Ultimarage wrote:Individual hairs on the characters were tessellated geometry using vector based procedural displacement. That's one thing CE3 can't do.
The object density is something CE3 can't do either. It looks like the base tri count is ten to twenty times of what is even possible in CE3 as well. Your limit in CE3 is still around 1.5 to 2 million triangles at 1080p, even on the most high-end hardware available... whereas the Final Fantasy scene had times where 20 million triangles were being displayed for base geometry, and that isn't even mentioning tessellated geometry.
20 mil tris for base geo? There are tons of low poly geo with normal maps. In some scenes you clearly see that. They are using instancing, «smart» texturing, proper light and geometry setup. It means you can use a lot of low poly objects but overall scene look will be much «higher» than it is. From certain you cant even tell is it high poly or its low poly.
CE3 limit is much higher than 2 mil tpf cuz i have some CE3 based scenes with more than 3 000 000 tpf and 40 fps on my middle end pc.
ClockworkOnion wrote:the engine also doesn't have any kind of GI solution pre-baked lighting, among other things.
We can use diffusely convolved cube maps and achieve GI. But because CE3 material editor is very limited we cant mix dccm and normal cm
ClockworkOnion wrote:while the next revision of CE3 and UE4 are probably going to leave it in the dust.
New CE3 revision is not so impressive. They added some nice features, but... its far away from what we expect. I hope they will add some more feature and next revision become much better than it is right now.