Epic Games shows jaw-dropping graphics for next-generation consoles
venturebeat.com
venturebeat.com
Also consider that producing art assets for an engine like this is a huge undertaking and adds a substantial cost to development. Publishers are less likely to take risks with innovative concepts given film like budgets, increasing the tendancy to stick to formulas that they know offer a good ROI. The "hollywoodisation" of the games industry hasn't had much to offer me as a gamer, and increasingly I find more enjoyment with wee indie offerings like Minecraft over the AAA titles.
If you want to know what sorts of libraries the game industry wants to license, take a look at RAD Game Tools, they are the masters of this stuff. Some of the stuff they are currently focused on are large data-set compression/decompression (Charles Bloom) and I would guess some sort of tool/library to generically handle sparse virtual texture rendering (Sean Barrett) which is similar to id's megatexture technology... though the SVT guess is more speculation on my part than public knowledge.
In any case, this market is probably not a great one to get into unless you are a deep subject matter expert in one of these areas (or you want to become one and have a lot of time to spend doing so), the bar is set pretty high already and few game development studios are willing to put any effort into exploring solutions that aren't either well-proven or from people they already know and trust (the game industry is still rather incestuous).
So a fully functional physics engine, a complete procedural tree generator, a self-contained front-end system, a reasonably complete animation package, that's fine, that's great stuff.
Sixty percent of a solution plus an API is not okay.
A complete solution to a problem (no matter how niche) with the smallest integration surface is key.
Procedural generation is, IMO, the way to go here, but it's an unsolved problem. I've been thinking about this for a long time and I've had two specific ideas in mind for how to ease the cost of content development. Please, steal these!
Idea one is for the creation of individual assets. You start with what is, in effect, a block of clay. You (programmatically) cut away at it, apply materials to it (which could, in turn, do things like cut a wood grain into it), add on to it, etc. So let's say you want to build a sign generator for shops in your town. You'd start with a block of clay roughly the size of your sign, cut it into the (2d) shape you want, emboss the logo into it, then apply a wood material to the sign, and paint the raised areas. This allows you to quickly create unique assets in your world.
Idea two is for the high-level creation of a world. You have an editor where you can create a landscape. You start by setting the size of the area, drag points up and down to affect terrain, etc -- all stuff that's been done before. The key, though, is in world brushes. For instance, you select a 'forest' brush. This brush, when painted onto an area, creates trees, rocks, bushes, etc as appropriate based on elevation, angle of the ground, etc. So you paint part of your area with a forest brush, then go in and paint in a river, paint in paths, etc. Once you've created the high level look, you can go in and add features like signs to cities, unique quest/story-related assets, etc. This allows you to create large areas with completely unique geometry very quickly and cheaply, without sacrificing quality; after all, you're starting off with unique objects and then adding specific touches.
The latter idea has been implemented to a certain extent in the past, but it's been entirely via instanced geometry. The problem there? Everything looks the same. Procedural generation lets you get a unique world, then you can go in and actually make it feel real.
Procedural art is really cool if you can think about your asset as a programmer - but you need to remember artists do not think like us. If you are willing to replace your artists with tech artists though, that's a different story (note: normally those people are rare, and stay in one field programming shaders).
"The problem there? Everything looks the same." -- Yes, that's exactly the desired consequence by artists, and as mentioned, will cry if their flexibility is revoked by tools they are not familiar with (in house model/texture generators).
While you as a programmer think of a texture of "noise and color", artists think about it as brush strokes, materials and emotions.
You have to make the GUI artist-friendly though, inputting some numbers and hitting a button won't do. The tree generation company (SpeedTree) is actually a good example. Their program is very easy to work with even for artists and you can generate a large scala of realistic-looking trees.
Also, with procedural generation you can achieve a more varied look. For example: If artists have to design every tree, you get a few specimens that you place everywhere. With automatic generation, every tree can be different,
The second idea is also already being done by software like Terragen from Planetside Software: http://www.planetside.co.uk/ I don't know how widely used this is; I have the impression lots of game companies build similar tools in-house, tailored to their particular games.
I guess you talk about SpeedTree. We used in some of our games, but not in our latest.
One of the problem of using middleware, especially one generating content is how to integrate it with the rest of the pipeline.
If our pipeline sees that as just another model/texture like the rest of the provided, then no problem - e.g. An artist uses the tool to generate the geometry. But if we have to put some control over it, and integrate it deeper so far into the rendering system, then other problems arise: - Speed of rendering - Memory usage - Collision support - Can it reuse existing shader techniques, or new are required. - others
And since you've talked about procedural - this would entail more variations:
For example if this is an multiplayer game you would have to synchronize the tree generation to look exactly the same for each player, and have the same collision box, or collision model (usually low-poly bounding convex or set of). This means you would have to communicate synchronize this with the clients.
Then some animatiors might've adjusted certain cut-scene to look very good, but the TREE has changed and now it's weird.For an open world RPG, or strategy game this might not be a problem - more variation there for the better.
But all in all, if the price is right, and artists and coders agree - why not?
They just have to use identical seed values for their random number generators.
Look at dwarf fortress: a few worldgen parameters and a single number are all you need to generate a fantasy world with complete with procedurally generated geography, population with traceable lineage, governments and other entities, and history, including artifacts and artwork that portray said history.
Then Oblivion came along and they switched their development focus (or at least a fair amount of it) onto the graphics. And the result? Poor gameplay with a cop-out 'auto levelling' system, a 'fast travel' system which was 'click this button to travel anywhere in the game World', etc.
Sure it might have looked pretty and thus sold well, but it was a step backwards in terms of gameplay.
Crysis 1 is another example of this. Amazing graphics, amazing physics. But the storyline was non-existant and at times the gameplay was poor.
Beneath the eye candy, Oblivion was an extremely boring game really. Sure, the world was huge, but it was empty and repetitive. Each cave looked like every other cave[1]. Each dungeon, castle and fort looked the exact same[1]. Every tomb, crypt or ruin looked the exact same[1]. Each oblivion level looked the exact same[1]. The rest of the world was more or less filler to link these places together. Also, sometimes I found an interesting area only to be disappointed that there was no history, no reason for it being there, nothing. (Eg, if I find a ruin waaaay out in the middle of the mountains, I wonder why its there, why is it a ruin, what happened to the people etc etc - Oblivion made no attempt at answering any of these questions).
Besides that, each quest was written as if it was the only quest in the game (ie, the world may as well be paused until you finish the quest) and, besides the hype about the AI, everything revolves around the main character - if you stop and sit on the side of the road for three days, the world is pretty much paused until you do stuff again (besides trivial NPC schedules).
Having said that, the world was quite beautiful and some of the quests did interest me (eg, the assassin quest where you get locked into a house), but overall, the game was dull, lifeless and, besides its grand size and scale, empty.
[1] On the inside. Sometimes there would be a really cool looking (from the outside) structure that got me excited, only to be shown the exact same interior level that I'd seen a hundred times already yet another time.
Apart from the graphics, the shipped game was lifeless and uninteresting, Morrowind was orders of magnitude more original, more interesting and (even though it was on a half-dead continent) more full of life than Oblivion.
But for a game - this means dropping the frame rate, making it visually unappealing.
That's why Ray-casting would never pick up for real-time games (Unreal most definitely is not doing any ray-casting, I'm just giving it as a an extreme example).
The other problem is content creation. Current games are 7-15gb of compressed data - half of them textures, rest models, animations, etc. and fitting that in memory (and loading it in memory).
Even with the fastest drives, you end up spending a lot of time loading (or streaming).
Then if that thing looks so real, you start feeling that something ain't right if your gun can't really destroy every piece of a building... And later allowing that in the engine, makes it worse as not much pre-processed data can be reused (static lighting, bsp geometry, etc.). Or you do it (somehow) real-time.
Also this complicates the game "AI" - there is no real AI in an FPS shooter - it's simply too god damn hard. Just think about the cover system, and how laughable it would be if you have destructible surfaces, and you can see the "AI" guy trying to hide behind thinking it was a fine cover point.
Less realism, more constrained world, and better gameplay are the key components to good gaming... Not fancy graphics all the way :)
I lament constriction - I haven't bought any of the latter games in the Call of Duty series owing to how constrained and linear they are. Games like Far Cry or Just Cause 2 are more my style; but these sandbox games tend to gain from more freedom, rather than lose.
Re cover: "all" the AI needs to do is have a desired target location such that the AI's bounding box is fully or partially contained in volumes that are not in the player's line of sight (i.e. in shadow imagining the character's head as a light source). I don't think that's an insurmountable problem.
Even considering that the data structures for the world and rendering can be reused for AI purposes, it's still pushing our current hardware to expect to get a whole squad of really detailed, smart AIs and also have a playable action game with modern graphics quality.
It's a lot easier, for the purpose of making a novel, amusing game, to just back off from realism and find other things to try.
Now distant and obscured objects are visible to the AI, but it won't know everything about them and could choose to ignore them, investigate or take some other intelligent action.
I don't buy this for a moment. On multicore PCs, graphics horsepower is almost completely separate from CPU horsepower available for AI. Modern games rarely escape the 15..40% CPU utilization envelope on my machine (i7 920); there is bags and bags of concurrent room. Memory usage is barely noticeable (very rarely more than 2GB as most games are 32-bit, meanwhile I have another 10GB twiddling its thumbs). Meanwhile, it's the GPU that is normally limiting framerate, but only because I'm pushing up anti-aliasing, anisotropic filtering and shadow quality.
I think consoles are the bigger issue: games are no longer designed to take advantage of modern PC hardware. Instead, they're developed with consoles in mind, with graphics parameters that can be turned up on the PC. But gameplay and AI doesn't get nearly the same tunable love as graphics - and in some ways it shouldn't as it would change the nature of the game - but it remains that modern PC hardware, outside of straight-line single-threaded performance and the GPU, is not particularly taxed by modern games.
I guess a big issue is install base: lots of consoles, and few people with expensive, upmarket PCs. Also, piracy. And a single hardware target. And perhaps console game quality is "good enough" for most gamers. Perhaps having many people to play FPS against is more important than graphics (or AI).
Even worse, as silicon gets cheaper, instead of those PCs becoming affordable, I predict most people will buy even cheaper PCs (or phones+HDMI+kb; or iPads; or a new ARM-based PC form-factor). i.e. PCs getting disrupted, as workstations, minicomputers and mainframes were.
Worst case: it's possible that consoles will never improve from where they are now.
The only hope I see is that someone comes up with something sensational, that everybody wants, that requires that extra processing power. Life-like AI might do it... but we already have real people to play against. Though I think cinematic graphics is probably the best bet.
I'm not convinced that you are correct here. Although ray-tracing has not been a good option in the past due to processor limitations, we're reaching the point at which it may become feasible. Because ray-tracing scales linearly with the number of cores you use, modern CPUs are fairly well equipped to work with it, albeit at sub-optimal framerates. See the following (from 2007) for reference: http://www.q4rt.de/
Outside of this, consider that the only way vector graphics are allowed to perform at their current level is due to the existence of discrete graphics cards which are optimized for the necessary matrix calculations. If we were to develop discrete cards for ray-tracing, we could potentially see amazing results. For example, in 2009 IBM developed a computer that could run full-scene ray-tracing at 1080p averaging 90 FPS. While I do not know how complex said scene was, I'm optimistic about the future of ray-tracing.
Take a look at Intel's raytracing demo, and when you go close to the lamps (shiny bulby spherical objects with lots of reflections) you get a lot of slowdown (using same amount of cpus).
That's what I'm talking about. Yes you can tweak it, but it loses it's purpose.
A different solution is to cast a sparser set of rays as things slow down, and then use compressed sensing (which has a runtime complexity independent of scene complexity) to integrate the full scene. Then as the scene gets more complex, you get what (visually) amounts to a heavily compressed jpeg.
I kid, but honestly, seeing this doesn't excite me anywhere near as much as a preview of whatever the team that made Mirror's Edge has in store next for current-generation consoles.
Slightly OT but interesting: from what I hear from people at EA, it was a huge internal political war that year between the people who wanted to build more sequels and licensed franchises, and the people who thought that EA would die if it didn't innovate on its own IP. The latter won and were given a chance to prove their worth - the two main titles to come out of that were Dead Space and Mirror's Edge. From what I hear management considered this direction a flop (Dead Space, while popular, and spawning a sequel, was not the sort of hyper-blockbuster it needed to be, and ME was an unquestionable flop) and now EA is culturally back to the sequel-mill mentality.
A sad opportunity that didn't pan out :( There are precious few new IPs being worked on at EA right now.
I wouldn't say it was a total failure. Mass Effect and Dragon Age are pretty good. =)
EA circa 2003/2004 was pumping out sequels yearly for titles that should have long been put to pasture. This has changed quite a bit in the last 5 or 6 years with IP's like Skate, Mass Effect, Dragon Age, Battlefield (and Bad Company), Dead Space, where the sequels aren't rushed out the door without much thought, not to mention other new projects like Dante's Inferno and Mirror's Edge.
From this interview (http://www.pcmag.com/article2/0,2817,2380794,00.asp)
"[...] a lot of the physicality of Battlefield 3 comes from the thinking behind Mirror's Edge. So the fact that your hands are a part of the world—it's not just a gun on a stick—it's actually a character that moves around. You can see your feet, you can see your hands, you can touch stuff, you can interact with the world. A lot of thinking comes from Mirror's Edge and that's what you want."
That being said, if they were smart, they'd be setting up some skunkworks projects on relatively small budgets....which I'm not aware of.
As in the movie industry, the middle ground in the games industry has been disappearing. Your best shot at turning a profit is either to make small bets on mobile/indie games, or go full-bore for a AAA title with a budget in the double or triple digit millions. Indies don't need another generation of consoles; AAA developers don't want to rebuild all the tech they created for the 360/PS3.
The assumption at the start of the current generation was that if you invested in your tech fairly early on, you'd be able to get a trilogy out of it before the subsequent generation of consoles made the tech obsolete. (This is why so many 360/PS3 IPs were structured as trilogies) Now that it's obvious the current consoles aren't going away anytime soon, developers are looking to amortize their tech over a few more titles before the hardware changes again.
I agree with much else of what is said here about it being a "perfect conditions" demo that doesn't have to deal with any unknowns--and I also echo that it looks exceedingly cool. All that said, great graphics does not a great game make!
There's room on both sides to improve. IMHO Valve is the best at this - their games run on an incredible range of hardware and look good on just about anything. Their engine is also rock solid to boot.
Perhaps one might say that developers are aiming too high in every respect (including graphics), and that's leading to flawed projects. But in this specific case, I doubt the game would have turned out good even if the graphics weren't given the effort they got. In many cases it's possible for a studio to easily scale up development when it comes to graphics, because with strong enough art direction, you can have 50 or 100 artists working on assets for different parts of a game and have a reasonable chance of tying all that art together at the end. Unfortunately, engineering teams don't scale nearly that well...
Possibly this suggests pg's minimum viable product + iteration strategy as being just as applicable to game development too, although I imagine the "minimum viable product" for FFXIII is a hugely significant amount of work in itself.
Yeesh. It's "bokeh".
We've made a lot of gameplay progress into action-RPGs (Mass Effect and the like), and I for one would like to play a game where facial expressions and body language actually mean something (e.g., the character is lying, but instead of smacking you over the head with it, the game can be subtle about it).
So using the new engine, the world-leading experts on Unreal Engine NG - Epic - had to spend 1 person-year per minute of video.
Like Hollywood, this can only make hit-driven game design more common on consoles and PCs.
Yes this was rendered with the engine, but having the same camera angles, people, etc. you can do lots of tricks that you can't when doing interactive stuff ... ahem GAMES: - You can cull your geometry offline (you know where you camera goes in and out) - You can prefetch certain calculations that are to come soon (you know what's gonna happen) - For sure you can implement correct motion blur filter as you know where you are moving - Probably no physics - they might aswel prerecord them. - In fact you can capture where each vertex, color, texture channel moves, and just replay it. - And probably many more.
I'm not saying it's not cool, and I love good cutscenes in games (Metal Gear Solid), but people seem to confuse that
CUTSCENE RENDERED is the same as GAME RENDERED. No it's not.But calling this real-time I think is stretching things a bit, even if its using the game engine and not prerendered. The demo and assets were probably polished and optimized for that machine, angle, lighting and scenario. And it was heavily scripted. I think an engine flexible enough for more general gameplay - with more calculations, interactions, assets and erm unmasked NPCs would be a lot less smooth and certainly less realistic looking. This seems like one of those theoretical optimums with requirements that just don't line up for most practical purposes.
Not trying to downplay how cool this is though. It will still be and is a visually and computationally amazing feat.
This engine isn't meant for release today, it's meant for release in a few years. Any pronouncements you make about how this engine is too X for today's Y are going to be invalid.
Might not mean anything.
This reason is why I was actually so happy to see Nintendo abandon this pursuit of ever-prettier graphics in the hopes that gamers would be drawn in by the innovative gameplay ideas that propelled the Wii to the top of the console heap this generation. Though the Wii has somewhat fallen short on my expectations, I am still impressed by Nintendo's decision.
This generation has been the death knell for countless (up-til-now) successful companies. The higher development costs of making prettier and prettier games has meant that a single flop can tank the company. It's exactly because of this that I believe we are seeing the rise of mobile and social games as they are cheap not only for the consumer to pick up, but also for the developer to produce in the first place.
It is easy to grouch about how gameplay rules over shiny effects, but I am quite impressed and uplifted that the company that made those games is still around and on the cutting edge of games.
Better version. I could appreciate it more.
Sony and MSFT didn't do that well on this generation.
> Collectively, that means that 2011, on the console side, is going to be relatively drab. Microsoft doesn't need a new console, Nintendo doesn't want to compete with the 3DS launch, and Sony can't afford a new console. So it seems like the only points of interest this year will be price cuts--certainly, Sony and Nintendo will have them.
http://dubiousquality.blogspot.com/2011/01/console-post-of-w...
There are no plans for a future generation, aside from Nintendo, which _might_ have a full HD console. (Please correct me if I'm wrong).
> The demo ran on a PC with an Intel Core i9 microprocessor with three Nvidia GeForce 580 GTX graphics cards connected through SLI technology. The demo took about three months for 12 programmers and artists to build.
It's on a huge, hot, expensive PC now, how would the big 3 recoup their investment in such a beast? Wouldn't they be better off trying to sell portable units with cheaper to produce games?
I, however, am not sure whether Sony will do the same or learn from the lesson Nintendo taught: that gameplay is more important then rendering performance. The fact Cell is more or less a dead end doesn't help it much. The chip was too expensive to develop, is too expensive to use and devilishly hard to program effectively.
Higher rendering performance is inevitable - just like almost every netbook on the market is a multi-threaded 64-bit beast. I question whether every console maker will emphasize it by the same measure.
On a serious note - take every tech demo with a trunkfull of salt. The infamous Unreal3 demo, from years ago, hasn't really delivered on the promise some 6 years later. Tech demo != game.
Way too often most everything else is sacrificed for graphics.
When I play a racing game for several hours, I have to check myself before I get behind the wheel of a real car.
What does it do to the mind of a twelve year old to not just see hundreds of graphic acts of violence, but to control them over and over again?
Is a game of GTA on the PS3 going to turn a rational adult into a criminal? Of course not.
Is there a difference between the developing brain of a child immersed in a simulation, and a grownup playing a game? I don't think that's unreasonable to ask.
Please stop raising this old canard.
I'm not talking about reading a violent comic book, or watching a movie, or even playing one of the current generation of video games. Please re-read what I wrote.
My question is about whether we should consider ethics as technology advances. If we reach the point that we can create realistic simulations, and then put children into those simulations, do we have any responsibility for the content of those simulations?
Please don't be so ideological about the issue. It should never be wrong to question things.
I would say it's unethical for parents to abdicte their gatekeeper responsibilities to the clerk at gamestop.
There's no black and white line that I would draw. Parents ARE responsible for their children's upbringing. Does that relieve the rest of us of all responsibility for the society we create?
I don't believe that playing GTA or watching Saw XVIII is going to make anyone a murderer. That doesn't mean I think we should be racing to the bottom, trying to see how far we can take things.
To be clear, I consider these issues ones that people should solve for themselves, not ones for the government to get involved in. As far as I'm concerned, any censorship or forced labeling of content is a violation of the First Amendment. It's not the government's job to police, but it should be our responsibility to consider.
That said, Tim Sweeney is still a hero.
It looks incredible, as you'd expect. I wonder how this will translate to better gameplay though, or will resources be diverted to the 'shiny shiny make it all better' factor?
Until Mac support is on the table, I'll be sticking with Unity.
But, a virtual blade runner in proper 3d would be a little fantastic.
But back to the graphics, rendering these graphics in realtime with a high framerate is definitely possible... but not presently feasible. The only problem I've noticed with the Unreal series and its graphics is as I just said: it's ahead of its time. Sure, there's hardware out there that can handle it no problem... but the average consumer can't afford it. I have a feeling that even when the next generation of consoles is released, they'll still struggle to handle the Unreal Engine at its full potential. But I guess someone has to raise the bar.
I remember when UT3 came out... I was so stoked. My gaming PC was probably only a year behind the top (affordable) components at the time... and I wasn't about to go spend $500+ on a new video card, ram, and all that. I figured I'd be able to run it decently enough... but boy was I wrong. I got 30 fps tops (and that was when nothing was going on!) and if you've played an FPS like Unreal competitively, you'd know that the only way you stand a chance at dodging rockets and sniping people midair and all that awesome stuff possible with the Unreal series... you need upwards of 60 fps, consistently. So I only played the new game for a couple of weeks before giving up. It's probably for the best too because I needed to concentrate on my studies haha... but the moral of the story is the entire game basically died within a few months because only a small handful of people could run it.
Personally, I think next-gen consoles are a ways off. Consumers aren't that interested in another console generation. Good visuals are already a solved problem with today's hardware, and people are exploring new, simpler types of gaming on the web and mobile devices.
Basically, the 90s obsession with pushing for better graphics is long gone. It's more about art style now.