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  1. #136
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Why I’m Tired To Read Of Fan Remakes In Unreal Engine 4


    If you are reading this, there’s a good chance you are a regular reader of gaming news on the Internet. In that case, you probably have noticed a trend on some publications: news reports about fan remakes made with Epic’s Unreal Engine 4.
    These ventures were much rarer a few years ago, when professional development tools were much harder to come by. Nowadays, anyone can download UE4 or Unity 5 or the new Amazon Lumberyard and, with enough skill, create a video showcasing a popular game from the past with shiny new graphics.
    There’s nothing wrong with that. It is understandable that some aspiring game developer would start with such projects and, on some extraordinary occasion, this may even land him/her dream job: that happened to Kid Nocon, hired by Yu Suzuki to work on Shenmue III.
    What I’m lamenting here is the deceitful reporting of some colleagues in the press. Certain publications have made a habit of publishing that kind of story, knowing all too well that it’s a hot subject, but what’s even worse is that sometimes the headline actually attempts to make it look like it’s really happening, resulting in a literal clickbait.
    Folks, do not be fooled: these fan remakes don’t stand the slightest chance of actually being made. The companies will never allow anyone else to exploit their precious Intellectual Properties (IP), even when these projects are completely free.
    That’s not to say I wouldn’t like it to be true. Personally, I would be partial to being able to play World of Warcraft with this kind of graphics (and action combat, possibly), since it’s the game I played the most and even just the video below calls forth so many memories.





    But as a writer, I feel that reporting on these videos would be highly disingenuous.
    That’s why you don’t see that kind of news here at WCCFtech, at least not anymore. We’re here to bring you stories about actual games rather than pipe dreams, and we simply refuse to mislead you just to get a bunch of hits.
    Let’s take one of the most recent examples: the Shadow Moses remake. Dozens of websites reported on it, including some of the most popular gaming publications, even if it was clear from the very beginning that there would be no chance for it to become a real thing.
    Guess what? They were probably contacted by Konami about something called copyright infringement.
    Advertisements

    Hi guys!
    We have an important announcement to make today:
    We have to cancel the Shadow Moses Project for reasons beyond our control.
    We would like to thank everyone for the tremendous support we have received.
    Shadow Moses team.
    That’s the same fate that inevitably awaits all these “fan remakes”, including the latest one to be unveiled: Apeiron, touted as the reboot of Star Wars: Knights of the Old Republic. Let’s make it crystal clear: Electronic Arts will never allow this project to come to fruition. If KOTOR 3 or even just a reboot/remake ever happens, it’s only because Electronic Arts sanctioned it.
    Are there exceptions? Sure, but let’s take a closer look at them. Arguably the biggest one is Black Mesa, released on 8 May 2015 after eight years of development. The game has been remade with an updated version of the Source engine, an engine distributed freely by Valve itself with the specific purpose of fostering a vibrant modding environment for its Steam platform; even Valve’s Co-Founder and Managing Director Gabe Newell said that a fan remake of Half-Life was not only possible, but inevitable.
    Another recently popular project is Skywind. This non-commercial project has the specific goal of recreating Bethesda’s Elder Scrolls III Morrowind within Elder Scrolls V: Skyrim’s more recent game engine. As clarified by the official FAQ, you’ll need to own both games to play Skywind and in any case, there are no IP issues here as it’s all being done with the modding tools provided by Bethesda itself.
    That’s the common denominator: in both cases, Valve and Bethesda distributed tools and encouraged fans to create their own content. By refreshing their older games, they’re actually polishing their IPs on their behalf; how could they complain?
    Now, if Bioware was still independent and if they were still distributing their engine to the community like they did with the Aurora toolset, Apeiron might have had a decent chance of happening. As things stand now, though, don’t get your hopes up in case some website’s fishy headline made you wish about it – only Bioware and EA could make that happen, and they won’t any time soon (Star Wars The Old Republic is still doing decently enough).



    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  2. #137
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    What Minecraft Would Look in Unreal Engine 4


    Ever wondered how Minecraft would look like if it was re-created using Unreal Engine 4? Well, it would appear that you now have a very good chance to find out thanks to an Unreal Engine forum member named “John Alcatraz.” The man has been tinkering with the engine for a bit and eventually came up with a very interesting project that looks strikingly similar to Minecraft. Now, it’s worth keeping in mind that John did not intend to re-create the game in Unreal Engine 4, but the results are clearly incontestable. The great news is that the entire project can actually be downloaded right here, so you should probably go ahead and give it a try, especially if you’re a Minecraft fan.
    When talking about this interesting demo, Alcatraz stated the following:
    “While it’s looking similar to Minecraft, my intention was not to create a game similar to Minecraft, but just to see how easy it is to make a voxel based game with good performance using Blueprints only in Unreal Engine 4. The Minecraft look then later came when I searched for textures, and actually the whole internet is filled with public domain texture packs for Minecraft. So it was the best way for me to get textures for a voxel based project, since I am no artist. And let’s be honest, it does not look bad like this, having the graphical power of UE4 combined with the pixel look of textures which were intended to be used in Minecraft.”
    Have a look at the following screenshots and gameplay video and let us know what you think about John’s work so far.






    Noticia:
    http://www.eteknix.com/what-minecraf...real-engine-4/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  3. #138
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Download and Play Ocarina of Time Death Mountain in Unreal Engine 4!


    Why are you even reading this, quickly go and download it here (732.18MB) as it’s never that long before the Nintendo suits step in with a cease and desist to shut these projects down! Is it downloading yet? OK, let’s continue reading while you wait.
    Talented modder CryZENx has recreated the iconic Death Mountain Crater from The Legend of Zelda: Ocarina of Time, as part of his ongoing experimental project based around Zelda Ocarina of Time, and he’s doing it all in the glorious Unreal Engine 4.
    While this isn’t a full game recreation project, CryZENx is working on releasing various maps from within the Zelda universe, building them in Unreal Engine 4 and dialing up those lovely graphics settings along the way, leading to some spectacular results.
    If you’re still waiting for your download, or you want to see what all the fuss is about before hand, then check out the video below, and you’ll see just how amazing Ocarina of Time would look in a modern game engine and running on a decent gaming PC. The end result just makes me wish Nintendo would drop out of the console business and start making PC games, now that would be a glorious turn of events.
    Have you downloaded this demo yet? Let us know what you think about it in the comments section below. Don’t forget to tell your friends so that they can play it too!




    Noticia:
    http://www.eteknix.com/download-and-...real-engine-4/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #139
    Master Business & GPU Man Avatar de Enzo
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    Parece-me altamente...moderno
    Devido à falta de espaço na assinatura, resolvi colocar em "Acerca de mim" os meus projectos]
    http://www.portugal-tech.pt/member.php?u=801

  5. #140
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Unreal Engine Getting Impressive 3D Cinematic Tools, VR Editor

    Epic Games’ CEO Tim Sweeney took to the stage today at GDC and revealed some rather incredible developments for the Unreal Engine that will be available this year for developers. We now know when the VR editor tools will be available, and the company revealed some incredible new developments for cinematic design with Unreal Engine.




    Unreal Features
    Last year, Epic Games announced that it would make the entire Unreal Engine available to developers at no cost. Instead of upfront costs, Epic asks for 5 percent of sales after a project ships. The company announced that over 1.5 million developers have taken advantage of the tools that Epic Games provides. Sweeney said that each one of those developers has had unique needs, and by working closely with many of them to create the tools that they need, it adds to the available tools to the community. Everything that Epic Games develops for the Unreal Engine is made available to the community, for free, right down to the C++ source code.
    Sequencer

    Sequencer, which Epic revealed today, is one such example born from the need to have a non-linear cinematic video editor for 3D scenes. The company showcased scrubbing through 3D video files in an editor that appears very similar to a traditional video editor. The major difference with Sequencer is that it does all its operations in real time. You can scrub through clips, shuffle their order, add animations and effects, and even change the camera angle, all in real time.
    Epic also showed off real-time facial animation and capture. Tameem Antoniades from Ninja Theory discussed how his team got together with 3lateral to use its face-reading technology, and Cubic Motion for its spatial solving technology, and used them to capture the emotion and facial movements of real actors. The company showed a live action, real-time capture on stage of Senua, a character from Ninja Theory’s upcoming game Hellblade.
    McLaren Automotive was also revealed to be another partner with which Epic Games is working closely. McLaren revealed that the company is leveraging the power of the Unreal Engine to create tools for its designers to help create the company’s future car models. It is also launching a car customizer for customers to select the options they want for their order. McLaren provided Epic with all of its CAD designs, paint codes and material samples, which Epic has recreated in detail in the Unreal Engine to provide photorealistic reproductions of McLaren automobiles.




    Paragon
    VR Editor

    Internally, Epic has been working on its own products. Paragon, which launches in early access on March 18 (our preview here), uses new techniques to create incredibly realistic character models. The company said that it combined real close-up photographs of actors, taking in the details of their eyes and skin, and combining them with Unreal technology to create hyper-details characters.

    Epic also demonstrated the power of its upcoming VR editor. The VR editor is a virtual reality version of the entire Unreal Editor. The editor lets you pinch to zoom in and out of the map, allowing you to be effectively giant or tiny. Epic Games said that the VR editor is very intuitive. You can pick up and move things naturally. “Your brain has been working this way since you were a baby,” Sweeney said.

    The company said it is working on releasing a full binary version of the VR editor, which should be available in June, but Epic has released the source code today for those who want a head start with it.
    Dev Grants Expanded

    Sweeney also revealed an update to the Unreal Dev Grants program. Last year, Epic Games launched the Unreal Dev Grants program that would help fund independent developers that are building promising projects in Unreal Engine. Sweeney announced that Epic Games is adding an additional $500,000 to the fund, bringing it to a total of $1.2 million. Gabe Newel sweetened to pot a little bit, too: 500 Vives will be given to developers that show projects that have promise in VR.
    Noticia:
    http://www.tomshardware.com/news/unr...tor,31431.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  6. #141
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Realistic Landscapes in Unreal Engine 4

    This work was featured on Unreal Engine's GDC sizzle video as "Photogrammetry", but I've only just now found out where it came from. The creator, Rense de Boer, goes by the consistent online branding of Art by Rens. He worked at DICE from 2011 through 2014, working on the Battlefield franchise, and now he seems to be doing his own thing.





    The environment work is stunning. The snow, slightly thawed and refrozen, covers the rocks and leaves in a way that looks absolutely real. Some of the rocks look partially moss-covered, with the plant seemingly breaking it down, and coming up through the cracks. There's only so many ways that I can describe it, but it's definitely worth a look. He targets four Titan-class video cards, but he's aiming for 4K.

    He hasn't announced any product yet, so we're not really sure why he's doing it. He did receive a grant from Epic Games, though. I'm not sure exactly how much, just that $500,000 USD was split 30 ways, but not uniformly (some received more than others).
    Noticia:
    http://www.pcper.com/news/General-Te...nreal-Engine-4



    Impressive!!!!!!
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #142
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Unreal Engine 4.11 Available Now – Tons of Performance Improvements, Added DX12 on XB1 Support


    Epic has announced via press release that the Unreal Engine has been updated to the latest version. There are tons of performance improvements with Unreal Engine 4.11, most of them coming from Epic’s own experience while developing Paragon for PC and PlayStation 4.
    Developers can now utilize features built for Paragon, including performance and multithreading optimizations to run at 60fps on PS4 and PC; realistic eye shading; advanced hair shading; improved skin shading; capsule shadows; better cloth simulation; particle depth of field; mutlithreaded animation; rapid character physics simulation; live animation recording from gameplay; faster garbage collection, and loads more additions. Plus, huge progress on the new Sequencer cinematic tool is shipping right now.
    In addition, VR developers will have access to instanced stereo rendering; updates to the latest SDKs for Oculus Rift, PlayStation VR, SteamVR / HTC Vive, and Gear VR. VR stereo layers and HMD display camera improvements are also included in 4.11.
    Beyond VR, SDKs have been updated for Xbox One, PS4, iOS, Android, Linux, HTML5, and tvOS.
    Epic also improved DirectX 12 support on Windows while adding experimental support for DX12 on Xbox One.
    We’ve integrated updates to DirectX 12 in Unreal Engine from Microsoft to allow better CPU utilization while generating rendering commands in parallel; also added improvements like support for multiple root signatures, enabled asynchronous pipeline state disk cache by default, reduced memory footprint & fixed leaks, resource transitions optimizations, faster memory allocations and limited GPU starvation by flushing work during idle GPU time.
    Advertisements

    DIRECTX 12 FOR XBOX ONE
    Microsoft engineers have worked to add experimental support for DirectX 12 on Xbox One!
    Some steps are required to enable this feature:

    • Set bBuildForD3D12 to true in the XboxOneRuntimeSettings section of BaseEngine.ini
    • Set D3D12_ROOT_SIGNATURE to 1 in XboxOneShaderCompiler.cpp
    • Comment out the use of GetSamplePosition in PostProcessSelectionOutline.usf (not supported on Xbox One yet)
    • Rebuild and restart!

    Due to its experimental nature, there may be rendering and/or stability issues with this enabled.
    With Unreal Engine 4.11, Metal is now the default graphics API on Mac OS X El Capitan. UE4 developers can also enjoy faster lighting builds thanks to Intel Embree support.
    We’ve integrated Intel’s Embree ray tracing library into Lightmass and have improved lighting build dramatically with it.
    The majority of lighting build time goes toward tracing rays to figure out how light is bouncing. As a test case, the “Sun Temple” level lighting now builds 2.4x faster (from 45 seconds to 18 seconds) by using Embree. The results are visually identical, with Indirect Lighting Quality set to 4.
    There are massive audio upgrades in Unreal Engine 4.11, such as stereo spatialization, sound focus, sound occlusion, and sound concurrency. Great news overall, especially with the huge amount of games in development with Unreal Engine.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #143
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Unreal Engine 4.11 provides every VR headset with bug fixes, updates

    Epic Games has been at the forefront of VR since the Oculus went to Kickstarter to fund its Rift headset all those years ago, with Unreal Engine 4.11 being released - including bug fixes and updates for every major HMD on the market - including the Gear VR, PlayStation VR, Oculus Rift and HTC Vive headsets.


    Unreal Engine v4.11 includes improvements to DX12 support as well as platform/SDK improvements for Oculus Mobile SDK 1.01 (Gear VR), PlayStation VR SDK 3 and SteamVR 0.9.12. Whilst a full version (1.3.0) of the Oculus Rift SDK is promised to take over from the current 0.8 Beta in an upcoming hotfix, reports VRFocus.

    The team at Unreal Engine have said that the improvements have made the engine hit the "VR ship ready" state, which is perfect timing now that the Oculus Rift is shipping to consumers, and the HTC Vive is right around the corner.

    Noticia:
    http://www.tweaktown.com/news/51404/...tes/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #144
    Tech Mestre Avatar de Winjer
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    Dass que a qualidade gráfica desta demo arrasa com tudo


 

 
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