Off Topic / Unreal Engine - A Boy and His Kite: An Animated Short

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xCept
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Posted: 18th Mar 2015 21:10
This is the most breathtaking real-time demonstration I've seen to date. Reminds me of a Pixar short but is done in real-time on standard computer hardware at 30 FPS!



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Seditious
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Posted: 18th Mar 2015 21:27
I bet this "standard computer hardware" costs an arm and leg. In any case, this looks absolutely amazing for something rendered in real-time!
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Teabone
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Posted: 19th Mar 2015 03:34
Very impressive.
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Pirate Myke
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Posted: 19th Mar 2015 04:58
It is truly spectacular what they or anyone can do with computing these days. Great video.
Thanks for posting.
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xCept
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Posted: 20th Mar 2015 05:51
Quote: "I bet this "standard computer hardware" costs an arm and leg. In any case, this looks absolutely amazing for something rendered in real-time!"


The version shot in the video is powered by a single Nvidia Titan X, which is the latest and greatest consumer-level GPU. The version they demonstrated at various events was instead powered by the $550 GTX 980, and it can reportedly run decently even on older cards. So the hardware isn't anything out of the ordinary at least for diehard gamers.

Having said that, the major pet-peeve I have with Epic is that they have a history of showing off breathtaking tech demos, but rarely publish the actual EXEs for others to play and stress test on their own hardware. I'm still waiting for the Samaritan binary from several years ago, don't think they ever released it. Not that I have doubts over its capabilities but I much prefer running them on my own rig than watching a compressed YouTube video of it.
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Wolf
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Posted: 20th Mar 2015 17:25
I'm actually arrogant enough to believe that I could craft a landscape like this or very similar in this engine... I do however also believe that I don't live forever and don't want to invest that kinda time in it.
Its great, of course... but yet another thing not doable for us unless we form semi-capable teams that can actually work together throughout the entire duration of a project.
Still... proper foliage rendering is always great to see.



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Teabone
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Posted: 20th Mar 2015 21:40 Edited at: 4th Apr 2015 19:32
I think once we have an actual completed engine for once we'd be able to put a team together for an actual project.
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tomjscott
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Posted: 23rd Mar 2015 16:06
They don't call it Unreal for nothing.

Quote: "Having said that, the major pet-peeve I have with Epic is that they have a history of showing off breathtaking tech demos, but rarely publish the actual EXEs for others to play and stress test on their own hardware."


Well, they may not release everything, but most of all the latest real-time tech demos are available. I've downloaded a couple and run them on my system and they performed perfectly. And I don't have any Titan that's for sure.
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Wolf
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Posted: 23rd Mar 2015 20:55
Yeah, I'm also a big fan of their optimisation!
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nuncio
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Posted: 24th Mar 2015 12:35
i just watched a few youtube videos about this and it's really amazing what is possible. this is looking like a pixar short movie or something but they don't tell how many people were working on this and how long... amazing.
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tomjscott
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Posted: 31st Mar 2015 20:46
Quote: "i just watched a few youtube videos about this and it's really amazing what is possible. this is looking like a pixar short movie or something but they don't tell how many people were working on this and how long... amazing."


It's not exactly Pixar, but very impressive nonetheless. While I can't tell you how many people worked on it and how long it took, I can tell you that it's not something you just fire up the engine and throw together in a few days. The character modeling/animation alone is a huge part of this. I'm sure there are a fair amount of professional tricks involved in doing something like this that most amateurs might never achieve.
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xCept
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Posted: 4th Apr 2015 05:12
I watched portions of the 'making of' live conference and it blew my mind. They used all sorts of equipment to photograph the real objects (across multiple continents) and convert them to 3D, and the raw image data itself spanned terabytes! They had teams working across the sea and would have to transmit 40-100GB files for any particular piece of media when working on it. The end result is remarkable but certainly out of the realm of possibility for any small indie group.
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