WE TOY STORY NOW
It's noticeably chunky on my 970 using the default windowed 1080p settings. Sounds like this thing is pretty VRAM heavy and it's probably choking on the 970's lower VRAM. Hopefully it will even out when I get my 980 Ti.
Still, 15 years after the PS2, we've finally gotten Toy Story in real time. That's a significant accomplishment no matter how you frame it. This is how The Elder Scrolls VI ought to look lol.
With Gamebryo? More like XVI lol.This is how The Elder Scrolls VI ought to look lol.
With Gamebryo? More like XVI lol.
Hands down the best depth of field and motionblur I have ever seen in real time rendering on my computer.
Everything should do all the temporal stoichiastic shit they do to make it look the way it does. It is brilliant.
For example, with any other type of Depth of Field, that third screenshot would look rather terrible.
WE TOY STORY NOW
It's noticeably chunky on my 970 using the default windowed 1080p settings. Sounds like this thing is pretty VRAM heavy and it's probably choking on the 970's lower VRAM. Hopefully it will even out when I get my 980 Ti.
Still, 15 years after the PS2, we've finally gotten Toy Story in real time. That's a significant accomplishment no matter how you frame it. This is how The Elder Scrolls VI ought to look lol.
Nice shots.It might be giving my PC some grief but it is still a magnificent experience. If only there was a game using this landscape.
If it is choking on the VRAM of a 970, how is it that they're targeting a 980?
I have never heard of the term 'stoichiastic' before. Could somebody please explain it to me?
More shots:
Must be looking much better in motion, because i personally find motion blur artifacts on screens to be annoying.
or in Ryse, you can see it is running at a different resolution on top of the fact that it has outlines (not obvious in motion):
I agree with Dictator, the postprocessing is really rather impressive. I don't even like DoF or motion blur much but i can appreciate the quality
Yeah, i know that CryEngine one has artifacts too, but only in place of the movement. Here there are some strange artifacts outside of the blurred object.It is definitely not as easy to represent in still. But the fact that it does not have stepping, resolution issues, outlines, or even extremely apparent banding in stills is just awesome.
For example: Here in Crysis 3, you can see the individual slices and outlines (not super obvious in motion though):
or in Ryse, you can see it is running at a different resolution on top of the fact that it has outlines (not obvious in motion):
But in this newer, noisier, MB, it does not really have any of those things. Which is impressive for capturing it in stills.
Motion blur and Bokeh are things that I like a little too much to be honest. lol
How is this for you?Lets see some videos guys, other than the original video of the demo from a few months ago.
Looks like I'm gonna need 3D glasses for this one...
Yeah, i know that CryEngine one has artifacts too, but only in place of the movement. Here there are some strange artifacts outside of the blurred object.
Maybe its due to framerate. They are definitely doing some reprojection, so maybe in 60fps it is eliminated greatly.
WE TOY STORY NOW
It's noticeably chunky on my 970 using the default windowed 1080p settings. Sounds like this thing is pretty VRAM heavy and it's probably choking on the 970's lower VRAM. Hopefully it will even out when I get my 980 Ti.
Still, 15 years after the PS2, we've finally gotten Toy Story in real time. That's a significant accomplishment no matter how you frame it. This is how The Elder Scrolls VI ought to look lol.
Because of the 970's slower pool of vram.
I ran out of vram allocation trying to run the Kite Demo Cinematic.
Hands down the best depth of field and motionblur I have ever seen in real time rendering on my computer.
Everything should do all the temporal stoichiastic shit they do to make it look the way it does. It is brilliant.
For example, with any other type of Depth of Field, that third screenshot would look rather terrible.
I think The Order does DOF so good, it's easily up there with this one. The moblur looked mighty fine as well.
The density of the vegetation is through the roof though. Also I like the fact that whatever AO solution they are using is a subtle one.
Add this command to the "Scalability.ini" file at "C:\Users\[username]\Documents\UnrealTournament\Saved\Config\WindowsNoEditor" like this:
[PostProcessQuality@3]
r.SceneColorFringe.Max=0
Set the file to read-only.
Looool, really????? Why do you have such lwo standards or you don't understand anything in tech. Toy Story didin't have 1/4 of what this demo presents: it didn' even have ambient occlusion or PBR and the lighting was static in offline renderer, his has dynami GI and over 2 millions trees etc. This surpassess even Monster House released in 2006 and the devs compared that to it yesterday.
We've probably seen them already. Note that Epic never released the Infiltrator demo, or Samaritan.okay thats cool and all but where are the games?
We've probably seen them already. Note that Epic never released the Infiltrator demo, or Samaritan.
They won't, especially The Infiltrator one, it has assets and was built beyond just a simple demo, all the buildings you see in the backgrounds are just still pictures backgrounds, they are fully modelled and represent sth. I am almost sure The Infiltrator one uis based on the upcoming game Epic will unveil at E3. Only few hours left so we will see.
Epic is developing another game besides UT and Fortnite?
Epic is developing another game besides UT and Fortnite?
WE TOY STORY NOW
It's noticeably chunky on my 970 using the default windowed 1080p settings. Sounds like this thing is pretty VRAM heavy and it's probably choking on the 970's lower VRAM. Hopefully it will even out when I get my 980 Ti.
Still, 15 years after the PS2, we've finally gotten Toy Story in real time. That's a significant accomplishment no matter how you frame it. This is how The Elder Scrolls VI ought to look lol.
I have never heard of the term 'stoichiastic' before. Could somebody please explain it to me?
Hands down the best depth of field and motionblur I have ever seen in real time rendering on my computer.
Everything should do all the temporal stoichiastic shit they do to make it look the way it does. It is brilliant.
For example, with any other type of Depth of Field, that third screenshot would look rather terrible.
Ehh... Toy Story looks like shit today. Almost any game released in the last 3 years handsdown beats it.
Name me one.
Every game with PBS.
Seriously, the lighting in Toy Story 1 is so flat and its low res. The only good thing about it graphically is the AA which is better than todays games.
Also, don't get me started on the characters. They are looking downright awful.
Toy Story 1 is pretty ugly guys.
Nah. Like, on paper, yeah, you're right.
In practice, even say just using in-game real-time cutscenes, no. Maybe The Order. Maybe.
Everything is still ultra low precision, gamey, and janky.
Really damn impressive, especially how the shadowing is good both at short and very long distance. Also the amount of small-scale detail given that it's an open world demo, but the lighting is really what got me.