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A first look at Unreal Engine 5

unrealengine.com

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Re: A first look at Unreal Engine 5

#111
post #104

Earlier quoted context omitted.

Water, dust, cloth and hair physics are all still in the uncanny valley...not to take away from the tremendous progress with triangles and lighting!

I thought the scarf movement looked great.

Not to me. It was too stiff which caused it to move in some unnatural ways.

Re: A first look at Unreal Engine 5

#112
I think it is interesting that the first thing they talk about is LOD. UE4 is famous for its bad LOD implementation. Look at FFVII Remake [0]. It's an insanely high budget game made in UE4 with top-of-the-line assets, yet some textures never load in to their high resolution versions. UE4 has earned this stain. Since they're talking LOD first and foremost, maybe Epic actually fixed their UE LOD issues this time around.

0. https://www.youtube.com/watch?v=qyGl5C3Uwak&t=10m40s

Re: A first look at Unreal Engine 5

#113
post #74
post #15

Earlier quoted context omitted.

Well, I may be wrong, but I was under the impression that the Unreal Engine will also work on the next XBOX (and any PC) and that the PS5 was less powerfull than the next XBOX.

It remains to be seen how the PS5 and the new XBox compare in terms of performance. The specs of the new XBox are slightly higher on paper, but the PS5 is doing some really interesting things in terms of optimization. Basically the XBox is going for high constant clock speeds, and the PS5 is shifting priority between the CPU and GPU components of the SOC so each gets boosted performance when it's most relevant. Both…

Highly dangerous of the PS people to build non-deterministic performance into their console. Developers who try to push every ounce of power out of it will hate it.

edit: Maybe deterministic isn't the correct word. What I mean is that you can design a physics system that you can ensure runs on the PS5 CPU. But then the graphics boys make an upgrade and suddenly some power is diverted to the graphics and the physics system is no longer working correctly. This is still deterministic. But a nightmare to work with when optimizing for hard-real time requirements. The only way this can be done sanely is if the developers can fix this power budget and thus restore "determinism".

Re: A first look at Unreal Engine 5

#115

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.

Watch the characters' hand. When she first reveals the ball, it glows in every direction. Then she moves her hand position to "focus" the light forward.

Re: A first look at Unreal Engine 5

#116
post #81
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…

It's strange that the character wasn't more photorealistic in this demo. If you Google Image search you can find more photorealistic characters from previous versions of the Unreal Engine. I wonder if there might be some trade-off being made between photorealistic character and lifelike character movement.

I suspect it's a way to avoid the uncanny valley, and serves to highlight the photo realistic quality of the environments even more.

Re: A first look at Unreal Engine 5

#120
post #96

The real-time GI is amazing. Ray tracing is going to be a game changer, not only in terms of visual quality, but also because it's one of those rare times in computer graphics where the more advanced solution is actually making it easier on graphics programmers by replacing a bag of dirty tricks with a unified, physically based solution. One interesting note: they say the GI is "instant" but you can actually see that…

I tried to figure out whether the new GI used raytracing, and it doesn't seem like it is? If it is using raytracing hardware it isn't nearly as impressive. If it isn't, then it's sheer magic.
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