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A first look at Unreal Engine 5

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Re: A first look at Unreal Engine 5

#581
post #518

Earlier quoted context omitted.

> That was done for lighting. I don't think that's correct, the ILM team presented this technology in a video: https://youtu.be/gUnxzVOs3rk?t=104 (paraphrased) "it was designed to both light the actors and be a background that we can photograph, so that we end up with real-time live pixels in-camera" Also from the article you linked: > If the content was created in advance of the shoot, then photographing actors, pro…

I hadn't seen that video. I wonder how much was just left as the background screens (out of focus backgrounds in closeup shots seem likely). It does make it clear that the ceiling screens were mostly just for lighting, as they don't photograph well from the low angles. It was for was shot composition as well; the cinematographer could see how it would end up while shooting. The screens updated to match the camera pos…

As mentioned a few times in this comment section, this article covers the subject pretty well: https://ascmag.com/articles/the-mandalorian. All in all, it looks like many shots were truly captured at or near final, without significant post-production modifications.

Re: A first look at Unreal Engine 5

#582

Earlier quoted context omitted.

Half Life 3 confirmed.

Dota 2 Reborn is the first game on it, full release was in September 2015. Also Dota 3 was a joke over 7.0.0 patch which had changed all of the core mechanics in the game, but to be fair it had breaked the chains from WC3 map mechanics.

It's okay. I forgot for a second that memes and internet humor are frowned upon here. I guess that's okay. The signal to noise ratio of HN is astounding (in a positive way) as a result.

Re: A first look at Unreal Engine 5

#583

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…

That video's amazing because the part of the UE5 demo I can't wrap my head around is where Nanite magically turns 1 billion triangles of source art to 20 million triangles of rendered art, per frame. And then I get a minute into the UE3 video from 2004 and what do I hear? "The scene you're seeing here is about 1 million polygons of in-game assets, which came from about 200 million polygons of source art." Then, deja…

So... UE5 is Malibu Stacy with a new hat?

Re: A first look at Unreal Engine 5

#584
post #581
post #518

Earlier quoted context omitted.

I hadn't seen that video. I wonder how much was just left as the background screens (out of focus backgrounds in closeup shots seem likely). It does make it clear that the ceiling screens were mostly just for lighting, as they don't photograph well from the low angles. It was for was shot composition as well; the cinematographer could see how it would end up while shooting. The screens updated to match the camera pos…

As mentioned a few times in this comment section, this article covers the subject pretty well: https://ascmag.com/articles/the-mandalorian . All in all, it looks like many shots were truly captured at or near final, without significant post-production modifications.

Yes, I posted that myself :-) It was 2-3 months ago that I read it fully though. Favreau says "A majority of the shots were done completely in camera". However, any shot that included the ceiling screens needed VFX work to cover them, and that alone must have been a lot of shots.

Re: A first look at Unreal Engine 5

#585

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.…

You might be interested in the upcoming game, Teardown[0]. The voxels are definitely larger than pixels, but much smaller than in Minecraft. It definitely exploits the voxel geometry for really impressive physics (as well as optimized ray tracing).

[0]: https://youtu.be/GCuCQSyqeXM

Re: A first look at Unreal Engine 5

#586

Earlier quoted context omitted.

> 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." There is an extreme amount of doubt about whether the tech is real (myself included). These people have promised the world, have incredible videos, but have nothing to show in terms of a demo you can download and run yourself. Still, they claim…

Holy shit, wow! I hear you on the skepticism, but did you notice how the vehicles shimmer during some of the editing? I think think they're optimizing by joining adjacent voxels together until they're deleted, at which point they get replaced with new polys, and it causes a ripple effect. That type of detail suggests to me that it's a real (clunky) demo, but maybe it's running slower than advertised. I can also under…

It's possible that it's an async compute task, which could potentially miss a frame and show old data (instead of the whole frame missing vsync).

Also this demo is supposed to be running on a PS5 devkit, which means that you'd need a devkit to run it, which means that you'd need to sign NDAs and join their developer programs and whatnot.

Having worked with current gen consoles (meaning I can't go into any amount of detail), it's not a trivial thing to get a demo like this running well on PCs. This demo is likely making use of every platform specific feature available to them.

That said, the demo might be accessible through some back channels if you're already a UE4 licensee and have a PS5 devkit.

Re: A first look at Unreal Engine 5

#587

Earlier quoted context omitted.

Ehh this is debatable. After searching for a memory bug in a AAA game C++ codebase for hours, you might feel differently

Which kind? Most of the memory problems (in particular leaks and null pointers) happen just as much in managed languages, so you'll have your fair share of those bugs in C# games as well.

Trying to find a GC-related crash on a stale pointer that is only reproducible in a Shipping build on a single platform is fun (depending on your definition of fun)

(Shipping in UE4 means release mode with full optimization enabled, most logging & profiling stripped out, etc)

Re: A first look at Unreal Engine 5

#588

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

> motion blur when she flew

I think that was intended and programmed into the clip on purpose - not a side-effect of a poor engine.

Re: A first look at Unreal Engine 5

#589

Earlier quoted context omitted.

Also > Epic Account and Game Services I think this has the potential to be a huge shift if enough developers build games targeting Fortnite players. There's an ecosystem right there to be tapped into, and Epic just happens to be giving you the tools to do it.

I'm not following this comment. Is it because the intersectionality of players includes lower-income people, children, and those struggling with addiction?

I'm not following your response.

My comment was in relation to a highly engaged, key target demographic audience who have an Epic account and they've just handed indie devs around the world much easier access to that audience.

No idea what point you're making, though it seems loaded against Fortnite?

Re: A first look at Unreal Engine 5

#590
post #37

Earlier quoted context omitted.

If you're a programmer who wants to write code, you have to use C++

That's not entirelly true, there are for instance Python bindings, and I think some work exists on bindings for other languages. I just think they don't always have a lot of support until a case exists where it ends up being really valuable. Film studios in the case of Python. https://docs.unrealengine.com/en-US/PythonAPI/introduction.h...

Unreal's Python integration is incredible. I made some modifications to it at work to run a version of WinPython (both for loose scripts outside the engine and pip access)

It's great for complex asset pipelines and quick one-off editor scripts, at least in my experience.

The only thing that felt a bit wonky to me was attempting to use bitflag enums.

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