Quote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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.
Quote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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?
Quote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere did I say that exactly?
Quote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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
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.
Quote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latter
Quote from: BaconShelf on May 17, 2020, 09:03:21 AMQuote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latterWhat is so confusing about what I said above?More (level) geometry?SpoilerSpoilerObv 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 etcAs 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.
Quote from: FatherlyNick on May 17, 2020, 10:37:08 AMQuote from: BaconShelf on May 17, 2020, 09:03:21 AMQuote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latterWhat is so confusing about what I said above?More (level) geometry?SpoilerSpoilerObv 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 etcAs 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.
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Quote from: BaconShelf on May 17, 2020, 11:18:31 AMQuote from: FatherlyNick on May 17, 2020, 10:37:08 AMQuote from: BaconShelf on May 17, 2020, 09:03:21 AMQuote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latterWhat is so confusing about what I said above?More (level) geometry?SpoilerSpoilerObv 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 etcAs 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.QuotePoly 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.
Quote from: FatherlyNick on May 17, 2020, 12:40:13 PMQuote from: BaconShelf on May 17, 2020, 11:18:31 AMQuote from: FatherlyNick on May 17, 2020, 10:37:08 AMQuote from: BaconShelf on May 17, 2020, 09:03:21 AMQuote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latterWhat is so confusing about what I said above?More (level) geometry?SpoilerSpoilerObv 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 etcAs 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.QuotePoly 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 comparableYou're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
Quote from: BaconShelf on May 17, 2020, 01:04:48 PMQuote from: FatherlyNick on May 17, 2020, 12:40:13 PMQuote from: BaconShelf on May 17, 2020, 11:18:31 AMQuote from: FatherlyNick on May 17, 2020, 10:37:08 AMQuote from: BaconShelf on May 17, 2020, 09:03:21 AMQuote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latterWhat is so confusing about what I said above?More (level) geometry?SpoilerSpoilerObv 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 etcAs 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.QuotePoly 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 comparableYou're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances areI 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.
Quote from: FatherlyNick on May 18, 2020, 07:02:25 AMQuote from: BaconShelf on May 17, 2020, 01:04:48 PMQuote from: FatherlyNick on May 17, 2020, 12:40:13 PMQuote from: BaconShelf on May 17, 2020, 11:18:31 AMQuote from: FatherlyNick on May 17, 2020, 10:37:08 AMQuote from: BaconShelf on May 17, 2020, 09:03:21 AMQuote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latterWhat is so confusing about what I said above?More (level) geometry?SpoilerSpoilerObv 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 etcAs 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.QuotePoly 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 comparableYou're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances areI 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 physicslol
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.
Quote from: BaconShelf on May 18, 2020, 11:26:35 AMQuote from: FatherlyNick on May 18, 2020, 07:02:25 AMQuote from: BaconShelf on May 17, 2020, 01:04:48 PMQuote from: FatherlyNick on May 17, 2020, 12:40:13 PMQuote from: BaconShelf on May 17, 2020, 11:18:31 AMQuote from: FatherlyNick on May 17, 2020, 10:37:08 AMQuote from: BaconShelf on May 17, 2020, 09:03:21 AMQuote from: FatherlyNick on May 17, 2020, 08:45:19 AMQuote from: BaconShelf on May 17, 2020, 08:31:45 AMQuote from: FatherlyNick on May 17, 2020, 07:29:33 AMQuote from: BaconShelf on May 17, 2020, 06:29:56 AMQuote from: FatherlyNick on May 15, 2020, 01:15:10 PMPoly 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 rightWhere 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 aboutat allor are you just saying words that sound coolbecause it looks a lot like the latterWhat is so confusing about what I said above?More (level) geometry?SpoilerSpoilerObv 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 etcAs 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.QuotePoly 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 comparableYou're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances areI 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 physicslolI 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 pageQuoteWe’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.
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 pageQuoteWe’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.