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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

#281
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, I just wonder for this particular demo, would it be cheaper to film in a real world location! :)

Re: A first look at Unreal Engine 5

#282

holy...This is crazy. I really want to learn game engine architecture. Anyone have any links/recommendations for starting developers?

Read the Game Engine Black Books by Fabien Sanglard at fabiensanglard.net ! They are among the most beautiful books on game engine I've ever read. I read the PDF and then bought them both to support him because he really, really deserves it. The other articles on his website are also really well-written and super interesting!

Thank you.

Re: A first look at Unreal Engine 5

#283
post #249
post #79

So I don't care much for graphics quality, I started moving towards the terminal and CLI for most everything in my life about ten years ago, ultimately I feel that graphics falls under unnecessary fluff and eyecandy that distracts from "real" data, gameplay, etc. But that flight scene at the end of the demo, how realistic it was, how it was seamless, how detailed it produced a physical reaction in me, a feeling of li…

Graphical quality can be a way of conveying "real" data. Here's a video where they cover the importance of graphics in fighting games, such as allowing characters to have larger move sets because the better graphics allows moves to be visually distinct to players. https://www.youtube.com/watch?v=dSxk7THBnxY&t=2s

You kids are spoiled nowadays with all your fancy graphics that substitute flash for performance, I played Warcraft Orcs and Humans for weeks, in all of it's beautiful pixelated, 8 bit glory. Now get off my lawn, zug zug.

mild \s

Re: A first look at Unreal Engine 5

#284

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…

Not in the industry, so pure speculation.

Unreal Engine's old business model were exactly that, get you excited with demos and sign up ( paid ) for their engine. And it was the same with UE 3 and UE 4. But in 2015 all that changed. It was open sourced on Github, it has a very sustainable revenue model due to the explosion of Mobile Gaming, the Gaming industry as a whole is now bigger than Movies and Music industry combined.

I think it is fair to say EPYC no longer has the incentive to do that with UE 5. And because it is / will be open source, they can now actively work with many different partners ( Hardware such as Sony and Microsoft and other publishers ) to make sure those technology works as intended.

Re: A first look at Unreal Engine 5

#285

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.

To be fair, Epic wanted to have real-time global illumination for UE4. They even had a lot of the work done, but it just never quite made it. The performance impact was too great. I imagine several years later they've been able to deal with most of the issues, especially since we have a lot more computational power available.

Re: A first look at Unreal Engine 5

#286
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

Amazing, the future of this tech is just exciting

Re: A first look at Unreal Engine 5

#287

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.

Here is how the production looked https://youtu.be/gUnxzVOs3rk

Incredible. Replace green screen with real time rendered scene. Truman Show IRL.

Re: A first look at Unreal Engine 5

#288

Earlier quoted context omitted.

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.

Honestly, convolution reverb is already highly accessible. It’s a feature in $50 (and probably free) reverb plug-ins for anybody that does audio. They’re relatively easy to implement and have probably been around for a decade+. As the OP said, the audio things they mentioned aren’t new or adding any accessibility imo

They were doing it in the 80s for music when samplers first became big.

Re: A first look at Unreal Engine 5

#289
post #247
post #131

Earlier quoted context omitted.

A lot of what/why they are doing it this way, is realistic lighting and reflections. Im not sure the difference between a realtime game engine and ray tracing matters that much when you are using it as faux ambient light. After it is filmed, they can still go back and touchup the backgrounds. Someday with ray tracing they can do real time finished products, but for now the tech works great at what its intended to do.

If a scene has been filmed in this setup, how easy is it to separate the physical foreground from the background screen if they want to re-composite the foreground with a more detailed rey traced background?

I imagine with the advancements in consumer level tech with portrait mode in cameras and zoom backgrounds that the tech ILM has could make easy work of this.

Re: A first look at Unreal Engine 5

#290
post #246
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…

Ray tracing is a scam to push more hardware we dont need. https://www.youtube.com/watch?v=RNRp9Y33xWE Can you spot the difference worth >2-3x performance drop?

This is a very ignorant comment.

For some tasks, ray tracing already outperforms traditional rasterization.

All "photorealistic" 3D renderers are trying to produce output on par with a true ray tracing renderer, and because the computation required is so high, tons of bodges and hacks are employed to approach that level of quality. The resulting complexity of a traditional rasterizer is astronomical compared to the complexity of a ray traced renderer.

Ray traced graphics has been the goal the entire time computer graphics have been a thing; for the past 40 years, at least. That's always been the goal. I can't remember a time when it wasn't.

It's only now that hardware fabrication technology has put us in a place where we're able to slightly open the door to the rendering techniques we've desired for so long. It's an exciting time.

It is not a scam. It may not perform well in most situations currently, but I can promise you, that will change significantly as time goes on.

Just like how early CPU hardware was slow and expensive, early ray tracing hardware is slow and expensive. Over time, CPU hardware has gotten cheaper and faster, and the same will happen with ray tracing hardware.

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