Apparently the Gears of War: E-Day trailer wasn’t running in real time as someone claimed: there has been 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 based on a collaboration between The Coalition, Blur Studios and GNet, who developed it using in-game models, textures and scenarios and then captured it all on 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.
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 description of the Gears of War: E-Day trailer specifies that it is an in-engine movie.
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, though, when we talk about “in-engine” generally we refer to the graphics that the game is able to offercalculating it in real time, and here things are different.
This means that the prequel to the Microsoft series in all likelihood it won’t have the same eye-catcher as the video, however much I 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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