Unreal Engine 5 Revealed

big dog | Mythic Inconceivable!
 
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I love you, son.
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the future of gaming is finally here

for real though this is incredible


Ehnsanity | Respected Posting Spree
 
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Ecksdee
My phone caught fire trying to watch this


maverick | Legendary Invincible!
 
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Fortnite 2 is bout to be insane 😳


alphy | Legendary Invincible!
 
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if unreal engine 5 is so good, where are real engine 1, real engine 2, real engine 3, and real engine 4??


E | Ascended Posting Riot
 
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That does look pretty damn stellar. The most important question obviously is, does it have loot boxes?


Dan | Heroic Unstoppable!
 
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It's been a while since I've been impressed by graphics. This did it for me.


MarKhan | Legendary Invincible!
 
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Fluid simulation looks a bit odd for me, like the impact from character steps is a bit too strong.


MarKhan | Legendary Invincible!
 
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Also this bit triggers me


When hardware has to compensate for unoptimized games


Ingy | Mythic Inconceivable!
 
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This bad boy can fit so many triangles


MarKhan | Legendary Invincible!
 
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This bad boy can fit so many triangles
"Would you fuck a 33 million triangle statue?" I would


Ingy | Mythic Inconceivable!
 
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This bad boy can fit so many triangles
"Would you fuck a 33 million triangle statue?" I would

Boi you would fuck anything
I would too tho


MarKhan | Legendary Invincible!
 
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🍁 Aria 🔮 | Mythic Inconceivable!
 
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His eyebrows sparkling, his white beard hangs down to his chest. The thatched mats, spread outside his chise, spread softly, his splendid attos. He polishes, cross-legged, his makiri, with his eyes completely absorbed.

He is Ainu.

The god of Ainu Mosir, Ae-Oine Kamuy, descendant of Okiku-Rumi, He perishes, a living corpse. The summers day, the white sunlight, unabrushed, ends simply through his breath alone.
Also this bit triggers me


When hardware has to compensate for unoptimized games
I think that if it can render that without frame drop, and with that much detail without a 2d map, we are about to see an insane quality boost visually. Imagine the ceiling when they DO use bitmaps in the process.


Ian | Mythic Inconceivable!
 
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While fluid contextual animation is cool, I wonder if the character is going to putting their hand on a door/wall every time they're nearby one. That would quickly ruin the immersion IMO and defeat the purpose.


MarKhan | Legendary Invincible!
 
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Also this bit triggers me


When hardware has to compensate for unoptimized games
I think that if it can render that without frame drop, and with that much detail without a 2d map, we are about to see an insane quality boost visually. Imagine the ceiling when they DO use bitmaps in the process.
It'll render it just fine, using realtime raytracing (and from what I can see on PS5 website they are using custom AMD with it's support instead of RTX, which is interesting), there are already games that took advantage of it like Control.

I'm concerned though that developers will run into disk space issues if they are going to use million triangle models everywhere through in their world. That's just too excessive.
Last Edit: May 14, 2020, 05:32:18 PM by MarKhan


MarKhan | Legendary Invincible!
 
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While fluid contextual animation is cool, I wonder if the character is going to putting their hand on a door/wall every time they're nearby one. That would quickly ruin the immersion IMO and defeat the purpose.
I'm pretty sure that's adjustable so it could be done at random times instead. What Unreal Engine tries to accomplish here is to reduce ammount of effort and developer time needed to set up those events.


Ingy | Mythic Inconceivable!
 
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God the beard really turned him into a sex beast


MarKhan | Legendary Invincible!
 
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An interesting read, this article tells in detail how Lumen and Nanite presented in UE5 demo works
https://www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis


FatherlyNick - fuck putin | Mythic Inconceivable!
 
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If you know, you know.
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.


Ingy | Mythic Inconceivable!
 
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Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.

This is actually a good point
Storage is going to be a real problem if games are going to be this detailed
Games are already fucking huge as it is


 
Jono
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Goodness gracious, great balls of lightning!
This is gorgeous but this is an absolutely awful space to fight bad guys in


Ingy | Mythic Inconceivable!
 
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This is gorgeous but this is an absolutely awful space to fight bad guys in

I think you missed the point of the demo


Ian | Mythic Inconceivable!
 
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I believe Jono was just quoting a Bungie dev on the subject of level design.

This is gorgeous but this is an absolutely awful space to fight bad guys in
I think you missed the point of the demo


BaconShelf | Mythic Inconceivable!
 
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Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right


BaconShelf | Mythic Inconceivable!
 
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Also lmao 3D model files are tiny. Even one with over a million tris is probably a couple megabytes. The thing that eats up space is textures, which is why you tend to use lots of smaller maps than one big one

I mean i still wouldn't want to use a raw exported model from Zbrush anyway because they're just unwieldly (most 3D packages aren't really built to handle massively high polycounts), but you guys are really overreacting the impact a model alone has on game file size. Plus all your standard texture software is built on the idea of using a high poly -> low poly bake workflow (Substance needs curvature, thickness, height, position, world normal and object normal maps to even function), and if you have a normal map you can channel pack two other maps into the B and A channels of the texture so for ease of use it's not like the standard workflow is going anywhere. You guys are just missing the point of a tech demo aimed at the people who will actually be using the thing then complaining about things the demo is literally not intended to address lmao

t. works with this shit every day
Last Edit: May 17, 2020, 06:56:38 AM by BaconShelf


BaconShelf | Mythic Inconceivable!
 
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Also this bit triggers me


When hardware has to compensate for unoptimized games
This is a stupid thing to say because of how it ignores the entire thing they're showing off - which is the ability to run extremely high poly budgets. No one is realistically going to actually do this.


MarKhan | Legendary Invincible!
 
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Also this bit triggers me


When hardware has to compensate for unoptimized games
This is a stupid thing to say because of how it ignores the entire thing they're showing off - which is the ability to run extremely high poly budgets. No one is realistically going to actually do this.
Obviously, that's why I said that it triggers me rather than saying that it's bad.


FatherlyNick - fuck putin | Mythic Inconceivable!
 
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If you know, you know.
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?


BaconShelf | Mythic Inconceivable!
 
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Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?


FatherlyNick - fuck putin | Mythic Inconceivable!
 
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If you know, you know.
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead.
More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.