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A first look at Unreal Engine 5

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Re: A first look at Unreal Engine 5

#191

Let me throw in an anecdote that may amuse some: I was working for a now defunct large game company when Epic and Tim Sweeny came in to demo Unreal Engine 3 very early before the PS3 and XBox360 were launched. This was about 2004. Their demo blew away executives in particular. They showed multicolored lights casting multicolored shadows on a single high detail character. One of the lights was behind a stained glass w…

Remember the PS1 dinosaur demo? Yeah the whole industry is famous for this. Games are more than tech demos.

Tell that to the VR scene.

Re: A first look at Unreal Engine 5

#192
post #161
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…

At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…

That's funny you bring up the PS3, because my first reaction to the parent commenter and the OP video was how I remember thinking things couldn't get much better than the PS3 demos [0] – which now look comparatively primitive – but I've had that same feeling with PS4 and now PS5. But PS5 really does seem to be getting close to real-time interactive realism.

But I agree with you that I expected games to be much "better" by 2020, back when I was a kid playing 7th Guest. I guess I couldn't understand back then how much manual, hard-to-scale labor and budget would have to go into story, dialogue, art, acting (plus salaries of A-list movie stars), mo-cap, etc. I expected in-depth scripted NPC behavior, like in 1992's Ultima VII [1], to be extremely commonplace and basic by now, but I obviously didn't understand back then what actual AI and emergent simulation requires (versus manual scripting, and testing of that scripting)

[0] https://www.youtube.com/watch?v=pzvOgTABwr0

[1] https://www.filfre.net/2019/02/ultima-vii/

Re: A first look at Unreal Engine 5

#193
post #161

Earlier quoted context omitted.

At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…

Your only commentary here is that it doesn't live up to your expectations. You wanted more. And then you wonder why AAA studios focus on graphics? > That being said I concede that I'm clearly in the minority You definitely aren't in the minority. r/gaming is full of people racing to be most unimpressed by a good looking game. All the HN comments pointing out flaws with "don't get me wrong, it looks decent!" could be…

Maybe it's just because I am old enough to remember playing Super Mario on a CRT, but that attitude sometimes astounds me. Like I have read many assessments that the latest Doom game's incredible framerates are nothing to be impressed by, because the game is "visually underwhelming". I think a lot of people don't understand how difficult real-time computer graphics are to implement, and I have difficulty viewing the world through their eyes.

Re: A first look at Unreal Engine 5

#194

so PC gamers, with 8K textures and UE5, what would you like to see aside from pushed framerates?

Better physics. It's 2020 and still doors, walls, and even windows can be struck by a rocket without anything other than a scorch decal left behind.

It's not a technical limitation, but more like a game design limitation.

If you can punch holes in any wall, then the designers suddenly have an infinite cases to handle. It could still cause problems with open world games.

I'm with you btw, 100% destructible world is my childhood dream for games.

Re: A first look at Unreal Engine 5

#195
post #63

Earlier quoted context omitted.

This is a demo. You can easily see that it's structured in a way that allows to easily mask loading of the new scenes and that there's not a lot of interaction going on - pretty much the only interactive thing they shown was dynamic illumination (which is something they were promising since early UE4 demos, and I believe that's what GP mostly meant) and particle system. You can be sure that demos like that (especiall…

But real games have always and will continue to use the same tricks. This demo could be put directly into a Tomb Raider game and would be fantastic.

The Tomb Raider-esque parts where the character is jumping and climbing didn't look right. She's missing some kind of "weight" or something in her animation that makes it look like she's not really doing those things. Lara Croft's animations are much more convincing.

Re: A first look at Unreal Engine 5

#196

Earlier quoted context omitted.

Remember the PS1 dinosaur demo? Yeah the whole industry is famous for this. Games are more than tech demos.

https://www.youtube.com/watch?v=k7Lk7idveeU

It looks like PS2 graphics.

Re: A first look at Unreal Engine 5

#197
post #106

Extremely impressive. That said, I am struck by how the inaccuracies in physics modeling start sticking out like a sore thumb the closer the visuals get to realism. After gawking at the ground and falling rocks in the first scene, I kept getting stuck on the weird movement of her ponytail. Also the landing of the first jump across the chasm. Picking nits for sure; incredible work here.

I got the uncanny valley sense from the footage and had to watch it a few times to understand why. As you say, there are still subsystems whose fidelity don't meet the quality bar that the texture and lighting set.

Little things like the player model's hands interacting with an invisible flat surface above the incredibly intricate rock textures.

Yes, nits. With the player model acting as a locus for these uncanny interactions, I wonder if there will be a wave of first person games that can take full advantage of the photorealism.

Re: A first look at Unreal Engine 5

#198

Earlier quoted context omitted.

Remember the PS1 dinosaur demo? Yeah the whole industry is famous for this. Games are more than tech demos.

I always wondered if that dinosaur was using the 2MB of memory in the final retail unit, or 4MB often seen in arcade boards using the the PS1's technology.

I could swear I “played” it when I was a kid off a PlayStation magazine or Pizza Hut demo disk on a retail (well modded) unit

Re: A first look at Unreal Engine 5

#199

I've been wondering for a while Unreal doesn't just make the Unreal Browser. You download and install it. Then you give it a URL, and it streams down a map, and downloads DLLs containing behavior custom to that map. While you're in a map, you can walk through a portal to another map. Or you can just keep moving in a direction, which streams more and more map. If you're in a multi-player environment, you connect to a…

Similar to the concept being attempted at Core, though it's packaged as a game modding platform. https://www.coregames.com/

Yes you can make unending worlds in UE4.

Re: A first look at Unreal Engine 5

#200

so PC gamers, with 8K textures and UE5, what would you like to see aside from pushed framerates?

Removal of motion blur as the default. It's even present in the demo!

I don't actually hate motion blur, I really like the cinematic feel of in-engine graphics.

I went through a phase where I wanted things sharper and sharper to showcase technical ability (mostly in consumer grade video and photography), but then once THAT was ubiquitous I found myself focusing on deteriorating the quality for its uniqueness and allure. Forcing the viewer to find focal points themselves and increasing interest.

I feel like gamers don't really have an opinion one way or the other, but have been told not to like blur? I'm not really sure I just haven't seen the arguments and have gone full circle on the meme myself. At the end of the day I enjoy it.

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