Unreal Engine - Blade Runner \ Samaritan Realtime Demo
Unreal Engine 3 takes game engine graphics to the next level with "Samaritan", a real-time demo revealed at the 2011 Game Developers Conference.
Now supporting DirectX 11, UE3 utilizes DirectX features such as tessellation and displacement, geometry shaders, multisampled textures and Shader Model 5.
High-end rendering features include:
Image-based reflections that allow surfaces of any shape to reflect an approximate version of scenes, with varying glossiness across surfaces, anisotropic HDR highlights and anti-aliasing;
Subsurface scattering (SSS) that simulates the light that scatters inside semi-translucent materials, which makes character skin come alive;
Anti-aliased masked materials that super sample the edges of masked and alpha-tested materials, resulting in highly realistic hair;
Deferred rendering with MSAA support;
Bokeh depth of field providing close to film-quality DOF, with artist-controllable Bokeh; and
High-quality dynamic shadows from many lights on the environment.
Epic also worked with NVIDIA to implement APEX physics technology, which is illustrated by dynamic clothing movement in “Samaritan.” Other APEX features available now include turbulence and real-time destructibility.
All these cutting-edge features are now available in UDK.
nfiltrator: GTX 680-Powered Unreal Engine 4 Tech Demo Unveiled
By Andrew Burnes on Fri, Mar 29 2013 Featured Stories
Each year, game developers assemble in San Francisco for the GDC Game Developers Conference, where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games gather to exchange ideas and shape the future of the industry.
At GDC 2011, Epic Games stunned the crowd with the Unreal Engine 3 “Samaritan” demo, which offered industry members their first look at the next generation of videogame graphics. Running on three GeForce GTX 580s, the Samaritan demo introduced the world to dynamic facial tessellation, point light reflections, bokeh depth of field, subsurface scattering, and several other highly advanced techniques.
At GDC 2012, Epic showed attendees an optimized version of the same demo, running in real-time on a single next-generation NVIDIA graphics card, later revealed to be the GeForce GTX 680. Behind closed doors was where the real magic was happening, however, with the unveiling of the long-awaited Unreal Engine 4. Publicly announced three months later, Epic’s Unreal Engine 4 “Elemental” demo was as groundbreaking as the previous year’s Samaritan demo, primarily through the introduction of next-generation real-time Global Illumination lighting.
Epic Games Unreal Engine 4 Elemental Demo
Learn more about the Elemental demo and its Global Illumination lighting direct from Tim Sweeney.
Today, at GDC 2013, NVIDIA is proud to publicly unveil Epic’s new Unreal Engine 4 demo, “Infiltrator”. Running in real-time on a single GeForce GTX 680, Infiltrator highlights Epic’s latest Unreal Engine 4 rendering features and tools, and gives gamers a glimpse of what’s to come from the next generation of games. If you’re at GDC, pop by our booth at South #1602 and check out Infiltrator in-person, side-by-side with Samaritan and Elemental. If you’re not, check out the 1920x1080 video capture directly below!
For those interested in the technology behind Infiltrator's impressive demonstration, here’s a brief overview of the features on show:
New material layering system, which provides unprecedented detail on characters and objects
Dynamically lit particles, which can emit and receive light
High-quality temporal anti-aliasing, eliminating jagged edges and temporal aliasing
Thousands of dynamic lights with tiled deferred shading
Adaptive detail levels with artist-programmable tessellation and displacement
Millions of particles colliding with the environment using GPU simulation
Realistic destructibles, such as walls and floors
Physically based materials, lighting and shading
Full-scene High Dynamic Range reflections with support for varying glossiness
Illuminating Engineering Society (IES) profiles for realistic lighting distributions
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