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A first look at Unreal Engine 5

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Re: A first look at Unreal Engine 5

#531
post #296
post #193

Earlier quoted context omitted.

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.

I love some pretty gfx as well, but I have the same feeling. Lately I’ve been finding the simplistic gfx of minecraft and terraria just fine especially given the mechanics are rather deep and enjoyable (for me at least). The simple graphics even add a bit of charm

Re: A first look at Unreal Engine 5

#532

Earlier quoted context omitted.

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

also, the spinning shiny smoke in the portal looked like it's just a bunch of flat rotating textures

Re: A first look at Unreal Engine 5

#533
post #366
post #81

Earlier quoted context omitted.

It's strange that the character wasn't more photorealistic in this demo. If you Google Image search you can find more photorealistic characters from previous versions of the Unreal Engine. I wonder if there might be some trade-off being made between photorealistic character and lifelike character movement.

It was done on purpose, similar to how Pixar movies have obviously cartoony and unrealistic characters in an otherwise photo-realistic environment.

the problem isn't that her design is a bit stylized; it's that her face looks kind of... not-face-like in closeups. (missing some shininess & subsurface scattering imo).

it's different from e.g. Moana, where skin is kind of marzipan-y, but still recognizably skin-like

Re: A first look at Unreal Engine 5

#534
post #319
post #213

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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…

What's rule 5?

Re: A first look at Unreal Engine 5

#535
people that make games n game engines are fucking incredible. with tools like these the future is bright for film-makers on a limited budget. which is beneficial for a diversified high quality movie industry. imagine something like game of thrones, instead of actual humans. just have it all entirely done via unreal 5. you'll still need good writers though.

Re: A first look at Unreal Engine 5

#536

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.

The reason behind demos looking so good is the fact that there is no input, no gameplay and no need for a toolset for designers and artists.

Re: A first look at Unreal Engine 5

#537

Earlier quoted context omitted.

It's say current UE4 games don't match the details of the UE4 demos they showed on release.

FF 7 remake comes extremely close though. That's the best looking UE4 game I know. It's expected that real games do not have demo levels of visual fidelity.

Final Fantasy 7's "cutscenes" are mostly rendered in real time. I wonder why the combat screens are not as good?

Someone's hack of the save files: https://www.youtube.com/watch?v=sfZbFXSLLtk

Re: A first look at Unreal Engine 5

#538
post #298

Earlier quoted context omitted.

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.

> Another way to think about it is that very few games are using 100% CPU capacity and 100% CPU capacity at the same time.

Right, but to the GP's point, for those games which do aim to max out both at the same time (or at least get as close to that as possible), this could be a development pain point unless the developer has control over which gets prioritized. Once upon a time this sort of maximization was a common goal for console game development, though I don't know how true that holds nowadays.

Re: A first look at Unreal Engine 5

#539
post #374

Earlier quoted context omitted.

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?

No

Re: A first look at Unreal Engine 5

#540

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…

That was my first thought- it's a shame all we have to interact with such a complex, richly rendered world is a couple of analog sticks and some buttons.

Well, Microsoft tried the Kinect, but it wasn't popular.
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