâ new Unreal Engine 4 and told me it was the most impressive thing heâd ever seen in his gaming career.
https://lastchance.cc/meet-the-next-generation-of-graphics-unreal-engine-4-5916798%3C/a%3E%3C/p%3E
Several weeks later, I saw the same demo that developer saw. I saw the next-generation of video game graphics running on a PC that was powered simply by an Nvidia GeForce GTX 680 graphics card, something you can buy now but that trounces the performance of the Xbox 360 and PlayStation 3.
I braced myselfâŠbut I was not blown away.
As impressive as the technology of the Unreal Engine 4 is, Epic Gamesâ first demonstration of this new tech is geared toward professional video game creators, not gamers. Show a regular gamer the debut UE4 demo side by side with last yearâs Unreal Engine 3 Samaritan demo and theyâll probably say the latter looks better or at least just as good. And why not? The version of UE3 running Samaritan is what runs this E3âs extraordinary and presumably next-gen Star Wars 1313 game
https://lastchance.cc/star-wars-1313-looks-absolutely-amazing-5915726%3C/a%3E%3C/p%3E
These are his answers:
It will change the lighting of our games, making everything look more realâŠ
The key detail here is the UE4 enables âreal-time dynamic global illumination,â which, well, heâll explain itâŠ
âThink of shining a spotlight down on the floor,â Willard says. âWithout [real-time dynamic global illumination] all you see is a circle on the floor where the spotlight hits. With it, you see the pillars on the side and a subtle illumination on the ceiling beyond. One of the tiles is green so thereâs a little bit of green bounce to the wall behind it because of that. A major part of the global illumination is that weâre not only hitting things, but weâre inheriting them as we bounce and cast on to the surrounding environment.
âMaybe as a tech demo you could have done it on an Xbox 360 with nothing else going on, but now we have a full engine that has AI, navigation and all that stuff plus full, real-time dynamic global illumination. Itâs going to be one of those things people just really havenât seen before as part of a cohesive whole with all the other parts of the engine playing into that and feeding off of that everything can look potentially light years better with titles that are developed for that with that in mind.â
A more concrete exampleâŠ
âLight is an important part of the environment for almost any game. Gears of War, for example, in the Trenches multiplayer map, thereâs a whole sandstorm that comes in. If you add real-time global illumination, suddenly youâre not just obscuring the playerâs view, you can change the entire lighting environment. You can change how everything looks. You can do that really easily. Think of knocking down a wall and having light spill and truly illuminate the room beyond and not have to be a fully-scripted thing. The wall got knocked down at a completely unexpected moment, and everything still works.â
And anotherâŠ
â[Imagine] Iâm doing a real-time strategy game and itâs mostly static environment with buildings, but Iâve got full time-of-day. And that just works cohesively, and I can see inside the buildings, and all of that. I think things like that are going to go a long way towards changing what people expect to see out of games.â
Fire and smoke will be way better, tooâŠ
âLook at fire and smoke effects,â Willard says. âSmoke effects are a little easier to do with the previous generation of particles because they tend to be very large and voluminous. Thereâs a lot of known tricks to make it look like itâs rolling. But what isnât easy to do is massive sprays of sparks and the kind of chaotic motion you see a bonfire has, with all its little sparks that come up. Thatâs the type of thing where the simulations that weâre doing with our particle system and the sheer number that we can create in a scene really go a long way toward selling [the scene] and making things feel like thereâs fluid motion and a volume to it without having to just obscure the camera.
âThings like blizzards and wind blowing dust through the room; all of that stuff is much more convincing when you donât have to smash the player over the head with it, when you can fill the space with subtle motions and different motions based on depth, because you just have so many particles available you can really get that volume of flow.
âItâs not just boom and thereâs a million bright sparks. That looks good for a tech demo, but the places where I think itâll really get used is to fill in an explosion with a ton of pieces of debris instead of a big boom with some sparks and some smoke. You really can scatter things and have a lot more depth and volume to sell things.â
And the people who make games will have less of their time wastedâŠ
The new engine lets developers change settings in their games on the fly (see the tweaking of a characterâs jumping height in the UE4 demo). Thereâs less need for game creators to wait around for the game code to re-compile. That gives them more time to tweak and create, Willard says.
âThe ability for the developer to iterate quickly means that theyâre spending more time developing a good game instead of waiting for a game to compile,â he says. âItâs an increase in productivity across the board more than anything.
âThe gamer is not going to know that the developer has been able to change the jump height 10 times in five minutes, but they will get a game where itâs potentially much more tweaked because [the developers] were able to tweak quickly instead of, âI changed the jump height; letâs wait 10 minutes for a build to compile and then play.â Instead, itâs âchange, change, change, change, itâs good, move on to the next thing.â
â[In older engines], if you wanted to change the relationship between your weapon damage and how long itâll take to kill a creature, you may spend a couple of days iterating, but if you have to spend a lot of time waiting for a build every time, youâre talking one change, waiting 15 minutes for the compile to complete, and then play the game, get to the point where you can test it, test it, exit the game, change, compileâŠnow, since all of that can be done very quickly within the tools, itâs âMake the change, play, when it compiles, finish, shoot the guy, and then escape, make the change, play.. the iteration time is down to 30 seconds instead of 15 minutes. Our ability to kind of roll through and see how the game is playing out is much faster.â
In fact, the people making games can do each otherâs jobs and fill games with many more small surprises.
The âKismetâ tool in UE4 makes it easier for anyone who is using the engine to click on an element in game-say, a pillar or chair or bookcase-and add properties to it within seconds. Ideally, Willard says, this allows developers to create more âwhimsicalâ game worlds that are more full of surprises tucked into every little thing.
âThe fact that I can evaluate at any moment where the player [will be] and what heâs doing, and make decisions in my script based on that, completely in concert with what the AI is doing⊠thatâs going to be huge,â Willard says.
âI could say: âIâm going to convert this pillar into a blueprint [in the Engine] and add some sort of trap to it.â It means I can really go in and start enhancing my world with interaction that just would not have been possible without a technical artist, a designer and a programmer and now any one of those three can do all of it, provided they have the assets handy. The fact that I can just go in and say, âIf youâre within X distance of this thing, start to glow and take my distance to it, normalize it zero to one and then just lerp [oscillate] between two different brightness values, so as I reach for something it gets hotââŠthat would have been something do-able but very difficult for anybody except a gameplay programmer. And he wouldnât have known how to set up the assets, but now any one of the three could do it.â
You just wonât be able to play games like this soon, probably not even late next year when new consoles launch.
As likely as it is that weâre getting a new Xbox and PlayStation in late 2013, we probably wonât even be playing UE4 games then.
âWe anticipate quite a few people shipping titles early in the lifespan of the next generation of consoles using UE3 and then using UE4 for their next project,â Willard says.
During the previous transition, relatively early games such as BioShock used Unreal Engine 2 modified with parts of 3. Willard doesnât think thatâll happen this time. âThe architectural changes from 3 to 4 are greater than those from 2 to 3. But I can certainly see quite a few developers deciding mid-development to shift their focus from current to next generation and it makes sense to just stay with [UE3], do higher resolution textures, increase their polygon budget, increase the number of characters on screen and things like thatâŠâ
So, really, donât hold your breath for the first UE4 title.
âIâm sure everyone wants to know when theyâll want to see the first UE4 game, but we donât have an answer for that. We donât know when weâre going to ship anything weâre working on for it. We donât know when our licensees will. And we donât make any restrictions. If a licensee finishes their game first, thatâs happened before.â