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Unreal Engine 5

  • Zarsky
  • May 13, 2020 at 4:15 PM
  • Zarsky
    • May 13, 2020 at 4:15 PM
    • #1

    Say what? ?

    This is confirmed by Tim Sweeney to be real time footage from a playable demo captured straight from the PS5 dev kit.

    https://www.unrealengine.com/en-US/blog/a-f…unreal-engine-5

  • blackdog
    • May 13, 2020 at 5:20 PM
    • #2

    Just discovered this on my YT page, mother of god ?

  • will2k
    • May 13, 2020 at 5:30 PM
    • #3

    This is all nice and shit, but can it beat Source engine?

    Seriously though, my mind was blown. This Lumen dynamic lighting technique is insane.

    This was running on a PS5; just imagine this running on a Zen3 Ryzen 9 4900 with Ampere RTX 3080 ...just think of the possibilities

  • ZZZ
    • May 13, 2020 at 5:59 PM
    • #4

    What happened to Voxel based GI?

    I remember during the days of Rage that Carmack said that triangles would become so small that the same idea of slicing a huge texture in smaller pieces and loading just the required pieces could be extended to geometry as well. Seems that years later and we get to that point.

  • Zarsky
    • May 13, 2020 at 6:00 PM
    • #5

    Yeah, and to sweeten the deal: This level of environment and lighting fidelity will be easier to achieve with this tech and the new consoles.

    Nanite processes those movie tier Megascans assets without any need to tweak LODs&lightmaps and Lumen makes sure everything is lit correctly&dynamically. That GI is sooo delicous!

  • -HP-
    • May 13, 2020 at 6:50 PM
    • #6

    This is fucking amazing... it might be akin to the jump between PS2 and PS3 graphics. Everyone was talking about how the PS4 was a iterative gen, this next one seems to be a huge leap!

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    Virtualized geometry tech, no need for LODs. Dynamic GI, no need for lightmaps. Raytraced sound and reverb.


    Fuck, yes! Red letter day for game artists.

  • blackdog
    • May 13, 2020 at 6:59 PM
    • #7

    Speaking of deals: royalties waived under $1M

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    Quote from 0kelvin

    1 hour ago, 0kelvin said: I remember during the days of Rage that Carmack said that triangles would become so small that the same idea of slicing a huge texture in smaller pieces and loading just the required pieces could be extended to geometry as well. Seems that years later and we get to that point.

    I remember that too! When they started talking and mentioned that, my mind went immediately back to that Carmack interview

  • Interfearance
    • May 13, 2020 at 8:14 PM
    • #8

    Textures are literally geometry now. This is nuts.

  • WD
    • May 13, 2020 at 8:17 PM
    • #9

    I hope this means next gen games will stay under 100 gigs in disk space if we don't need so much texture budget from now on. I hate owning multiple disks, and SSDs still aint cheap enough!

  • spa
    • May 13, 2020 at 8:29 PM
    • #10

    So with regards to static geometry it eliminates , lowpoly modelling, unwrapping, lods, baking, normalmaps, vertexnormals + more?. Alot to take in honestly.

    Is there gonna be a split now between Static- and Dynamic environment artists?

  • El Moroes
    • May 13, 2020 at 8:46 PM
    • #11

    [Blocked Image: https://media.giphy.com/media/15BuyagtKucHm/source.gif]

  • baem123
    • May 13, 2020 at 8:56 PM
    • #12

    This is insane. I love it. Big leap.

  • FMPONE
    • May 13, 2020 at 9:03 PM
    • #13

    I don’t know guys I think .bsp, VRAD and two hour compiles is the way to go.

    /Unreal Engine guy voice: “We call this new technology TexInfos, and if you have even one too many of them, your computer explodes. You’re welcome.”

  • -HP-
    • May 13, 2020 at 9:13 PM
    • #14
    Quote from WD

    44 minutes ago, WD said: I hope this means next gen games will stay under 100 gigs in disk space if we don't need so much texture budget from now on. I hate owning multiple disks, and SSDs still aint cheap enough!

    Well, lemme crush your hopes immediately... it probably means the inverse, games with high fidelity assets will get a larger install.

    Dynamic lighting does mean you don't need to ship a game with lightmaps, which will bring disc size down a bit, but the thing is, high density geometry also occupies a fairly large size on disc, and all those assets you see there still make use of Color, Roughness and normal maps. Fitting all that on a reasonable storage device will be a challenge. What we have here is essentially some very futuristic streaming technology, now that consoles will have 16gb of memory and SSD, you have a lot of buffer to stream shit in and out of memory.

  • -HP-
    • May 15, 2020 at 7:54 AM
    • #15

    https://www.eurogamer.net/articles/digit…h-demo-analysis

  • mandy lane
    • May 19, 2020 at 4:05 PM
    • #16

    epic 4 sure

  • Zarsky
    • July 9, 2020 at 12:57 PM
    • #17

    https://www.unrealengine.com/en-US/blog/new…h-unreal-engine

    If you have an expensive enough phone, you also have face mocap as a bonus.

  • AlexM
    • July 10, 2020 at 7:01 PM
    • #18

    If anyone interested, the person behind the micro-geometry technology has been keeping a blog about rendering research for like 10 years now. Some is a little technical but overall it's quite accessible.


    https://graphicrants.blogspot.com/

  • blackdog
    • July 10, 2020 at 7:12 PM
    • #19

    Also in the news:

    Sony buys $250 million stake in Fortnite creator Epic Games The investment gives Sony a 1.4 percent stake in Epic

    https://www.theverge.com/2020/7/9/21318…ame-development

    That takes Epic's worth at $18 Billions (with Sweeney worth an incredible $8 - from $100 Millions the previous year)

  • AlexM
    • July 10, 2020 at 7:22 PM
    • #20

    It would be cool to see the sony dev tools even better integrated with Unreal (specifically their file system overlay stuff, makes development so much smoother when you don't have to redeploy the entire game to test something).

    Actually it's been a couple years since I work on PS4. Maybe that feature already exists..

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