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[YouTube] Rebirth: Introducing photorealism in UE4

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post #11 of 79 (permalink) Old 04-01-2019, 10:11 PM
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The real question is when are we going to see games that look this good?
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post #12 of 79 (permalink) Old 04-01-2019, 10:28 PM - Thread Starter
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Quote: Originally Posted by Drake87 View Post
The real question is when are we going to see games that look this good?
That is the real question for sure. According to their website, Shadow of the Tomb Raider and Metro Exodus already used megascans to some extent and it looks like Bungie and Dice are either using them for future releases of have already used them to some extent though I cannot find out for sure.

Given that the demo runs on a 1080Ti, and the megascans must be pretty heavy on Vram, I would guess we will start seeing things at this level when devs can design games with at least about as much Vram as a 1080Ti has in mind.

Quote: Originally Posted by Majin SSJ Eric View Post
Good God!!! That has to be about the most impressive (albeit short) display of real-time graphics rendering I have ever seen! I had no idea UE4 was capable of such photorealism.
Just want to point out, its not just UE4, its pretty much any game engine that you can port texture data into and they all look really good when using megascans.

Unity:

CryEngine:

Seems to really drive the point that we need better assets more than we need better lighting at this point in graphics.

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post #13 of 79 (permalink) Old 04-01-2019, 10:33 PM
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Second video looked good until 0:50, that's not photorealistic. But we've certainly come a long way!


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post #14 of 79 (permalink) Old 04-01-2019, 11:12 PM
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HD Textures and better lighting is always welcomed. That fog and smoke though, it fades harshly like always.
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post #15 of 79 (permalink) Old 04-01-2019, 11:30 PM
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I was wondering when we'd move from randomly generated filler to actual scans of real environments...or at least use the textures from them to make something new.

To me it seems like that's pretty much what this is, we already had tessellation to a point where adding more doesn't make a meaningful difference so the logical next step is to shape that into real objects with the textures to match. I'd much rather have this than RTX.
If that's what is going on here there's no reason it should be harder to run than anything else, you'd just need the vram fast and large enough for the textures.

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The key is generally not which brands are good but which specific products are. Motherboards and GPUs are perfect examples of companies having everything from golden to garbage function/quality.
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post #16 of 79 (permalink) Old 04-01-2019, 11:38 PM
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Quote: Originally Posted by UltraMega View Post
It's not hardware...

I would love to see a crysis game that used some megascans though.
It's a long, looong running joke to ask this question any time something noteworthy becomes news.


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post #17 of 79 (permalink) Old 04-01-2019, 11:55 PM
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Quote: Originally Posted by 8051 View Post
As some of the comments for the video noted there isn't even one blade of grass, no transparency effects and one light source.
Sounds like every other stupid youtube comment.
No there isn't a single blade of grass, there are three. Transparency? Should the stones be transparent? How many light sources do you typically have in a field?
Is it not good enough that they can make something look as great as it is?
What real time render do you think looks better than this?
Quote: Originally Posted by speed_demon View Post
It's a long, looong running joke to ask this question any time something noteworthy becomes news.
Obviously they couldn't run Crysis.

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post #18 of 79 (permalink) Old 04-02-2019, 12:00 AM - Thread Starter
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Quote: Originally Posted by Omega X View Post
HD Textures and better lighting is always welcomed. That fog and smoke though, it fades harshly like always.
I believe the fog is there because they didn't create a very big environment. It's probably hiding the edges. I'm sure they could have less fog if they had a taken the time to make a bigger level.

Quote: Originally Posted by white owl View Post
I was wondering when we'd move from randomly generated filler to actual scans of real environments...or at least use the textures from them to make something new.

To me it seems like that's pretty much what this is, we already had tessellation to a point where adding more doesn't make a meaningful difference so the logical next step is to shape that into real objects with the textures to match. I'd much rather have this than RTX.
If that's what is going on here there's no reason it should be harder to run than anything else, you'd just need the vram fast and large enough for the textures.
This process is known as Photogrammetry and it has been used in games before. The vanishing of Ethan Carter used it and some Frostbite games have used it as well but in more modest ways compared to megascans.

You can see here some photogrammetry from 3 years ago in UE4. Looks good but clearly not as good as what Quixel has.


It seems to me that what Quixel has done is really prefect the art of photogrammetry. What they need to get this right is a very good scanner or series of scanners that can get multiple angles very accurately, they need very even and even toned lighting on their sources, and they need to be able to capture large areas at once, and it seems that is what they have done. It's probably quite an impressive process to get some of the larger scans done.

I agree that these higher quality assets should make a bigger difference than RTX when enough Vram is available on the platforms devs are designing for.

Quote: Originally Posted by speed_demon View Post
It's a long, looong running joke to ask this question any time something noteworthy becomes news.
Yes I am aware of this, I have not been living under a rock. The joke is about hardware though, not software, so its a bit out of place here.

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post #19 of 79 (permalink) Old 04-02-2019, 04:39 AM
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When the guy shifts render to real time quality of the land looks plain average. Still nice.
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post #20 of 79 (permalink) Old 04-02-2019, 12:56 PM - Thread Starter
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Quote: Originally Posted by Pro3ootector View Post
When the guy shifts render to real time quality of the land looks plain average. Still nice.
There is no shift in quality. It's all real time.

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