Unreal Engine 4 ready 'around 2014,' Epic says
Epic CEO Tim Sweeney talks about the current development of Unreal Engine 4, and the challenge of designing for multi-core systems.
Epic's Unreal Engine 3 has served as the backbone for plenty of hits this generation, but now the company is investing more of its time in planning for the next generation with Unreal Engine 4. Epic Games CEO Tim Sweeney says most of his day is spent on research for the next generation, and the company is currently attempting to tackle the challenges that more advanced systems will bring.
"I spend about 60 percent of my time every day doing research work that's aimed at our next generation engine and the next generation of consoles," Sweeney told IGN. "This is technology that won't see the light of day until probably around 2014, but focusing on that horizon enables me to do some really cool things that just aren't practical today, but soon will be." He says the fun of this project is "exploring areas of the technology nobody else is really yet contemplating because they're still a few years away from practicality."
Of course, more power means planning for how to use that power. "The big challenge that's going to be coming up in the next decade is scaling up to tons of CPU cores," Sweeney said. He says Unreal Engine 3 tends to divide the CPU's work between two cores. "But once you have 20 cores, you can't easily say this one is going to be for animation and this one is going to be for details on the face of the character, because all these parameters change dynamically as different things come on screen and load as you shift from scene to scene."
Sweeney expects the next ten years to be driven by the slow march toward movie-quality visuals, and improved "simulation" aspects like more realistic enemy behavior. The next generation has stalled, but it's most certainly on the way. Epic's UE3 has been widely adopted this generation, so it's smart business strategy to prepare for the impending new cycle.
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Steve Watts posted a new article, Unreal Engine 4 ready 'around 2014,' Epic says.
Epic CEO Tim Sweeney talks about the current development of Unreal Engine 4, and the challenge of designing for multi-core systems.-
Awesome news I can not wait to see version 4, as well I can not wait to see the next consoles its going to be crazy. Not to mention by 2014 the PC titles should be insane as well.
2014 another gaming golden year I can see it now, it will rule, my gut is also thinking that the next consoles will have probably at least 20 cores, that would be sweet and if they where actually consumed.
Time will tell, Unreal Engine is very good I am sure 4 will blow us away. -
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You know what'd be cool, valcan? Getting rich and then hiring some guy to maintain the best possible gaming rig for you, upgrading (overnight when necessary) and installing stuff whenever something better comes out, so it's always the best money can buy. So right now you'd have a 2560x1600 monitor, that quad-SLI pack you mentioned, together with 16GB (or more?) overpriced premium RAM, a bunch of the best SSD's, the latest Intel extreme edition CPU and water cooling wherever phase change or liquid nitrogen isn't feasible.
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Nice, same here, basically a gaming night/day club for gamers been wanting to do that forever I am not sure what the market would be like and if you make money?
Regardless if I ever make it(get rich), I am going to open them up all over the world for the community, sort of a way to bring back arcades for the Future, I would have memberships.
Ah if only we'ed have the cash to do this stuff :( -
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http://theaterprojector.org/the-top-ten-most-awesomest-home-theaters-money-can-buy skip all the way down to #1.
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I bet somewhere there's a group of people that went together to fund their own place, with scheduled viewings and time slots for individual use. Big-ass farm somewhere in the countryside, with a cottage, LAN house, movie house, and no neighbors this side of the horizon.
It would be known as the Mencave.
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That is the worst tragedy here: Epic nailed mousecode in UT99 (Dan Vogel renderer), held close to it in UT2004, and then lost it in Unreal Engine 3 (UT3 itself was okay, but many Unreal Engine 3 PC ports do something really stupid with mouse acceleration; I don't know if it's prudent to include Bioshock since it had a combination of UE2 and UE3 in its codebase, but its input config file sure looked like a UE3 clusterfuck).
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i still remember being blown away by the Unreal Engine 2 Tech Demo
http://www.youtube.com/watch?v=cmE9hvPu9Gk-
That eventually led me to http://www.youtube.com/watch?v=J6mJtxW8x8A&feature=related
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Nuh uh.. As far as tech demo come nothing beats the original Quake3 demo @ Macworld 99 http://www.youtube.com/watch?v=9ePJjx7-QQU
That fucking video totally blew my pants off.. The shaders, the moving curves, the quad effect..-
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Id was the first 3D game developer (if not one of the first ones) to use textures larger than 256 x 256 pixels (at the time, the architectural limitation for the 3dfx Voodoo 3 chipset; I don't remember if the Riva TNT supported large textures, but the GeForce definitely did). The game still looks pretty damn awesome texture-wise when cranked up all the way. UT99 was really nice too, but you had to find a way to enable "detail textures" (at that time, only supported with 3dfx cards running Glide, until Epic finally coded it into the D3D and OpenGL renderers).
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Hell, i remember being utterly gobsmacked by the castle flythrough in the original Unreal
http://www.youtube.com/watch?v=26I-Pw-yPJ4
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I don't get where this attitude comes from. The Unreal Engine 3 games I've played have been very colorful. Bioshock 1 & 2, Arkham Asylum, Sanctum, Singularity, even Unreal Tournament 3. A lot of the most popular games built on other leading engines aren't as colorful, like just about anything ever built on the Source engine and the entire Call of Duty series.
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I want some true volumetric fluid/gas simulations - needs some more navier-stokes based grid approximations. The current state of the art in games seems to be some really crappy attempt at Smooth Particle Hydrodynamics with a hundred particles or so plus some metaball implicit surface rendering - and it looks really bad. Unfortunately, the awesome looking SPH style water I've seen has been in research work that use hundreds of thousands or millions of particles. Hopefully future hardware will be able to scale up to that many, or maybe a grid-based NS style would be better?
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Nah, the geometry of the water is perfectly fine and gets way too much attention already. Only faces, tits, and ass get as much attention. Water might need more attention in normal mapping, pixel shaders, and dynamic transparency. Also dirty up the water some, dirt, leaves, dead fish, insects, shit like that.
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