Read more.Nvidia game demo team rebuilt the iconic scene in Unreal Engine 4.
Read more.Nvidia game demo team rebuilt the iconic scene in Unreal Engine 4.
Good showcase for the new tech in Maxwell. Downside though is that the hoax-believers will just claim that NVidia is part of the "reptilian conspiracy", after all that's why NVidia is referred to as the "green team"!
I clicked through to the NVidia video and it's pretty interesting for what is, essentially, a PR piece.
The hoax is still a thing?
One of the most obvious but less commonly mentioned counters to the hoax theory, is the Soviets would have know if the US did or did not carry out the mission. Had they not, a big deal would have been made about it because it was after all a space race.
MrRockliffe (24-09-2014)
Probably because at Roswell they found 'Alien' wares including advanced GPU
good god what are nvidia trying to pull with this one.... yes it's a nice showcase of maxwell but lets be honest here unreal engine 4 is not production grade for one thing and there is no way that a 3D generated image will look the same as one produced with real people and real lighting. I do photography (film) and I do 3D rendering so I know what goes into both aspects.
It's pretty obvious that the 'photo' has reflected light (same as a photographer using 'light reflectors' now) from the ground effecting how bright everything is, not to mention the shutter speed/aperture and film type isn't mentioned.
Also it's clear from the rendering that nvidia haven't got the right material set up for the surface of the moon, it's too bright on the highlights for starters.
It's not 100% accurate as it's designed for gaming environments where accuracy isn't as important as speed is. It's one of the best gaming engines for global illumination and it will make games much better to look at but the amount of processing required for real global illumination simulation is huge and maxwell isn't that powerful in terms of real time global illumination.
EDIT: I should really say that I do think we got to the moon but this 'pr stunt' isn't really proving anything.
EDIT 2: Nvidia even says on this page that the calculations use approximations...
Last edited by LSG501; 22-09-2014 at 02:09 PM.
Ah okay - that makes more sense. I thought you were saying that UE4 wasn't a production grade engine, for which we were about to have words over
I think the purpose of it is to show how realistically accurate modern engines / lighting solutions are. It's not going for pixel perfect, but rather showing that you can actually simulate real world lighting to a very advanced level now
It's likey me but I class ue4 etc as gaming grade and work done in 3d packages like 3ds max (with mental ray/vray etc) etc as production grade because of the way they work and for simplifying 'requirements' during work. To me gaming grade focus more on performance while production grade focus more on accuracy.
'Production' is just a word though that's not unique to one area. "Game Production" is a perfectly used term in every circle I know.
I can't say I've ever come across the phrase 'gaming grade' when I've been working on titles.
They are different tools for different jobs at the end of the day
Have you seen this by the way? https://www.youtube.com/watch?v=UwEuSxAEXPA
Archviz is pretty amazing in UE4. I know a few guys which are doing a lot more of their work directly in engine now as it's much easier to get that level of quality.
I do work in a slightly different area and like I say it's more for differentiation than technically correct terminology, production goes on at all levels and like you say it's just a word. I just associate production more with higher quality video and still imagery when it comes to the 'imagery' side of things (think more along that used in marketing material/films etc). Don't get me wrong, I'm not saying gaming grade is any less skilled, it's just has a different set of requirements and for me personally there needs to be a differentiation. There's so many different types of rendering too which doesn't help, you have pen and ink imagery called rendering too....
As to the video, looks nice but I'd love to see how it performs with something more organic, straight edges are arguably one of the easiest thing for global illumination etc. Looking at some of the follow on links it's pretty clear that they're done in cg but depending on requirements they could be quite handy as a replacement tool for walkthroughs etc.
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