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A first look at Unreal Engine 5

unrealengine.com

291–300 of 695 posts

Re: A first look at Unreal Engine 5

#291
Demos are always beautiful but how about fixing some of the stuff that makes playing UE games unpleasant? The ridiculous load times, the random stutters and pop-ins, crazy high memory usage...

Re: A first look at Unreal Engine 5

#292

What a magical demo! That made my day. I had largely written off console gaming as a never-ending sequence of brain-dead first person shooters. I'm glad to see real innovation in the graphics space - coupled with advances in AI and NLP, I think we could see a crop of incredibly realistic and meaningful games in the next few years. IMHO, a key innovation that still needs to occur is a shift away from flunky and unintu…

To play devil's advocate - games with this kind of production value require a huge investment in asset production, which means they tend to be very conservative when it comes to gameplay, because they want to be damn sure it doesn't flop. So until the production of something like this comes way down in price, the games that look like this are likely to be clones of existing successful games, e.g. Uncharted, brain-dead first person shooters, etc.

Re: A first look at Unreal Engine 5

#293
post #22

Earlier quoted context omitted.

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! :)

For movies industry, a lot of the cost are actors and time involved. Having everything filmed with pre made scenes saves you lots of time comparing to green screen back and forth with VFX. Real world location also means lots of travelling.

Re: A first look at Unreal Engine 5

#294

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 :)

why not? PS5 can download/delete as you go.

Bandwidth ? someone has to pay for it. users might have bandwidth caps and/or have to pay as well.

Not to mention that streaming high-quality assets from the network is not going to be fast.

Re: A first look at Unreal Engine 5

#295
post #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 co…

FYI though, It's not open source. Open source has a meaning and Unreal doesn't fit that meaning.

https://www.google.com/search?q=open+soruce+definition

Re: A first look at Unreal Engine 5

#296
post #193

Earlier quoted context omitted.

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…

You can appreciate the technology behind it, but once the graphics in a game (which you play to escape real life) begin to mimic real life, it can feel underwhelming.

For instance, a game like Okami on PS2 is far more impressive to me than some 4K tech demo. When it comes down to actually playing a game, I don't give a shit about the polygon count, I give a shit if it's fun to play.

Re: A first look at Unreal Engine 5

#297
Graphics tech has been good enough for a while. I wish developers would start giving more love to improving other areas like physics, AI, and speech synthesis, that can make a game actually feel and play more realistic than just eye candy would.

But I guess those other technologies depend more on the CPU/RAM etc. which consoles lack in, so they don't want to bother with that.

Here's an example of how games have actually been going backwards in almost all other areas except graphics:

Far Cry 2 vs. Far Cry 5: https://www.youtube.com/watch?v=FCeEvQ68jY8

Re: A first look at Unreal Engine 5

#298
post #134

Earlier quoted context omitted.

Mark Cerny's tech talk emphasised that performance is determistic: 'So how does boost work in this case? Put simply, the PlayStation 5 is given a set power budget tied to the thermal limits of the cooling assembly. "It's a completely different paradigm," says Cerny. "Rather than running at constant frequency and letting the power vary based on the workload, we run at essentially constant power and let the frequency v…

It's clear from the presentation that it's not possible to run the CPU at full power and the GPU at full power at once. This means the CPU will be stealing performance from the GPU or vice versa when the system is pushed to it's limits. This means the things you can graphically do are directly connected to how much the CPU is loaded. This will be very hard to optimize for. Since seemingly unconnected physical pieces…

> the CPU will be stealing performance from the GPU or vice versa

Another way to think about it is that very few games are using 100% CPU capacity and 100% CPU capacity at the same time. This model gives the developer a combined compute budget, which can be allocated as required for the task.

Re: A first look at Unreal Engine 5

#299
It mostly looks amazing but also very uncanny valley.

The development process improvements sound most promising.

I was amazed until the the character started climbing the rocks.

Seems like no one at Epic has ever climbed a rock in their life.. it sent the whole demo back to PS1 land. It doesn't even look like a super hero rock climbing, just looks totally wrong. Almost no part of the body ever looks angled correctly to reflect gravity being a thing, like the physics engine switches off.

That and her ankles are fused and never plantar flex so the walking looks bizarre. Again, it's all amazing but now it becomes uncanny valley cause you notice the weird remaining stuff.

Re: A first look at Unreal Engine 5

#300
post #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 co…

UE5 is not open source, it is shared source or "source available". Assuming it follows the model of UE4.

https://en.wikipedia.org/wiki/Source-available_software

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