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A first look at Unreal Engine 5

unrealengine.com

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Re: A first look at Unreal Engine 5

#22
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…

Unreal is now starting to be used in place of green screens in some movies. (there's a lot more that goes into it, but essentially it seems like unreal is one of the core software pieces)

Here is an example: https://www.youtube.com/watch?v=Hjb-AqMD-a4

Re: A first look at Unreal Engine 5

#23
post #15
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…

Well, I may be wrong, but I was under the impression that the Unreal Engine will also work on the next XBOX (and any PC) and that the PS5 was less powerfull than the next XBOX.

Yes, it isn't specific to PS5. I was only mentioning PS5 because it is not the most powerful machine of all and we are already capable of that.

Re: A first look at Unreal Engine 5

#24
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, which gives all of these photo realistic assets to any Unreal Engine developer (even if you're some kid building a game for free). Not sure how Unity can keep up with this.

Re: A first look at Unreal Engine 5

#25
It's great to see that graphics continue to improve, but I think the pipelining of reproducing physical space characteristics is most interesting to me. One of the things they mention in the video is using tools to measure how real spaces echo and then reproducing those echo characteristics in virtual spaces. Techniques like that have enormous potential for allowing us to use virtual space and actual space collaboratively. We'll always have games, but I'm excited to see how, in the next twenty or thirty years, technology that started in games starts to allow us to interact and socialize in new ways.

Re: A first look at Unreal Engine 5

#26

Everyone should just keep in mind the first look at Unreal Engine 4 all those years ago before getting too too excited. Big step forward, absolutely, but it won't be as seen here.

Should I not be impressed then? I thought this was cool.

It is cool, absolutely, and really neat tech, but it always looks cooler in the demo than in the games that are produced by it.

Re: A first look at Unreal Engine 5

#27

That looks so good! I hope they add few VR related features. I tried running the default VR scene with Unreal 4 and couldn't get it to work. Unreal looks better than Unity but I found it difficult to get started.

It took a good deal of fiddling but I was able to get this starter project working with Valve Index: https://www.unrealengine.com/marketplace/en-US/product/steam...

It included teleporting and picking up objects, full hand tracking and finger positioning.

Overall, it seemed like a decent foundation but clearly needed a LOT of work to be ready for a full game. The skillset and toolset is very different than what web/app devs and backend devs use.

Re: A first look at Unreal Engine 5

#28

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 normally skeptical of tech demos, but normally they don't actually talk about the tech. Assuming the actual promises aren't misleading, this is extremely impressive.

> Not sure how Unity can keep up with this.

Unity still has a big edge on usability. Unreal is very much a AAA tool: you have to use C++, all the built-in systems have a much steeper learning curve, etc. Even as a professional dev who's tried a few times to get into it for fun, it's just too much headache for my level of project. Whereas I can whip something together in Unity really easily. All that said, this definitely widens the gap for actual studios. If you have the time and know-how to use Unreal, you have even less reason to consider Unity now.

Re: A first look at Unreal Engine 5

#29

It's great to see that graphics continue to improve, but I think the pipelining of reproducing physical space characteristics is most interesting to me. One of the things they mention in the video is using tools to measure how real spaces echo and then reproducing those echo characteristics in virtual spaces. Techniques like that have enormous potential for allowing us to use virtual space and actual space collaborat…

This has been done for ages in the audio production space, it's called "convolution reverb". It's quite nice, but it doesn't allow you to tune it very much, besides basic filtering and stretching/cutting.
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