blackdog Posted April 13, 2022 Report Posted April 13, 2022 Funny how in a demo that mentions collision avoidance, it clearly shows the NPC go through the player I dunno the video doesn’t seem much of a showcase of what they claim. A scene like the Matrix “Red Dress Woman” would have made more sense. Also I don’t remember seeing NPCs collide in awkward ways in GTA, not even older ones. Good graphics tho, if that could be the next Watch Dogs would be sweet Quote
FMPONE Posted April 20, 2022 Report Posted April 20, 2022 On 4/12/2022 at 12:21 PM, will2k said: GTA with this technology would be insane Zarsky 1 Quote
Zarsky Posted May 11, 2022 Author Report Posted May 11, 2022 (edited) https://www.artstation.com/artwork/3qBzaY Edited May 12, 2022 by Zarsky Added video Lizard, Blackadder and FMPONE 2 1 Quote
Dabu Posted May 12, 2022 Report Posted May 12, 2022 On 4/19/2022 at 6:04 PM, FMPONE said: GTA with this technology would be insane peoples say UE5 is realistic but does real life use UE5? Zarsky 1 Quote
ZZZ Posted May 12, 2022 Report Posted May 12, 2022 20 hours ago, Zarsky said: https://www.artstation.com/artwork/3qBzaY I thought it was recorded with a cellphone. Guess not. blackdog 1 Quote
Zarsky Posted May 16, 2022 Author Report Posted May 16, 2022 On 5/12/2022 at 6:37 PM, 0kelvin said: I thought it was recorded with a cellphone. Guess not. He used a VR controller for the camera movement to get that natural "casual phone recording" feel. Blackadder 1 Quote
Beck Posted May 16, 2022 Report Posted May 16, 2022 So when are we getting our Cloverfield walking simulator? Very impressive though! blackdog 1 Quote
sn0wsh00 Posted August 1, 2022 Report Posted August 1, 2022 (edited) I recently tested the Mesh to Metahuman tool on some Source Engine models, just to see how well it ports those models into UE5. My results can be divided into three tiers. First is the Louis Tier: Not only did Metahuman make Metahuman Louis look a lot like L4D Louis, but it did so without me making any edits to the mesh's markers outliner. All other Metahumans in this post were generated from edited markers. Next is the "I Guess I See The Resemblance If I Squint" tier: From left to right: Alyx, Chell, Coach, G-Man, Gordon Freeman. And finally, the Zoey tier. I could be the hair, but I don't think so: On a somewhat related note, if you're using Blender and you want to export your mesh as an OBJ for use in UE5, make sure in the transform options that Forward is set to Y Forward and Up is set to Z Up. Edited August 1, 2022 by sn0wsh00 Wording blackdog, Squad and Zarsky 3 Quote
sn0wsh00 Posted February 6 Report Posted February 6 (edited) I've been tinkering around with the r.UseLegacyMaintainYFOVViewMatrix variable in Expedition 33 and it has me a little confused. Based on Epic's own description, r.UseLegacyMaintainYFOVViewMatrix is "Whether to use the old way to compute perspective view matrices when the aspect ratio constraint is vertical." It sounds like it means whether or not the game should use vertical instead of horizontal field-of-view, yet in my testing, the horizontal FOV doesn't always seem to match up to the corresponding vertical FOV. With the variable set to true, here's how the game looks like with an FOV of 85: At a 16:9 aspect ratio, the corresponding horizontal FOV is 116.91. Yet, when I set the variable to false and set the FOV to 116.91, I get this view: I have to set the FOV to 112 to make it match the view of the first image: Even more confusingly, with r.UseLegacyMaintainYFOVViewMatrix = true, setting the FOV to 54.5 (top) matches the r.UseLegacyMaintainYFOVViewMatrix = false view at 85 degrees i.e. the corresponding horizontal FOV: So yeah, I have no idea what's going on. Edited February 6 by sn0wsh00 wording Quote
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