Unreal Engine 5 Revealed

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?
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
Last Edit: May 17, 2020, 09:24:50 AM by BaconShelf


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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.


BaconShelf | Mythic Inconceivable!
 
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10,794 posts
 
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.


FatherlyNick - fuck putin | Mythic Inconceivable!
 
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9,092 posts
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.


BaconShelf | Mythic Inconceivable!
 
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10,794 posts
 
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable

You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
Last Edit: May 17, 2020, 01:05:43 PM by BaconShelf


FatherlyNick - fuck putin | Mythic Inconceivable!
 
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9,092 posts
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable

You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine.
Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.

So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.

The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.


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?
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable

You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine.
Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.

So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.

The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.
>demo aimed at industry artists
>for showcasing art stuff
>wtf why doesn't it show off physics

lol


FatherlyNick - fuck putin | Mythic Inconceivable!
 
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9,092 posts
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable

You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine.
Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.

So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.

The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.
>demo aimed at industry artists
>for showcasing art stuff
>wtf why doesn't it show off physics

lol
I couldn't find the physics demo, so this is the UE5 engine demo.
Yeah it looks amazing, but good luck utilizing all that while also having a game in there and not running your metal at hotter-than-sun temps.
I'll wait for the tech demo before I cum.

My original point is highlighted at the UE5 front page
Quote
We’ve just released a first look at Unreal Engine 5. One of our goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.

They are leading with visuals but my wish is for a shift from this photorealism race to a race of game simulation realism. Can you have your cake and eat it too? Not with current hardware, something has to give and I doubt it will be the visuals. You'll get your gorgeous but empty Anthems and your dazzling Battlefield 1s that look better but play just like their predecessor from the time of X360.


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?
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.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable

You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine.
Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.

So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.

The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.
>demo aimed at industry artists
>for showcasing art stuff
>wtf why doesn't it show off physics

lol
I couldn't find the physics demo, so this is the UE5 engine demo.
Yeah it looks amazing, but good luck utilizing all that while also having a game in there and not running your metal at hotter-than-sun temps.
I'll wait for the tech demo before I cum.

My original point is highlighted at the UE5 front page
Quote
We’ve just released a first look at Unreal Engine 5. One of our goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.

They are leading with visuals but my wish is for a shift from this photorealism race to a race of game simulation realism. Can you have your cake and eat it too? Not with current hardware, something has to give and I doubt it will be the visuals. You'll get your gorgeous but empty Anthems and your dazzling Battlefield 1s that look better but play just like their predecessor from the time of X360.
It's literally the first time they're showing off the engine, they have an entire year to show off more stuff


🍁 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.
I couldn't find the physics demo, so this is the UE5 engine demo.
Yeah it looks amazing, but good luck utilizing all that while also having a game in there and not running your metal at hotter-than-sun temps.
I'll wait for the tech demo before I cum.

My original point is highlighted at the UE5 front page
Quote
We’ve just released a first look at Unreal Engine 5. One of our goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.

They are leading with visuals but my wish is for a shift from this photorealism race to a race of game simulation realism. Can you have your cake and eat it too? Not with current hardware, something has to give and I doubt it will be the visuals. You'll get your gorgeous but empty Anthems and your dazzling Battlefield 1s that look better but play just like their predecessor from the time of X360.
The games that chase photorealism are well aware of how strenuous it is, and that's why resource management and design play key roles in development. Naughty Dog is pretty good at it, in fact. Tech demos are intended to show off how far the limitations are, what room there is to work with in the engine/on the hardware. Some games will aim for photorealism, but plenty of others aren't. They can take advantage of a large overhead too.

I would like to see more information too, I'll agree with you there. There's so much PR speak in the video that I would rather see some hands on with it to better gauge how big of a leap this is.