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A first look at Unreal Engine 5

unrealengine.com

651–660 of 695 posts

Re: A first look at Unreal Engine 5

#651
post #284

Earlier quoted context omitted.

Not in the industry, so pure speculation. Unreal Engine's old business model were exactly that, get you excited with demos and sign up ( paid ) for their engine. And it was the same with UE 3 and UE 4. But in 2015 all that changed. It was open sourced on Github, it has a very sustainable revenue model due to the explosion of Mobile Gaming, the Gaming industry as a whole is now bigger than Movies and Music industry co…

FYI though, It's not open source. Open source has a meaning and Unreal doesn't fit that meaning. https://www.google.com/search?q=open+soruce+definition

Sorry for the confusion and late reply. I didn't catch this part of the comment. I cant edit it now. I should not have use the term "Open Source" which I agree meant something different. May be source available would be better. But the point of my argument still stand.

Please accept my sincere apology. And no offence intended.

Let hope we continue to focus and amaze at the technical marvel that is UE5.

Re: A first look at Unreal Engine 5

#652
post #391

Earlier quoted context omitted.

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

shutter helmet to save you, like active 3d glasses.

Re: A first look at Unreal Engine 5

#653
post #522

Earlier quoted context omitted.

>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 o…

I can see deep learning shaking up dynamic cloth animation dramatically in the not too distant future. It's already happened for fluids.

Funnily, I wasn't amazed by the fluid in the demo. It seemed much too thick (more like oil than like water).

Re: A first look at Unreal Engine 5

#654

This is stunning, but scary. Even if my descendants survive plagues, nuclear war, climate change and malevolent AI's, they might not have a chance against the allure of these simulated worlds.

We've had super fun & addicting games for quite a while now, and, though gaming is not a niche interest anymore, a good chunk of the population prefers to do other things, like watch TV. If anything, the fear of alluring entertainment sapping people's will to do other things is borne out with television. The average American watches something like 5 hours of TV a day. That's just incredible. In my mind, switching from that to video games is a lateral move - you gain the sociability of video games, but lose out on the often more complex stories of television. (Great video games get up to the level of prestige TV, but most have narratives only as good as basic cable.)

Re: A first look at Unreal Engine 5

#655

Earlier quoted context omitted.

I can see deep learning shaking up dynamic cloth animation dramatically in the not too distant future. It's already happened for fluids.

Funnily, I wasn't amazed by the fluid in the demo. It seemed much too thick (more like oil than like water).

The fluid was really unrealistic and they panned away from it quickly.

Re: A first look at Unreal Engine 5

#656

Earlier quoted context omitted.

If you're already tracing camera rays, you have everything you need, so why generate triangles? (GigaVoxels doesn't generate triangles)

Because not everything in the scene is static and the entire rest of the pipeline works with triangles.

I'm not convinced, because mixing ray-marched and triangulated geometry is quite doable. If you've already computed a ray intersection, generating a triangle and putting a burden on vertex processing makes little sense if the geometry is static. If you wanted it to be deformable, then yes you may want to use a vertex shader. But in this demo, none of the high resolution geometries are deformable AFAICT.

Re: A first look at Unreal Engine 5

#657

Earlier quoted context omitted.

But how is it running so quickly? I've seen adaptive rendering implementations before, but they couldn't run in real time. If they are really using billions of polys they can't store them all in VRAM. Is the PS5 SSD fast enough to recalculate polys for every model in the scene every frame (Or even every few frames)?

No details yet, but hopefully that will follow soon. I don’t think the SSD but rather the GPU would be doing the tesselation... Here is a good presentation on micropolygon rendering (note: nothing says nanite works like this at all): https://www.cs.cmu.edu/afs/cs/academic/class/15418-s12/www/l...

> I don’t think the SSD but rather the GPU would be doing the tesselation...

Ha, I phrased that badly. I meant that, if the high-poly models can't all be stored in VRAM at once, is the SSD fast enough to load them back onto the GPU every frame?

Re: A first look at Unreal Engine 5

#658
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…

New games will be in a single room. But it will be a very detailed room.

Covid-19 games.

Re: A first look at Unreal Engine 5

#660
post #292

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…

To play devil's advocate - games with this kind of production value require a huge investment in asset production, which means they tend to be very conservative when it comes to gameplay, because they want to be damn sure it doesn't flop. So until the production of something like this comes way down in price, the games that look like this are likely to be clones of existing successful games, e.g. Uncharted, brain-dea…

Don't really agree with that, games like Death Stranding exist.
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