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Just play as a giant Kaiju or aliens, call it world destruction. And you play as a rag tag team of soliders sent to stop the destruction, but anything will go. Comets, earthquakes, I would buy a game like this in a heartbeat.
@@CameronTheHuman these engines are supposed to be used with workstation cards like the quadro series from nvidia and pro series from amd which have a shit ton of fast vram (for example a quadro had 48gigs of vram) and they are specifically designed for these types of stuff
@@gachigazm6169 No, Chaos Physics is the same shit as the destruction system used in battlefield games. Both engines have the same capability for destruction. Just because Chaos Physics can do all of this destruction, doesn't mean you're gonna be seeing entire buildings of cities being completely destroyed in games in real time. Do you know how much of a pain that's gonna be for game development? Giving players that much power in a game has been possible for over a decade now. Developers don't do it cuz just throwing fully dynamic destruction in a game would be silly and game breaking if the core of the game isn't about the destruction you can do in it.
@UCWjwnooegCG6OyiWDH390IA That's why I said it has to be a game that has that type of destruction integral into the gameplay so that the development process would be easier. Even then, destroying entire buildings would only be possible in sections where a big boss fight is happening. In parts where you're just free roaming, it wouldn't make sense for superman to be able to destroy entire buildings just because. It would break and ruin the flow of the game and the interactions you could make with other characters. It would basically result in a game over if you destroy the whole city when you're supposed to be a superhero.
Actually the new Unreal Engine has Chaos system plus a "Path Tracer" (Unreal's ray tracing system) So we can enjoy both now Provided developers use them
@@atishghosh actually path tracing is a less taxing method of ray tracing, instead of calculating several bounces of a light ray it calculates only one bounce and in a random direction unlike ray tracing which bounces light rays in the correct direction. It still looks good just not as nice as full on ray tracing, don't think the majority of people will notice with a quick glance tho.
You probably wont see it for another 1 or 2 years as the feature is new to UE4 so the developers wont have had time to experiment with the features and also implement these features in the game. Some developers may also be waiting for the PS5 and Xbox and UE5 so that these physics can be handled better
@@garythompson1345 Man. Let's be real, a lot of people's expectations weren't met. They thought each building would be explorable etc. The moment I saw that the game was originally 70GB. I understood
@@Disissid19 I didn't really care about alot of stuff people were expecting. All I wanted was smart NPC characters. And a good overall all open world rpg. But awhile in the game you realize it's super easy on the hardest difficulty. Crashes. Bad Graphics. Horrible dumb NPC. Dead open world. Terrible driving mechanic. The crafting system is broken. I can go on all day. I'm just glad I got my money back.
@@garythompson1345 Hey. There's a reason I didn't buy Witcher 3 on launch. And that applies to cyberpunk 2077. I'm gonna buy the complete edition which is gonna be worth more and actually feature the stuff that I would consider noteworthy
@@sasukedarkwolf That's not entirely true, rather, it's the other way around. But I'll do say is that, console games get the more cleaner and exclusive side of gaming while PC has also exclusive but since it's a "computer" consoles can't openly play games what pc has. If nobody is making games for pc someone can make one of steam. I own both and I like to play both, I prefer rpg, VN, and competitive gaming. So like on the PS: P5R, FF7 remake, or smash bros on the switch. And on the PC: LoL, OW, and Valorant. Not everyone is blessed enough to get the money for both races of games (well if you get a job... no offense)
@@hauntified9060 We could some seriously next level shit, now that we're getting vastly improved CPUs and GPUs, not to mention SSDs. I hope some developer out there is looking at how to design a new game around destruction like RF:G.
man i remember playing red faction thinking destructive environments are gonna be awesome in the future of gaming and then nothing really happened. BC2 was the only other memorable game.
Because game designers considered it "destroyed" their carefully crafted, months long level design. That's why they took the tech out of the Battlefield series.
the light-destructive environement from "Control" was neat ! It really give you the feel of power when destroying concrete/walls. Games need to use that more.
@@ghostknight1865 You're not far off, but rather than developers being overly precious about their work, it's more to do with the inherent challenges in allowing that kind of player agency in game with any kind of structure to it. Designing a level involves a lot of planning around controlling the player - motivating, prompting, and generally guiding to where they need to be, ideally without their knowing that's what you're doing. High levels of destructibility throws a fat wrench in that whole process, so you have to take a completely different approach to level design from the get go. For an experiment, imagine if Skyrim had destructible environments; awesome, but now the jail cells, cave walls, buildings, and so on are all easily circumvented with a fireball spell or whatever. It's a huge design challenge to have a structured game AND allow a lot of player freedom. So really, the actual reason is not many developers are up to the challenge of implementing that amount of player freedom into their games without undermining the entire thing. Not to mention other factors like performance cost, destructible environments aren't cheap computation-wise. You have to leverage what you pay for some pretty destruction against other things that processing power could be used for.
If i'm a developer and i wanted to make money right way, i'd probably stick to very linear levels and pre-orchestrated story beats that activate whenever you cross a predetermined area on the level. It would probably be a shooter as well. It has more to to with laziness, negligence and greed than anything else. Plus, it takes forever to produce a game of that kind of TLC and most computers won't be able to run that amount of complexity anyway.
This is not good for someone like me who has an intense compulsion to break every breakable object and blow up every explosive. I won’t leave unshattered lanterns or anything.
If they ever make a superman game they must have this in it imagine flying through buildings or fighting his enemies and they bash through the buildings.
They had something close to this in bad company 2 I think, whole buildings could get knocked down. I think they could probably make it happen again but far more realistic
I just want an attempt at a Superman game running on next gen hardware. The last one we got was Superman returns and if I’m not mistaken that was on second gen
Its unreal how far the unreal engine has come. I remember playing Unreal on my and k6/2 processor with a voodoo GPU. Never thought it would have progressed to what a monster powerhouse it is today.
That would be orgasmic i didnt even think of that i would love that just like being tone using rockets salvo the enemy goes behind a building the building is annihilated same with ion that would be bad ass
It'd probably suck tbh. Sure it'd be fun for the first 5 minutes, but in late-game it's literally impossible to avoid titans because all the cover was blown up.
This is what I have always wanted in games. In a racing game, if you crash at a high speed, the thing you crash into actually takes damage and acts realistic. In an open world game if you shoot something like a building with an explosive it will blow up into pieces. Things like this would make games more immersive and give them that next level fun that lets us destroy the world realistically. (kinda weird how much people like destruction tho)
An Astronomical leap above the Geomod 2 used in "Red Fraction 2" technology but what I miss here is the "Building component stress level" factor of Geomod 2 which accounts for the fact that as a building or construction takes damage,the parts that still hold together will be subjected to varying amounts of strain/stress so some are likely to collapse before others, something a Demolition crew utilize when they want fex a factory chimney to collapse in a spesific direction away from a house or something
geomod 2 was used in red faction guerrilla and Armageddon not RF2 and is still better then this physics demonstration in terms of accurate destruction simulation.
When I was a kid, back in 2005-2008 I always imagined a post-apocalyptic survival game in a real city. Where every building is destructible and every single room of those buildings are enterable. But I guess playing a hyper realistic game in today standards based on what I asked requires some sort of alien technology and I guess I'll never live enough to see that :(
I imagine it’ll be achieved late into the next generation or sooner, who knows 🤷🏼♂️ depends on how much they can push the consoles and how fast they learn how to use and optimise them
AI can’t be photorealistic because AI is code and photo realism is graphics but I think I get what you mean and what you want to happen will most likely not happen in your lifetime
ManiX LoneWarrior no never claimed to be an expert it’s an opinion you can take it or leave it. You suggest that somebody has to be an expert in a given field to have any logical prediction
That was just an example. As the guy stated, the weight can be controlled for all parts of the buildings. It just takes more time and effort to create but it's doable (see what he does with the cube)
i cant believe you just called Alex Ernst "from David's vlogs" lmao.. thats like calling RDJ "from those marvel movies" as opposed to them being their own selves working on their own projects
well, it was a 30fps demo at 1440p without any enemies or anything else they did in the demo. I get the feeling people expect already too much from the UE5 demo. There was just a girl walking around. She didn't do anything special nor did she destroy stuff.
Between the new engines, new video cards, and new consoles all showing loads of potential, we are going to have one hell of a next generation of gaming to look forward to.
you technically cant do that in single player the game is limited and uses a simple variant of the destruction system and it is no where near as intensive as the one shown in unreal engine