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A first look at Unreal Engine 5

unrealengine.com

381–390 of 695 posts

Re: A first look at Unreal Engine 5

#381
So I'm going to join the naysayers here and say while the graphics look absolutely phenomenal the game itself looks the the same game I've been playing for 20-25 years.

A 3rd person character who walks through caves, canyons, ruins, slides through tight places where the camera moves in close, can only climb on areas painted with the "you can climb here color" and then pushes or pulls a few knobs for "puzzles"

It could be the original Tomb Raider (1996) or God of War (2005) or any Uncharted or all the other similar games in between. I'm sure others can name the same game that's been skinned over and over and over.

I love pretty graphics but I'd really like to see the tech used to give me a new game, not just an old game with prettier images.

Re: A first look at Unreal Engine 5

#382
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?

You know it. 9 cells tables, slicing your pixel-perfect corners in Paint Shop Pro or Photoshop, exporting as a gif with transparent color.

That also reminds of the transparent 1px gif "hack".

I'm not that nostalgic about that. Once in a while all that knowledge comes in handy for troubleshooting an email template...

Re: A first look at Unreal Engine 5

#383

All this for sure looks amazing. But I do not think it will bring anything new to gameplay. There is no big gameplay changes in past 15 years. All shooters, all MMORPG, all strategy games and etc are based on the ideas of 2003-2005 years. Graphics are improving but most games have similar gameplay. I think the biggest next impact to gameplay and game industry will be engine that will be able to have huge zoom ability…

No new ideas in the last 15 years? Have you played Return of the Obra Dinn? Or Overcooked? Or Spiderman for PS4? Idk, I think these are bringing whole new levels of gameplay to the table just in the past year.

Re: A first look at Unreal Engine 5

#384
post #293

Earlier quoted context omitted.

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.

Traveling with lots of heavy, expensive equipment, setting up, tearing down, then all the unpredictability of outdoor anything (weather, etc).

Also one amazing thing was the guy talking about "shooting a 10-hour dawn" – I can imagine a lot of time is wasted trying to recreate a certain time of day. With this, you don't waste that time. You can do as many takes as you need. The sun stays right where it is.

Absolutely mind-boggling.

Re: A first look at Unreal Engine 5

#385

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 actua…

Woah! The AI and physics in Far Cry 2 is an order of magnitude better. It makes me wonder how the games regressed to be so bad (maybe devs just don't care as much anymore?), given that Dunia Engine is used by both games. 'the game's director, Clint Hocking, noted that internally, much of the design of Far Cry 2 was haphazard'

Re: A first look at Unreal Engine 5

#386
post #346

Earlier quoted context omitted.

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

Good point, but OP's point is that they can't hide behind demos. Anyone who requests the source will most likely get it and be able to see what's going on.

Indeed, that part is accurate. It would be technically interesting if the tech demo was a part of UE5 source release. I'm not familiar if they've done that in the past.

Re: A first look at Unreal Engine 5

#387
post #213

Earlier quoted context omitted.

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'…

And the old trick of a 2x2 pixel gif with one colour transparent, and the other a non-transparent colour which, when set as a background to the table cell, provided an illusion of colour transparency with the main background behind the table.

Re: A first look at Unreal Engine 5

#388

This is stunning, but scary. Even if my descendants survive plagues, nuclear war, climate change and malevolent AI's, they might not have a chance against the allure of these simulated worlds.

On the other hand, I think this probably is the least-scary answer to the mystery of the great filter.

Re: A first look at Unreal Engine 5

#389

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…

It's the usual HN: pretentiousness abound. Can't even be excited about a wonderful tech demo.

Or maybe it takes thoughtfulness to read that comment for what it is: an opinion about priorities of game studios.

And it resonates with me. I like eye candy like almost everyone and can appreciate technological marvels in CGI (and currently working with UE4 after hours, creating my own assets, I can appreciate how much work goes into modern game graphics). At the same time, I do feel many games these days try to use high-resolution textures and pretty shaders to paper over incoherent storylines and lack of gameplay depth. I think it's an entirely valid point to make.

Re: A first look at Unreal Engine 5

#390
Whatever the tech actually delivers, as braggadocios as the claims are (they would render hundreds of utilities and workflows obsolete), I am astounded by their licensing update.

I'd long migrated to Unreal for technical and workflow reasons as well as having an open engine, but this just seals the deal. A lot of indie studios could get their big break self-publishing this way.

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