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A first look at Unreal Engine 5

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Re: A first look at Unreal Engine 5

#611
post #529

Earlier quoted context omitted.

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.

i don't think this is fake https://youtu.be/QiinO9JPUGw

I'm playing through Doom 2016 at the moment, and if anything, it looks even better than that. Could be Youtube compression, or they've added in graphical tweaks with the Vulkan update.

Re: A first look at Unreal Engine 5

#612

Earlier quoted context omitted.

Honestly, convolution reverb is already highly accessible. It’s a feature in $50 (and probably free) reverb plug-ins for anybody that does audio. They’re relatively easy to implement and have probably been around for a decade+. As the OP said, the audio things they mentioned aren’t new or adding any accessibility imo

They were doing it in the 80s for music when samplers first became big.

Yeah I figured so, but didn’t want to look up examples since I was on mobile and thus stuck with my more conservative value of decade+.

Re: A first look at Unreal Engine 5

#613

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…

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.

I was wondering about that too. My best guess is that they put the heavy geometry items in an acceleration data structure and then ray trace / cone trace these in a first pass to get the points where the camera rays intersect the geometry. Then generate triangles on the fly from these points in every frame. This would be quite similar in flavor to GigaVoxels [1] or the (IMO unjustly much hated) "Unlimited Detail" engine [2], except that instead of shading / visualising the intersections directly they just use it to generate triangles as another input to their overall pipeline.

If you look at the video closely all the heavy geometry items are static, i.e. they don't deform. This matches with a classic limitation of ray tracing as deformations invalidate the acceleration data structures used for making ray tracing efficient.

[1] http://gigavoxels.inrialpes.fr/ [2] https://www.youtube.com/watch?v=gM6QkPsA2ds

Re: A first look at Unreal Engine 5

#614

While this is completely amazing, a caveat: graphics are way less important than we think it is. I still remember every nook and cranny from Tomb Raider 3's jungle level, and when I think about it I imagine being deep inside a real jungle. It didn't matter that everything looked jagged; my imagination could go wild. This is probably a flawed opinion, but sometimes I think the more realistic games become, the less wor…

In a post about a new piece of graphics technology might not be the best place to have this conversation, but I'm glad it popped up. I recently decided to start playing Dwarf Fortress, a game with such terrible graphics it literally takes an act of will to get past them. Seriously, people post a screenshot full of commas and equal signs and say "epic battle, lol!" Yet, something anazubg happened once I dedicated myse…

> my imagination sprung to life to fill in the gaps

That's pretty much exactly what I've said for years about 8-bit and 16-bit graphics when I was younger - there was so much more invested imagination back then, necessarily. The last time I experienced this in a 'contemporary' game was when Minecraft came out.

I'm in awe of the tech demo here, but bluntly I'd rather see all those billions of polygons being used for actual game-relevant elements, not just mostly background eye candy.

Not complaining though!

Re: A first look at Unreal Engine 5

#615

I am always skeptical of tech demos like this, but if Epic has truly created a way to show full quality assets at runtime without manual LOD / optimization, then this is going to be a huge process improvement for game development. Same goes for this lighting. Baking lights is such a burden, if they can simply do all of this at runtime then making beautiful games just became that much easier. They also bought Quixel,…

I'm mostly concerned about the storage and bandwidth issues associated with this level of detail. Are we going to download 500GB games on our Playstation 5s?

Maybe, but some assets could have smaller sizes; instead of distributing a mesh with 500k vertex in LOD0 and various other LODs with less, you could distribute a single mesh with 50k vertex, then do some passes of catmull-clark subdivision on it during loading. Wouldn't work the statues and rocks seen in the demo, but good for weapons, cars etc.

Re: A first look at Unreal Engine 5

#616
post #40

buried lede, perhaps: retroactive to Jan. 1, "Unreal Engine royalties waived on first $1 million in game revenue" > Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.

I’d be really curious to see what a talented programmer or two could do with the engine by themselves, without bringing an artist on board. Is the Unreal engine flexible enough to do low fidelity, 2D games or are you just better off coding up your own engine at that point?

To be honest 2D games are more art heavy than 3D games. At least in 3D games you can get a long way with shaders, textures, geometric shapes and store-bought meshes. In 2D games everything is custom art.

Re: A first look at Unreal Engine 5

#617
post #298

Earlier quoted context omitted.

> 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…

So then you would tune your game to use 50% CPU and 50% GPU if the requirements are equal on both sides.

But I think this style of hardware also changes the way you make optimization decisions. I.e. in a world where you have a fixed CPU/GPU budget, you might try to think of ways too move work to the CPU if for instance your GPU is saturated. But if the relative capacity is variable, you can just do things in the most efficient way overall, and you just have to make sure you don't exceed your overall budget.

Re: A first look at Unreal Engine 5

#618
post #608

Does anyone know in what language was the engine developed? Is it still C++?

You can access the source code via GitHub if you follow these steps: https://www.unrealengine.com/en-US/ue4-on-github Did a quick `cloc` run of the codebase, shows the following: github.com/AlDanial/cloc v 1.84 T=86.60 s (949.0 files/s, 297044.5 lines/s) --------------------------------------------------------------------------------------- Language files blank comment code -------------------------------------------…

Is that for UE4 or UE5? In any case, thanks for the reply.

Re: A first look at Unreal Engine 5

#619
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 character is still quite unconvincing
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