Infiltrator Released For Free!

[=Beaucephal;390305]
Nice to see I’m not the only person having the ‘hangs at 95%’ issue here haha. Shall leave it to chug away for a while and watch the cool renders posted above in the meantime. Excited to see it running on my own computer though :slight_smile:
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Yep as others have said - it can takes hours (depending on your hardware). Worth it though and subsequent loads are back to normal times

Is it possible to make a free-roam version of this demo? Without the custom cut-scenes. So that one can just wander around in the environments instead watching it from point A to point B like a movie? If yes, can some kind person do this and upload it for to try out? I’m pretty new to the Editor and can’t seem to figure it out on my own.

Thank you awesome people!

It should be pretty easy to do. The easiest way would be to start a new project (either first or third person projects - depending on what perspective you want) and select/export the controller part to your Infiltrator project and hook it up. I can take a look for you later in the week (have a lot of work on at the moment). Not sure exactly on what the EULA is regarding uploading this type of content and where would be best to do it (maybe someone else can chime in with info on this). Maybe it’d be best to do a tutorial for you to save on uploading lots of unnecessary / redundant data.

Thank you kind sir. I don’t find d a reason that it would break with any EULArule since ue4 a d it’s assets are free right? If you love something set it free remember?

But if it would come down to that, a tutorial would be sufficient I guess. But a build and pack version would be appreciated though, as I’ve been having big problems with packing projects, I’ve been having errors and packing wouldn’t complete. I’ve searched Google for help on the matter, for a few possible solutions but none that actually worked for me.

The environment in the infiltrator demo is such impressive, and the short demo is so short that one simple cannot have time to appreciate it.

Thanks in advance.

So are these free to use in commercial products?

looks awesome!

buddy get yourself an i7 980x on ebay -6 cores that will clock for you at 4Ghz+ :wink:

I’ve watched Infiltrator taxing multiple cores in DX11 & DX12 on my system…

[=2M02;394578]
So are these free to use in commercial products?
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Yes they are, but only in UE4 projects.

I made it guys! A working Free Roam/NoClip version of the infiltrator demo. After some struggeling with my editor noob skills i finally got it! :slight_smile:

Make sure to check it out:
https://.com/watch?v=ltDp8jDDofo

I also uploaded it to MEGA, link is in video.

yours kidding right? that is basically moving in the editor with full screen and editor view off (g) and movement increased.

Edit: nevermind, i now see your reason. its a compiled version. now makes sense.

Nice one, i’m sure you learnt some useful things. What kind of fps are you getting with that setup? Probably best to export the original matinee sequence for benchmarks though

Update:

So I had a quick play. Performance doesn’t seem hugely better than it was in editor, but I’m sure there’s a bump. To make this more useful though you should add some camera switches (I think the project already has hotkeys setup (number keys) but these didn’t seem to work in your demo). Otherwise it takes an age to go up to the surface. You could experiment with UI widgets to add functionality - like play the default cinematic or change walk speed/cameras etc. I think SweetFX should be off by default. I know post processing is dependent on resolution but it just looks oversharpened to me. Also the final frame buffer is/already quite dark (especially outside) so by ramping the contrast and overlaying vignette it’s just crushing all the dark tones (especially away from centre screen). I get why you sharpened it though - I can’t decide if if I fully love the soft look. When I first saw it I really loved the softness (from the temporal AA). Sharp images often are a dead give away for CG and this is a move to make it look more filmic. Perhaps a little sharpening is needed (I wonder how it compares at 4K to the 1080p I’m viewing on). You could of course just modify the post fx in UE4 rather than using SweetFX.

Hey thanks! Am trying my best with my limited knowledge. The only things I did was to go into Matinee and manually delete everything in there (didn’t find a way to just remove the matinee directly) I moved PlayerStart which was located in a black box outside of the scenery witch the white text “Press Spacebar to start” So I just dragged the PlayerStart thingy down to the construction-line- (where the demo normally would start) And that’s about it, I tried to remove Camera-Imperfections and Motion-blur because I really don’t like them, but it didn’t seem to work. Camera-Imperfection a.k.a chromatic abberation was only adjustable via the “view” button in the window. And under project settings i tried to uncheck motion blur but the settings didn’t stick. I guess there’s an easier/other way to do this that I don’t know of.

My system is pushing 25-30 fps in the construction- and 30-40 outside. My CPU is clocked as high as possible 4.6ghz, but unfortunately I don’t have an i7 CPU. Dunno but it seems like multi-threading gives quite an advantage performance wise.

Yeah I tried to solve this problem by adding a teleporter to make it to the top outside, but I didn’t get it to work. I also tried to mark everything inside the back box to try to bring the whole freaken construction- up just outside the nice little park, somehow everything wasn’t marked and some things were left behind :frowning: Tell me how camera switches work. The demo originally had hotkeys yes, but I think I managed to delete them when removing everything in Matinee.

About SweetFX. I like the sharpening, but I can understand that it looks overdone on a 1080p monitor. I ran in 4K so I had to bump the sharpening up quite alot to get it right. Also on my monitor it looked slightly better with a little contrast enhancement, ofc this differs from monitor to monitor. But feel free to edit the sweetFX settings to your liking.

[=soetdjur;399709]
Hey thanks! Am trying my best with my limited knowledge. The only things I did was to go into Matinee and manually delete everything in there (didn’t find a way to just remove the matinee directly) I moved PlayerStart which was located in a black box outside of the scenery witch the white text “Press Spacebar to start” So I just dragged the PlayerStart thingy down to the construction-line- (where the demo normally would start) And that’s about it, I tried to remove Camera-Imperfections and Motion-blur because I really don’t like them, but it didn’t seem to work. Camera-Imperfection a.k.a chromatic abberation was only adjustable via the “view” button in the window. And under project settings i tried to uncheck motion blur but the settings didn’t stick. I guess there’s an easier/other way to do this that I don’t know of.

My system is pushing 25-30 fps in the construction- and 30-40 outside. My CPU is clocked as high as possible 4.6ghz, but unfortunately I don’t have an i7 CPU. Dunno but it seems like multi-threading gives quite an advantage performance wise.

Yeah I tried to solve this problem by adding a teleporter to make it to the top outside, but I didn’t get it to work. I also tried to mark everything inside the back box to try to bring the whole freaken construction- up just outside the nice little park, somehow everything wasn’t marked and some things were left behind :frowning: Tell me how camera switches work. The demo originally had hotkeys yes, but I think I managed to delete them when removing everything in Matinee.

About SweetFX. I like the sharpening, but I can understand that it looks overdone on a 1080p monitor. I ran in 4K so I had to bump the sharpening up quite alot to get it right. Also on my monitor it looked slightly better with a little contrast enhancement, ofc this differs from monitor to monitor. But feel free to edit the sweetFX settings to your liking.
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UE4 has the ability to control postfx via volumes called PostProcessVolume. This is so that the level’s postfx can be tuned to the area in question. As an example, if you wanted to turn off chrom abb you could go to the initial hallway area’s post volume called “Post Process Access Tunnel” / select it and in the Details window go PostProcessVolume/Settings/Scene Color/Fringe (what it calls Chrom Abb). You can set it’s colour, saturation, vignette etc there too. If you wanted to control postfx an entire map (without sub volumes) you can just delete all the PPVs bar one and set that to “unbounded” which basically means it’ll ignore the size of it - and effect everything. They have one already doing this called POST_CINE which basically just adds a dirt map/mask to the screen.

Setting up cameras is fairly easy. You just need to delve into some basic blueprint scripting - for which there’s loads of tutorials around. When I’m working on my own game later on I’ll see if I can get a screen grab for you (I’ve been experimenting with old school fixed cameras that get triggered when the player walks into hit volumes).

It will be faster if you have 32GB RAM. It takes a few minutes now.

Where is the free infiltrator game?

[=Dragonguy;435234]
Where is the free infiltrator game?
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Hi Dragonguy,

The Infiltrator Demo is not a full game, it is a tech demo, however you can find it on the Learn tab of the launcher.

If infiltrater is suppose to be a free demo. How come I can’t download it and play it??

OK trailer looks great BUT!
I thought you could download this infiltrator and play. mmmm! am I wrong ?

Fatal error!

Crash in runnable thread FLauncherTask

Hey I’m looking at what the cause of this is. Can you tell me what version of the engine you are using when you try to launcher the project?