No, the Gears of War: E-Day trailer wasn’t running in real time: official confirmation arrives

No the Gears of War: E-Day trailer wasn't running in real time: official confirmation arrives

No the Gears of War: E-Day trailer wasn’t running in real time: official confirmation arrives

Apparently there was quite a bit of confusion regarding the debut trailer for Gears of War: E-Day, which used in-game assets but did not run in real time: The Coalition has confirmed this.

Apparently the Gears of War: E-Day trailer wasn’t running in real time as some claimed: there was quite a bit of confusion regarding the term “in-engine”, which Microsoft used to describe the video, but the correct definition was provided by The Coalition.

“The Gears of War: E-Day trailer was created through a collaboration between The Coalition, Blur Studios and GNet, who developed it using in-game models, textures and scenarios and then captured it all in Unreal Engine 5 This was not a trailer captured in real time, as some have suggested,” a studio spokesperson wrote.

Therefore the assets that we saw in the video are those that we will actually find in the game, and from this point of view the observations of those who specified that it was not a simple CG trailer remain correct. However, at the same time, the sequences we witnessed were pre-rendered and not calculated in real time.

No the Gears of War: E-Day trailer wasn’t running in real time: official confirmation arrives

An improper use of the term in-engine?

Without even having time to conclude the age-old debate between the meaning of remake, remaster and reboot, here we are dealing with another etymological question. Specifically, the official trailer description for Gears of War: E-Day specifies that it is an in-engine cinematic .

A correct definition in an absolute sense, given that the trailer was built in Unreal Engine 5, which is precisely the graphics engine of Gears of War: E-Day. At the same time, however, when we talk about “in-engine” we are generally referring to the graphics that the game is able to offer , calculating them in real time, and here things are different.

This means that the prequel to the Microsoft series will most likely not have the same impact as the video , however much it may try to get closer to that result. It will use the same assets, but in managing them in real time it will necessarily have to optimize the resources: during the next presentation perhaps we will be able to understand how.

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