If you want to learn Unreal Engine 5 check out the UE5 Beginner Tutorial! ruclips.net/video/k-zMkzmduqI/видео.html Also if you want to take a deeper dive join the Unreal Masterclass currently on sale for Black Friday! unrealmasterclass.com/black-friday
AAA is a Myth these days. They dont have *Quality* everything is a broken mess =( But yeah this will give small indie teams a huge boon to create highly detailed stuff!
Not entirely true...youll still need a very powerful pc to run stuff at that tier. In canada its above the 8000$/mark for a reliable midrange unreal5 pc. Gfx cards and processors arent cheap for GOOD ones. Also subscriptions to 4-7 different programs to fully utilize them in pipeline. Money for assets is highly probable unless your some kind of insane speed modeler/coder/designer who can pump out models daily to meet with the demand of filling an entire world. Theres also some programs that dont have subscriptions. Theyre buy only for commercial use and the the price is exceedingly high in thousands of dollars. So far to amass all the things i needed. It costed around 15000$ cdn and 400$ in monthly fees for subscriptions. Anyhow. This is just personal experience at "getting my foot in the door of game development" It still isnt cheap enough to be called available to anyone.
If small indie developers, asset flippers and script kiddies can easily make games with high graphics quality, the standard of AAA games will improve tremendously and it will eventually cost much more to make
The thing I love most about your channel compared to others is that you don't just recap the official demo trailer or run the samples, you actually show the tools being used.
@Repent and believe in Jesus Christ "And Jesus said unto Paul, 'Come forth, and receive everlasting life.' But Paul came in fifth, and received a toaster."
@@sferrin2 chad answer - I hate it how people negatively react to Automation - I recently got alot of backlash for supporting restaurants for having AI powered bots to take orders in the place of human workers , automation should be celebrated at
@@Frosty2Leaf People need to embrace this stuff as another tool in the kit. I'd have killed for something like this. (Of course the computers back then couldn't handle that kind of poly count so there's that.)
Im old enough to remember the first releases of software like Photoshop, 3D Studio Max, AutoCAD, Lightwave, etc.. and have used all of them in the past. I used to participate in community creations of motocross racing maps for Motocross Madness (video game) back in the late 90's using simple displacement maps and stock textures of grass/dirt/rocks, etc.. This technology absolutely floors me due to the advances they have made in just a little over 2 decades. Younger generations just don't know how difficult and time consuming this stuff used to be, creating 2d wireframe maps, extruding them on the 3d plane, then forwarding that design to another app to add textures, lighting, etc.. This Unreal Engine is simply beyond words.
I worked with 3d animation for movies in the late 1990ies. 3D studio classic. Back then there were no way ever, we would get this kind of fidelity and realism - even after hours and hours of rendering for a single frame. It could not even raytrace... It looks just like magic now.
I used 3D Studio R4 in DOS during a high school class in 1996. I convinced the teacher to buy 3D Studio MAX for the school, so I was the first student to use it, but we had to get a new Windows NT machine to run it. Good times ! The latest copy that I have currently is R8 from ~2006. I need to check out Unity, as I haven't done any animation or game design in over 17 years.
Thank you for the in-engine demonstrations, Sensei. I've watched the 5.2 demo multiple times and this is the first time I am able to really visualize the new features.
Same here! Everything feels so disjointed there's so much COVERAGE. I don't really absorb anything until one of these here's all the new shit in the new update type videos 😂
Literally in the same boat, been using unity for about 6+ years and just switched to ue5 maybe 2 or 3 weeks ago, this is an absolute golden decision. and for anyone else considering it, DO IT!
Are you serious? I mean.... while Unreal is good, if you had invested that much time.... Like switching these programs I imagine is not like upgrading to a physical handtool... ? I imagine there is more of a learning curve? Anyways, good luck!
@MRSketch09 Unreal 5 is so much more powerful than Unity, it's worth the time investment to relearn some things because they'll end up having a much better tool at their disposal than they would had they stuck with Unity.
I am moving from web/mobile dev to game dev as I was just bored of my work life. I chose Unity as I really enjoy 2D games and I believe 3D usually require bigger teams but I prefer the indie stuff. Is the 2D a good enough argument to stay on Unity?
40+ years ago my first computer had 2k of memory and we saved (maybe 1/10 successfully) our programs on a cassette recorder. This is beyond incredible and I cannot wait to see what the people using this level of technology are able to envision and create for the next generation.
We still use digital tape drives, IBM can make them puppies hold 330 terabytes in one drive. Make no mistake, quantum computing will still use digital tape for archival storage as well, they have come a long way but still are fundamentally the same magnets and coil.
Yes, I remember using the Turtle Graphics thing on Colleco Adam and being happy I could make a colidascope of single lines on the screen (tv)... Imagine in another 30 or so years
These are basically tools used by the film industry for the last number of years but now in the realtime tool set. Neat to see that bridge being crossed. It will encourage more film adoption too. Great stuff.
Im hoping we will get to see full movies being released in VR. By the time the next generation of consoles comes around, we should be able to render these movies in realtime. Imagine watching a movie at the theatre, then rewatching it, and checking out extra details and easter eggs that were offscreen before.
@@SteveDavies80 I doubt that'll happen for a very long time, at least widely. When the resolution ratio of the average person's TV was indeterminable, films had to compensate by fitting every relevant piece of content into a certain range on the screen. Although it's _possible_ that corporate movies will include Easter Eggs and extra details as you mentioned, it will probably only be by indie creators.
I love this! Tools like this allow smaller teams or even solo devs to focus on the gameplay, the story and other aspects and not worry about hand crafting a believable environment that doesn't throw the player out of the experience.
This video was fantastic… incredible how everything is advancing so fast. Procedural content (and associated tools) have become the bread and butter of level design
I am not a designer/programmer of any games, not sure why this video was on my recommended list.. but holy...! I enjoyed every second of this. So interesting to see what programs have to go through and game designers to make it all happen! Thanks for the informative video..!
On the topic of PCG, it would be really interesting to see a tutorial/example of how to build a city with PCG complete with roads and other networks too.
@@MaxStudioCG2023 ‘the problem’ is a bit much, don’t you think? UE is free, Megascans is free, trillions of free, good quality resources out there. God forbid if every once in a while you’d have to pay for something, right?
I love the fact that this is accessible for everyone to use. With a little bit of experience this gives anyone with enough creativity the opportunity to develop complex games/ movies/ tv shows in a matter of hours. It looks so simple to use as well, there's no complex coding, no learning curve, just straight to the near final developmental stage. Absolutely incredible!
This is such a (literal) game-changer. This is definitely ushering in a new era of games. They'll be built faster, cheaper, and with ridiculously high graphic quality
The era of games with ridiculously high-quality graphics, but fast and cheap design is already here, and it is not the best. :/ If wielding these tools would come with a proportional advancement in design intelligence and deep artistic considerations, it would be awesome. But no, only a select few will be able to make good use of these super tools. Crappy games with mesmerizing graphics will multiply, and once in a while, we will get games that deserve to be called games. But we wait for the gems and they are so worth it.
@@metatrix4251 You're definitely right. Also, while these tools are really cool, and I'm sure they'll be used to great effect, graphical fidelity is not everything when it comes to graphics. The aesthetic of a game is usually much more important and I just hope that all games don't start looking the same because of things like these in UE5.
@@vesk4000 Yeah. On the positive side, I think the artistic sense will prevail in the long run, because the direct human appreciation of the game will always be the ultimate metric. Although it is disturbing to see how some game producers naively orient games development around making a quick buck, it is the actual quality and depth of the games that will define the real big players in the industry. It is just that there can be a lot of crap that co-exists with masterpieces or even just decent products. And even if you don't have to it, too much crap is quite unsavoury, just being there on the landscape. Some might say I'm exaggerating, but I don't think I am. The incentive to make money is high-jacking a lot of people's minds and it is creating a lot of crap on our planet on many levels! And now we got super technology, but we keep making stuff just because we can make money out of it. We could become a multidimensional land of garbage pretty soon. Ok, Now I'm really exaggerating haha. I actually have a lot of faith in humanity lol.
If you look at the stats as we get better equipment for producing games, development time sees more delays, less quality content and higher prices, while I am a gamer and love games never be excited for the tools if you don't use them. I don't want to be a damper on the insane quality of the engine but every engine that's come out has had features considered game changing at the time yet gaming is still in the position it's in now, I will have high hopes for games when the developers actually make one with these tools that isn't terrible not just when I know they have said tools.
The way Unreal folks are improving engine is just mind boggling. Unreal is now becoming a platform rather than just another Game Engine. They are expanding in many areas and can give serious threat to many mainstream modelling tools and CGI software. Epic has got really solid foundation which allows them to expand in many areas. I think really bad days for Unity as I doubt they will be able to compete with this Godzilla. If someone tries Unreal once it's very difficult to go back to Unity especially after Unreal Engine V4.
@@pleasejustletmebeanonymous6510 they can be relevant for medium term but until something magical happens they are going to be totally irrelevant in some years. I don't know how many people remembers "Torque" engine. It was Indie darling for few years until Unity came. One fine day Torque fired the whole team and closed the doors. Now theoretically speaking someone can argue if someone can grab Unity or Torque than some day Unreal will also face the problem. Now at first end this sounds logical until you realize length and breath of the Unreal engine. They have long history and relationship with many big studios which Unity and many Indie devs don't have. Remember Unity came as a Indie engine which than grabbed lot of attention from pro studios as well. Unreal is opposite case it came from Pro background to Indie scene.
These showcase reels are partially for hollow attention. As someone who's used both, I can confidently say that Unity and Unreal will continue to excel in their own fields parallel to each-other. Just because you see something 'shiny' on an Unreal showcase, it doesn't make it the be all end all definitive choice of a game engine. Unreal focuses on visual appeal and large scale worlds, Unity is focused on being actually reliably functional. Unreal has major foundational flaws of their own, which they don't show until the user's only ankle deep in the software.
WPO no longer invalidates virtual shadow maps outside the 'WPO Disable Distance'! This is so huge because you can finally use WPO and virtual shadow maps together with foliage without your your entire shadow cache being invalidated every frame!
For me it's absolutely insane what is currently state of the art.. Back in the mid/end 90s I've mapped a lot for Doom, Duke Nukem 3D and Quake 1-3 and you had to model and place every item by yourself.. And today the tools are so powerful that 80% of the work is done by just clicking a bit around.. I think it's time for me to try out UE5.
Honestly this would be perfect for a puzzle solving / adventure video game about traveling through dimensions in realtime. The environment changes as you travel to different dimensions and hop between them.
UE is being used in movies and TV shows. The Mandelorian is shot on that spherical video wall stage and they have a complete staff of folks on the computer making all the backgrounds and editing them on the fly
You cover the new features better than any other video, including the ones from UE. Nobody is as concise and informative at the same time. Absolutely essential videos when these big version changes happen. Thank you, please change nothing about your videos.
You’re not getting those visuals/density in a VR game anytime soon - the requirement for a higher resolution and framerate precludes high end ue5 visuals.
Sensei I'm one of your students, will you be updating the Master Class with latest techniques available in 5.2, specially PCG would be something I'd like to learn from you :)
If you get the chance, an update to the free tutorial vid would be amazing too! After two years of playing with UE with an underpowered PC, I'm finally doing a serious upgrade. I've only just found your intro tut, but I've been blown away by pretty much everything since 5 went into alpha... x
As a Unity Developer, Unreal has been impressing me for a long time. I don't know if i should move. But i think working on both engines is a must for future technology.
Pretty excited for this! Been trying to make a UEVR demo to demonstrate all the bells and whistles of UE for VR content, but kind of stuck (mostly because I'm dumb) Have you considered one day making a series for VRcontent making? Preferably starting from zero, without stuff like the VR template scene, as I had some issues starting from there.
this is amazing! i can't wait to see what kind of cool games people make with this! my only issues is that it may become too easy for people to do and then we'll all get kind of bland and stale content from it after a while. this tool should be used as a way to help people make content faster, but there are some potential downsides to it that can occur the future
Please do in-depth tutorials on how to create more complicated PCG tools like in the official demo. It's easy to create a few trees with it, but I want to learn how to use it to create full environments like the oasis you showed, which had much more detail, like all the little plants and rocks. I'd also love to see a tutorial on how a create a city with PCG, complete with roads and smaller details.
This is amazing. Every time I thought of something that could possibly be a limitation. You covered exactly what I was thinking seconds after I thought of it. This is really really excellent video demonstrating how amazing this feature is perfectly. Seriously. I've seen a lot of unreal tutorials lately and this video had so much attention to detail and care put into it. It truly shows how expert you are and how passionate you are about doing it.
Use a language learning model, add PCG tool, make worlds through verbal descriptions. 100% a doable thing. You could read books descriptions of spaces and depending on the depths of the writing pow intractable in book environment.
Incredible innovation by the UE team, this is so exciting to see!! I wouldn't throw out Houdini as yet though. I've been building a city generation tool where the player can enter each room in each building and it is an mind bogglingly difficult task - to make all the rooms interesting at least. To me the biggest problem comes in where you want to create variation in each room, but you have to place objects within each room so they don't intersect, are placed in various orientations and that the items you place makes sense for that kind of room. Then there's variation in the room shape, kinds of windows, doors etc. etc. Is this kind of thing possible in PCG? If not now, with the pace these guys are innovating, it might not be long
I had been using UE4 since 2018 (and since have moved on to Unity due to the needs of my project), but it is great to watch the further evolution of Unreal Engine throughout the years
I use Unity as well and love coding in C#. I've got a lot of time invested in Unity. But, if I had to start over, WOWWWW, I'm blown away by UE. I would go with UE for sure.
They already use procedural generation to create their planets and cities, they have been using this tech, just not from unreal engine. no way they could have created Arc Corp without procedural generation for example.
Neat. Contrary to what some folks are saying, I think these tools are best suited for AAA development, not indie. Once you have a large beautiful environment, then you need to fill it with content. Which takes a tremendous amount of work.
I'll start celebrating this development when it becomes an ESSENTIAL PART of an AWESOME GAME. Not a second sooner. All i am seeing right now is that it allows AAA publishers to concentrate even more on flashy graphics and even less on making actually good games.
This is wild. I just downloaded UE 5.2 and am excited to start learning the program. I LOVE design and my favorite games of all time are the Sims and Animal Crossing for the reason that you get to build worlds. UE is like those games on crack. I'm so excited to start learning and building and will defiantly come back for any video you post! Much love from a noobie
4:45 Oh yeah, time for MineCraft in UE5.2, with procedural generation it's now possible to have terrain deformation, regrowth, world generation.. everything needed is now easily possible in UE. Unfortunately I'm a Unity schlub so someone else will have to do it lol
Bruh I have spent hundreds of hours carefully handcrafting a map for my game and I could have just skipped that and used this program, I’m crying in pain right now
This is the first time in years that I have questioned myself if I was looking at a real-life picture or a rendered one. If this is possible, who knows what else is!
IMO the evolution of technology is almost as interesting as the tech itself. Coming from witnessing the birth of everything related to computer graphics in any way & going to what we now have has been a priceless experience.
Off-topic: you have "fewer" trees, not "less" trees. "Less" is for things you can't count, like water. As for the procedural generation, amazing. Really powerful.
I legit almost cried when seeing how far this engine is pushing the boundaries of game making. Makes me almost want to get it and start making one myself.
Blender Guru is an expert in 3D and makes doughnuts on all versions of Blender. You are also an unreal expert and on top of the list on youtube when someone searches unreal for the beginner. You should also make unreal beginner tutorials on all versions.
I've been learning Unity to make worlds in VRChat, to eventually make a video game I want to make. I always planned to switch to UE5, but this solidifies it. Unreal.
WOW, that is one marvelous piece of software and greatly explained video, I am downloading it now and will watch your vids. An ENORMOUS "Thank You" Unreal Sensei
Looks like I'll be switching from UE4 to UE5 real soon. I'm just finishing my course on UE4 and will make my first project on UE5 to learn these new features. Thanks for the video!
I know nothing about using unreal and have no experience at all in things like modelling, this is one of the things I wish I could just play with whenever I wanted
As good as PCG is, hand placing objects usually force devs to actually put something in these places, since it took a while to create them. If you can just Generate any random locations we will see an increase in locations that have nothing besides trees/lakes etc. No quests or activities.
Damn... this is crazy, no... this is genius. The satisfaction I get from the efficiency alone makes me want to start learning how to use Unreal Engine.
Issue with these PCG's is they utilize the same assets just over and over. It also doesnt seem to take into account terrain form. You might be able to make an environment quickly, but much of the environtment needs to be hand picked through and manual changes made so it doesnt look overly repetitive. Still much quicker than doing it manually entirely.
Ever since the first "Unreal" game was created and wowed people, the very aptly named Unreal Engine is taking over the world and living up to its Unreal name! I wish there was a new Unreal Tournament title we could sink our teeth into!
The PCG knows where the water is at all times. It knows this because it knows where it isn't, by subtracting where it is, from where it isn't, or where it isn't, from where it is, whichever is greater, it obtains a difference, or deviation.
If you want to learn Unreal Engine 5 check out the UE5 Beginner Tutorial!
ruclips.net/video/k-zMkzmduqI/видео.html
Also if you want to take a deeper dive join the Unreal Masterclass currently on sale for Black Friday!
unrealmasterclass.com/black-friday
Question, what specs are you running on your PC?
Wanted a good idea of where I would start.
You just unreal.. Amazing..😱👍🏼
I suck at blueprints.
@@ezrapierce1233 up
The more UE advances the more I'm convinced we live in a simulation.
I have never laid hands on UE, but there’s just something so incredibly satisfying about watching how these tools have advanced
Same. I'm a mech E, watching tools to improve peoples workflow, even though I won't use it myself is incredibly satisfying.
You shouldn't. Believe me, the blue pill is so much better. ;-)
@@nathanielguggenheim5522 Could you please elaborate?
@@iseeu-fp9po is he talking about Unity Engine?
Welcome 23 my life ✌
Unreal Engine is slowly making it so triple A quality is not something exclusive to triple A developers. We're going into a new era of video games.
Fax
AAA is a Myth these days. They dont have *Quality* everything is a broken mess =(
But yeah this will give small indie teams a huge boon to create highly detailed stuff!
Not entirely true...youll still need a very powerful pc to run stuff at that tier. In canada its above the 8000$/mark for a reliable midrange unreal5 pc. Gfx cards and processors arent cheap for GOOD ones.
Also subscriptions to 4-7 different programs to fully utilize them in pipeline. Money for assets is highly probable unless your some kind of insane speed modeler/coder/designer who can pump out models daily to meet with the demand of filling an entire world.
Theres also some programs that dont have subscriptions. Theyre buy only for commercial use and the the price is exceedingly high in thousands of dollars.
So far to amass all the things i needed. It costed around 15000$ cdn and 400$ in monthly fees for subscriptions.
Anyhow. This is just personal experience at "getting my foot in the door of game development"
It still isnt cheap enough to be called available to anyone.
We've been there since UDK, and especially UE4 and Unity. All the good quality and unique games made in the last decade have been from indie studios.
If small indie developers, asset flippers and script kiddies can easily make games with high graphics quality, the standard of AAA games will improve tremendously and it will eventually cost much more to make
The thing I love most about your channel compared to others is that you don't just recap the official demo trailer or run the samples, you actually show the tools being used.
Exactly
@@4vrtex Came here to leave this comment.
first time seeing his channel but got captivated because of this, 100% agree!
IKR
@Repent and believe in Jesus Christ "And Jesus said unto Paul, 'Come forth, and receive everlasting life.' But Paul came in fifth, and received a toaster."
As someone who hand-modeled and placed trees and bushes back in the day (late 90s early 00s) in computer games this brings tears to my eyes.
yeah, unemployment sucks
@@abdirahmansaid2674 Speak for yourself. I moved to engineering years ago.
@@sferrin2 was a joke, chill man lol
and yes, I am unemployed...
@@sferrin2 chad answer - I hate it how people negatively react to Automation - I recently got alot of backlash for supporting restaurants for having AI powered bots to take orders in the place of human workers , automation should be celebrated at
@@Frosty2Leaf People need to embrace this stuff as another tool in the kit. I'd have killed for something like this. (Of course the computers back then couldn't handle that kind of poly count so there's that.)
Im old enough to remember the first releases of software like Photoshop, 3D Studio Max, AutoCAD, Lightwave, etc.. and have used all of them in the past. I used to participate in community creations of motocross racing maps for Motocross Madness (video game) back in the late 90's using simple displacement maps and stock textures of grass/dirt/rocks, etc.. This technology absolutely floors me due to the advances they have made in just a little over 2 decades. Younger generations just don't know how difficult and time consuming this stuff used to be, creating 2d wireframe maps, extruding them on the 3d plane, then forwarding that design to another app to add textures, lighting, etc.. This Unreal Engine is simply beyond words.
You might even say that it is unreal 😏
@@CarstenSvendsen Beat me to it!
I remember Motocross Madness and 3dsmax!!
Do people remember that game?
MOTOCROSS MADNESS WAS THE SHIT! My god I loved that game. And Midtown Madness too!
I worked with 3d animation for movies in the late 1990ies. 3D studio classic.
Back then there were no way ever, we would get this kind of fidelity and realism - even after hours and hours of rendering for a single frame. It could not even raytrace...
It looks just like magic now.
I used 3D Studio R4 in DOS during a high school class in 1996. I convinced the teacher to buy 3D Studio MAX for the school, so I was the first student to use it, but we had to get a new Windows NT machine to run it. Good times ! The latest copy that I have currently is R8 from ~2006. I need to check out Unity, as I haven't done any animation or game design in over 17 years.
Yeah but you were making breakthroughs for what we have now bro
@@jeffyboi6969 exactly, without software like what 3D Studio was, we likely wouldn't have seen this for sure
Lol it obvious bc nowadays GPUs are 10000000x stronger than in 90s
3d Studio R4 and Vistapro 3.0 was my thing, fantastic in their time.
Thank you for the in-engine demonstrations, Sensei. I've watched the 5.2 demo multiple times and this is the first time I am able to really visualize the new features.
Same here! Everything feels so disjointed there's so much COVERAGE. I don't really absorb anything until one of these here's all the new shit in the new update type videos 😂
After years of working and studying Unity, I recently switched to Unreal and seeing this shows that I made the right decision.
Literally in the same boat, been using unity for about 6+ years and just switched to ue5 maybe 2 or 3 weeks ago, this is an absolute golden decision.
and for anyone else considering it, DO IT!
Are you serious? I mean.... while Unreal is good, if you had invested that much time.... Like switching these programs I imagine is not like upgrading to a physical handtool... ? I imagine there is more of a learning curve?
Anyways, good luck!
@MRSketch09 Unreal 5 is so much more powerful than Unity, it's worth the time investment to relearn some things because they'll end up having a much better tool at their disposal than they would had they stuck with Unity.
What games did you work on in Unity?
I am moving from web/mobile dev to game dev as I was just bored of my work life.
I chose Unity as I really enjoy 2D games and I believe 3D usually require bigger teams but I prefer the indie stuff.
Is the 2D a good enough argument to stay on Unity?
40+ years ago my first computer had 2k of memory and we saved (maybe 1/10 successfully) our programs on a cassette recorder. This is beyond incredible and I cannot wait to see what the people using this level of technology are able to envision and create for the next generation.
We pool so much energy into entertainmemt but cant save the planet
We still use digital tape drives, IBM can make them puppies hold 330 terabytes in one drive. Make no mistake, quantum computing will still use digital tape for archival storage as well, they have come a long way but still are fundamentally the same magnets and coil.
> this is byond incredible
one might even go so far as to say it is... unreal
@@HLl564 don’t be so quick to judge. Many drivers for improving quality of life and the environment come from the desire to entertain.
Yes, I remember using the Turtle Graphics thing on Colleco Adam and being happy I could make a colidascope of single lines on the screen (tv)... Imagine in another 30 or so years
Really looks so close to real life, it’s crazy
Looks better than real life, RIP to the real world
@@The_Quaalude Real life needs an update.
@@darrellm9915 Oh it’s being updated. Just not for the betterment of us plebs.
@@darrellm9915 Meaning is more important than graphics.
Looks great but I doubt the game character models will look realistic as it’s hard to make a realistic playable character
These are basically tools used by the film industry for the last number of years but now in the realtime tool set. Neat to see that bridge being crossed. It will encourage more film adoption too. Great stuff.
Im hoping we will get to see full movies being released in VR. By the time the next generation of consoles comes around, we should be able to render these movies in realtime.
Imagine watching a movie at the theatre, then rewatching it, and checking out extra details and easter eggs that were offscreen before.
@@SteveDavies80 I doubt that'll happen for a very long time, at least widely. When the resolution ratio of the average person's TV was indeterminable, films had to compensate by fitting every relevant piece of content into a certain range on the screen. Although it's _possible_ that corporate movies will include Easter Eggs and extra details as you mentioned, it will probably only be by indie creators.
This is gonna be HUGE
Unreal Sensei proves once again that he makes the best tutorials and walkthroughs. So easy to understand UE 5.2 with examples in less than 10 minutes.
I love this! Tools like this allow smaller teams or even solo devs to focus on the gameplay, the story and other aspects and not worry about hand crafting a believable environment that doesn't throw the player out of the experience.
This video was fantastic… incredible how everything is advancing so fast.
Procedural content (and associated tools) have become the bread and butter of level design
I am not a designer/programmer of any games, not sure why this video was on my recommended list.. but holy...! I enjoyed every second of this. So interesting to see what programs have to go through and game designers to make it all happen! Thanks for the informative video..!
On the topic of PCG, it would be really interesting to see a tutorial/example of how to build a city with PCG complete with roads and other networks too.
Ofcourse because that's extremely complicated and requires so much setting up. I hope tutorials for this come out soon
+++++
@@MaxStudioCG2023 ‘the problem’ is a bit much, don’t you think? UE is free, Megascans is free, trillions of free, good quality resources out there. God forbid if every once in a while you’d have to pay for something, right?
@@MaxStudioCG2023 Well, you can aways create your own assets aswell
@@MaxStudioCG2023 bruh, you serious???
The realism of this is both delightful and fightening! How far have we gone for just a decade! Great job!
I love the fact that this is accessible for everyone to use. With a little bit of experience this gives anyone with enough creativity the opportunity to develop complex games/ movies/ tv shows in a matter of hours. It looks so simple to use as well, there's no complex coding, no learning curve, just straight to the near final developmental stage. Absolutely incredible!
This is such a (literal) game-changer. This is definitely ushering in a new era of games.
They'll be built faster, cheaper, and with ridiculously high graphic quality
The era of games with ridiculously high-quality graphics, but fast and cheap design is already here, and it is not the best. :/
If wielding these tools would come with a proportional advancement in design intelligence and deep artistic considerations, it would be awesome. But no, only a select few will be able to make good use of these super tools.
Crappy games with mesmerizing graphics will multiply, and once in a while, we will get games that deserve to be called games. But we wait for the gems and they are so worth it.
@@metatrix4251 You're definitely right. Also, while these tools are really cool, and I'm sure they'll be used to great effect, graphical fidelity is not everything when it comes to graphics. The aesthetic of a game is usually much more important and I just hope that all games don't start looking the same because of things like these in UE5.
Alternatively games that look good but with shit stories shipped out as fast as they can
@@vesk4000 Yeah. On the positive side, I think the artistic sense will prevail in the long run, because the direct human appreciation of the game will always be the ultimate metric.
Although it is disturbing to see how some game producers naively orient games development around making a quick buck, it is the actual quality and depth of the games that will define the real big players in the industry.
It is just that there can be a lot of crap that co-exists with masterpieces or even just decent products.
And even if you don't have to it, too much crap is quite unsavoury, just being there on the landscape.
Some might say I'm exaggerating, but I don't think I am. The incentive to make money is high-jacking a lot of people's minds and it is creating a lot of crap on our planet on many levels!
And now we got super technology, but we keep making stuff just because we can make money out of it.
We could become a multidimensional land of garbage pretty soon. Ok, Now I'm really exaggerating haha. I actually have a lot of faith in humanity lol.
If you look at the stats as we get better equipment for producing games, development time sees more delays, less quality content and higher prices, while I am a gamer and love games never be excited for the tools if you don't use them.
I don't want to be a damper on the insane quality of the engine but every engine that's come out has had features considered game changing at the time yet gaming is still in the position it's in now, I will have high hopes for games when the developers actually make one with these tools that isn't terrible not just when I know they have said tools.
The way Unreal folks are improving engine is just mind boggling. Unreal is now becoming a platform rather than just another Game Engine. They are expanding in many areas and can give serious threat to many mainstream modelling tools and CGI software. Epic has got really solid foundation which allows them to expand in many areas. I think really bad days for Unity as I doubt they will be able to compete with this Godzilla. If someone tries Unreal once it's very difficult to go back to Unity especially after Unreal Engine V4.
Unity has some cool neural network tools, and I think it might still win out in the 2D space, but general 3D game design easily goes to Unreal now
@@pleasejustletmebeanonymous6510 they can be relevant for medium term but until something magical happens they are going to be totally irrelevant in some years. I don't know how many people remembers "Torque" engine. It was Indie darling for few years until Unity came. One fine day Torque fired the whole team and closed the doors. Now theoretically speaking someone can argue if someone can grab Unity or Torque than some day Unreal will also face the problem. Now at first end this sounds logical until you realize length and breath of the Unreal engine. They have long history and relationship with many big studios which Unity and many Indie devs don't have. Remember Unity came as a Indie engine which than grabbed lot of attention from pro studios as well. Unreal is opposite case it came from Pro background to Indie scene.
These showcase reels are partially for hollow attention. As someone who's used both, I can confidently say that Unity and Unreal will continue to excel in their own fields parallel to each-other. Just because you see something 'shiny' on an Unreal showcase, it doesn't make it the be all end all definitive choice of a game engine. Unreal focuses on visual appeal and large scale worlds, Unity is focused on being actually reliably functional. Unreal has major foundational flaws of their own, which they don't show until the user's only ankle deep in the software.
WPO no longer invalidates virtual shadow maps outside the 'WPO Disable Distance'! This is so huge because you can finally use WPO and virtual shadow maps together with foliage without your your entire shadow cache being invalidated every frame!
For me it's absolutely insane what is currently state of the art..
Back in the mid/end 90s I've mapped a lot for Doom, Duke Nukem 3D and Quake 1-3 and you had to model and place every item by yourself..
And today the tools are so powerful that 80% of the work is done by just clicking a bit around..
I think it's time for me to try out UE5.
Honestly this would be perfect for a puzzle solving / adventure video game about traveling through dimensions in realtime. The environment changes as you travel to different dimensions and hop between them.
Imagine a Dr Strange game with UE5!! All the different dynamic environments you could jump through would be sick
It would be like a DMT trip simulation 😅🤣
@@Wes_Trippy4life that thing that michal took in gta5 😂
Awesome stuff Been messing around with lots of the new features
It's simply insane how these tools have changed world building, impressive
UE is being used in movies and TV shows. The Mandelorian is shot on that spherical video wall stage and they have a complete staff of folks on the computer making all the backgrounds and editing them on the fly
That PCG is pretty wild I had no idea that was part of this I was so focused on the Metahumans/Character animation stuff. Thanks for this recap!
You cover the new features better than any other video, including the ones from UE. Nobody is as concise and informative at the same time. Absolutely essential videos when these big version changes happen. Thank you, please change nothing about your videos.
this is really exciting. props to the devs for making unreal engine better for everyone!
I keep hearing so much about Unreal 5 this and that... I have yet to see a game that I can play that makes me say WOW.
Looks incredible!
You are making my dream of building a VR game look considerably more practical for a total beginner.
You’re not getting those visuals/density in a VR game anytime soon - the requirement for a higher resolution and framerate precludes high end ue5 visuals.
@@yellowblanka6058 Uh huh
Sensei I'm one of your students, will you be updating the Master Class with latest techniques available in 5.2, specially PCG would be something I'd like to learn from you :)
If you get the chance, an update to the free tutorial vid would be amazing too! After two years of playing with UE with an underpowered PC, I'm finally doing a serious upgrade. I've only just found your intro tut, but I've been blown away by pretty much everything since 5 went into alpha... x
Sensei, could you please make a dedicated tutorial for pcg?
Free time coder has a handful of pcg tuts to look at
As a Unity Developer, Unreal has been impressing me for a long time. I don't know if i should move. But i think working on both engines is a must for future technology.
there is no future for unity…
Amazing Video 👍
Thanks for your video !! I knew some of it but didn't realise how huge this was, particularly concerning substrate and the scriptable tools !
Nothing as dramatic as Nanite on vegetation, but still some cool improvements
I think the main focus was on Fortnite integration
Amazing review of 5.2! One of the best review so far.
Pretty excited for this! Been trying to make a UEVR demo to demonstrate all the bells and whistles of UE for VR content, but kind of stuck (mostly because I'm dumb)
Have you considered one day making a series for VRcontent making? Preferably starting from zero, without stuff like the VR template scene, as I had some issues starting from there.
this is amazing! i can't wait to see what kind of cool games people make with this! my only issues is that it may become too easy for people to do and then we'll all get kind of bland and stale content from it after a while. this tool should be used as a way to help people make content faster, but there are some potential downsides to it that can occur the future
How is the performance with procedural content generation? I'm interested to learn how to use it and i'm curious.
Please do in-depth tutorials on how to create more complicated PCG tools like in the official demo. It's easy to create a few trees with it, but I want to learn how to use it to create full environments like the oasis you showed, which had much more detail, like all the little plants and rocks. I'd also love to see a tutorial on how a create a city with PCG, complete with roads and smaller details.
I have always wondered how those 3d environments were created, thank you, this was very informative!
This is amazing. Every time I thought of something that could possibly be a limitation. You covered exactly what I was thinking seconds after I thought of it. This is really really excellent video demonstrating how amazing this feature is perfectly. Seriously. I've seen a lot of unreal tutorials lately and this video had so much attention to detail and care put into it. It truly shows how expert you are and how passionate you are about doing it.
Use a language learning model, add PCG tool, make worlds through verbal descriptions. 100% a doable thing.
You could read books descriptions of spaces and depending on the depths of the writing pow intractable in book environment.
I can't wait for verse to make its way to the main build. Will make working with the engine a lot easier than C++ and bluprints
Incredible innovation by the UE team, this is so exciting to see!! I wouldn't throw out Houdini as yet though. I've been building a city generation tool where the player can enter each room in each building and it is an mind bogglingly difficult task - to make all the rooms interesting at least. To me the biggest problem comes in where you want to create variation in each room, but you have to place objects within each room so they don't intersect, are placed in various orientations and that the items you place makes sense for that kind of room. Then there's variation in the room shape, kinds of windows, doors etc. etc. Is this kind of thing possible in PCG? If not now, with the pace these guys are innovating, it might not be long
I had been using UE4 since 2018 (and since have moved on to Unity due to the needs of my project), but it is great to watch the further evolution of Unreal Engine throughout the years
I use Unity as well and love coding in C#. I've got a lot of time invested in Unity. But, if I had to start over, WOWWWW, I'm blown away by UE. I would go with UE for sure.
Star Citizen devs must be quite sad looking at this tech
They already use procedural generation to create their planets and cities, they have been using this tech, just not from unreal engine. no way they could have created Arc Corp without procedural generation for example.
The shadows really are striking in how improved they are.
This is ground breaking. Can't wait to create some virtual production ideas from this. It'll be a lot easier now.
Neat. Contrary to what some folks are saying, I think these tools are best suited for AAA development, not indie. Once you have a large beautiful environment, then you need to fill it with content. Which takes a tremendous amount of work.
You think this comment section can comprehend work, lol
Houdini HDA's are not that complicated. But Houdini Indie cones at a cost. And making procedural assets in game and in real time is huge.
I'll start celebrating this development when it becomes an ESSENTIAL PART of an AWESOME GAME. Not a second sooner. All i am seeing right now is that it allows AAA publishers to concentrate even more on flashy graphics and even less on making actually good games.
technology gets better and better, but somehow AAA games come out bad or mediocre
This is wild. I just downloaded UE 5.2 and am excited to start learning the program. I LOVE design and my favorite games of all time are the Sims and Animal Crossing for the reason that you get to build worlds. UE is like those games on crack. I'm so excited to start learning and building and will defiantly come back for any video you post! Much love from a noobie
4:45 Oh yeah, time for MineCraft in UE5.2, with procedural generation it's now possible to have terrain deformation, regrowth, world generation.. everything needed is now easily possible in UE.
Unfortunately I'm a Unity schlub so someone else will have to do it lol
My 5.1 project getting 10-20 FPS drop when opening it with 5.2
Also some graphical artifacts
Imagine if the power of AI comes to UE5. Creating everything by prompting. I think that's the next step
Get ready for all your games to be boring and all look the same.
Bruh I have spent hundreds of hours carefully handcrafting a map for my game and I could have just skipped that and used this program, I’m crying in pain right now
🤣😓
This is the first time in years that I have questioned myself if I was looking at a real-life picture or a rendered one.
If this is possible, who knows what else is!
Unity is an embarrassment
not all game engines should be huge, realistic, and sophisticated like unreal engine
@@bruh-bn3ni i totally agree, just wish some would do just a little more and not fully depend on third parties
7:18 holy shit that terrain looks absolutely amazing... this engine is blowing my mind. The on-the-fly PCG is also just... wow.
IMO the evolution of technology is almost as interesting as the tech itself. Coming from witnessing the birth of everything related to computer graphics in any way & going to what we now have has been a priceless experience.
I am very impressed with people that can use this tool... But i even more impressed of the people that made this tool ... Well done everyone...
Off-topic: you have "fewer" trees, not "less" trees. "Less" is for things you can't count, like water. As for the procedural generation, amazing. Really powerful.
I legit almost cried when seeing how far this engine is pushing the boundaries of game making. Makes me almost want to get it and start making one myself.
This is an incredible breakdown thank you!
not only are we getting really close to real time photorealistic rendering, its also accessible to the public
if only unreal used c# :((((
The adult section in steam bouta crazy😳
Games are quickly starting to “blend” with one another now cosmetically.
Blender Guru is an expert in 3D and makes doughnuts on all versions of Blender.
You are also an unreal expert and on top of the list on youtube when someone searches unreal for the beginner.
You should also make unreal beginner tutorials on all versions.
I've been learning Unity to make worlds in VRChat, to eventually make a video game I want to make. I always planned to switch to UE5, but this solidifies it. Unreal.
6:53 what did i laugh at this? i think my humor is broken
Unreal engine is a name of irony: The unreal keeps getting closer to Real.
That's great. They're using the Bash Piping method for generative modifications via specific filtering.
Hopefully now we have amazing visuals that are getting easier to make, companies will spend more time and effort on story lines and gameplay
WOW, that is one marvelous piece of software and greatly explained video, I am downloading it now and will watch your vids. An ENORMOUS "Thank You" Unreal Sensei
Looks like I'll be switching from UE4 to UE5 real soon. I'm just finishing my course on UE4 and will make my first project on UE5 to learn these new features. Thanks for the video!
cool but when do we finally get an actual game looking like that?
What an incredibly advanced and now seemingly simple tool to use. Wonderful tech.
Wow every asset maker’s job just became much more important and a lot easier
Unreal Engine 5.2 + ChatGPT 4 = Ultimate realism game!! The future is here!
I know nothing about using unreal and have no experience at all in things like modelling, this is one of the things I wish I could just play with whenever I wanted
As good as PCG is, hand placing objects usually force devs to actually put something in these places, since it took a while to create them. If you can just Generate any random locations we will see an increase in locations that have nothing besides trees/lakes etc. No quests or activities.
Damn... this is crazy, no... this is genius. The satisfaction I get from the efficiency alone makes me want to start learning how to use Unreal Engine.
The fact that thelat unreal is being used in film, commercials, and games is something in itself
This is insane. It actually makes me want to try out unreal engine just for fun! Insane that all of this is free for all of us!!
wooo!! this is amazing !!! just fo game : )
Issue with these PCG's is they utilize the same assets just over and over. It also doesnt seem to take into account terrain form. You might be able to make an environment quickly, but much of the environtment needs to be hand picked through and manual changes made so it doesnt look overly repetitive. Still much quicker than doing it manually entirely.
DANKO!!! been looking for something like this to unleash my visions much easier and faster.
Ever since the first "Unreal" game was created and wowed people, the very aptly named Unreal Engine is taking over the world and living up to its Unreal name! I wish there was a new Unreal Tournament title we could sink our teeth into!
The PCG knows where the water is at all times. It knows this because it knows where it isn't, by subtracting where it is, from where it isn't, or where it isn't, from where it is, whichever is greater, it obtains a difference, or deviation.
Jeez, I remember punching out cubes in UED 2, always wary for BSP errors. Incredible how things have come along!
Unreal engines were always superior. Appearantly this will never change. The photorealistic virtual worlds are now here