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A first look at Unreal Engine 5

unrealengine.com

371–380 of 695 posts

Re: A first look at Unreal Engine 5

#371

It's a tech demo so I cannot expect more but it feels bland to me. More like a live interactive movie. I see no potential for gaming.. the visual and geometric complexity dwarfs the usual gameplay IMO.

> no potential for gaming

I'm very confused by this. This demo gameplay is pretty representative of a few genres of games like Tomb Raider. It also translates well to different types of gameplay, so I don't get your dismissal.

Re: A first look at Unreal Engine 5

#372
post #246

Earlier quoted context omitted.

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?

IMO, ray tracing is a scam as currently presented by Nvidia, et. al. GPUs are not the correct way to approach this problem. RTX is an approximation at best and a complete joke at worst. That said, I do believe ray tracing is the future and can become the standard way in which we engage with all 3D graphics concerns. Contrast the GPU with the newest generation of x86 CPUs. They have more cores than you can typically u…

Fundamentally we're talking about 10-15 recursive bounces but millions of independent rays. A GPU is not at a disadvantage.

Consoles have dabbled with single memory models and high memory bandwidth etc. and its nice but its not new. Mobile chips are unified memory.

Re: A first look at Unreal Engine 5

#373
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?

It seems to me that this game doesn't actually take in account all the seemingly existing light sources when computing the shadows: see for instance at around 7:45, there is an obvious light source in the bottom right region (actually a bunch of synchronized pulsating lights on some sort of cylinders) which clearly should affect the surfaces close to it, but it doesn't in either mode! In the next comparison, there's a fire burning close to a wall, and likewise the fire doesn't seem to emit any light on the wall. Actually, the commentators do mention that there isn't that much dynamic lights handled in the game, limiting the effect of RTX.

I don't know how that RTX tech is working, but from what I've seen of the port of Quake2, it looked much more convincing - did you see it before making that judgement?

Re: A first look at Unreal Engine 5

#374

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…

Just looking at demoscene, it is possible to create amazing results with very little resources if you have right people and infinite time and resources to polish couple of seconds of it. This rarely transfers to a product that has a lot of content to be built, an actual budget, good but not star developers and conflicting requirements.

Is Unreal Engine at all related to Future Crew's Unreal in 1992?

Re: A first look at Unreal Engine 5

#375
post #358

Is it just me or does water still look terrible? UE5 has better water than this, but not by much in my opinion (Halo 3, a 10 year old game): https://www.youtube.com/watch?v=T4eFg-lnpDM

I'd say the Halo 5 video is better, but it's likely due to the artist.

Re: A first look at Unreal Engine 5

#376

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.

I'm not sure whether your comment was about a time delay before release of the engine, or whether you're implying that computer hardware won't be fast enough anytime soon. In the video they said it was running on a PlayStation 5. There was a section in the demo where they had interactive gamepad controls so it appears it might have actually been running real-time on a PS5? I never thought I would be saying this but s…

I think the comment above was about the fact that U4 demos where also very realistic, and also real time. Still, how many U4 based games can you name that look nearly as good as those demos? I can name zero.

Re: A first look at Unreal Engine 5

#377
post #188

Earlier quoted context omitted.

CIG's customizations to the Lumberyard engine have been pretty impressive - believe they're working on SDF now

Yeah it looks nice but the price is that it's broken everywhere else and will probably be overtaken by newer engines until it reaches a release. That is...if it ever does. Otherwise, not many games made it to release on that engine: https://en.wikipedia.org/wiki/Amazon_Lumberyard

Lumberyard is a fork of the CryEngine, and quite a few games have shipped on either CryEngine or one of its forks (particularly Dunia, which Ubisoft uses extensively).

Re: A first look at Unreal Engine 5

#378
post #375
post #358

Is it just me or does water still look terrible? UE5 has better water than this, but not by much in my opinion (Halo 3, a 10 year old game): https://www.youtube.com/watch?v=T4eFg-lnpDM

I'd say the Halo 5 video is better, but it's likely due to the artist.

The artist at Epic using UE5 didnt do the best job on the water, you mean?

Re: A first look at Unreal Engine 5

#379

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

Bet it pays more, too.

Re: A first look at Unreal Engine 5

#380
post #319
post #213

Earlier quoted context omitted.

Rounded corners using tables and gifs?

To invoke the old "rule 5" of explaining things: Until surprisingly recently, there was no built-in way to make a rectangular element on a webpage have rounded corners. People had to use all sorts of dirty hacks to make a final product that "looked like" it was a native, built-in feature. Usually in the old days it basically amounted to various forms of "putting a picture of a rounded corner" (often a gif) in each of…

Let’s also add the infamous sliding door div structure to making expandable dynamic height divs.
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