Unreal Engine 4: Simple Specs

With some minute details on the requirements needed to run the engine properly.

Tim Sweeney’s presentation started off with a few facts on how humans perceive things; we can detect up to 72 frames-per-second (for all you naysayers who think 30 frames is the max we can see, take a look at this), the highest resolution we’ll probably ever need is 2560×1600 (30 degress) for HDTVs, and for the ultimate immersive experience, 8000×4000 (90 degrees). Of course, it will be some time before we can reach that level at appropriate frame rates. (You can find Tim Sweeney’s full presentation at the source).

For Epic Game’s next generation middleware however, the paper numbers are simpler: 2.5 TeraFLOPS to run the Samaritan Demo (roughly the amount of a GTX 590). As you can see from the comparison image above, the aging Xbox 360 only manages a measly .25 TFLOPS, but still packs a decent punch given the impressive visuals shown in some recent releases. Naturally, FLOPS (floating point operations per second) isn’t the only thing we have to consider; stream processors, shaders, and whatnot are a factor as well. Yet, since it’s a very simplistic and easy way to explain the amount of power required, it’s been used extensively as a marketing tool in the past decade.

Based on the paper numbers alone though, that previously rumored 6670 GPU probably won’t cut it for Unreal Engine 4, especially if it’s running at 1920×1080. This does however, make AMD’s next-generation “Southern Island” architecture that much more plausible in showing up inside Microsoft next Xbox.

For those that need a refresher on what level of graphics we are talking about:

Finally, Mark Rein has revealed to G4 that we can expect to see an Unreal Engine 4 unveil sometime this year. Perhaps during E3. Along with a new console.