«With Unreal Engine 4, we can rapidly
achieve the visual quality expected on next - gen platforms and go beyond it,» said «Tekken» producer Katsuhiro Harada during the game's unveiling.
To that I say, to
achieve that visual quality (that's not even better than pc) pretty much all the new games except for non gpu / cpu intensive game types like racing games (forza 5) you're dropping to locked frame rates of 30 (dead rising 3, RYSE, Assassin's Creed 4) which the majority of those don't even give you 30 like they say but more like 26 the majority of the time but can dip as low as 16 fps for more than just a few seconds... This idea that it takes developers time to get «used» to the systems and optimizing it over the years is complete and utter bullshit, that's not how development works.
With Unreal Engine 4, we could rapidly
achieve visual quality expected on next - gen platform and go beyond it.
«With Unreal Engine 4, we could rapidly
achieve visual quality expected on next - gen platform and go beyond it.
Not exact matches
With its distinctive shape, packaging simplicity and high -
quality printed graphics, the Klearfold Keeper
visual package clearly
achieved the product manufacturer's desired product positioning.
The «
visual» part of the title is
achieved in typical DK style, which means stunning photos, illustrations, charts, tables and the like in great quantity and
quality.
Obviously, the
quality of
visuals didn't allow for Quantic Dream to
achieve a stable 60 across the board.
How To Survive 2 isnt a bad looking game but I feel it could of been better looking in terms of the overall
visual quality that could of been
achieved on current gen machines but there are a few good aspects of the
visuals.
Part of the challenge has been technical, i.e. how do you maximize resources available on a console and still
achieve high
visual quality and good frame rate.
Little Big Planet 3's
visuals are the best example of what the small Candescent Games team
achieved in Tinertia, which is a huge complement to their work considering the team is only seven people large, and a few of them aren't programmers or artists, so it's not like they had a large development force to ensure AAA
quality.
Work closely with the Art Director, Lead Programmer and Project Lead to understand the
visual targets for the project and work to
achieve the highest
quality graphics for the project while...
The «A Boy and his Kite Demo» definitely proves the potential of Unreal Engine 4 in rendering open world environments with extreme detail, and demonstrates the
visual quality developers will be able to
achieve in their games.
«I am particularly interested in the metaphysical aspects of painting;
achieving that special
quality of formal unity which can instil an almost involuntary yet visually intelligent response from the viewer... for me, tying painting into the realm of the «
visual» holds it somewhat apart from the image dominated world of the merely «visible»
The December 3 event featured renowned
visual artists Shirin Neshat and Pratt alumna Mickalene Thomas (B.F.A.» 00), and Heidi Zuckerman, director of the Aspen Art Museum, who explored the
qualities that define female artists and leaders in art today, as well as inspiration and challenges related to their own experiences in overcoming obstacles to
achieve success.
Renowned
visual artists Shirin Neshat and Pratt alumna Mickalene Thomas (B.F.A.» 00), and Heidi Zuckerman, director of the Aspen Art Museum, will explore the
qualities that define a new generation of female artists and leaders in art, as well as the many different ways in which they have
achieved success, despite obstacles and prevailing inequalities.