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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

#631

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

All Steve Jobs’ fault: https://www.folklore.org/StoryView.py?story=Round_Rects_Are_...

Oh god, that reminds me of all the times I claim something is technically impossible only to find out there’s a really easy way to do it.

Except using a phased array to locate RFID tags using backscatter. That was just plain hard.

Re: A first look at Unreal Engine 5

#632
post #559

Earlier quoted context omitted.

In the sense of you can see the source, it is open source. Not everyone will agree with your definition of open source.

at some point in the nineties open source initiative emerged as the bastion of what's open source and what not and put strict guideline to the usage of the term, which for whatever reason people around the tech community elected to follow even if OSI doesn't own the open source trademark. guess it helps the discussion and to defend agains marketing-speak appropriation to have a single uniform definition. but it's con…

The word meaning can always evolve, at another point for whatever reason the open source may not be the same as what you prefer. No one own the sole authority of the word usage.

There won't be single uniform definition.

Re: A first look at Unreal Engine 5

#633
post #477
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…

It's not open source..

Irrelevant for the point he is making.

Re: A first look at Unreal Engine 5

#634
post #374

Earlier quoted context omitted.

Just looking at demoscene, it is possible to create amazing results with very little resources if you have right people and infinite time and resources to polish couple of seconds of it. This rarely transfers to a product that has a lot of content to be built, an actual budget, good but not star developers and conflicting requirements.

Is Unreal Engine at all related to Future Crew's Unreal in 1992?

Wow, that was a memory jog. I remember watching that in my dorm room on my 486, downloaded from some BBS.

https://youtu.be/VjYQeMExIwk

Re: A first look at Unreal Engine 5

#635

Earlier quoted context omitted.

Lumberyard is a fork of the CryEngine, and quite a few games have shipped on either CryEngine or one of its forks (particularly Dunia, which Ubisoft uses extensively).

So what is the reason the Lumberyard fork is so "unpopular"?

Because it’s new?

Re: A first look at Unreal Engine 5

#636

Earlier quoted context omitted.

This isn’t true, they encourage you to run source builds instead of the editor and you are free to modify the engine for your projects as needed. In fact they’re even generous enough to allow you to post up to 30 lines of engine code in public forums. https://www.unrealengine.com/en-US/eula/publishing

that in no way makes it "open source" in the common use of the term.

Hmm, rereading my comment...nope didn’t say anything about it being open source....said something entirely different...

Re: A first look at Unreal Engine 5

#637
post #522

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…

>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.

Re: A first look at Unreal Engine 5

#638

Earlier quoted context omitted.

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 inte…

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

Re: A first look at Unreal Engine 5

#639

Earlier quoted context omitted.

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 inte…

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.

Re: A first look at Unreal Engine 5

#640

Earlier quoted context omitted.

The reason behind demos looking so good is the fact that there is no input, no gameplay and no need for a toolset for designers and artists.

That doesn't seem fair in this case. The demo has input. The video shows them modifying the world at several points, it's not on rails. It's more like a mini game (except maybe at the end). UE's game creation tools are very good. The toolset is a huge part of their value prop. And this demo is very explicit in focusing on the fact that artists can now use movie-level tools instead of needing to spend a lot of time on…

The GP was talking about the demoscene, not the UE5 demo.
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