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A first look at Unreal Engine 5

unrealengine.com

121–130 of 695 posts

Re: A first look at Unreal Engine 5

#121

After the many fiascos of UE4 and the shit Sweeney and Epic have pulled I dont really care, I'm sticking with blender and godot.

Many fiascos? Are you talking about how epic didn't pay dancers for their dances in fortnite? Or the crunch they pushed on their workers to ship fortnite content?

I'm trying to think of others, maybe you could expand a bit?

Re: A first look at Unreal Engine 5

#123
For people not working in video games in might seems super impresive but I can assure you that major publisher have similar rendering visual in there in-house engine. Super cool none the less!

Re: A first look at Unreal Engine 5

#124
post #93

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.

Amazon is getting in the engine game as well, with Lumberyard. And there is always the possibility of other studios making their proprietary engine available if there is a profit opportunity. RAGE and Anvil come to mind.

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Re: A first look at Unreal Engine 5

#125
post #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.

I'm almost certain they are. HW raytracing is of the big selling points of the new console generations, and if they achieved these kinds of results without it, then I would have to reconsider my skepticism of the occult.

Re: A first look at Unreal Engine 5

#126
post #70

Earlier quoted context omitted.

If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time, especially when the camera is so far away. I wonder how many GPU's that system had.

> If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time Umm, Ray tracing would love to have a word :P In all seriousness, typical animated frames for big budget films easily take hours or longer _per frame_. It really depends on what looks you're trying to achieve. Game engines have come a long way in terms of realistic graphics with realtime rendering, but it'…

Yes, of course. But fully animated CGI traces everything back to camera and single screen in movie quality. This setup has 1,326 individual screens, 123,904 px/m² filmed from several meters away for 180 degree view. None of those screens were rendered even close to movie quality.

btw. Only about 50% of the scenes were made with this setup. rest was traditional ray-tracing.

Re: A first look at Unreal Engine 5

#128

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.

Unity doesn't really overlap with Unreal. Unreal is big and cutting edge for AAA titles. Unity is much more simplified. The path of least resistance is usually pretty clear for someone starting a project.

For a while there they really tried to overlap. Unity's been making a huge graphics push over the last five years - it actually had realtime GI before Unreal did, and wasted no time telling the whole world about it: https://www.youtube.com/watch?v=dk8gpz0o5TU

More recently it's been making a lot of noise about its new scriptable render pipeline and shader graph. Of course these are still playing catch-up with Unreal, but they're doing an admirable job.

Meanwhile Unreal totally changed its pricing model ~5 years ago to be much more similar to Unity's and affordable for indies/individuals, as well as adding native support for mobile platforms, etc.

For some customers there may be a clear choice, but for now at least there's also a ton of overlap between their markets. We'll see where things go in the future.

Re: A first look at Unreal Engine 5

#130
post #69

Earlier quoted context omitted.

I think with every engine- or console generation people will go "this is photorealistic!", but in practice / real games it doesn't look / feel that way, or (maybe more likely) you get used to it until you run into the next best thing. That said, The Mandalorian has used the Unreal engine to render real-time backgrounds for scenes, so it's good enough for that at least. And in films they don't need to do real-time, th…

In this demo I thought it "didn't feel that way" more due to the camera positioning and character than anything else, though. The environment seemed quite indistinguishable from pre-rendered CGI.

It definitely wasn't indistinguishable from pre-rendered CGI, there are a lot of shadow artifacts for one thing. It looks great but we get this ever few years from the real time people - they're amazing at picking off the low hanging fruit of offline rendering and finding a quality compromised solution that can work in realtime, but they're chasing a moving target.
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