except when breathing itself might be hazardous for various reasons, such as immersion in fluids or when breathing pathways are otherwise blocked *nod*
Just saw the actual trailer a while ago after seeing this game mentioned in unreal engine 4 demo from GDC. So the trailer is most likely in game with using the unreal engine 4 like Revival will be. the paris room tech demo. freaking crazy graphics.
I thought this was pretty cool too. ------- I was just making the point that in-game rendering is different from trailer showing the capacity of the game since you can set up the rendering rig to be double Titan X twin CPU setup that can spend seconds per frame to render the video while the engine waits for each frame to be fully rendered before proceeding. So technically it makes no difference whether a video is rendered "in game" or not, it's just often more convenient for devs to render with game engine and you get to say "in game footage". What I'm trying to say is, you can only tell from an actual application / build how well it runs. We can make spectacular scenes by spending 6 months of personal hours on a video and rendering it "in game", it doesn't mean that there's a machine out there that could run the scene used in rendering if it's literally hitting the memory limits of a dedicated rendering rig and taking several seconds per frame to render. So, even to date we have issues with videos having more boom than actual game, though it's getting easier to add tons of stuff in scenes nowadays than it was before, it's got a lot more to do with just increasing capacity of PC's and better occlusion culling and level of detail systems than actual engine specific tricks. For example, not having seen the actual build for the 'paris room' it could very well be very demanding on the system. It uses things like pre-baked lightmapping and many other techniques and you can see how much detail they've added to things like towels, what I'm saying is if you added a ton of detailed characters and destructible elements to the same scene you'd have to likely start reducing the detail level from things like towels to spare resources for the more important stuff just so it can run on 1 year old setups. Otoh, having multiple LOD levels for every asset, including towels in a room means a lot more art work is required.
Yea, but like I said, what's the actual rig running it, how much does it slow down if you have 20 such rooms and detailed characters running about etc? Because, given sufficient time to work on the details we could make a similar one. Showpieces are exciting because they show in a limited setting what the engine can theoretically do but it says very little about things like what an actual game running on 6 months old 1000$ PC's looks like with all the characters etc. that go in.
Well that's just it, the level of detail in game is set by the market demographic. Star Citizen is a prime example of creating a game to be used on future technology and not so much be used on your grandparents computer from ten years ago like WoW still can be. It all depends on the range of the demographic and how much they want to widen or seclude it for the sake of better graphics.
I don't know how this will turn out, but that recent video has me intrigued. I'm not even big on Warhammer, but the idea of compartmental damage in an FPS and holding off swarms of enemies by locking doors behind you has me interested. It comes off to me as a much smarter take on the Left 4 Dead genre.
Wouldn't everything be better with topless swiss noise marines? Well... maybe not things like sleeping... and hammock swinging... and movie theaters... and...
Warhammer 40k.. The only universe in which being a librarian is a badass job. with that being said. A broodlord as the big bad boss... meeehhh with just rending claws? unless you also count its psychic abilities Why no carnifex or trygon, flyrant, lictor