Thursday, March 21st 2019
EPIC Games Shows Off Unreal Engine 4.23 Physics, Destruction System "Chaos" at GDC 2019
Not all news coming from EPIC covers its EPIC Games Store - though according to the relative attention they've been garnering with the constant scooping up of PC timed exclusives, perhaps it should. This piece of news, alas, covers the company's unreal Engine, which has been one of the hallmarks in games development for a while now, being used for a number of disparate games such as the gears of War games, or even a relatively obscure, Xbox 360 exclusive title, Lost Odyssey. At GDC 2019, EPIC showcased version 4.23 of its Unreal Engine, with particular attention to its improved destruction and physics engine, which they've aptly named "Chaos".
The demo EPIC games used to showcase their new Chaos physics and destruction engine is set in the world of Robo Recall, their FPS VR title, and for good effect. The focus here is on high-quality, cinematic visuals with little work being leftover for coders, as artists can simply render their chosen architectures and expect them to behave with correct physical qualities upon destruction. It is eerily reminiscent of Microsoft's Crackdown 3 physics reveal, though, which supposedly used the power of the cloud - a facet of the game that was toned down considerably for its eventual release.
Source:
DSO Gaming
The demo EPIC games used to showcase their new Chaos physics and destruction engine is set in the world of Robo Recall, their FPS VR title, and for good effect. The focus here is on high-quality, cinematic visuals with little work being leftover for coders, as artists can simply render their chosen architectures and expect them to behave with correct physical qualities upon destruction. It is eerily reminiscent of Microsoft's Crackdown 3 physics reveal, though, which supposedly used the power of the cloud - a facet of the game that was toned down considerably for its eventual release.
14 Comments on EPIC Games Shows Off Unreal Engine 4.23 Physics, Destruction System "Chaos" at GDC 2019
idk is this really physics? I mean I guess so but you just have a basic building skeleton and let the "meat" drop off, without it really impacting structural integrety or so.
At this point I feel an older game like red faction guerrilla had far more impressive physics.
I'm absolutely sick of seeing FPS's with big huge explosive weapons hitting wooden buildings and doing jack all to them.
I for one welcome this, and it's taken far, far too long to implement building destruction physics in UE(Battlefield Bad Company 2 had it almost 10 years ago).
The demo was based on or situated in the Roborecall game. One of my favorite VR games. No way something like the Oculus Rift and HTC Vive can display resolution high enough for the visuals of this type of physics destruction to matter. Maybe some of the newer HMDs but not the older ones.
DICE and some other devs seems to wanna fake it as much as possible these days making destruction more and more dull and simplified.
They boost about Frostbite destruction like it is second coming of Jesus, i don't feel it, it gotten plastered on with fake effects and I don't feel like it's real destruction.
In a few years Frostbite engine will have become second rate thanks to EA, they are too cheap to keep developing the engine at a pace that will keep the competition at arms length.
EPIC on the other hand is pushing their engine to the limit continuously and adds new and amazing things every other month.
Too bad nothing's happening to UT4. It's been years and it's still on experimental stage.
This game however, I really liked the physics here, and they really do influence the game too. Some things like buildings collapsing is very basic, but this game has inertia physics, and object mass and weight is simulated. Its really true that old games made much more and better use of it.
Apex has always been good but unless you had really high end pc it would turn your buttery smooth game into a slideshow.
It still looks very cosmetic to me eyes. To do anything more would require a game being built from the ground up and not just icing over the top of solid mesh work.