Live data from Hacker News

A first look at Unreal Engine 5

unrealengine.com

31–40 of 695 posts

Re: A first look at Unreal Engine 5

#31

Everyone should just keep in mind the first look at Unreal Engine 4 all those years ago before getting too too excited. Big step forward, absolutely, but it won't be as seen here.

All I could find with a quick search is this Unreal 4 tech demo from 2012: [1]

A lot of it actually looks subpar 2020 standards.

[1] https://www.youtube.com/watch?v=OZmRt8gCsC0

Re: A first look at Unreal Engine 5

#32

buried lede, perhaps: retroactive to Jan. 1, "Unreal Engine royalties waived on first $1 million in game revenue" > Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.

Also > Epic Account and Game Services I think this has the potential to be a huge shift if enough developers build games targeting Fortnite players. There's an ecosystem right there to be tapped into, and Epic just happens to be giving you the tools to do it.

And developers who launch on the Epic Store get much better placement than the average Steam listing, and free promotion by Epic's social accounts. At least right now, even before the financial incentives, there's a lot of perks for a new developer to become "heard of" from Epic.

Re: A first look at Unreal Engine 5

#33
Holy forking shirtballs, that looks amazing.

There's still some weirdness - I found the water movement (around 4:10) a bit odd, and the lightball in the cave seemed to be directional even though it was a ball. But my god, that's beautiful.

The end scene with the flying reminded me of the (fully rendered) Avatar ride at Disney World. I stood in line for two hours for that.

Re: A first look at Unreal Engine 5

#34
post #29

It's great to see that graphics continue to improve, but I think the pipelining of reproducing physical space characteristics is most interesting to me. One of the things they mention in the video is using tools to measure how real spaces echo and then reproducing those echo characteristics in virtual spaces. Techniques like that have enormous potential for allowing us to use virtual space and actual space collaborat…

This has been done for ages in the audio production space, it's called "convolution reverb". It's quite nice, but it doesn't allow you to tune it very much, besides basic filtering and stretching/cutting.

Yah, they said "convolution reverb," so I think they expected audience to know what it was. Often it's not about creating new technology, but making existing technology accessible to new audiences and new creators.

Re: A first look at Unreal Engine 5

#35
post #28

I am always skeptical of tech demos like this, but if Epic has truly created a way to show full quality assets at runtime without manual LOD / optimization, then this is going to be a huge process improvement for game development. Same goes for this lighting. Baking lights is such a burden, if they can simply do all of this at runtime then making beautiful games just became that much easier. They also bought Quixel,…

I'm normally skeptical of tech demos, but normally they don't actually talk about the tech. Assuming the actual promises aren't misleading, this is extremely impressive. > Not sure how Unity can keep up with this. Unity still has a big edge on usability. Unreal is very much a AAA tool: you have to use C++, all the built-in systems have a much steeper learning curve, etc. Even as a professional dev who's tried a few t…

You don't have to use C++, you have Blueprints, which can control not only shaders, but also game logic and levels.

Re: A first look at Unreal Engine 5

#36
Wow, we'll soon be down to only one game engine.

Crytek has financial worries. Plus it's the most difficult to use, because it's almost all C++.

Unity is very accessible thanks to C# scripting, but has bug issues (and no source code).

Unreal Engine looks amazing, is cheap or free for indie studios, and has source code included.

If they can make UE slightly easier to develop for, they'll dominate the market.

Re: A first look at Unreal Engine 5

#37
post #28

Earlier quoted context omitted.

I'm normally skeptical of tech demos, but normally they don't actually talk about the tech. Assuming the actual promises aren't misleading, this is extremely impressive. > Not sure how Unity can keep up with this. Unity still has a big edge on usability. Unreal is very much a AAA tool: you have to use C++, all the built-in systems have a much steeper learning curve, etc. Even as a professional dev who's tried a few t…

You don't have to use C++, you have Blueprints, which can control not only shaders, but also game logic and levels.

If you're a programmer who wants to write code, you have to use C++

Re: A first look at Unreal Engine 5

#38
> Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.

I wonder if they consider the Switch a current-generation console.

Re: A first look at Unreal Engine 5

#39
post #22
post #8

In the past, I have always looked at Demos from Games and thought this is very good and getting close to movie quality. But that "close to" remained "close to" for quite some time. Even though It is improving every year but you can still tell it is gaming graphics. Even if some of the shots are not real time and pre rendered, they are still gaming like. That Unreal 5 Demo was the first time ever I thought this is Hol…

Unreal is now starting to be used in place of green screens in some movies. (there's a lot more that goes into it, but essentially it seems like unreal is one of the core software pieces) Here is an example: https://www.youtube.com/watch?v=Hjb-AqMD-a4

The Mandalorian filmed a lot of scenes with UE4 doing real-time rendering onto large LED screens like in that demo. Looked pretty good! Probably more fun and easier for the actors too.

Re: A first look at Unreal Engine 5

#40

buried lede, perhaps: retroactive to Jan. 1, "Unreal Engine royalties waived on first $1 million in game revenue" > Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.

I’d be really curious to see what a talented programmer or two could do with the engine by themselves, without bringing an artist on board. Is the Unreal engine flexible enough to do low fidelity, 2D games or are you just better off coding up your own engine at that point?
Post reply on HN