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Unreal Engine

Unread postby El Chaos » 27 May 2011 21:12

Samaritan real-time demo by Epic Games: http://www.youtube.com/watch?v=XgS67BwPfFY

Found it while reading this article about Microsoft's next console's specs (mainly CPU architecture and RAM and GPU technology): http://www.eurogamer.net/articles/digit ... t-gen-xbox

It almost makes me hope they wait until 2014 so that it'll have more chances of running stuff like that Samaritan demo at 1080p. And who knows, maybe even at 60 frames per second, lol.
Last edited by El Chaos on 03 Apr 2013 19:50, edited 1 time in total.
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Unread postby El Chaos » 03 Apr 2013 19:50

Here's the Unreal Engine 4 real-time demo Epic Games showed at GDC, "Infiltrator": http://www.youtube.com/watch?v=dO2rM-l-vdQ

It's running on the same PC setup as the previous "Elemental" demo (Core i7, GeForce GTX 680 and 16GB of DDR3 RAM), which has been recently ported over to PlayStation 4. Here's a comparison of both versions at Digital Foundry: http://www.eurogamer.net/articles/digit ... -ps4-vs-pc
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Unread postby shubn » 19 Mar 2014 19:39

https://unrealengine.com/blog/welcome-t ... l-engine-4

Welcome to Unreal Engine 4

Unreal Engine 4 launches today. What we’re releasing is both simple and radical: everything.

Epic’s goal is to put the engine within reach of everyone interested in building games and 3D content, from indies to large triple-A development teams, and Minecraft creators as well. For $19/month you can have access to everything, including the Unreal Editor in ready-to-run form, and the engine’s complete C++ source code hosted on GitHub for collaborative development.

This is the complete technology we at Epic use when building our own games, forged by years of experience shipping games like Gears of War for Xbox and Infinity Blade for iOS, and now reinvented for a new generation. Having the full C++ source provides the ultimate flexibility and puts developers in control of their schedules and destinies: Whatever you require to build and ship your game, you can find it in UE4, source it in the GitHub community, or build it yourself – and then share it with others.

Develop in the Unreal Ecosystem

Beyond the tools and source, Unreal Engine 4 provides an entire ecosystem. Chat in the forums, add to the wiki, participate in the AnswerHub Q&A, and join collaborative development projects via GitHub.

To help you get started, we’re shipping lots of ready-made content, samples, and game templates. You’ll find it in the Marketplace in the Unreal Editor. Right now, it simply hosts free stuff from Epic, but its resemblance to the App Store is no coincidence: It will grow into a complete ecosystem for sharing community-created content, paid and free, and open for everyone’s participation!

Ship Games with Unreal

We’re working to build a company that succeeds when UE4 developers succeed. Anyone can ship a commercial product with UE4 by paying 5% of gross revenue resulting from sales to users. If your game makes $1,000,000, then we make $50,000. We realize that’s a lot to ask, and that it would be a crazy proposition unless UE4 enables you to build way better games way more productively than otherwise!

So, will this effort succeed? That’s up to you and your judgment of the engine’s value. Unreal Engine 4 has been built by a team of over 100 engineers, artists and designers around the world, and this launch represents all of our hopes and dreams of how major software can be developed and distributed in the future.

We find this future very exciting. It’s no longer dominated by giant publishers and marketing campaigns, but by a simple and honest proposition: Gamers pay for great games, and anybody who can valuably contribute to building those games can succeed, from indie developers, to large triple-A teams, and to individual programmers and content creators, too.

A New Beginning

This first release of Unreal Engine 4 is just the beginning. In the C++ code, you can see many new initiatives underway, for example to support Oculus VR, Linux, Valve’s Steamworks and Steam Box efforts, and deployment of games to web browsers via HTML5. It’s all right there, in plain view, on day one of many years of exciting and open development ahead!

We have enjoyed building Unreal Engine 4 so far and hope you will join us on this journey as a contributor to the future of Unreal!

Tim Sweeney
Founder, Epic Games


Unreal Engine 4 -- A Message from Tim Sweeney: http://www.youtube.com/watch?v=cS6q1H23njM

Unreal Engine 4 Features Trailer -- GDC 2014: http://www.youtube.com/watch?v=PD5cRnrMqWw

Lots of videos on the UE4: http://www.youtube.com/user/UnrealDevelopmentKit/videos
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Unread postby El Chaos » 28 Jun 2014 20:05

Unreal Engine 4 "Rivalry" Demo -- Google I/O 2014: https://www.youtube.com/watch?v=X-tAZtbDZ8E

http://www.eurogamer.net/articles/digit ... e-graphics

Richard Leadbetter wrote:A new focus on Android gaming has emerged at Google's I/O 2014 event, with Nvidia's Tegra K1 processor showcasing the raw processing potential of the next wave of mobile technology. TK1 - integrating the same Kepler architecture as the current GeForce desktop graphics cards - theoretically has more rendering horsepower than the last-gen consoles, a claim Epic has put to the test by producing a brand new real-time Unreal Engine 4 demo.

Dubbed "Rivalry" - and re-using some assets from the now legendary Samaritan demo - the new showcase uses the same rendering pipeline as the full desktop version of the engine, currently being deployed on PC, Xbox One and PS4 projects. The demo, which combines Nvidia's hardware with Epic's engine and new extensions to Android, utilises high-end features such as deferred rendering, physically-based shading, image-based lighting, HDR tone-mapping, and even tessellation for smoke effects.

The claim that mobile technology has reached "console" standards has become something of a cliché in recent years, but in terms of raw specs alone, Tegra K1 has the numbers to match the boast. It features one SMX - a cluster of 192 CUDA cores - thought to be running in the region of 950MHz. Compare and contrast with the GT 640M found in the PC-based Razer Edge gaming tablet: that has two SMXs at just over half the clock speed and is capable of running Crysis 3 at better than console settings. If that sounds too good to be true, maybe it is - John Carmack says that we should "take Nvidia's comparisons between their K1 SoC [system-on-chip] and consoles with several grains of salt."

Kepler is a proven technology, but questions surrounding K1's performance concern the power of the ARM CPU cores, memory bandwidth, thermal management (which can see throttled performance), plus of course Android itself. Despite boasting some pretty impressive specs, Amazon's Fire TV console failed to impress us in terms of performance, for example.

Hopefully we'll be able to get hands on with the new technology soon: Tegra K1 is set to debut in the Chinese MiPad - an Android tablet that looks remarkably similar to the iPad mini with Retina Display, with benchmarks suggesting a 2x performance increase over Apple's A7 technology. The Xiaomi product has recently been seen running Frozenbyte's Trine 2 - a game initially released on PC, Xbox 360 and PS3 before gaining Wii U and even PS4 ports - and it looks good.

The question of Android's suitability as the basis for a gaming platform is something that Google sought to address at yesterday's I/O 2014 keynote with the reveal of Android TV - a new fork of the OS designed to offer a unique, unified ecosystem for Smart TVs and extenders such as micro-consoles.

Razer and Asus are working on games-based Android units, while Android TV itself offers tighter integration with existing devices, allowing you to use them as controllers or remotes, for example, while an HDTV-optimised user interface and voice control are also set to be key features. Widespread adoption of Android TV shouldn't be a problem - it was also revealed that all Sony, Phillips and Sharp HDTVs launching in 2015 are based on the new revision of the OS.

Developer access to early builds of the next Android - including a preview of Android TV - should be available later today ahead of a full release later this year.
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Unread postby shubn » 03 Mar 2015 16:04

https://www.unrealengine.com/blog/ue4-is-free

If You Love Something, Set It Free

Unreal Engine 4 is now available to everyone for free, and all future updates will be free!

You can download the engine and use it for everything from game development, education, architecture, and visualization to VR, film and animation. When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. It’s a simple arrangement in which we succeed only when you succeed.

This is the complete technology we use at Epic when building our own games. It scales from indie projects to high-end blockbusters; it supports all the major platforms; and it includes 100% of the C++ source code. Our goal is to give you absolutely everything, so that you can do anything and be in control of your schedule and your destiny. Whatever you require to build and ship your game, you can find it in UE4, source it in the Marketplace, or build it yourself – and then share it with others.

Unreal Engine 4 Is Free: A Message from Tim Sweeney: https://www.youtube.com/watch?v=Pt86Ab4_TnA

Develop in the Unreal Ecosystem

Beyond the tools and source, Unreal Engine 4 provides an entire ecosystem. Chat in the forums, add to the wiki, participate in the AnswerHub Q&A, and join collaborative development projects via GitHub. Buy content in the Marketplace, or build your own and sell it there.

To help you get started, the engine includes a large number of video tutorials and documentation, as well as ready-made game templates, samples, and content.

Unreal Set Free

In early 2014, we took the step of making Unreal Engine 4 available to everyone by subscription for $19 per month. We put all of our source code online, available to all who signed up. We flipped the switch and crossed our fingers.

The past year has been a whirlwind for everyone at Epic Games. Our community has grown tremendously. The quality and variety of creative work being done has been breathtaking. When we asked people to submit their projects to be shown this year at GDC, we had the challenge of picking just 8 from over 100 finalists that were all good enough to show.

The state of Unreal is strong, and we’ve realized that as we take away barriers, more people are able to fulfill their creative visions and shape the future of the medium we love. That’s why we’re taking away the last barrier to entry, and going free.

Made Possible By The Community

For those of you who have been with us for the last year, thank you! With your input and participation, we’ve worked insanely hard to make the engine better, more useable and more powerful, releasing 7 major updates and more than a dozen minor updates.

In going free, we’ll be issuing a pro-rated refund to current subscribers for their most recent month’s payment. And, everyone who has ever paid for a UE4 subscription will receive a $30 credit that can be spent in the Unreal Engine Marketplace.

Blue Skies Ahead

This news comes during an unprecedented time in our industry, amidst revolutions in virtual reality and augmented reality, and in the presence of the largest community of indie developers that has ever existed, all facing a crowded market and seeking the opportunity to stand out from the crowd.

Yet in Epic’s 25 years as an independent company, we have seen no time of greater opportunity for developers than today. Whatever your development aspirations, Epic stands with you, both as a technology provider, and as a fellow game developer counting on UE4 to power our own games.
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Unread postby El Chaos » 09 Mar 2015 00:40

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