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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

#431
post #161
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…

At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…

The UE5 demo show realtime GI. Current systems often rely on baking. So this feature really allows games to have more dynamic environments at the same visual quality as last gen. That's surely a win for gameplay.

Re: A first look at Unreal Engine 5

#432
OK there are N=10^6 triangles and that shows the raw GPU power. True indirect lighting would be N^2: this is both impossible and not worth the cost in terms of realism. So maybe they do it on a low LOD geometry or even a dirtier trick. A low LOD is probably also used for collision detection. Keep in mind that these people's job is to trick you, to the letter. Maybe there is not much more than a larger GPU and an simplified creation process in this demo.

Re: A first look at Unreal Engine 5

#433
post #357

Earlier quoted context omitted.

The business model for HTML/HTTP was and is advertising. People initially tried subscription models for HTML content but it didn't work so everyone went to advertising based models. Observationally, subscription HTML content models have continued to not work (yes, Netflix, but Netflix is more about video content than HTML content).

There was no business model for HTML/HTTP. It was a set of technologies. Advertising later came to it. There are tons of subscription models for HTML content that you're ignoring. Patreon, YouTube, online news. Some small, some large.

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Re: A first look at Unreal Engine 5

#434
post #161
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…

At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…

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Re: A first look at Unreal Engine 5

#435

Earlier quoted context omitted.

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

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

We are getting closer to wallpaper and screen meaning the same thing.

Re: A first look at Unreal Engine 5

#436

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

All Steve Jobs’ fault: https://www.folklore.org/StoryView.py?story=Round_Rects_Are_...

That was really great! Thanks!

Re: A first look at Unreal Engine 5

#437
post #365

Earlier quoted context omitted.

This ignores AR, VR, and other recent genres. We just had No Man's Sky come out doing exactly what you describe. Other procedural infinite space games exist.

> This ignores AR, VR, and other recent genres. They sounded promising but they did not made actual revolution in games. They are not mass product used by most players. > No Man's Sky come out doing exactly what you describe. Other procedural infinite space games exist. I said "able to have huge zoom ability + ability to handle more than 30 000 players on the same map". There are no games that have those both at the…

Play Half Life: Alyx and you might change your mind about VR. I think it convincingly shows that VR is the future.

My setup:

- OG Vive with deluxe audio kit and the wireless kits. (Both kits completely change the Vive and are in my opinion critical)

- GTX 1080 Strix (factory overclocked)

- 7th 6700k

If I’m having this much fun on first gen hardware, then imagine next gen headsets with higher resolution, wider FOV, eye tracking, foveated rendering (enabling graphical fidelity more similar to big budget 2D games), a better developer ecosystem, more extensive haptics, built in wireless, more players (for social experiences and multiplayer), and increased comfort.

Re: A first look at Unreal Engine 5

#438

Wow. It seems like real-time lighting and detail are getting to the point where they're so indistinguishable from reality... ...that now it's the actual quality of the models themselves, and even more of character motion, that are going to have to be the next steps in better graphics. I'm stunned by the lighting and detail, absolutely stunned. But at the same time, especially when you get into the architectural rooms…

All sorts of rendering tricks had to be played before RTX. Now that we have real-time ray tracing, models are becoming more important than shaders (see e.g. Minecraft. It looks like a real world made of Legos - the blocks make it look artificial.) Maybe once real time photorealism is cracked, we'll move to a completely Newtonian global physics for some games, with some analogue of "atoms" the way RTX models "photons.…

It's going to be at least a solid 3-5 years until one can say "now that we have real-time ray tracing" as far as most consumer devices are concerned, and even then it likely won't mean that all games will use raytracing for all rendering - more likely just for select special effects etc. I wouldn't give it less than at least a decade or two before we can have a mainstream fully raytraced game; and even then, I'd guess that good game artists will keep using smoke and mirrors to make effects even more stunning than what they can make by the brute force ray tracing approach.

There are a few indie devs trying to make "finer resolution" Minecraft; e.g. https://www.youtube.com/watch?v=VQv1OEm_www

Re: A first look at Unreal Engine 5

#439
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…

I was about to weigh in on how 9-slicing is absolutely a valid strategy for UI components, and give you an example from my professional work, only to realize that I can't think of a single example that wasn't, "hack around some library that doesn't have border-radius".

I'll be glad for the day when 9-slice is a truly obscure technique.

Re: A first look at Unreal Engine 5

#440
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…

The graphics are better, but camera and animations are a dead giveaway. It was fine when the camera was relatively static and far away, but shots with more movement became really noticeable. (Watch carefully, you can see the character's hand go through the rock in some places, or not make full contact in others. Once you notice it's hard to un-see.) I'm sure this is all fixable, but some part of me wonders how much l…

- no shadows on the scarabs

- obvious SSAO when hand touched the rock wall

- odd reflections on the bird sculptures

- down-resing of textures and motion blur when she flew

- obvious uncanny valley face (pancake makeup, no subsurface scattering) on face closeup

- dust sprite clouds

were some of the things I noticed on my first watch

but it was still quite pretty. like what I'd expect uncharted 5 on the pc to look like

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