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Post by Dan @ 12:11pm 23/10/13 | 3 Comments
Epic Games has released another developer-blog style video in its recent Inside Unreal series, with Epic's Tim Elek and Zak Parrish walking through some of the detailed touches in the construction of the very impressive Unreal Engine 4-powered Infiltrator Demo.

The six minute clip offers a good look at some of the intricate detail that goes into creating such an action heavy scene, talking on muzzle flashes, bullet tracers, and volumetric smoke, and how the latest version of the popular Unreal Engine does even more of the heavy lifting. Check it out below.

The first Unreal Engine 4 games are expected to start arriving next year, including Zombie Studios' Daylight, and Tequila Softworks' RIME. Epic Games' own Fortnite had been touted as the first UE4 game, intended to launch in 2013, but EPic has said next to nothing about the game for all of 2013, suggesting it has been substantially delayed.




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Latest Comments
badfunkstripe
Posted 12:58pm 23/10/13
Well lets see how this looks in a final game. Over the years there have been countless in engine promo videos done for games and game engines which look much better than anything we see in the actual game.

I find it odd they are constantly pimping the tech, yet as the Crytek people would say. Show us it implemented in a game.
Dan
Posted 01:16pm 23/10/13
Epic's tech demos in the past have generally been pretty grounded. The Infiltrator clip was said to have been recorded real-time running on a single GTX 680.

The tech vids they released ahead of Unreal Engine 3 back in 2005 were impressive at the time, and I wouldn't say the tech was better in the demos than when it was used in Gears of War. Gears looked better than the demos. eg:

ph33x
Posted 01:42pm 23/10/13
Engine Tech vids are now targeted at developers, while being fun to watch for everyone else.

They will be like: "Check this out! X lighting! 3D positional blah blah! Water stuff!" - But it's up to the game devs to lever the engine to do their bidding. It's like how bits of Frostbite engine were described. They talk about map wide weather effects, trees sway the same way, explosions making trees flex, etc. That's all engine specific, but they'll still need to tell the engine that they 'want' the tree to flex, the force of the explosion, the inherent strength of the tree, etc.

You could have an engine with all these cool features, but none used in a game made on the engine.

Both CryEngine and UnrealEngine are also now targeting cinematography.
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