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 Post subject: Epic teases Unreal Engine 4
 Post Posted: Thu May 17, 2012 10:46 pm 
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Wired has an article up teasing Epics upcoming E3 reveal of the ever popular Unreal Engine 4. While much of the article is gibberish journalist talk it gives a bit of a look of some of the elements of future mainstream graphics technologies.

Honestly the presentation doesn't impress me as much as other advancements over the past several years. Much of the features toted are common to lesser known engines and have been available to the interested developer for years (dynamic lighting, physics based particles, etc.). It brings up an interesting discussion regarding graphical enhancements, other than a few milestones (mainly sparse voxel octrees and ray tracing) the technological leaps have been averaging out. Engine development companies have been turning much of their focus towards the easy of use of their toolsets and it's become clear in the last few years that the easier the toolset is the killer feature. What do you think the next advancements will be in? Animation? AI?

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 Post subject: Re: Epic teases Unreal Engine 4
 Post Posted: Fri May 18, 2012 7:43 am 
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Mack wrote:
... the easier the toolset is the killer feature.

Yes!

Mack wrote:
What do you think the next advancements will be in? Animation? AI?

My guess would be animation - specifically procedural animation, and also procedural modelling/objects - maybe systems that combine the 2.

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 Post subject: Re: Epic teases Unreal Engine 4
 Post Posted: Fri May 18, 2012 9:44 am 
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achild wrote:
Mack wrote:
What do you think the next advancements will be in? Animation? AI?

My guess would be animation - specifically procedural animation, and also procedural modelling/objects - maybe systems that combine the 2.

Yeah I agree that animation will probably be the next thing, while systems are already setup to accept mocap and some studios are using facial mocap to animate character faces more realistically it would be beneficial to developers to incorporate more physics into the face for controlling bones independently.

The article talks about cutting development time in half by using dynamic lights, I think another method that would help would be having an automatic generator of normal maps based off of the diffuse rather than high poly modeling and using that normal map as the basis for DX11 tessellation. This process can already be done through tools like CrazyBump or xNormal but having it automatically done in the engine would be ideal, while it may not produce as clean as results as high poly modeling (at the moment) it'd certainly be faster.

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