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A first look at Unreal Engine 5

unrealengine.com

521–530 of 695 posts

Re: A first look at Unreal Engine 5

#521
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 water effects just after the four minute mark looked odd. while the fixed assets like the statues and such later on looked great. however I kept going back to the water and questioning some of the lighting effects too. don't get me wrong, the fixed assets look amazing and I look forward to seeing more done with this system

The water actually seemed to be acting like a smaller amount of water would, as if the character were six inches tall and walking through a tiny puddle or something.

Re: A first look at Unreal Engine 5

#522

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…

>And why is it so damn hard to get clothing to actually fall on the body right, instead of always looking like a stretchy foam skinsuit?

Mostly because it is a stretchy foam suit. A model is deformed and translated based on animated bones in the model. Essentially each vertex is tied to a small number of transforms matrices(bones) with multiplier/weight. Animations are updating the transform matrices over time. You only get so many bones per model and per vertex and because of this clothes moved inline with other parts of a model like skin because its using the exact same bone.

I'm not sure where we're at in terms of increasing bone counts or independently animating clothes on a character. As bone counts increase, the amount of matrix data that must be sent to the GPU every frame increases.

Re: A first look at Unreal Engine 5

#523
post #402

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…

I must have expressed myself poorly, my point was not that I don't think it looks good, my point is that I feel like all this effort is focused on a single metric, making stuff look good in trailers. Remember when HL2 was announced you had this super fancy physics engine? How objects would bounce and realistic react with each other, how you could stack things and come up with puzzles that would just use the physics e…

I will even go farther and say that I feel like I have now been playing the same game for 25 years. The FPS genre gets some new tricks, but it's still the same basic game with a few new mechanics and tricks- I can pick up a game I have never played before and generally be reasonably competent at it within a few minutes- a stark contrast to when I picked up tribes for the first time and was completely useless in online play for at least a week. Graphics increases have been both incremental and with diminishing returns in recent generations.

Re: A first look at Unreal Engine 5

#524
post #391

Earlier quoted context omitted.

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.

Imagine if the screen flickered at 120hz and half of them were green and the other half were the cgi, and you were able to capture and separate both.

Imagine having to act in such environment... :P

Re: A first look at Unreal Engine 5

#525
post #516

Earlier quoted context omitted.

It is open source in the sense the source code is available for you to see. But probably not on the usage part.

It is not open source in any sense. You can see it so that part is shared but if you try to use it you fall under a very different licease. If you try to modify and sell you can't. Modify and use you must pay. Use you must pay. Bait open source might be a better term.

This isn’t true, they encourage you to run source builds instead of the editor and you are free to modify the engine for your projects as needed. In fact they’re even generous enough to allow you to post up to 30 lines of engine code in public forums.

https://www.unrealengine.com/en-US/eula/publishing

Re: A first look at Unreal Engine 5

#526

I really, really, really want an Unreal Tournament 2021. It's a shame they haven't pushed that series as a showcase for the engine anymore.

Unreal Tournament 2021 exists, it is Fortnite.

Dont't see it? The Unreal Tournament is the team which released the Battle Royale version of Fortnite. Hence why Fortnite has bouncy, fast, area-ish gameplay.

Sure it is different, but if you do not want any changes from the old Tournament games, just go play those.

Re: A first look at Unreal Engine 5

#527
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

It’s a pretty new engine (it’s still beta) and is being used by Amazon Game Studios mostly:

https://amazongames.com/games/index.html

Re: A first look at Unreal Engine 5

#528

Earlier quoted context omitted.

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).

So what is the reason the Lumberyard fork is so "unpopular"?

Re: A first look at Unreal Engine 5

#529

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.

Look up E3 game demo's and their launched comparison on YouTube. You'll learn all the game trailers with 'real game play footage' are all fake. The whole industry is filled this.

Re: A first look at Unreal Engine 5

#530

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…

wow they've been convincing 3D artists that they could use handpainted imported models for 15 years one more time ya'll

you can use hand painted, imported models. Painting has to do with texturing which is different than poly count. This allows you to import directly from zbrush and not have to prebuild the LODs. This tech is already in a more basic form in UE4
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