It's worth pointing out that getting a direct-feed output from any iOS device is a bit of an arcane art (the GPU has to serve two screens, effectively) so while the vid gives a great impression of the level of technical and artistic quality Epic has achieved, the frame-rate in the actual demo is smoother than what you see here. Gameplay reaches 30FPS consistently, and only the flyby "guided tour" - showing a range of different perspectives on the citadel environment - tends to drop frames regularly.
Epic is looking into bringing UE3 to other mobile mobile platforms, namely Google's Android OS. Studio VP Mark Rein said via his Twitter account, "We've demoed Unreal Engine 3 on Android [with] Tegra 2, and at [the Korea Games Conference] today we showed it on a Samsung Galaxy S device."
Rein said that he suspects UDK will "eventually" support the Android platform, "but iOS is the priority for now."
Over 1,000,000 people have downloaded and installed Epic Citadel from the iTunes App Store.
Soon we will be able to count mobile applications as well as we announced UDK will be able to generate iOS applications!
Developed by Chair Entertainment – the team behind the fabulous Xbox Live Arcade platformer Shadow Complex – it's a sword fighting adventure game that sees you progress through a castle slashing away at all manner of nasties.
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Presented by NVIDIA)
This talk will focus on next generation graphics effects developed for Epic's GDC 2011 Samaritan demo. Epic engineers, in collaboration with NVIDIA, extended the engine to support Direct3D 11 and add displacement mapping. This talk will explain the bumps encountered and overcome along the way, along with extensive details on how displacement mapping was exploited in the demo. The talk will also explain in detail the many other new graphical features highlighted in the demo: screen space surface scattering for skin rendering, deferred rendering with MSAA, short hair rendering, blurry reflections based on ray-casting an approximate scene, and high quality depth of field featuring custom bokeh.
A fair chunk of that is already in the current UDK version.
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