Check out how the beautiful Unreal Engine 4 tech-demo runs on a Nexus 5


Do you remember the Epic Citadel demo? Based on the Unreal Engine 3, it floored the tech community back in 2010, when it was used to showcase the first-generation iPad's graphical prowess. At this year's Game Developer Conference, Epic Games demonstrated the new Unreal Engine 4 running on a Nexus 5 smartphone (a stock unit without modifications, we assume). We know that Qualcomm's chip is quite capable, but we found it quite surprising that last year's Snapdragon 800 CPU and Adreno 330 GPU are able to deliver such rich visuals. In the end, it seems that today's mobile game developers aren't pushing Qualcomm's silicon nearly hard enough to showcase its true potential.



It's not fair to accuse game makers, however. It's not that they are lazy, or that the technology isn't there - it's just that building games at such scale and detail requires a huge investment that can hardly be recovered in a market where $8 titles are considered somewhat expensive. In addition, such games can turn out massive in terms of data size - larger than what most users can comfortably download over a Wi-Fi or 4G connection.



Although most smartphone owners are casual players who play simple games to pass the time, who knows - maybe mobile games that look as impressive as this tech-demo could turn them onto complex (and expensive) games. But as everything that's great, this “maturing” of the market will take time.



Apart from looking better than ever, Unreal Engine 4 aims to ease developers with development tools that let them model levels and build games in real-time. For example, assets can be simply dragged and dropped in the level, while textures can be selected and applied instantly to the targeted object.


via G For Games

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31 Comments

1. darkskoliro

Posts: 1092; Member since: May 07, 2012

Can't wait for K1 for some real mobile gaming.

4. Droid_X_Doug

Posts: 5993; Member since: Dec 22, 2010

About that time, the K2 will start sampling, and it will blow the K1 away....

10. darkskoliro

Posts: 1092; Member since: May 07, 2012

Ofc :) Since when has mobile technology improvements been radical? Its a good step regardless. The possibilities for porting game titles from console or PC quality really is the only gaming I would be satisfied with.

26. brrunopt

Posts: 742; Member since: Aug 15, 2013

they have not, but the K2 (or whatever) will be radical because the K1 is late. The K1 is based on 2y old Kepler arquitecture (on 28nm) Right now the new generation (maxwell) is coming in 28nm and will roll out in 20nm in late 2014/2015. But even an 28nm Maxwell offers a gigantic efficiency jump If nvidea bring the next generation with Maxwell it will be a radical change..

6. Arte-8800

Posts: 4562; Member since: Mar 13, 2014

we have to wait till oems use liquid metal back or kevlar sapphire or carbon fiber back cause temp would reach 55degrees, and need 3500mah battery thats 900 gigaflops 7times better graphics than adreno330 .

11. darkskoliro

Posts: 1092; Member since: May 07, 2012

I dont have any source to the statistics of heat given off by the K1, but we can imagine that a 2w GPU and a mobile dual core shouldn't require any special cooling hardware.

12. IliyaBeshkov

Posts: 261; Member since: Jul 09, 2012

Or just use a PGS heatsink.

2. aayupanday

Posts: 582; Member since: Jun 28, 2012

Looks pretty Gorgeous for a Smartphone....

3. Arte-8800

Posts: 4562; Member since: Mar 13, 2014

unreal engine makes superb intense graphic games like wild blood and few other games ive not played yet another plus point would be if oems start using better gpu socs like pvrrouge 8xgpu or even great would be 16xgpu. mobile gpu gigaflops are at 130 the highest, this should be tripled to 300gigaflop mark, games would reach 80fps for smooooooth rendereing and no lag

30. vincelongman

Posts: 5677; Member since: Feb 10, 2013

Screen OEMs should stick with 1080p and work on improving the freshrate, so we can get 75Hz, 96Hz, 144Hz screens on our phones, otherwise our phones will only show 60 fps due to their 60Hz screen

5. papss unregistered

To bad it will have zero feedback and craptacular game play.. Cell games in general are terrible

7. Arte-8800

Posts: 4562; Member since: Mar 13, 2014

its blamed on bad rubbish gpu that oems use this tegrak1 has twice the power graphics of ps2 have you played nvidia tegra games or wildblood, the graphics are like console games>>>>>

13. papss unregistered

Its more about game play. I prefer feedback when playing and the touch screen just doesn't provide that.

16. TylerGrunter

Posts: 1544; Member since: Feb 16, 2012

Then connect a gamepad to your Android, your android to the TV and problem solved :D

18. papss unregistered

Or I could play my Xbox 360, Xbox one or Wii u

22. Klamba92

Posts: 212; Member since: Jun 25, 2012

Its not entirely solved I have done that with the Nexus 7 its not about the graphics its about he controls, gameplay and feel while you can play with a gamepad it's limited in its functionally its hasn't truely been optimised to play with a game controller. That's why I don't care for gaming on mobile devices when I have the console pc and 3ds that's far better even with its very outdated specs!

23. joey_sfb

Posts: 6794; Member since: Mar 29, 2012

Last I heard there not many games available in wp8 phones anyway. So don't worry about unreal engine ever appearing in wp8 platform. So should be right up the two wp8 fans alley, move along and stop feeling so green about it.

8. KillerKeyboard

Posts: 372; Member since: Nov 21, 2013

I'm currently taking Unreal engine courses and workshops. :]

9. Arte-8800

Posts: 4562; Member since: Mar 13, 2014

powervrsgxrouge are the best gpu that even qualcoom snapdragon are no way near them there new adreno has 170gigaflops while pvrrouge has 260 gigaflops

29. vincelongman

Posts: 5677; Member since: Feb 10, 2013

100 = Tegra 4 100 = Mali-T628 (Exynos 5420) 115 = G6430 (iPad Air's A7) 130 = S800 160 = S801 250 = G6630 (maybe in the A8?) 325 = Mali-T760 MP16 (maybe next Exynos SoC?) 365 = K1 ??? = S805 (unreleased) 230 = PS3 240 = X360 1320 = XONE 1840 = PS4 1840 = R9 265 (AMD's $150 GPU) However, you can't simply compare GFLOPS, as most GPUs are based off different architectures, have different CPUs and run off different APIs

14. _Bone_

Posts: 2155; Member since: Oct 29, 2012

Is the demo available to try out?

15. TylerGrunter

Posts: 1544; Member since: Feb 16, 2012

Is it me or it has some issues with frame rates? Impressive as it it I find the GPUs in mobile still have a long way to go. K1 may be good push in that direction, but I wonder how much can be done in such a tight envelopes (GPUs tend to be a lot more constrained by power than CPUs, as they can paralellize work much better)

17. Arte-8800

Posts: 4562; Member since: Mar 13, 2014

if only in android had the option to use both cpu gpu to push its os, there would be no need for better cpu, but in games both cpu gpu kick in

19. vuyonc

Posts: 1089; Member since: Feb 24, 2014

This will work better with portable gaming consoles (Vita and 3DS) than smartphones IMO

20. Arte-8800

Posts: 4562; Member since: Mar 13, 2014

LUIS D WHO IS HE OR SHE,,,, NEW EDITOR MICHAEL H IS THE BEST EDITOR ON PA HE SHOULD BE EDITOR OF CHEIF

21. hms2407

Posts: 94; Member since: Apr 25, 2013

OH my god!!!!! my n5 is more powerful than my pc 0_o

24. serrano989

Posts: 39; Member since: Apr 02, 2012

I wonder how the battery will hold up pushing the gpu that hard. I'd say 2016 would be when we see phones with that performance with decent battery life on the regular.

25. livyatan

Posts: 867; Member since: Jun 19, 2013

Yeah, this puts some light om the Adreno 330 potential. There is currently NO mobile game that even comes close of pushing it to limits..and probably won't be for at least another year.

27. ardent1

Posts: 2000; Member since: Apr 16, 2011

Let me say that while these games go for $8 or free to play, they come with very expensive in-app purchases. I never bought any in-app purchases from the Infinity Blade Series. In Jan 2014, I played my first MMO called Castle Age HD on iOS that was free to play. I bought a starter promo pack for $5 and got hook on in-app purchases. I've spent $800 during these past 12 weeks. I have to buy the promo packs now because it's an arms race. There's a lot of cyber-bullying from cheapskate players who has been on CA for a long time. These tend to be high level losers picking on weaker players. It sucks if you get "chained" because it can interfere with you game. What I do is level up and go back and kick their butt. I ask them: Why is it okay for you to attack me, but it's not okay for me to attack you back? OR Why are you asking for mercy, when I never asked for mercy (when you were attacking me)? Basically the "devs" know about this "cyberbullying" and actually turn a blind eye because they know competitive people hate to lose, so we keep making in-app purchases like trained monkeys. I was told after level 600, the hazing process tends to end. It's a part of PvP that gets abused, but it is a big part of the game. I hate PvP as I prefer to hunt monster and farm favor points (about 25 to 35 fp a week). The moral of this post is Unreal Tech left a lot of money on the table in the form of in-app purchases because they failed to understand that people like me have no problem dropping $800 to get even. Had Infinity Blade came with PvP, those guys would have cleaned up. One more thing, the most I've spent on in-app purchases BEFORE CA was like $10 in one card game called Ascension and didn't spend more than $25 max for all in-app purchases. CA is really addictive and spending the money to level up and watch the cyber-bullies beg for mercy makes its so much fun. I love treating these bullies the same way they treated me, right now, I am involved in 13 different fights and it gets so PERSONAL and NASTY at times. It's an effen slugfest. I know I am going to win because I spend $$$ to level up and they don't -- I typically have go up 10 levels a day to survive against some of the mean-spirited and poorest people online. I can understand how some people could drop $5,000 to $10,000 a year on in-app purchases.

31. luis.d

Posts: 354; Member since: Dec 04, 2013

That's interesting (and bad)! Thanks for sharing.

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