SVOGI removed from UE4, no dynamic GI, The PS4 already holding back PC gaming!

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NoodleFighter

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#1 NoodleFighter
Member since 2011 • 11896 Posts

http://www.neogaf.com/forum/showthread.php?t=537654

Highlighted quote:

Quote:Fully dynamic lighting and precomputed lighting are just two tools in our UE4 toolbox. We have games being made like Fortnite that are using fully dynamic lighting, no lighting build times, and the game has full flexibility to change what it desires at runtime. In the case of Fortnite, this is used to great effect with building and harvesting of resources. We don't yet have a solution for dynamic GI in the fully dynamic lighting path, this is something we hope to address in the future. this is what it looked likeand it's gonetumblr_meuh4bKBQa1rvcjd7o1_500.gifIt's all the quad's fault.After Digital Foundry made that comparison between the PC UE4 demo and the PS4 demo, they've thus reversed their position on using SVGOI - claiming "inefficiencies". If it took this this long; up until the point of finishing the PS4 UE4 demo to make this conclusion; then it already makes it obvious that due to the lack of power in the PS4, Epic decided to remove a feature from their engine.Plus by next year you could get GTX 680 performance for a lot cheaper. Curse you Kaz Hirai!!!original.gif The master race shall have their revenge!!!qOsg85D.gif

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osirisx3

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#2 osirisx3
Member since 2012 • 2113 Posts

No pc is holding back pc gaming a hell of a lot of people are still using xp with dx 9. OMG teh ps4 does not have a 1000$ gpu in it!

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DrTrafalgarLaw

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#3 DrTrafalgarLaw
Member since 2011 • 4487 Posts

I doub it. They realized it was too resource intensive for those trying to run UE4 on intel integrated chipsets.

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freedomfreak

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#4 freedomfreak  Online
Member since 2004 • 52546 Posts
Oh right. SVOGI. Damn, that's a shame.
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Blabadon

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#5 Blabadon
Member since 2008 • 33030 Posts
[QUOTE="freedomfreak"]Oh right. SVOGI. Damn, that's a shame.

God, I was looking forward to spending $599 just for the SVOGI man.
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Obviously_Right

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#6 Obviously_Right
Member since 2011 • 5331 Posts

Who cares?

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ChubbyGuy40

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#7 ChubbyGuy40
Member since 2007 • 26442 Posts

Consoles are the true cancer of gaming. Constantly holding back graphical enhancements before they're even released. Teh quadz can't even run tech demos properly.

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deactivated-59b71619573a1

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#8 deactivated-59b71619573a1
Member since 2007 • 38222 Posts

This is actually the first time you can actually say a console has held back a PC in some form. They had great lighting with SVOGI on the PC demo and then had to remove it cos the PS4 wasn't as good as they expected. Hence why the PS4 demo looked really rough, but if the demo was shown on PC again it would look just as rough because the GI was removed. 

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tagyhag

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#9 tagyhag
Member since 2007 • 15874 Posts
No one can deny it held it back but meh. The engine still looks great either way and perhaps it was a resource hog.
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zeeshanhaider

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#10 zeeshanhaider
Member since 2004 • 5524 Posts

[QUOTE="faizan_faizan"][QUOTE="new_gamer244"]

Who cares...the lighting look just fine on todays games even if it prebaked

gpuking

Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.

You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo. No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems.

Alright lets see what SVOGI is and how it works, come on, enlighten us. And don't fvcking copy paste the reserach paper from Nvidia or Epic explain in simple terms how it worked. And whatever demanding or not, fact is PS4 couldn't handle it and because of it we have to suffer. And just for your information Epic also added support for static lighting after the reveal of PS4, I wonder why!

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zeeshanhaider

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#11 zeeshanhaider
Member since 2004 • 5524 Posts

Arghhhhhhh.........that piece of trash. And we have to suffer beacuse of it. By the way is KZ:SF using any realtime GI or still using the brebaked lighting? I guess, later one.

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new_gamer244

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#12 new_gamer244
Member since 2011 • 338 Posts

Who cares...the lighting look just fine on todays games even if it prebaked

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Cyberdot

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#13 Cyberdot
Member since 2013 • 3928 Posts

F5xFijl.gif

Damn consoles...

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homeboylizard

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#14 homeboylizard
Member since 2010 • 1289 Posts

So something that makes games more immersive and nice looking...and immersive gets trashed because the PS4 can't maintain 29FPS with it. WTF Epic is wrong with you?

Also, my reaction-

adfa

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faizan_faizan

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#15 faizan_faizan
Member since 2009 • 7869 Posts

Who cares...the lighting look just fine on todays games even if it prebaked

new_gamer244
Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.
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homeboylizard

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#16 homeboylizard
Member since 2010 • 1289 Posts
[QUOTE="new_gamer244"]

Who cares...the lighting look just fine on todays games even if it prebaked

faizan_faizan
Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.

THIS!!! This post sums everything up and explains why SVOGI was so important. Let's hope that we get it by 2015 when the PS 4 is optimized.
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Cherokee_Jack

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#17 Cherokee_Jack
Member since 2008 • 32198 Posts
Am I the only one who's never heard of SVOGI? Looked cool.
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KiZZo1

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#18 KiZZo1
Member since 2007 • 3989 Posts

How will we live without SVOGI :( ...

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gpuking

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#19 gpuking
Member since 2004 • 3914 Posts
[QUOTE="new_gamer244"]

Who cares...the lighting look just fine on todays games even if it prebaked

faizan_faizan
Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.

You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo. No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems.
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faizan_faizan

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#20 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="faizan_faizan"][QUOTE="new_gamer244"]

Who cares...the lighting look just fine on todays games even if it prebaked

gpuking
Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.

You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo. No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems.

Console gamer telling me what I know and don't know? Am I still living in earth?
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faizan_faizan

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#21 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="faizan_faizan"][QUOTE="new_gamer244"]

Who cares...the lighting look just fine on todays games even if it prebaked

gpuking
Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.

You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo.No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems.

Absolute bullshit.
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HaloinventedFPS

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#22 HaloinventedFPS
Member since 2010 • 4738 Posts

Yeah, even with the PS4 demo looking worse, it was having framerate issues, there is no way PS4 would be able to handle dynamic GI

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HaloinventedFPS

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#23 HaloinventedFPS
Member since 2010 • 4738 Posts

[QUOTE="gpuking"][QUOTE="faizan_faizan"] Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.faizan_faizan
You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo.No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems.

Absolute bullshit.

Indeed, it was running perfectly fine on a 680, they removed it because of PS4, plain & simple

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faizan_faizan

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#24 faizan_faizan
Member since 2009 • 7869 Posts

Yeah, even with the PS4 demo looking worse, it was having framerate issues, there is no way PS4 would be able to handle dynamic GI

HaloinventedFPS
It could handle dynamic gi (Not in that scene that consists of PhysX fluids leaning heavy on the CPU), Just not SVOGI.
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call_of_duty_10

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#25 call_of_duty_10
Member since 2009 • 4954 Posts

PC Gamers:Bu..Bu-But next gen games will be made on PC and THEN ported to consoles!:cry::cry::cry:

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DarthJohnova

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#26 DarthJohnova
Member since 2010 • 4599 Posts

If devs are electing to be console-centric, it's clearly because the latter is a more lucrative business. The only ones 'holding' PC gaming back are the devs, but like anybody else, they're there to make profit, not pander to people.

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faizan_faizan

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#27 faizan_faizan
Member since 2009 • 7869 Posts

PC Gamers:Bu..Bu-But next gen games will be made on PC and THEN ported to consoles!:cry::cry::cry:

call_of_duty_10
They never said games will be ported from consoles to PC. They only said SVOGI is being removed. You can still expect UE4 PC Lead games.
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NFJSupreme

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#28 NFJSupreme
Member since 2005 • 6605 Posts

If devs are electing to be console-centric, it's clearly because the latter is a more lucrative business. The only ones 'holding' PC gaming back are the devs, but like anybody else, they're there to make profit, not pander to people.

DarthJohnova

it depends on the game or developer.   Either way most games get made to the lowest common denominator.  Even pc exclussives

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call_of_duty_10

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#29 call_of_duty_10
Member since 2009 • 4954 Posts
[QUOTE="call_of_duty_10"]

PC Gamers:Bu..Bu-But next gen games will be made on PC and THEN ported to consoles!:cry::cry::cry:

faizan_faizan
They never said games will be ported from consoles to PC. They only said SVOGI is being removed. You can still expect UE4 PC Lead games.

UE4 on PC won't have any significant advantage over the PS4 version,though. It's obvious that Epic's focus is on consoles.Same thing can be said about other devs. Although I am sure most devs will start taking advantage of more powerful PC hardware an year or two before ps5 is released.
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Razor_defiace

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#30 Razor_defiace
Member since 2004 • 1618 Posts

SVOGI in regular games would choke any current card, considering that the original 680 demo used 50% of the resources and it was a controlled tech demo. The whole consoles holding back technology is really silly and I thought you guys actually learned that on neogaf already... 

The point of UE4 is not the lighting engine, but more simplified options and streamlined features for the regular dev. It's true that it's sad that Sparse Voxel Octree Global Ilumination is not making the cut, but it's not a surprise really. It was speculated back when the original elemental demo was released that it would probably get axed, since it was a prototype technique (and it was a resource hog). 

*The new infiltrator demo would be a lot less impressive scale wise with SVOGI with a 680 also. Isn't that demo pretty great looking?

We are still pretty far away from SVOGI in all our games. It might return in a year or two, once it was tweaked a bit more and cards actually can support it without taking a major hit in performance.  

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faizan_faizan

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#31 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="faizan_faizan"][QUOTE="call_of_duty_10"]

PC Gamers:Bu..Bu-But next gen games will be made on PC and THEN ported to consoles!:cry::cry::cry:

call_of_duty_10
They never said games will be ported from consoles to PC. They only said SVOGI is being removed. You can still expect UE4 PC Lead games.

UE4 on PC won't have any significant advantage over the PS4 version,though. It's obvious that Epic's focus is on consoles.Same thing can be said about other devs. Although I am sure most devs will start taking advantage of more powerful PC hardware an year or two before ps5 is released.

You are bringing up the "bribed" statement a week back. What other devs?
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faizan_faizan

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#32 faizan_faizan
Member since 2009 • 7869 Posts

SVOGI in regular games would choke any current card, considering that the original 680 demo used 50% of the resources and it was a controlled tech demo. The whole consoles holding back technology is really silly and I thought you guys actually learned that on neogaf already... 

The point of UE4 is not the lighting engine, but more simplified options and streamlined features for the regular dev. It's true that it's sad that Sparse Voxel Octree Global Ilumination is not making the cut, but it's not a surprise really. It was speculated back when the original elemental demo was released that it would probably get axed, since it was a prototype technique (and it was a resource hog). 

*The new infiltrator demo would be a lot less impressive scale wise with SVOGI with a 680 also. Isn't that demo pretty great looking?

We are still pretty far away from SVOGI in all our games. It might return in a year or two, once it was tweaked a bit more and cards actually can support it without taking a major hit in performance.  

Razor_defiace
What controlled tech demo? http://www.youtube.com/watch?v=MOvfn1p92_8
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gpuking

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#33 gpuking
Member since 2004 • 3914 Posts
[QUOTE="faizan_faizan"][QUOTE="gpuking"][QUOTE="faizan_faizan"] Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.

You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo. No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems.

Console gamer telling me what I know and don't know? Am I still living in earth?

Oh sh*t man, keep pretend like everyone else don't own a gaming PC lol. And also just coz you own one doesn't mean you understand jack about technology. You are just sad.
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call_of_duty_10

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#34 call_of_duty_10
Member since 2009 • 4954 Posts
[QUOTE="faizan_faizan"][QUOTE="call_of_duty_10"][QUOTE="faizan_faizan"] They never said games will be ported from consoles to PC. They only said SVOGI is being removed. You can still expect UE4 PC Lead games.

UE4 on PC won't have any significant advantage over the PS4 version,though. It's obvious that Epic's focus is on consoles.Same thing can be said about other devs. Although I am sure most devs will start taking advantage of more powerful PC hardware an year or two before ps5 is released.

You are bringing up the "bribed" statement a week back. What other devs?

"Bribed" statement?Can you elaborate what you mean by that?I do not understand. ... Other devs like Ubisoft,Rockstar North,Activiision,Bethesda,Bioware,CDPR...Too many to list.
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gpuking

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#35 gpuking
Member since 2004 • 3914 Posts

[QUOTE="gpuking"][QUOTE="faizan_faizan"] Static Lighting = Static Almost Everything. Wonder how you can't react with things illuminating in a game? i.e. Lights etc. Real Time lighting = Faster load times as well. SVOGI is(was) going to be the next big thing.zeeshanhaider

You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo. No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems.

Alright lets see what SVOGI is and how it works, come on, enlighten us. And don't fvcking copy paste the reserach paper from Nvidia or Epic explain in simple terms how it worked. And whatever demanding or not, fact is PS4 couldn't handle it and because of it we have to suffer. And just for your information Epic also added support for static lighting after the reveal of PS4, I wonder why!

Go read it up yourself, time will not be wasted on you. the static lighting is for baking GI, all platforms including high end pc would need it for good lighting without sacrificing too much other graphical effects. Too hard for you to understand?
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gpuking

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#36 gpuking
Member since 2004 • 3914 Posts

SVOGI in regular games would choke any current card, considering that the original 680 demo used 50% of the resources and it was a controlled tech demo. The whole consoles holding back technology is really silly and I thought you guys actually learned that on neogaf already... 

The point of UE4 is not the lighting engine, but more simplified options and streamlined features for the regular dev. It's true that it's sad that Sparse Voxel Octree Global Ilumination is not making the cut, but it's not a surprise really. It was speculated back when the original elemental demo was released that it would probably get axed, since it was a prototype technique (and it was a resource hog). 

*The new infiltrator demo would be a lot less impressive scale wise with SVOGI with a 680 also. Isn't that demo pretty great looking?

We are still pretty far away from SVOGI in all our games. It might return in a year or two, once it was tweaked a bit more and cards actually can support it without taking a major hit in performance.  

Razor_defiace
Well said, the so called hermits here do need to be more educated before spilling uninformed BS in this forum.
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Razor_defiace

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#37 Razor_defiace
Member since 2004 • 1618 Posts

 What controlled tech demo? http://www.youtube.com/watch?v=MOvfn1p92_8faizan_faizan

"Controlled" as in within the limits of the hardware. The world scale, the amount of geometry, characters on screen are the prime examples. I don't see anything that actually shows me it being an actual typical "game" environment. Controlled might be wrong term to use in this case, but I stand by my examples.
 
Anyway my point was that with SVOGI we are sacrificing bigger environments in favour of smaller confined spaces and non-interactable geometry. 

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gpuking

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#38 gpuking
Member since 2004 • 3914 Posts

[QUOTE="faizan_faizan"][QUOTE="gpuking"] You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo.No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems. HaloinventedFPS

Absolute bullshit.

Indeed, it was running perfectly fine on a 680, they removed it because of PS4, plain & simple

No it wasn't, 680gtx ran only 1080p for 90% of time. That's right, it was sub full HD on the 680gtx.
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faizan_faizan

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#39 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="faizan_faizan"]

 What controlled tech demo? http://www.youtube.com/watch?v=MOvfn1p92_8Razor_defiace

"Controlled" as in within the limits of the hardware. The world scale, the amount of geometry, characters on screen are the prime examples. I don't see anything that actually shows me it being an actual typical "game" environment. Controlled might be wrong term to use in this case, but I stand by my examples.
 
Anyway my point was that with SVOGI we are sacrificing bigger environments in favour of smaller confined spaces and non-interactable geometry. 

True.
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faizan_faizan

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#40 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="call_of_duty_10"][QUOTE="faizan_faizan"][QUOTE="call_of_duty_10"] UE4 on PC won't have any significant advantage over the PS4 version,though. It's obvious that Epic's focus is on consoles.Same thing can be said about other devs. Although I am sure most devs will start taking advantage of more powerful PC hardware an year or two before ps5 is released.

You are bringing up the "bribed" statement a week back. What other devs?

"Bribed" statement?Can you elaborate what you mean by that?I do not understand. ... Other devs like Ubisoft,Rockstar North,Activiision,Bethesda,Bioware,CDPR...Too many to list.

Ubisoft that said Watch Dogs is PC lead and wanted to improve relationship with PC Gamers? Activision? Have they even announced any current gen game? Rockstar? We are talking about current gen right? And not about last gen?.
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lowe0

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#41 lowe0
Member since 2004 • 13692 Posts
Okay, let's suppose that the PS4 and Xbox Infinity are canceled. What would the cost and return be on this lighting solution be at that point? How much would it cost to implement, and how many dollars of extra revenue would they see in return? Gaming is a business, and it runs on cold, hard financial math.
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faizan_faizan

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#42 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="zeeshanhaider"]

[QUOTE="gpuking"] You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo. No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems. gpuking

Alright lets see what SVOGI is and how it works, come on, enlighten us. And don't fvcking copy paste the reserach paper from Nvidia or Epic explain in simple terms how it worked. And whatever demanding or not, fact is PS4 couldn't handle it and because of it we have to suffer. And just for your information Epic also added support for static lighting after the reveal of PS4, I wonder why!

Go read it up yourself, time will not be wasted on you. the static lighting is for baking GI, all platforms including high end pc would need it for good lighting without sacrificing too much other graphical effects. Too hard for you to understand?

Huh? EPIC needed minimum of 2TFLOPS while the PS4 only possesses 1.8. By your logic, UE4 demo running on the 680 was pre rendered?
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call_of_duty_10

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#43 call_of_duty_10
Member since 2009 • 4954 Posts
[QUOTE="faizan_faizan"][QUOTE="call_of_duty_10"][QUOTE="faizan_faizan"] You are bringing up the "bribed" statement a week back. What other devs?

"Bribed" statement?Can you elaborate what you mean by that?I do not understand. ... Other devs like Ubisoft,Rockstar North,Activiision,Bethesda,Bioware,CDPR...Too many to list.

Ubisoft that said Watch Dogs is PC lead and wanted to improve relationship with PC Gamers? Activision? Have they even announced any current gen game? Rockstar? We are talking about current gen right? And not about last gen?.

Actions speak louder than words.So far,Ubisoft has done nothing to "improve relations" with PC gamers.We don't even know what that means.Their reputation was badly hurt due to AO drm. No guarantee that they will focus on PC after watch dogs.After all,their flagship franchise AC is built with consoles in mind. It is obvious that Rockstar North doesn't care about the PC platform,even at this point.The delay in PC version of GTA V proves it.
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zeeshanhaider

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#44 zeeshanhaider
Member since 2004 • 5524 Posts

[QUOTE="zeeshanhaider"]

[QUOTE="gpuking"] You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo. No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems. gpuking

Alright lets see what SVOGI is and how it works, come on, enlighten us. And don't fvcking copy paste the reserach paper from Nvidia or Epic explain in simple terms how it worked. And whatever demanding or not, fact is PS4 couldn't handle it and because of it we have to suffer. And just for your information Epic also added support for static lighting after the reveal of PS4, I wonder why!

Go read it up yourself, time will not be wasted on you. the static lighting is for baking GI, all platforms including high end pc would need it for good lighting without sacrificing too much other graphical effects. Too hard for you to understand?

In other words, you don't know jack about SVOGI. And no, high end PCs don't need static lighting. We have already seen fully dynamic lighting with CryEngine 3.

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zeeshanhaider

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#45 zeeshanhaider
Member since 2004 • 5524 Posts

[QUOTE="faizan_faizan"]

 What controlled tech demo? http://www.youtube.com/watch?v=MOvfn1p92_8Razor_defiace

"Controlled" as in within the limits of the hardware. The world scale, the amount of geometry, characters on screen are the prime examples. I don't see anything that actually shows me it being an actual typical "game" environment. Controlled might be wrong term to use in this case, but I stand by my examples.
 
Anyway my point was that with SVOGI we are sacrificing bigger environments in favour of smaller confined spaces and non-interactable geometry. 

Yup, and KZ:SF onrails demo is real, not controlled at all while still failing. You cows are amusing.

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gpuking

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#46 gpuking
Member since 2004 • 3914 Posts

[QUOTE="gpuking"][QUOTE="zeeshanhaider"]

Alright lets see what SVOGI is and how it works, come on, enlighten us. And don't fvcking copy paste the reserach paper from Nvidia or Epic explain in simple terms how it worked. And whatever demanding or not, fact is PS4 couldn't handle it and because of it we have to suffer. And just for your information Epic also added support for static lighting after the reveal of PS4, I wonder why!

zeeshanhaider

Go read it up yourself, time will not be wasted on you. the static lighting is for baking GI, all platforms including high end pc would need it for good lighting without sacrificing too much other graphical effects. Too hard for you to understand?

In other words, you don't know jack about SVOGI. And no, high end PCs don't need static lighting. We have already seen fully dynamic lighting with CryEngine 3.

You just keep showing how clueless you are with game tech. Cryengine's light propagation volume is far less advanced than SVOGI, you can easily do one bounce GI with the Sun being the only GI source. High end PC is no ILM's render farm son, you simply can't do SVOGI in a very complex nextgen game environment. That's why tech demos are meaningless and serves nothing then a concept for future hardware.

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Razor_defiace

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#47 Razor_defiace
Member since 2004 • 1618 Posts

[QUOTE="Razor_defiace"]

[QUOTE="faizan_faizan"]

 What controlled tech demo? http://www.youtube.com/watch?v=MOvfn1p92_8zeeshanhaider

"Controlled" as in within the limits of the hardware. The world scale, the amount of geometry, characters on screen are the prime examples. I don't see anything that actually shows me it being an actual typical "game" environment. Controlled might be wrong term to use in this case, but I stand by my examples.
 
Anyway my point was that with SVOGI we are sacrificing bigger environments in favour of smaller confined spaces and non-interactable geometry. 

Yup, and KZ:SF onrails demo is real, not controlled at all while still failing. You cows are amusing.



Don't see what this has to do with my argument. My argument was pretty clearly targeted on games using the technique and whether or not the advances are actually worth it when the actual hardware isn't up to par yet on PC. 

==============================================================================================================
A console with low-mid hardware isn't going to deliver the same IQ as a PC and it's been always like that, every generation. Visuals were never a console's strongest and never will when its comparison is the PC version of the game. It's not going to change until consoles like PCs become customizable hardware wise (though that might not happen with the way the common customer is)
==============================================================================================================

Anyway as I said before, this has no relation to what I was talking about. I don't really care about the console stuff. If you're just being insecure I would recommend you to actually read up on the hardware of the PS4... hint hint - it's not going to be more powerful than the average gaming PC equipped with a decent card. 

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AM-Gamer

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#48 AM-Gamer
Member since 2012 • 8116 Posts

[QUOTE="faizan_faizan"][QUOTE="gpuking"] You honestly have no idea of SVOGI do you? Firstly it's only the realtime GI that's been removed, they still have normal dynamic lighting which you can see in the Infiltrator demo and many other UE3 games. Also Epic has already confirmed SVOGI is too demanding for everything platforms including highest end PCs. Many other graphical features would be sacrificed if you don't prebake realtime GI in that Infiltrator demo.No one's holding anyone back, it's just like you can't do ray tracing in game like Crysis 3 yet on any systems. HaloinventedFPS

Absolute bullshit.

Indeed, it was running perfectly fine on a 680, they removed it because of PS4, plain & simple

If devs took things out of there engines because consoles couldn't run them then what about all the DX 11 effects that have been in games for the past year? You hermits are completely pathetic, this may be a new low of stupidity from the most pathetic fan boy class on system wars. 

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#49 KarateeeChop
Member since 2010 • 4666 Posts

i've never heard of an unreleased console having such a hard time running a watered down tech demo. sony has set a new low with the ps4. :(

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#50 DerekLoffin
Member since 2002 • 9095 Posts
You guys do realize you are being completely stupid, right? There would be no reason to omit a function from the engine just because one platform can't handle it. No, you omit something because either most platforms can't handle it or none can (and no, one demo don't mean jack, they could easily have been dodging issues in the implementation in that demo).