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A first look at Unreal Engine 5

unrealengine.com

501–510 of 695 posts

Re: A first look at Unreal Engine 5

#501

Earlier quoted context omitted.

I always wondered if that dinosaur was using the 2MB of memory in the final retail unit, or 4MB often seen in arcade boards using the the PS1's technology.

I could swear I “played” it when I was a kid off a PlayStation magazine or Pizza Hut demo disk on a retail (well modded) unit

It was on a demo disk. I had it.

Re: A first look at Unreal Engine 5

#502

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…

Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges

Not to detract from the original discussion but we're always bridging the gap between expectation and reality that's what we do!

No coincidence it's called 'Unreal' Engine heh

Re: A first look at Unreal Engine 5

#503

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…

wow they've been convincing 3D artists that they could use handpainted imported models for 15 years

one more time ya'll

Re: A first look at Unreal Engine 5

#504

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.…

> 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 to do what you describe and have videos demonstrating it: https://www.youtube.com/watch?v=J62z_7JaYMw

Re: A first look at Unreal Engine 5

#505
post #385

Earlier quoted context omitted.

Woah! The AI and physics in Far Cry 2 is an order of magnitude better. It makes me wonder how the games regressed to be so bad (maybe devs just don't care as much anymore?), given that Dunia Engine is used by both games. 'the game's director, Clint Hocking, noted that internally, much of the design of Far Cry 2 was haphazard'

> It makes me wonder how the games regressed to be so bad (maybe devs just don't care as much anymore?) Console limitations might be one reason. Apparently everything has to run on every platform under the sun or you might die impoverished in a dark alley, a mindset that has inflicted other horrors, like Electron, upon us.

I remember I liked Electron on first glance, but then realized it was a drag how slow it was. I really hope this doesn't get worse to the point where we need to consider x platform x proprietary GPU architecture. It will make centralized engines like Unreal the only commercially viable options for big projects with less money or exclusivity than say BOTW.

Re: A first look at Unreal Engine 5

#506

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.

FF7 Remake is such mixture of amazing graphics and not amazing graphics, but then the level of detail in scenes makes up for it (pretty much all of the midgar slums), I don't know what to think so I revert to "am I having fun?" which is a resounding YES!

I think the Decima engine would have worked better (Horizon Zero Dawn), because the bar for 'amazing' is so high. Final Fantasy 7 requires impressive visuals for its story to have impact in its original release, in all of its spinoffs, and that bar is so high now.

Re: A first look at Unreal Engine 5

#507

Earlier quoted context omitted.

Here is how the production looked https://youtu.be/gUnxzVOs3rk

Incredible. Replace green screen with real time rendered scene. Truman Show IRL.

If you're interested, this was a good article going into details of what's happening behind the scene for the real time rendering: https://ascmag.com/articles/the-mandalorian

Re: A first look at Unreal Engine 5

#508
post #22

Earlier quoted context omitted.

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

The Mandalorian filmed a lot of scenes with UE4 doing real-time rendering onto large LED screens like in that demo. Looked pretty good! Probably more fun and easier for the actors too.

That was done for lighting. The lower quality real time imagery was replaced with offline rendered versions in post-production.

"The final animated VFX would be added in later; the screens were merely to provide interactive lighting to match the animations." -- https://ascmag.com/articles/the-mandalorian, discussed here: https://news.ycombinator.com/item?id=22378679

Re: A first look at Unreal Engine 5

#509

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…

Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges

You want kludgy, try my madness https://github.com/Keloran/oldjs/blob/master/roundit.js

Re: A first look at Unreal Engine 5

#510

Earlier quoted context omitted.

Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges

For a few years around 2001, rounded corners were a big part of hp's branding. I was in a dev shop that maintained part of hp.com, and we had to have them everywhere. I didn't work on their site very often myself, but I think that team must have been experts at rounded rectangles. :-) At the time it was still sort of a cool effect on the web.

Wow, you weren't kidding!

https://www.webdesignmuseum.org/uploaded/timeline/hewlett-pa...

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