Check out footage of Blade & Soul’s upcoming Unreal Engine 4 client from the Korean server

    
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No, you're thinking of a guy with two knives.

It’s a well-known fact that Blade & Soul is getting an engine upgrade to Unreal Engine 4. How much will that actually do for the game, though? Sure, we’ve all seen the trailers about the engine upgrade, but those are trailers and are thus intended to delight and surprise. YouTuber Rendermax has the answer for you with a nearly 20-minute walkthrough of the game using the UE4 client on the Korean Frontier server.

The bright side is that the game definitely looks good. On the flip side, though, there’s clearly more work to be done; he’s up front about the fact that the client crashed multiple times for him whilst filming, and it’s rather difficult to play in areas with more than about 10 people at once. While there’s certainly no release date for this upgrade on the Western version, it’s still nice to get a glimpse of what the client and the upgrades will look like in action.

Source: Rendermax on YouTube; thanks to Rafael for the tip!

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Dug From The Earth

Ugh….

WTH is wrong with devs

You have Unreal 4 and yet you still dont know how to properly handle Level Of Detail (LoD) without creating just puke worthy POP-IN visuals.

see the video between about 1:19 and 1:25.

There is NO reason that you should see something like that in a game today on current hardware using UE4.

At the very least, the engine supports the ability to fade objects into view for a much less jolting visual experience.

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rafael12104

Saw that. But… I’m chalking it up to an early build. We will see how the engine functions improve as they refine the builds.

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cursedseishi

Welcome to the Unreal Engine. You can hang your coat up on… the rack, once the textures pop-in. This is a common issue, believe it or not, that has persisted through the years as well as through engine updates and many developers, even Epic’s own.

Like Rafael said, it’s likely all early implementation. The whole ‘Frontier’ server is a fancy name for ‘Beta’ server to test the implementation and everything for the upgrade. I’d even guess on release of the server was the first major implementation of everything altogether possibly.

I’d wait to see how it all goes myself. At any rate, we’ll likely not be seeing it at all in the West until multiple passes have been done and a lot of this early stuff is polished out by virtue of being done in the Korean servers first.

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rafael12104

True.

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styopa

Even at 2x speed that was interminable.

I didn’t mind B&S for a while, but watching that makes me feel a little “DOA Beach Volleyball” icky. I mean, should you be judging the game by the width of the characters “birthing hips” if they’re greater than the length of her skirt?

The land of the absolutely-obligatory panty shot.

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rafael12104

Cool! Thanks for the follow MOP!

So, things look great, right? There is no question that the changes are graphically pleasing.

But let’s be honest, that is not what the game really needs. What is at stake is improved performance in groups and highly populated areas. And that is what UE4 is supposed to solve.

So, this bit of real game play answers a few questions, most notably how the game will play. And, that is looking good..

But, will UE4 remove a lot of the instances and play in a more open world setting aside from gold quests? Will world bosses once again be truly world bosses and not instanced?

Hmm. We will see. But the game play we see here gives me reason to be optimistic.

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Utakata

“But let’s be honest, that is not what the game really needs. What is at stake is improved performance in groups and highly populated areas. And that is what UE4 is supposed to solve.”

…And without that this entire upgrade would be pointless, to put it mildly. /le sigh

Unrelated, but ingame question to you though – and to save the inconvenience to other readers, I am placing said question under Spoiler stealth:

Spoiler

How do you unsummon your noncombatant pets (ie. those RNG’d colored floaty blubbery penguins you get)? I know how to hide them…but other players still can see them. And I need to put them in their cages so no one else can see them. And without having to unequip it, as it is has defensive stat properties to it. You showed me once…but for the life of me I can’t think what it was. Nor has my Google-foo come up with an answer outside of /hiding it.

You answer to this would be most appreciated. /bows

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rafael12104

Spoiler
Ah yes. Many of the newer pets they can be broken down into two parts, an Aura which contains the stats and the pet look which is the skin. So first, unequip the pet then click on the pet in your inventory. You will see several little icons pop up which you can hover over and it will tell you what you can do. Choose Alter Appearance. Once there you can choose to separate appearance, it might cost you some gold though if you are not a premium member.

Voila. Once done, you will see in your inventory the pet aura which will have the stats of your pet and which you can equip without the pet at all.

BUT there is an exception. There are some pets that don’t come with the Aura. Older pets don’t have one tied to them. In those cases you can’t equip the stats without the pet.

BUT the good news is that you probably have a pet aura stashed away somewhere in your storage. It was a quest reward for completing Act 7. And a few other quests too… I think.

Let me know if this helps!

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Utakata

Thanks! But one more thing…

Spoiler
What act am I on now? My characters are on the Treasure of the Kameleon quest line apparently before they’re introduced to Chol Mugo.

…sorry for being a pain in the tail. :(

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rafael12104

Act 7 Chapter 7. You are almost there! Just finish Act 7. There are 13 chapters in Act 7.

No problem at all.

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cursedseishi

Unfortunately it seems like Render-maxed their interests in ‘Onichanbara’ more so than they did ‘Legend of the Swordsman’ when it came to the… focus… of a few shots.

Unnecessarily skimpy and definitely-not-regulation schoolwear and slow spins aside? I can’t speak much on the gameplay specifically (Kung fu guy here, not caster), but graphically there is a good improvement to it, at least in a few points… The odd bit of, uh… chest physics on some of those NPCs was definitely weird though!

And it’ll hopefully help that a lot of the grunt work smoothing out the implementation of Unreal 4 (and its iconic pop-in at places) should be done before it starts its Journey to the West. Frontier is definitely a ‘Beta’ server though, so one can hope it gets hit pretty good!