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Unreal Engine 4 is so very detailed

We all saw Epic’s Infiltrator demo earlier this year and it was impressive, but as with a lot of tricks and tools, it’s even more so when you pull the curtain back and see the bells and whistles that are needed to make them run smoothly. That’s what’s happened today, with Epic’s Zak Parrish and Tim Elek, who talk us through some of the fancier parts of the new engine and what individual effects were added to the Infiltrator demo.

[yframe url=’http://www.youtube.com/watch?v=EIvObIfqzfM’]

As the video goes on, you can watch them break down the individual components of effects like muzzle flash, which are made up of not only particle emissions, but particle lights as well. The latter of those is new for this fourth Unreal Engine and can be altered and effected by the size and colour of the particle being emitted.

Sticking with the muzzle flash, there’s another advance when it comes to the effect temperature has on the world. With Unreal Engine 3, there was distortion with a gun shot, but in UE4, there’s “refraction.” As Mr Parrish puts it, when you have all of these elements together, it “looks like it should stop a raging elephant.”

Which is what’s important right?

Muzzle flashes are linked with shell casing emitters as part of the same animation, with individual bullet casings emitting their own separate smoke into the environment.

KitGuru Says: What’s great about these videos, is they make you understand the detail that goes into demos like Infiltrator. We’re so used to blockbuster movies that it’s easy to forget that that’s not what they are, but in-fact real time rendered game worlds. 

[Thanks Eurogamer]

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