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Unreal Engine 4, interior demo
https://www.youtube.com/watch?v=gGLU5MZpHoQ
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jhu <nomail@nomail> wrote:
> [-- text/plain, encoding 8bit, charset: iso-8859-1, 7 lines --]
> Unreal Engine 4, interior demo
> https://www.youtube.com/watch?v=gGLU5MZpHoQ
Could've used some mouse smoothing.
Mouse smoothing may be terrible for playing, but lack of it is
terrible for demo videos.
--
- Warp
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Am 09.08.2015 um 07:39 schrieb jhu:
> Unreal Engine 4, interior demo
>
> https://www.youtube.com/watch?v=gGLU5MZpHoQ
The city is too blurry and the raindrops just crappy; I think you (well,
I) can tell that the demo uses Ambient Occlusion rather than global
illumination; also, the fabrics both on the bed and couch betray the
CGI; and the crisp shadow of the open bedroom door is really out of place.
That said - damn...
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"jhu" <nomail@nomail> wrote:
> Unreal Engine 4, interior demo
>
> https://www.youtube.com/watch?v=gGLU5MZpHoQ
Some of those demos could really use changing lighting conditions or moving
geometry so we know that the GI isn't just baked.
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There's something... off about the reflections. Like, as the camera
angle changes, the reflections seem to change in an odd way.
Also, shouldn't those flames cast far more light on their surroundings?
Also (and I can't believe I noticed this)... You have a huge plush
apartment, and yet you built a bedroom door that's only just barely wide
enough to fit through??! :-P
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On Sun, 09 Aug 2015 20:36:52 +0200, clipka <ano### [at] anonymousorg> wrote:
> Am 09.08.2015 um 07:39 schrieb jhu:
>> Unreal Engine 4, interior demo
>>
>> https://www.youtube.com/watch?v=gGLU5MZpHoQ
>
> The city is too blurry and the raindrops just crappy;
Maybe the windows are supposed to have a slight frosted texture resulting
in the blurry view?
;'>
--
-Nekar Xenos-
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Am 10.08.2015 um 21:06 schrieb Nekar Xenos:
> On Sun, 09 Aug 2015 20:36:52 +0200, clipka <ano### [at] anonymousorg> wrote:
>
>> Am 09.08.2015 um 07:39 schrieb jhu:
>>> Unreal Engine 4, interior demo
>>>
>>> https://www.youtube.com/watch?v=gGLU5MZpHoQ
>>
>> The city is too blurry and the raindrops just crappy;
>
> Maybe the windows are supposed to have a slight frosted texture
> resulting in the blurry view?
> ;'>
As we can clearly see the raindrops falling outside, and also the
building structure beyond the window panes, I think that can be ruled out.
My theory is that the blur is supposed to be due to the rain. However,
for that the blur is unrealistically strong and too simple; what we
/should/ see is a crisp image, with a more or less dim overlay of a
strongly blurred version of the image (with far-away objects increasing
in strength of both the blur and the overlay), to account for the fact
that many light rays don't hit any raindrops at all. Or, to put it in
other terms, the image should be blurred with a kernel that isn't plain
gaussian, but has an additional and quite strong central peak.
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Am 10.08.2015 um 20:10 schrieb Orchid Win7 v1:
> There's something... off about the reflections. Like, as the camera
> angle changes, the reflections seem to change in an odd way.
I don't see what you mean.
> Also, shouldn't those flames cast far more light on their surroundings?
No - we have a rainy day, but a comparatively bright one at that; but
the candle flames should be far dimmer.
> Also (and I can't believe I noticed this)... You have a huge plush
> apartment, and yet you built a bedroom door that's only just barely wide
> enough to fit through??! :-P
I think that's a classic field-of-view illusion. Ever noticed how
first-person 3D games tend to give you unrealistically large
environments to play in? All to compensate for cramming a comparatively
wide virtual field of view (typically 90 degrees) into what's actually a
rather narrow physical field of view (maybe 30-45 degrees), which they
do to give you a better awareness of your surroundings, but which also
makes passages look much more narrow than they really are. So they
compensate by exaggerating the passages' size in relation to the size of
the player character.
In the demo video, they seem to have kept the right proportions, but the
virtual field of view is still much larger than the physical one, so
passages like doors /appear/ more narrow than they really are.
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