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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

#231

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…

Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges

Better or worse kludges than this one? http://ridiculousfish.com/blog/posts/roundy.html

Re: A first look at Unreal Engine 5

#232
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.

The more accurate the rendering is, the more accuracy you expect of everything else.

A game with cartoonish or simplified rendering can get away with one attack animation, one "working" animation etc; but once the rendering becomes realistic, you need better animations and physics, etc.

Re: A first look at Unreal Engine 5

#233
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

This is really cool, looks like HDR environments in real life. Makes me wonder if this could be used in conjunction with cameras and some clever image processing algorithms as a camouflage method.

Re: A first look at Unreal Engine 5

#234

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.

All engines have bugs.

Unity source code is partially available on github, and full available on commercial license, which is fair.

Then there are plenty of other engines out there, for example Cocos2d-x is number one in Asia for 2D mobile games.

Re: A first look at Unreal Engine 5

#235

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

Games built on Unreal 4 in the last couple of years look way better than that 2012 UE4 demo. The first few years of games on UE5 might not look like the UE5 demo today, but in a few years they will catch up.

Re: A first look at Unreal Engine 5

#236
post #70

Earlier quoted context omitted.

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.

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.

It used four synchronized PCs with a total cost of ~$20,000 to render three 4K panels, which is pocket change for a large production. The LED walls or a single lens costs more than that!

This goes into way more technical details: https://ascmag.com/articles/the-Mandalorian Particularly interesting is how the system had ~10 frames of latency, so excessively fast camera turns would show lower quality renders.

Re: A first look at Unreal Engine 5

#238
post #72
post #57

Earlier quoted context omitted.

I'd sure hope so if iOS and Android are on the list.

I'm pretty sure that most high-end iOS and Android devices are significantly more powerful than the switch—I mean, they generally cost hundreds of dollars more.

Yes but they don't have specialized hardware and have the highest power consumption constraints.

Re: A first look at Unreal Engine 5

#239
post #213

Earlier quoted context omitted.

Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges

Rounded corners using tables and gifs?

That reminds me of the old trick of using a 1x1 pixel in an empty table cell to ensure that internet explorer would actually expand the table cell to whatever width you set it to (height still needed another trick if i recall correctly).   would work, too, but then the minimum height of the cell would be whatever the line height was set to, and the line-height property didn't behave the same across browsers.

It's funny how old tricks make a comeback. I see a lot of  's in React codebases to preserve whitespace around JSX tags.

Re: A first look at Unreal Engine 5

#240
This looks nice, but I'm not sure what the practical gameplay consequences for the new tech are. I sure as shit am not going to ship a terabyte of original-quality assets in my game.

It would help me produce cinematics more easily though, I suppose.

Real-time global illumination looks dope. No more overnight lighting builds :)

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