Epic Games showcases an incredible real-time raytracing tech demo of Star Wars in Unreal Engine 4

In order to showcase the incredible capabilities of the recently announced DirectX Raytracing API, Epic Games released a video showing a Star Wars tech demo in Unreal Engine 4. And it looks absolutely gorgeous.

According to Epic Games, this is the first demonstration of real-time raytracing in Unreal Engine 4 using Microsoft’s new DXR framework and NVIDIA RTX technology for Volta GPUs. The Reflections demo illustrates the next-gen experimental lighting and rendering techniques in Unreal Engine, developed in collaboration with NVIDIA and ILMxLAB.

This video shows the future of video-games, as its visuals are as photorealistic as they can get. Of course we won’t experience anything like tomorrow or next year as the current hardware is still unable to provide a smooth experience.

According to Johan Andersson, this kind of visuals will be possible in  next-next generation. Still, we are really really excited about the future of PC video-game graphics.

Enjoy!

Reflections Real-Time Ray Tracing Demo | Project Spotlight | Unreal Engine

33 thoughts on “Epic Games showcases an incredible real-time raytracing tech demo of Star Wars in Unreal Engine 4”

    1. The only inadvertent positive perhaps being Disney not consistently referring to these movies with the prefix ‘Episode ‘x” thus making it easier to imagine them being akin to fan fiction and consequently non-canon. They’re non-canon to me and seemingly a great many more long-time Star Wars fans.

  1. OFF-topic news:

    Yeah, I know a lot of peeps actually HATE UbiSoft, but for what it’s worth, they are having a Spring Sale on their store.

    Might not be of interest, as some of these titles aren’t worth buying/playing as others claim, but you can get discounts up to 75%, on titles like Assassin’s Creed: Origins, Ghost Recon: Wildlands, The Division, South Park, Rainbow Six: Siege, and Watch Dogs etc.

    $29.99 doesn’t seem to be a bad price for ORIGINS, imo. Btw, I still don’t get why UbiSoft is actually highly criticized by gamers, in the first place ?

    Link below. Might take some time to get approved by the mod/admin.

    1. Well now I’ve completed FFXV(plenty of game play left actually as well) I might buy Origins since it’s on sale, didn’t buy it because of the stupid £50 price tag.

      1. It’s a nice game, to be frank. I love the open-world Egypt setting as well, apart from the improved/new gameplay mechanics.

        This is one of the better Assassin’s Creed titles recently made by Ubisoft, despite people giving negative feedback to this game, and the developers.

      2. Really enjoying it personally. You can clearly see the Ghost Recon Wildlands influence on the RPG side.

        Quests and HUD are inspired by the Witcher III (although not as good and no influence on the story)

        And I Have more than 40hrs of playtime and still haven’t finished the main quest (Although in open worlds I always tend to “clean” an area before going on with the main quest).

        So I really recommend it to all my friends and to you

      1. Yeah, even after all the fixes I still got trouble with it last time I used it. Between uPlay, their anti consumer policies, remarks against PC gamers, and absurd DRM I just don’t want their games. Every time I think about getting one all their bull changes my mind.

  2. It’s a shame that Epic will only be working on FN, since Tencent tells them that’s where *all* the money is. They practically gave up on UT and dismantled paragon. All they have going for them atm is Fortnite.

  3. This isn’t a cutscene. The whole point of this video is to show off real time raytracing which isn’t applicable to cutscenes.

    1. You don’t seem to know what “cutscene” means. Cutscenes are rendered in real-time in 99% of games.

      1. Maybe it’s because I’m old, but I associate cutscene with pre-rendered as that’s what I grew up with. Also if it’s real time then who cares if it’s a cutscene and not gameplay? Little difference from a technical perspective.

        1. There were live rendered “cutscenes” in old 2D sidescrollers. I don’t know how far you’re reaching back but I suspect it has more to do with the genre(s) you preferred to play, rather than the time. Size constraints were worse back in the day so prerecording cutscenes was something devs would avoid if possible.

          >if it’s real time then who cares if it’s a cutscene and not gameplay?

          Cutscenes can be optimized a lot more since you control the camera behaviour. You can pretty up all the parts that feature prominently in the little “tour” of the map, that would be the simplest example of how cutscenes are misleading when it comes to graphics. Then there’s culling, you can cull aggressively as you have full control over what is shown. You don’t have to hold any textures in memory “just in case” since you know what will and won’t be shown. Anything that’s not coming up doesn’t have to be loaded. Cutscenes in open world games rarely take advantage of these techniques but in more linear games the quality difference is often very visible.

    1. No, you’d need a game for it to be in-game. These are cutscenes that could go into a game but are not part of one.

  4. Looks nice but I’m missing a comparison to non-raytracing techniques in the same scene. How would it look with current screenspace and cubemap reflections? The ambient occlusion looks conventional so which parts are ray traced exactly?

    1. Good points, plus I was wondering how they completely eliminated the cubing effect or whatever it’s called.

  5. Cool and super realistic.. now what do we need to run a whole game with this, and AI on top of it? Not just 1 corridor with 2 NPCS ;p

    Once gfx gets this good, ill finally remind all my gaming hating friends how stupid they were for claiming how unrealistic gfx are ;p

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