Комментарии •

  • @TheCherno
    @TheCherno 4 года назад +2529

    BRB, off deleting Hazel!

    • @bastelwastel8551
      @bastelwastel8551 4 года назад +388

      😄
      They say, there is always a bigger fish..
      ..and then Unreal just drops the Megalodon in the fishtank

    • @ShivamJha00
      @ShivamJha00 4 года назад +29

      Lmao

    • @spwim
      @spwim 4 года назад +9

      hahaha, contact me for a small discussion about a new project? (social proecjt haha)
      I want to know more about model rendering and working with those constraints, or just buy/ a digital model of a humanoid.
      Any help for me? Thanks :-)

    • @jaqb17
      @jaqb17 4 года назад +4

      ;(

    • @alexanderoguzie-ibeh2053
      @alexanderoguzie-ibeh2053 4 года назад +36

      UE would play catch up with Hazel in the future. And we would look back at this day, when it all began.

  • @arcine8099
    @arcine8099 4 года назад +1715

    Audio developer here: I'd like to chip in about the convolution reverb :).
    The convolution reverb sounded great for all the reasons said in the video but there's a catch: it's ironically very static.
    There are two common types of reverb: algorithmic and convolution.
    Algorithmic reverb is relatively light on CPU, it's dynamic (the 'size' and frequency absorption of the environment can change over time) however, a good algorithmic reverb that can accurately simulate a real environment is very hard to create. They almost always rely on a complex network of delays (think of an audio echo effect), digital filters, modulation and feedback. Very fiddly stuff but powerful when it works. They can also be unstable due to the nature of feedback in the system.
    Convolution reverb is often quite CPU intensive because it uses FFT (Fast Fourier Transform) techniques to efficiently convolve an input signal with an impulse response of a real environment (like a cave mentioned in the demo) and because of this, it's very hard to manipulate the impulse response in real time to make it dynamic. Convolution still requires a huge number of calculations on the audio samples because of the underlying DSP. You can interpolate between different convolution reverbs over time if the size or shape of the environment changes, but the problem with that is both impulses aren't 'aware' of each other and therefore don't interact how real sound waves would in that environment (resonances, phase cancellations at different frequencies, sound absorption etc). This is where algorithmic reverbs shine because everything in the network affects everything else in the signal path.
    Unlike algorithmic reverb, convolution reverbs are very stable, predictable and they're INCREDIBLY realistic if the impulse was captured well. A good impulse response sounds/works great if the environment and character is static...these aren't. Getting a good impulse response of an environment is also very hard and involves a lot of expensive calibrated technology. When you do eventually capture an impulse response, you've captured that environment at that specific moment in time. That's it.
    Fortunately most people don't care about stuff like this and convolution reverb works well in most cases. People will always prioritise visuals over sound for many understandable reasons, but you'll be surprised how a truly dynamic audio system can affect your experience in a game/film :).

    • @EdwardMillen
      @EdwardMillen 4 года назад +90

      I'm glad you mentioned this, I don't know anything about audio at this sort of level but this is what I thought when I first watched that part of the demo video. It sounded like they were saying they'd just captured the reverberation characteristics of one particular environment, which seems to be the opposite of everything they're doing with the graphical side of things.

    • @evanmurray5032
      @evanmurray5032 4 года назад +31

      That's a great point. I was looking to see if someone else noticed the convolution reverb. I am learning some audio development myself.

    • @RagdollRocket
      @RagdollRocket 4 года назад +3

      that's so true!

    • @N00B283
      @N00B283 4 года назад +39

      Yeah if it was not for the sound development in the battlefield series from Bad company 2 and up it would never have been so immersive. Sound design really is under appreciated. Have you heard what sony and Mark Cerny has done to the ps5's sound and audio capabilities?

    • @philterry3293
      @philterry3293 4 года назад +43

      Arcline, I found this interesting. Sound is so often dismissed, but can play a huge part in immersion. Could you give some input on what Sony are doing with their Tempest engine, they have gone big on sound in the PS5, would love to hear your thoughts on what they are doing.

  • @roarraizzer9529
    @roarraizzer9529 4 года назад +3318

    Finally, someone who really understands how things are done reacting to the demo.

    • @jakubpulka
      @jakubpulka 4 года назад +61

      yeah, I was afraid it will be another clickbait thumbnail :D But very competent video!
      I'm curious how Nanite works in details!

    • @JZStudiosonline
      @JZStudiosonline 4 года назад +77

      There was a guy on the LTT forums calling the game devs and Nvidia themselves dipshits because he thinks Nanite is the same thing as tessellation.

    • @masterrender
      @masterrender 4 года назад +3

      Yeah

    • @koenkeizer2917
      @koenkeizer2917 4 года назад

      @@JZStudiosonline It certainly looks like it is

    • @JZStudiosonline
      @JZStudiosonline 4 года назад +36

      @@koenkeizer2917 It's definitively not.

  • @eggyrepublic
    @eggyrepublic 4 года назад +440

    I'm a 3D animator and I was like
    Why am I even spending 10 hours ray tracing 5 seconds of footage.

    • @aidenmiller3832
      @aidenmiller3832 3 года назад +33

      Because this is the way.

    • @DevPythonUnity
      @DevPythonUnity 3 года назад +6

      @@aidenmiller3832 yeah maybe thats why games start to earn more the movies

    • @deejaydemon3145
      @deejaydemon3145 3 года назад +2

      I feel you man. 3D Artist aswell. But atleast all that wait is worth it. It may be subtle, but it's definitely better when rendered the way we do it. I'm just glad this tech is getting its foot into the gaming industry. And at real-time speeds. It's a cheat way of doing it. But it still looks 10x better than rasterization and fake lighting to fill areas.

    • @liamcurran5612
      @liamcurran5612 2 года назад

      If you don't mind me asking, what degree did you specifically get, and how's your salary? I know it's a public forum, but as someone who's interested in getting into the industry (or the animated film industry) I'm curious to see how you got to where you are. And what it's like.

    • @bennet615
      @bennet615 Год назад

      @@aidenmiller3832 this is the way yeah YEAH !!!!!!!

  • @Kraxt0n
    @Kraxt0n 4 года назад +1760

    game devs "ten years producing these (shadows)"
    every fps pc gamer "turns off shadows"

    • @Keaggan
      @Keaggan 4 года назад +80

      Because engines always outperform hardware and publishers don't give devs enough time to optimize.

    • @Kraxt0n
      @Kraxt0n 4 года назад +17

      @@Keaggan not entirely true in my monitor/graphical settings. i like full ULTRA minus rdr2.... not much a 2070 super ftw3 ultra+ and a r5 2600 with 3800 mhz of cl19 2x8 sticks cant handle...

    • @paybackkiller
      @paybackkiller 4 года назад +136

      @@Kraxt0n no1 asked

    • @Keaggan
      @Keaggan 4 года назад +22

      @@Kraxt0n Except the fidelity shown in this demo. This is manufactured marketing. It's not that the engine is bad (far from it) but the hype needs to be tempered because even you mediocre gear can only run a reduced version of this demo. This is not representative of actual post launch gameplay. This only represents the engines potential. Everything you see here will be scaled down. Hardware just can't handle this level in real time yet.

    • @Extrone
      @Extrone 4 года назад +90

      Keaggan “Hardware just can’t handle this level in realtime yet”
      The literally said the demo was running on the PS5.

  • @abrahamciokler1978
    @abrahamciokler1978 4 года назад +497

    It's so refreshing to listen to someone with actual game engine knowledge talk about the possible algorithms/technology being used behind this demo. Unfortunately, most of the reaction videos out there are just journalist/RUclipsrs with no technically know-how and while they are entertaining to watch they are saying so much nonsense and just repeating what others say. Loved the video. You need to do a few more of these. Maybe like a series? Can I suggest you do a video of the ps5 specs and how the new hardware is going to impact real-time graphics/physics/sounds? Thanks.

    • @mikymuky1171
      @mikymuky1171 4 года назад +8

      facts

    • @AnalogFoundry
      @AnalogFoundry 4 года назад +15

      I suggest you watch NX Gamer as well.

    • @abrahamciokler1978
      @abrahamciokler1978 4 года назад +4

      @@AnalogFoundry thanks! Great suggestion 👍

    • @PHY51C15T
      @PHY51C15T 4 года назад +5

      Second that!

    • @GnarKill20
      @GnarKill20 4 года назад +11

      ikr...and the cherno pauses the video whenever he has something to say, unlike every youtuber talking over the devs and then not understanding a single thing going on in the video. But like someone else here mentioned, NX Gamer has pretty good videos and insights as well when it comes to game engines and graphics.

  • @andygrng
    @andygrng 4 года назад +506

    8:20 noo, can we get the one hour version? Or two, three.. I dont care, its so interesting

    • @donnyhuynh2298
      @donnyhuynh2298 4 года назад +51

      He underestimates the power of the demand for a detailed explaination side.

    • @abrahamciokler1978
      @abrahamciokler1978 4 года назад +2

      Yes!

    • @biplabroy601
      @biplabroy601 4 года назад +2

      Yeah

    • @TrueBlur
      @TrueBlur 4 года назад +2

      I thought the exact same thing when he said that....

    • @ilmarinen79
      @ilmarinen79 4 года назад +4

      Was gonna ask for extended version too. I hope to get a bit more details about the tech, but I always enjoy these because he has a great and precise way of communicating.

  • @jonteger-163
    @jonteger-163 4 года назад +493

    Your analysis is fantastic, and I could have watched another 30 minutes more! You gave me a whole new - deeper - appreciation for this demo, and the technology. I'm not a game developer, but a Video Production teacher who, for years, has been discussing video games in class, and how the industry, increasingly, has been applying film-making concepts and competencies in areas such as composition, camera movement, sound-design, scene-blocking, color-grading, etc.. When I saw the Unreal Engine 5 demo a couple of weeks ago, I was blown away. I felt that there was something fundamentally "game-changing" (to use an over-used word) about what I was seeing. Your video validated to me, that I'm not crazy. I immediately used the demo as part of a class assignment. Students had to analyze the scene, and write about any film-making tricks or techniques they could identify, that they'd learned about in class - which I feel reveals another layer of "awesome" beyond some of the software tech you talked about. The worlds of movies and games have been converging for years. But offering this level of fully dynamic and fluid interactivity, in an environment so realistic and "cinematically" immersive... makes me wonder if we are witnessing one of the truly, "breakthrough" events.

    • @coshxx
      @coshxx 4 года назад +13

      Very well versed comment, I can only second that, fantastic analysis that really furthers understanding of the demo!

    • @User9681e
      @User9681e 3 года назад +1

      Hopefully the ps6 or even 7 will have realtime hyper realistic ML simulations of different liquids and physics and only then I won't be able to differentiate between real life and a virtual real time environment.
      Anyway this engine showcase was mindblowing .
      Looking at game progress over the years is just pure insanity if this trends continues maybe in 20 years time it would shake the film industry as well

    • @UmrenTV
      @UmrenTV 3 года назад +5

      The video was crazy informational and insanely well analyzed, but man... I wish I had professor like you when I was studying, instead of learning how to code with Fortran and Pascal. I think you are a true example of a professor with great value towards applying current advancements into the knowledge he communicate through his classes.
      If what you said in the comment is genuine, then The World can use more professors like you, and just keep it rockin'.
      Cheers!

    • @jonteger-163
      @jonteger-163 3 года назад +6

      @@UmrenTV .. Thanks so much for your comments. It really means a lot to me, and helps validate that my approach has real value to the students. I teach as part of the CTE (Career Technical Education) Department at a local high school, so it’s extremely important for me to teach kids content that is meaningful, practical, and relevant - and that will be useful out in the “real-world”. I began at the school in 2016 and, before I got there, the program was failing. The previous instructor was experienced, but only taught basic skills in Live Broadcasting. I understand that the world of production and content delivery has changed dramatically, and that huge opportunities exist in so many new and different areas. So, I’ve added lectures and lessons in disciplines like Filmmaking, Social Media, Podcasting, and Gaming. In fact, I ended up watching, and subscribing to “The Cherno” because I’ve always loved video games (soon will have my 15 year Badge on Steam), and I discovered his channel after getting “blown-away” by the Unreal Engine 5 Demo. His analysis really helped me make sense of what I had seen. For some perspective, the first game I ever played as a kid was “Pong” (yes, the original). Thanks again for sharing your nice thoughts, and I will definitely “keep it rockin’”. Cheers!

    • @UmrenTV
      @UmrenTV 3 года назад +1

      @@jonteger-163 Glad that my comment was able to get some positive vibe of your workflow. Keep it up and hope to see you inspiring more young individuals to use your approach of teaching. Good Job!

  • @ryanbarryaudio
    @ryanbarryaudio 4 года назад +72

    "Audio is incredibly important" Nice to hear some appreciation for us audio folks lol, thanks bunches!

    • @wibblywotsits
      @wibblywotsits 4 года назад +2

      I'm not an audio guy. I'm just someone who plays games an' occasionally dabbles in making game assets. I don't..uh. I rarely appreciate good audio in a game. It's not really something I can point to, take a screenshot of and go 'You should see/hear this!". In addition, many of the outstanding audio things I *do* remember have been songs.. or interesting effects - Things like those radio stations in Far Cry 5. Those were awesome. But while I know I don't focus on it, I *do* know it's important... Without good audio a game is flat, or honestly.. flat wrong!
      So... Thanks audio guy. You may not get the recognition you deserve... but you *do* deserve recognition. :)

    • @dctrbrass
      @dctrbrass 3 года назад

      I'd enjoy learning about the sound engineering field, as a pro musician.

    • @magdasender7450
      @magdasender7450 3 года назад +1

      Many years ago (like 30 or so) there was a game called "The day of the tentacle".
      There was a scene were the hero was taken to some kind of vortex/portal, and was traveling through this for 20s.
      The audio used at this scene was so amazing, immercive, that I still remember shivers I had. It was like in 1991...
      Audio is a key.

  • @larrypendleton8195
    @larrypendleton8195 4 года назад +92

    I think the most impressive part of this demo was how well and detailed you explained everything.

  • @willwebster4019
    @willwebster4019 4 года назад +1840

    Watching him go through the flying bit frame by frame is nice as that's how I'm gonna experience this when it's on my pc
    Edit: most likes I've had is about 5 so this is a new milestone, I'll be starting a Patreon soon. This comment thread is a nightmare enter at your owm risk

    • @wilyworm5025
      @wilyworm5025 4 года назад +36

      Sorry, but it will only be possible on a console! Lol

    • @heroninja1125
      @heroninja1125 4 года назад +210

      @@wilyworm5025 this is unreal engine
      its a pc engine and this is just a demonstration of what could possibly be done with it on console
      too bad as per usual of console fanboys they think everything that goes onto their platform is exclusively theirs when in actuality theres a better version getting released on pc long before consoles will ever get it

    • @sierra-morenabissell9559
      @sierra-morenabissell9559 4 года назад +96

      @@heroninja1125 dude, calm down and grow up

    • @GreatMCGamer
      @GreatMCGamer 4 года назад +33

      @@wilyworm5025
      I heard that this demo was also ran on RTX 2070 on PC. As in PS5 and Xbox are about RTX 2070 lvl in performance.
      Personally can't wait for new GPUs from AMD and Nvidia as they supposedly go 50% up in performance. Except in raytracing they go up by 3-5x compared to first RTX cards.

    • @wilyworm5025
      @wilyworm5025 4 года назад +14

      @@heroninja1125 it was a joke brother

  • @travisbrown270
    @travisbrown270 3 года назад +54

    I'm a Game Design student and one of my professors recently revealed to us that he was on the team that did the animation for the character. Really interesting to get an insider's perspective about the work flow.

  • @Sizzlik
    @Sizzlik 4 года назад +685

    "I helped create the frostbite engine..and all i got was this lousy pen"

    • @brylar04speaks78
      @brylar04speaks78 4 года назад +82

      And money

    • @arnerademacker8548
      @arnerademacker8548 4 года назад +23

      That sentence had no right to have an emotional impact and yet it did lol

    • @AngeloXification
      @AngeloXification 4 года назад +10

      Wow, frostbite is one of my favourites

    • @fartyfat6539
      @fartyfat6539 4 года назад +5

      @@AngeloXification frostbite is actually one of the reason Mass Effect Andromeda is...the way it is.

    • @r2artCH
      @r2artCH 4 года назад +8

      Hold that pen high and proud brother

  • @DoomTobi
    @DoomTobi 4 года назад +86

    Some of the details were already confirmed by some of Epic's graphics programmers on Twitter.
    - There is compute shader software rasterization involved. Rendering such small triangles with hardware rasterization is slow, so they probably have a super optimized compute shader doing that. Maybe combined with visibility buffers instead of deferred rendering.
    - They have virtual shadow maps with (roughly?) one texel per pixel that get also rendered with their micropolygon renderer. They use contact shadows/screen space raytracing to deal with the shadow mapping artifacts.
    - Lumen uses a combination of screen space GI, signed distance fields and voxels.
    - Also the demo is running with dynamic resolution scaling to 4k. It's rendered around 1440p most of the time

    • @ampluz
      @ampluz 4 года назад +4

      Dont forget 30 FPS

    • @sergeyakinin997
      @sergeyakinin997 4 года назад

      @@untseac I believe this demo doesn't use hardware RT... although RTX can be used to supplement what's in this demo. At least that's how I understood it.

    • @Native_Creation
      @Native_Creation 4 года назад

      @@ampluz according to the technical theories, FPS isn't an issue, it's the existing architecture and hardware, like input/output from running off an SSD or HDD drive when pixel streaming.

    • @jcm2606
      @jcm2606 4 года назад +2

      @@untseac The fact that there are so many different underlying systems that work in tandem to light the scene is one reason, raytracing is a unified approach to lighting that literally solves every aspect of lighting within a single algorithm/system.
      Each underlying system in the traditional approach to lighting also has its own downsides that just aren't applicable to raytracing: shadow maps are susceptible to aliasing, acne and peter panning; the screen space raytraced contact shadows used to hide the peter panning is limited to screen space and has all of the downsides of screen space data; the screen space GI has those same downsides; distance fields tend to get pretty large and AFAIK are limited to static objects (the objects can move, but they can't change, so any sort of character or other dynamic model is not supported); voxels tend to get pretty expensive as you push more and more detail due to the ever increasing need of resolution to represent all that detail; and so much more that isn't even covered in that list DoomTobi posted.
      The problem with raytracing is we're still not at the point where it's feasible enough to move everything over, not until the majority of users are able to comfortably run full raytracers (not the hybrid renderers NVIDIA has been pushing with most RTX titles, actual full raytracers, similar to Quake 2 RTX and Minecraft RTX) at least at 1080p 30 FPS, even on mid range systems and consoles. Until that happens, the industry will still continue investing in traditional tech, because it's just the safer option.
      Plus, some of that investment also applies to raytracing, raytracers can still take advantage of Nanite and the improved animation and particle systems shown in this demo.

  • @chrisbrent7487
    @chrisbrent7487 4 года назад +157

    I remember ray tracing basic images back in the 90's on a pentium and for one basic picture it would render line by line and you'd have to go to sleep and wake up in the morning and sometimes it was still rendering.

    • @ricardo7oo
      @ricardo7oo 4 года назад +3

      damn!

    • @hi_tech_reptiles
      @hi_tech_reptiles 4 года назад +14

      and those were lower resolution, by prob quite a bit lol

    • @accordiontv1
      @accordiontv1 4 года назад +2

      Me too, used to do it on my dx2 66mhz, before pentium was a thing 😂

    • @_SHISUI_UCHIHA
      @_SHISUI_UCHIHA 4 года назад +1

      Lmao 😂

    • @miguelpereira9859
      @miguelpereira9859 4 года назад +1

      Just shows how far we've come

  • @kazz97
    @kazz97 4 года назад +680

    I'm watching this like I have an idea what he is talking about.

  • @user-co2of9cm7l
    @user-co2of9cm7l 4 года назад +235

    Cherno, yes, please upload your reactions and thoughts to the tecnical breakdown once it's out.
    Also, could you make a video/series going through unreal engine 4's sourcecode and explain the rendering architecture and other interesting things?
    Thanks for the Videos as always, very nice work!

  • @fivezeroniner
    @fivezeroniner 4 года назад +188

    We made audio Improvements
    Character at 14:58: RRRRRRRRREEEEEEEEEEEEEEE!!!!

    • @mannime4188
      @mannime4188 4 года назад +3

      Isn't that just voice acting?

    • @seymoronion8371
      @seymoronion8371 4 года назад +1

      Isn't voice acting just a form of audio?

    • @SurelyLightFoot
      @SurelyLightFoot 4 года назад

      I’m mean still sounded good in the cave.

    • @Extrone
      @Extrone 4 года назад +5

      Hamzah Saddiq it wasn’t shit, it was just stylized. A different art style.

    • @bjarkecarlsen6619
      @bjarkecarlsen6619 4 года назад

      I agree, I found that part hilarious as well.

  • @TheRabbitFear
    @TheRabbitFear 3 года назад +50

    These tech demos always look like they would make an interesting game with the right story behind them. Exploring caves and archeaological sites sounds like an interesting game

    • @Wrathlon
      @Wrathlon 3 года назад +5

      Need to make a Tomb Raider game out of it.

    • @nycz4411
      @nycz4411 2 года назад +2

      uncharted and tomb raider do just that

  • @chameleonedm
    @chameleonedm 4 года назад +23

    Most impressive part for me was when she approached the ridiculously detailed statue with the warm lightsource overhead and the cool lightsource in her hand. Seeing the two interact on that level of detail in real time is absolutely mind blowing

  • @tomhaswell6283
    @tomhaswell6283 4 года назад +218

    I think I speak for everybody: I want you to talk about the technical breakdown :D

    • @xrafter
      @xrafter 4 года назад

      No he will make another long video
      Except if he do a 1 hour video

    • @GameOver-ou1ge
      @GameOver-ou1ge 4 года назад +4

      I wouldn't had a problem with a 1 hour breakdown cuz this guy knows what he's talking about but everyone else may have a different opinion

    • @campkira
      @campkira 4 года назад

      the thing is a little more advance but still using old code... the rest depend on what hardware it was design for....

    • @Arunnn241
      @Arunnn241 4 года назад

      Yes please and make it as long as necessary maybe edit it if you want as a second separate video

  • @flynnfittz
    @flynnfittz 4 года назад +41

    Having someone with your knowledge on the matter to analyze this demo really brings out so much more information. This video was simply great!

  • @atub7055
    @atub7055 3 года назад +60

    " i think they took all that Fortnite money and put it too good use"
    I like how he said that soo much
    😂😂😂😂😂👌👌👌👌👌

    • @SeeSetJaeMiirTv
      @SeeSetJaeMiirTv 3 года назад

      Yes them v bucks

    • @omegagilgamesh
      @omegagilgamesh 3 года назад

      I also got a kick out of that, though considering what they put their Fortnite team through during those early days as the game was exploding, I feel they should have sent a little more their way.

  • @PabloNoriegaCoach
    @PabloNoriegaCoach 4 года назад +26

    hey man, unrelated to the video, but I just found your channel again after like 8-9 years because of youtube recommendations. your tutorial on creating a 2D java game helped me pass my first programming course in college all those years ago! good to see you're still doing videos. subscribed!

  • @yondaime500
    @yondaime500 4 года назад +694

    *3 years ago*
    Everyone: "Why did you create a PUBG ripoff that looks like crap?"
    Epic Games: "My goals are beyond your understanding"

    • @nemiesis
      @nemiesis 4 года назад +23

      Epic is still garbage though

    •  4 года назад +59

      @@nemiesis can you shortly outline why?

    • @filipzalud9825
      @filipzalud9825 4 года назад +23

      @ yes because he can write this, so he did

    • @pexny689
      @pexny689 4 года назад +47

      Frist of all Fortnite was in development for years it started on Unreal Engine 3(watch?v=2GSfjeYVpkQ -> trailer from 2011) and than moved to 4 and it wasn't a battleroyale game at all, but more like coop build to defend yourselves against the hordes of zombies or whatever(tbh I really liked the idea at that time and was definitely waiting), then they made a Battle Royal side project that appeared to be a worldwide hit. due to the brilliant building mechanic and great support.

    • @m1l22
      @m1l22 4 года назад +6

      Filip Žalud He said why he thinks that not why he wrote this comment

  • @faik...
    @faik... 4 года назад +194

    "Sorry environmentally realistic rock. I can't use you man, you are too good"
    - The Cherno 2020

    • @Yourmomazz
      @Yourmomazz 3 года назад +10

      More like:
      "Sorry environmentally realistic rock, thats 2GB of data. I can`t use you dude, you are too big"
      - Xbox Series X

    • @brazwen
      @brazwen 3 года назад +4

      As a rock collector, this hurts me.

    • @vaprin2019
      @vaprin2019 3 года назад +2

      @@brazwen "They're called minerals, Marie"

    • @wendellgreenidge3362
      @wendellgreenidge3362 3 года назад

      Lol

    • @dctrbrass
      @dctrbrass 3 года назад +1

      Reminds me of those BS "over-qualified" excuses in a job interview :D lol

  • @ThomasHartOfficial
    @ThomasHartOfficial 3 года назад +33

    What’s absolutely crazy to me is that all of that can be broken down into 1’s and 0’s and beyond that we’ve taken rocks and other things out of the earth and organized them so precisely that they can interpret those on and off switches to create a new reality that is quickly becoming as incredible as our own. What a time to be alive

    • @MetaJamm
      @MetaJamm 2 года назад +3

      True. What a huge technology leap! It's like back in the old times! Changing ZXspec то nes then to megadrive and next to PS1! I honestly feel like we was stuck for many years, just developing useless computative power that can't be utilised, and now at least we go again, to the future!

  • @nt4f04und
    @nt4f04und 4 года назад +37

    That's incredible, as you said.
    There're actually no words to express of how huge it all is and how impressive it is.

    • @prjndigo
      @prjndigo 4 года назад +1

      Actually it's shit work. The body and world were rendered by two different systems. Easy to see.

    • @nt4f04und
      @nt4f04und 4 года назад +9

      @@prjndigo what do you even mean by "two different systems" xd? what you said sounds quite braindead

    • @Daakist
      @Daakist 4 года назад

      "No words... should have sent a poet"

  • @adamz.
    @adamz. 4 года назад +237

    Animator here: some thoughts about animation.
    How high fidelity of uncompressed data will match the animation pipeline?
    It's is great to see an improvement regarding animation in Unreal Engine 5. Contextual animation, motion warping and foot placement with IK is a good step forward.
    Modern games character models (for example - Lara Croft from The Shadow of the Tomb Raider and Gerald The Witcher 3) have 70k to 120k triangles each. That amount of polygons is not easy to work with (in the context of rigging, skinning and animation.
    Rigging and skinning (creating a skeleton that drives model and bounding it to mesh) is a pretty complex process on its own.
    Zbrush can handle that many polygons while sculpting. Maya or 3ds max will collapse. Starting from Maya 2019 it's possible to turn on cached playback for animation. Another option is to get a model approximation (low poly) and then transfer animation to high poly mesh. However, all that is pretty complex and can cause undesirable results. Which leads to ending up with a lower quality product. All these issues may have a bigger impact if it's more that one character to animate in a scene.
    The main character of that demo is stylised. It's clear from the opening scene. I will assume it's done to avoid the uncanny valley effect. Good example - Pixar or Disney movies.
    In contrast, the environment in this demo is photorealistic. From ultra-high detailed models to photogrammetry.
    That differentiation in styles makes her stand out from the main environment sometimes.
    It will be interesting to see what approaches will be taken to adapt current standards in animation pipelines to match modern technology.

    • @pengiz814
      @pengiz814 4 года назад +1

      @@IschbindeKalle nice.

    • @pengiz814
      @pengiz814 4 года назад +12

      I am going to pretend that I know what that meant.

    • @RsApofis
      @RsApofis 4 года назад +5

      @@IschbindeKalle If you have something against his comment, write it. Pathetic reactions like "Shut up" are useless. But in case that's the only thing you know how to write... :D

    • @camelio10
      @camelio10 4 года назад +5

      @@IschbindeKalle damn, why are you underage kids allowed to comment

    • @USPInx
      @USPInx 4 года назад +12

      I'm not a 3d artist, engineer or animator, but reading comments and thoughts from people in the industry really opens up a path to understanding your craft^^ It's really interesting, thank you for your dedication!

  • @k13l3
    @k13l3 4 года назад +62

    Only watched the first 3 minutes, but can already tell that this will be the best breakdown.

  • @PugAshen
    @PugAshen 3 года назад +1

    btw, at 17:10 it's not only the redness coming through, if you watch the lighting on the wall on her backside, you also see shadows cast from the light reflected on the wall on her face side. It's subtle but adds soo much to the scene as well.

  • @magnusinfrance
    @magnusinfrance 4 года назад +30

    Epic Games: " - We have a whole new development team located out in Area 51"

    • @user-mq2wj7yk6c
      @user-mq2wj7yk6c 4 года назад +1

      Magnus Eriksson more likely in China

    • @PROBERevealer
      @PROBERevealer 4 года назад

      No the new version is way above 51 , 51.2 , 51.8 etc...... LOL

    • @olliveraira6122
      @olliveraira6122 3 года назад

      @@user-mq2wj7yk6c There HQ is in the US and that is where (as far as I know) most of there engine devs are as well

  • @TheStigma
    @TheStigma 4 года назад +105

    The "infinite detail" tech strikes me as having even greater potential for VR.
    In traditional games you rarely put your camera right up to an object - but that's common in VR. Being able to scale to extreme detail for very close objects being studied could make a world of difference.
    I agree that I think it's just as important that this simplified workflow a ton. Building a scene with dynamic global illumination and no need for manually generating LODs means you take a lot of the gruntwork out of the task - leaving much more time to dedicate to the actual design and art. (or just a lower budget or more custom content).
    I have no idea how they manage to do this real-time though. There either has to be some serious techno-wizardry at work here - or else there are big caveats not yet announced.
    It's one thing to have the engine be capable of doing this, but doing it at a performance level that is good enough for games at high resolution... that seems like a quantum-leap forward.

    • @phoenixamaranth
      @phoenixamaranth 4 года назад +5

      Completely agree with you. My first thoughts were how massive this seems to be for VR moving forward. This literally solves a problem that has kept VR from truly becoming the mainstream. It's all definitely a quantum leap forward if what they show is as easy to implement as they make it appear. Games will now be interactive movies.

    • @TheStigma
      @TheStigma 4 года назад +7

      @@phoenixamaranth Well, I think the hardware is the primary obstacle to going full mainstream still (including the price of the hardware). Lower prices and really solid wireless transfer are "convenience" issues that have to be solved. But yes - these software developments, including stuff like variable rate shading and foveated rendering certainly makes it a lot more plausible to create really detailed environments in VR without requiring a monster-rig.

    • @Jdjsksjdhdj
      @Jdjsksjdhdj 4 года назад +3

      i want an engine that can run a massive rts game in real time world with total war sized wars and battles... but i want to play it like a mount and blade fps with a assassins creed style 3rd button masher free runner... you would have access to all 3 cameras rts style to move a bunch of people around a 3rd person button masher when your going stealth or working with a squad and for normies and the first person for the immersion and hard core awesomeness. you could use the rts camera by launching your trained hawk, a spell, and or an artifact... Modded kenshi has the foundation for truly amazing game world. if worlds are to small how do you fill it up with awesome stuff that doesn't require a lot of work. a world that functions without forcing anything down your throat it can be what you want it to be. i think an mmo with this stuff would be a living game world for the future. total war, mount and blade, kenshi, morrowind(factions, lore, secrets, crazy magic and... , assassins creed\ (souls ish think about it) fallout 1 and 2 in kenshi but on a bigger scale... i am so sick of the same games that we have been playing for the past 20 years. cod is lame bf is dead apex is fun, but apex is a stripped down ripoff ish free to play game lolololol. i really want some of my favorite games mechanics to work together in one game. your friends that like different types of games could all come together to fill specific roles. maybe some people mind craft build... others deal with rts defense other trade and smuggle while others can be in charge of getting the ai to grow crops or just get resources you could have guilds that do quests ever role a play can fill can also be filled by an npc it would help create a real economy supply and demand it would be a real reason for wars. maybe a solo player could grind forever and figure out a secret way to create a undead army and then creat his own faction and do whatever they want with it they wouldn't need to micro mange as munch... but you become a lich to do it. and you get a huge bounty or whatever... do this shit if you want to be rich. fuck vr we need real games

    • @ShooterNumberOne
      @ShooterNumberOne 4 года назад

      @@Jdjsksjdhdj I have very similar visions for the future of gaming and you are the first person I have heard voice this as clearly as you have. So glad it's not just me

    • @MrVelociraptor75
      @MrVelociraptor75 4 года назад +1

      @@TheStigma QUALCOMM and a large deal of the VR manufacturers have recently gotten together to define the standards for AR/VR going forward. One of those standards is super-fast low-latency WIFI (WIFI v6) that is designed to enable complete wireless headsets. 5G connectivity too, most likely aimed in the AR directions
      That gets over the wireless issues. Price will come down naturally with general tech improvements and increased market share of VR

  • @deadsi
    @deadsi 4 года назад +92

    EA's severance package : pen, ballpoint.
    Handshake, hearty

  • @pastasawce
    @pastasawce 4 года назад +1

    Thanks for posting these dude. I'm new to cpp, been scripting a game with phaser and js/learning about various technologies and recently became interested in more low level abstractions. If videos like these didn't exist, I wouldn't know where to begin

  • @OAXPxo
    @OAXPxo 4 года назад +297

    Sony : "How many polygons should we put ?"
    Epic Games : "Yes."

    • @itzdxrk3847
      @itzdxrk3847 4 года назад +8

      Sony didn’t make this epic games did and I’m pretty sure Sony doesn’t own epic games

    • @cjdaylight550
      @cjdaylight550 4 года назад +1

      lol :D

    • @omgvague
      @omgvague 4 года назад +11

      Polygons? You mean Doritos.

    • @duthcgamerking
      @duthcgamerking 4 года назад +13

      More like:
      Quixel: "How many polygons should we put ?"
      Epic Games : "Yes."

    • @spencerrawls970
      @spencerrawls970 4 года назад +1

      All of them

  • @valleyDweller
    @valleyDweller 4 года назад +116

    "I have the frostbite pen. This is all I have now." :) The feels.

  • @AlexTsekot
    @AlexTsekot 4 года назад +71

    "it just works"
    Flashbacks to Bethesda's 2018 E3 presentation

    • @Root_boy
      @Root_boy 4 года назад +3

      @The Astraveler Or, more accurately, Bethesda isn't epic

    • @JoHn-gi1lb
      @JoHn-gi1lb 4 года назад

      No it doesn't todd, not it doesn't.

    • @JoHn-gi1lb
      @JoHn-gi1lb 4 года назад

      Also, T OMEGALUL DD

    • @tncson8941
      @tncson8941 4 года назад

      "16 times the detail"

    • @miguelpereira9859
      @miguelpereira9859 4 года назад

      Nah flash back to Jen-Sun Huang

  • @rbanister100
    @rbanister100 4 года назад +12

    It is GREAT to see the technology having moved forward SO MUCH in my lifetime. Instead of rendering after hours, it can be done DYNAMICALLY.

  • @opappi
    @opappi 4 года назад +1

    I probably wouldn't have watched the demo like this. It really helps that you explained/talked about everything. Also nice to hear your reaction about this.

  •  4 года назад +83

    I would also like to see that one hour version of your reaction to this demo. And also to that point, I would love to see your reaction to Mark Cerny PS5 architecture deep dive. I was watching it like 3 times with open mouth - the PS5 memory management pipeline is magic. I'm also a software developer, but I develop serverside web applications. I'm curious to your opinion, since you're game engine developer.

    • @Loundsify
      @Loundsify 4 года назад +9

      I keep seeing articles downplaying the SSD in the PS5, that controller and channel bandwidth is definitely going to be key in providing a constant 5GB/s throughput while the XSX might only have 4 channels for its memory controller which might create some bottlenecks or even throttling. What I have read is some developers saying Kraken's compression for raw data is is only 20-30% while Microsoft's compression is around 50%, it's possible that Kraken will improve over time though. I don't think we'll see third party games take advantage of these until 2023 as a lot of games will be cross gen for a good year or 2.

    •  4 года назад +11

      ​@@Loundsify I also believe that PS5 memory management architecture will be a key advantage and not just the speed but the cache scrubbers as well.
      The information about the Kraken is misleading though. While it's true that the compression will normally be about 20%-30% (which is actually quite impressive), you have to take into account that it's a general-purpose compression algorithm. Meaning it can compress not only the textures but the audio and the geometry as well. While Microsoft's compressor is purely optimized for textures. So obviously it works better on textures, but I'm not sure if it can be applied to anything else at all.

  • @nib95
    @nib95 4 года назад +5

    Awesome video dude. Explains almost every individual feature in an accessible way, that even layman can understand, whilst still being thorough and technical. Can't wait for your next Unreal 5 breakdown.

  • @razvancarstea4567
    @razvancarstea4567 Год назад +2

    3 years later and we still don't have a game that looks like this 🤔🧐

  • @sarot.busala
    @sarot.busala 4 года назад

    Damn crazy !
    Thank you so much for summarizing them up !
    You're amazing !

  • @advitiayanand5974
    @advitiayanand5974 4 года назад +8

    Dude I've got so much respect for you. This is truly the GOLD standard of RUclips content.

  • @its-kapucha
    @its-kapucha 4 года назад +17

    This is from Wikipedia about PS5 Architecture and its SSD hard drive: "A custom SSD storage solution was designed for the PlayStation 5 to increase data input/output rates for fast loading times and larger bandwidth. This speed allows games to be more immersive and to support 8K resolution.[1] The base system has a 825 GB SSD connected via a 12-channel interface to the main system, achieving a 5.5 GB/s transfer rate uncompressed, and between 8 to 9 GB/s using compression with the Oodle Kraken protocol from RAD Game Tools. This atypical drive size was found to be optimal for the 12-channel pathway for the system rather than more typical 500 GB or 1 TB units. Direct storage for games is expandable through an NVM Express (NVMe) M.2 port, while additional storage can be made available through USB-compatible drives."
    It sounds to me like this disk is like one big buffer/channel to VRAM area...

    • @Loundsify
      @Loundsify 4 года назад +6

      It's probably why they're able to stream 8k textures, the fact the textures of the rocks don't blurr when you get close to them says alot. I expect Sony's first party games to look extremely photo realistic.

    • @OfficialMageHD
      @OfficialMageHD 4 года назад +3

      "SSD hard drive" Would just be SSD. HDD is hard disk drive, while SSD is solid state drive.

    • @legros731
      @legros731 4 года назад

      Lol 5.5gb/s is not fast it the normal speed for m.2 drive samsung just made a 6.5gb/s

    • @FeelingShred
      @FeelingShred 4 года назад

      reading all the time to the SSD means that disks will be dead in less than 2 years of use... planned obsolescence

    • @FeelingShred
      @FeelingShred 4 года назад

      I don't care about "speeds", it feels like it's the old "PS2 stops reading discs" problem once again, it leaves a very cheap impression of the company in general

  • @christerkolterjahn9336
    @christerkolterjahn9336 4 года назад +3

    I started as a coder on the demo scene in the late 80s, then moved on to web development for 25 years. Now I'm back learning game development from scratch. Good Lord how things have changed in 30 years!

  • @Chantzdc
    @Chantzdc 3 года назад +3

    Came here to just see your reaction of this because i realized i started watching you AFTER this came out..just know, you revealed so much more in this video, than I learned in the last 5 months not seeing this.. you helped me realize exactly how GI works pretty much down to the T.. I’ve had to rethink how Ive been thinking about graphics and lighting.. this is a big jump in my honest opinion. In 2 -3 years when devs fully utilize GI, RTX, or whatever.. it’ll be helluva lot different than baked lighting.

  • @Nick-kb2jc
    @Nick-kb2jc 4 года назад +6

    This was awesome to see an actual engineer’s perspective on this demo.

  • @Akab
    @Akab 4 года назад +70

    The only thing i worry about will be: "how many terrabytes will a game download have when everybody uses film assets!?"
    Edit: But honestly the filesize of that demo would be really interesting information. ^^

    • @randomcatdude
      @randomcatdude 4 года назад +11

      Yeah, this is one of my main concerns too. All those ridiculously high poly assets cannot be good for file size, memory usage, or anything really.

    • @FeelingShred
      @FeelingShred 4 года назад

      @@randomcatdude and consoles possibly overheating

    • @murup4R4
      @murup4R4 4 года назад +9

      The higher the texture quality, the higher the game size. Assuming this demo is 100gb, a game would be 100x that.

    • @themercifulguard3971
      @themercifulguard3971 4 года назад +6

      Considering how big a jump game sizes have experiences in the last decade, I think we all gotta brace for insane game sizes and hopefully technology allows ssds and hdds to become even cheaper lol.

    • @Phillsen
      @Phillsen 4 года назад +19

      Hmm it’s probably big. On the other hand. Mark Cerny explained that games often use a lot of copies of the same data to save reduce load times.
      For example you have one model of a lightbulb in a game but you use it at 1000 different locations. You could save that data one time and then search for every time you need to use it. To prevent the HDD from spending time searching, devs often had the data multiple times on the HDD. So you let’s say you have a 100 buildings in your game then the game would load all the data for that building in a package und just search for the beginning of that package instead of searching for every bit of data needed for that building. Coming back to our lightbulb, that means there are 100 copies of that data. With the new architecture you can stream data much faster and the SSD has virtually no search times.
      Thats a bold generalization, but I think this has the potential to slow down the size growth of games quite a bit.

  • @troymitchell8431
    @troymitchell8431 4 года назад

    I really enjoyed your review of this demo. Thanks for sharing your knowledge with us.
    I’d love to see you review the technical breakdown, when that comes out

  • @bla2030
    @bla2030 4 года назад

    Hey, it's been years since I last watched your videos... was learning some coding basics back then.. it's been 5 years or more. Good to see you around, and in good shape! Keep it up mate, great stuff, great channel! (and thank you for helping me back then, with those 'make a simple game' videos of yours!)

  • @aaronh248
    @aaronh248 4 года назад +100

    The fact that he doesn't know the PS5 specs but get can instantly tell that alot of data would need to be read from the SSD to make this a reality is really impressive lol.
    One of the best videos I've seen. Do not worry about video time or dragging out explanations. Just do your thing and I'll watch. Great video one of my favorites

    • @imtheroy
      @imtheroy 4 года назад

      yeah at the end I wished it was an hour long lol

    • @lennysmileyface
      @lennysmileyface 4 года назад +4

      Well it's not like a mechanical HDD is going to be able to perform that level of I/O

    • @thefalkonett
      @thefalkonett 4 года назад +14

      "The fact that he doesn't know the PS5 specs but [...] can instantly tell that alot of data would need to be read from the SSD to make this a reality is really impressive"
      I mean... that should be obvious

    • @evilformerlys4704
      @evilformerlys4704 4 года назад +23

      @@lennysmileyface Conventional SSD can't either, conventional SSD are not built specifically for throwing around 8K textures instantly, they are general purpose built for data. Sony patented the set up for PS5 which has 12 channel and 6 priority levels, the closest commercial drive to that has 8 channel and 2 priority levels, forget the cost 825GB, you'll lose an arm for 256GB of one of those things. Still would barely keep up, I listened to a tech talk about what Sony was doing and they literally capped the drive, they were actually going to go higher spec in the design but you know inquiring minds were like, the market won't have supplemental drives capable of being swapped out. Basically to remain compatible with community contemporary drives. Cerny did state they'll test conventional drives for those that can replace PS5 internal if the need arises. When you're advancements are held back by what's available in the current market and compatibility.

    • @yourzombiemop8259
      @yourzombiemop8259 4 года назад +9

      That's kinda obvious..
      Definitely not the most impressive thing he was able to reason out in this video. It sounds like you didn't get most of it and you mentioned this because it was the only thing you were able to understand 😂

  • @sergei9912
    @sergei9912 4 года назад +24

    19:30 That sentence basically summarizes a huge majority of the low budget UE4 games.

    • @dogwrld9796
      @dogwrld9796 4 года назад

      Hitman absolution animations were really bad.

  • @teroton2012
    @teroton2012 3 года назад +2

    I’m very new to game development, and I’ve done every part of it solo, so seeing this level of complex coding and real time rendering with so much detail, when I just spent an hour retopologizing a bowl to optimize in whatever small way I can, I’m excited for the future of 3d entertainment

  • @markg3305
    @markg3305 4 года назад +2

    Dude you need to do these things more often game devs are like the funny ghost in the corner that no one really understands... I truly believe having someone like you create content to help people actually understand what all a game developer has to do.. so on so fourth is incredibly powerful.. keep it up!

  • @nihren2406
    @nihren2406 4 года назад +89

    So according to Epic, this demo was running at around 1440p30. Far as I can tell from doing some research, not only should that level of detail be impossible even on current specs, but also the amount of processing necessary for GI, 1440p30 is a significant achievement. It reminds me of when NVIDIA debuted real-time ray tracing with their RTX GPU's and at first everyone thought it was amazing until they saw the framerates and resolutions, which at launch without optimizations, people were managing 1080p30 and mad that they couldn't do this at 4K60. But they missed the forest for the trees, the fact that we could do that at 1080p30 at all was a monumental thing given just how hardware intensive ray tracing is, and the fact that NVIDIA claimed this tech was originally thought to be at least 10 years away at the time. Epic claims this demo could run on an RTX 2070 Super. So pair this demo with a next-gen Ampere RTX GPU and its ray tracing performance gains, and you'll have golden performance in all these high quality facets.
    EDIT: And consider the following: Lumen GI is real-time, just like Ray Traced Global Illumination, but with a slight delay as it calculates the new lighting and shadows. But since it doesn't require ray tracing or RT cores, you can effectively turn off Ray Traced Global Illumination in a game that uses Lumen and instead pair it with Ray Traced Reflections since Ray Traced Shadows are likely unnecessary. This is ridiculous performance cost savings on next-gen consoles, and saves you performance on PC as well since you can dedicate your RT cores other RT uses instead of GI or Shadows.

    • @blizzforte284
      @blizzforte284 4 года назад +1

      Nihren So exclusives 3 years from now will look like that and run even better?

    • @tomhaswell6283
      @tomhaswell6283 4 года назад +9

      RT cores aren't even used in the demo. That's the most impressive part.

    • @nihren2406
      @nihren2406 4 года назад +7

      @@tomhaswell6283 Right, it's all done without that. So you can dedicate your RT Cores or AMD's equivalent to something like RT Reflections to be used alongside Lumen and right there you have the full RT suite, but with RT only handling the reflections.

    • @victorwei2139
      @victorwei2139 4 года назад

      @@nihren2406 thanks man awesome insights!

    • @toafloast1883
      @toafloast1883 4 года назад

      i popped off hearing it wasnt done on rt cores, will my 1660 ti handle this? i wonder...

  • @sentakki
    @sentakki 4 года назад +41

    When you're french and you listen the ue5 demo:
    The guy on the left: I'm technical director of graphics at epic games
    The guy on the right: baguette baguette baguette, bonne appétit

    • @richardbloemenkamp8532
      @richardbloemenkamp8532 4 года назад +1

      I'm a Dutch now living since 17 years in Paris. Having a bit of a French accent in English (or Dutch in my case) is fine and actually adds some flavor as long as people can easily understand you and take it serious what you're saying.

    • @sentakki
      @sentakki 4 года назад +4

      @@richardbloemenkamp8532 yeah I'm just kidding, it's just that I heard a lot of French people working at epic games so each time I heard this accent it make me smile because I have the same one and I'm like "well, epic game definitly needs me to extend their french accents people" X)

    • @SpyFr
      @SpyFr 4 года назад

      French accent in kind of signature 😀

    • @Kabodanki
      @Kabodanki 4 года назад

      As a french in a company with lots of french people and for mostly clients; I can hear my colleagues talking in english all the times, and I can this guy did it very well , he got a weird accent on top of the "common" french accent.

    • @MrKjottboller
      @MrKjottboller 4 года назад

      I was like "The heck did he just say?", but jokes aside, some people understand the accent easily while some people don't and I often struggle to understand some accents and I even have problems understanding one of the accents of my native language but the point is that some of us can't help the fact that we struggle to understand some accents which in my experience, a lot of people fail to understand.

  • @sub-harmonik
    @sub-harmonik 2 года назад +7

    now that they've got the global illumination thing going I wonder if the algorithm could be extended to work for sound - set the speed of sound and the characteristics of the surfaces. Then you could take an impulse response of the virtual space itself, using its exact geometry.

  • @ElitGaming117
    @ElitGaming117 4 года назад

    I've found this video (and this channel) thanks to a news on the Videogame website I work for. I really appreciated you sharing your opinion and your knowledge on the subject. You got a new sub :)

  • @jaqb17
    @jaqb17 4 года назад +132

    imagine all the data streaming under the hood. Q_Q
    the SSD 'innovation' of ps5 actually makes sense now

    • @eyeofthetiger7
      @eyeofthetiger7 4 года назад +32

      I agree. I think it was a risk worth taking (since they had to sacrifice the cpu and GPU). At the very least we will see some amazing games on PS5 that weren't possible before.

    • @philterry3293
      @philterry3293 4 года назад +38

      @@eyeofthetiger7 Too many people focus on tflops, that is just one small part of what makes up a console. The end scene for example is almost certainly streaming assets straight off the SSD, The xbox would be twiddling it's tflops waiting for the data.
      Cerny has built a beautifully balanced architecture, probably because he understands this stuff from a developer standpoint.

    • @jamegumb7298
      @jamegumb7298 4 года назад +2

      @@philterry3293 I am fairly certain he looked at Software Defined Flash for what he did. And compressing a drive for higher throughput is also not very new. I do it on my own system (bcachefs zlib).
      Still nice he got it to work like this though.

    • @mushimash7513
      @mushimash7513 4 года назад +5

      @@philterry3293 lmao you're saying that as if the XSX SSD isn't insanely fast too. Likewise the XSX is actually a more competent machine, even if the SSD on the PS5 is breathtaking.
      Given UE5 will run across all platforms your point is moot.

    • @CaveyMoth
      @CaveyMoth 4 года назад +1

      It's about time that we finally started taking advantage of SSDs.

  • @calebdilley9185
    @calebdilley9185 4 года назад +30

    Then there's me who's still trying to figure out whether I should delete the default cube or not in Blender.

    • @vertonimal
      @vertonimal 4 года назад +19

      Your wondering whether you should I'm wondering how.

    • @Dutch3DMaster
      @Dutch3DMaster 4 года назад

      Honestly: I took me almost 18 years to learn a new program (and since I am responding to you, the program I am referring to is Blender) after learning Anim8or in 2000, and even though I really wished to have learned to get the hang of Blender earlier, I have been able to do so much work in such a short amount of time (and there still is a huge amount of things to learn concerning Blender).
      Personally, for me, the BlenderGuru tutorials helped me bigtime (I should really think about uploading some of my Blender work to my channel actually).

  • @andrewfielden284
    @andrewfielden284 4 года назад +1

    Yes I would definitely like to see your in-depth analysis of the technology and techniques involved in creating this engine.

  • @angustepuni1068
    @angustepuni1068 4 года назад

    Great content mate, commentary on point

  • @randallcromer66
    @randallcromer66 4 года назад +6

    Thank you for your time and insight on this subject I appreciate it and I enjoyed watching your discussion about on how amazing the graphics have changed in the past two decades. I can't even imagine how thing's will continue to develop over the next ten to twenty years from now. I'm excited for the future of gaming and graphics that we will see and be using to create our own content. So please keep up the great work and I'll keep coming back for more and sharing your video's with as many people as I possibly can.
    👊😯👍

  • @johndoe-is2dh
    @johndoe-is2dh 4 года назад +90

    A thought for all those who sweat their way to their first triangle.

  • @jgndev
    @jgndev 2 года назад +1

    Very interesting, learned a lot. Subbed

  • @rendy5092
    @rendy5092 4 года назад +1

    Very informative video, love it!

  • @pisstroopermaniacbillcosby3522
    @pisstroopermaniacbillcosby3522 4 года назад +15

    8:37: "Right of the bat, this kind of reminds me of the uhhh... "
    My brain: "... Uncharted"

  • @frans.8906
    @frans.8906 4 года назад +8

    2021 Cherno: Hi, welcome to the Unreal Engine 5 series!

  • @ivanroux435
    @ivanroux435 4 года назад

    Awesome video. Definitely would like to see you do video on the technical breakdown.

  • @Chuckles..
    @Chuckles.. 3 года назад +6

    The immersion is going to be off the charts. I'm getting spooked by cascading pebbles and static statues.

  • @barney3462
    @barney3462 4 года назад +46

    Who else just stared at the mic activity led as he talked?

    • @UltraNyan
      @UltraNyan 4 года назад +1

      I have the same soundcard, always red so people can hear me well

    • @evanmurray5032
      @evanmurray5032 4 года назад

      Haha, I just noticed when you pointed that out. It looks like a Scarlett Focusrite audio interface.

    • @evanmurray5032
      @evanmurray5032 4 года назад

      @@UltraNyan I think that means the audio is clipping. But hey, if it works and people can hear you better, then that's good. Sometimes a little bit of clipping doesn't hurt (in my opinion). You can always use stuff like a limiter to keep the perceived loudness but prevent the clipping.

    • @patricklinihan3462
      @patricklinihan3462 4 года назад +1

      @@evanmurray5032 The red light is actually a button that is red when phantom power is turned on (when the button is turned off the light turns off). Phantom power is used to supply additional power to a condenser mic.

    • @evanmurray5032
      @evanmurray5032 4 года назад +1

      Patrick Linihan Oh I see. I haven’t used an external power supply before. Now I understand what is meant by the red.

  • @267praveen
    @267praveen 4 года назад +25

    Cherno
    --
    For c++ ... Please add videos for
    A) std Regex
    B) std visit
    C) map and fold
    D) move semantics
    E) std forward
    F) random number generator
    G) SFINAE
    H) constexpr
    I) Variadic templates

    • @Feetrex
      @Feetrex 4 года назад

      @@freshprince4552 which c++ book you recommend for beginner I'm new to programming and want to learn c++ for game Dev.

    • @jimothyus
      @jimothyus 4 года назад +1

      why would he make a video on random number generator you can google that in like 20 seconds

    • @billypersistent6127
      @billypersistent6127 4 года назад

      Fresh Prince I guess your point it that Cherno didn’t have Cherno and yet he is Cherno. Nobody said he did, it would just be nice if he made these tutorials.

    • @kamilkarwacki9590
      @kamilkarwacki9590 4 года назад

      Seems like some of those are very specific stuff which are interesting to YOU. I like that cherno explains fundamental stuff in a deep manner which you cant find anywhere else, besides books of course, but not videos.

    • @billypersistent6127
      @billypersistent6127 4 года назад

      Kamil Karwacki I mostly care about maps. They seem important, but they’re boring. A good tutorial guy would go a long way.

  • @morsela6913
    @morsela6913 4 года назад +1

    Cherno what's up man, i remember myself learning to code java game with you ;) you had so little views like a thousand top and i was scared that you may not continue but you did man look at you growing in front of my eyes like that you deserve it ;)

  • @diGritz1
    @diGritz1 4 года назад +11

    9:50 No what I'm seeing is my acid trip from 1971. Minus the duck footed flying turtles.

  • @OleZZ222
    @OleZZ222 4 года назад +20

    False leading title- there is actually content in this video, not just reaciton.
    I'm happily disappointed.

  • @rendoirs
    @rendoirs 4 года назад +9

    Would love to see a technical breakdown of this

  • @icytease
    @icytease 3 года назад +7

    The Cherno: "wow, very nice motion blur!"
    me: *turns off motion blur*
    .
    It's not that I don't appreciate the work going into it... it's more that I don't want to get dizzy :D

  • @GLYCEMusic
    @GLYCEMusic 4 года назад +39

    Imagine how incredible a Red Faction game would be on this engine.

    • @basslinedan2
      @basslinedan2 4 года назад +2

      Red Faction 1 Remake please

  • @jsonborn784
    @jsonborn784 4 года назад +12

    feels like they've almost caught up with film industry (offline rendering I mean

  • @jacobdomagala
    @jacobdomagala 4 года назад +33

    14:58 That REEEE jump gets me everytime :D

  • @KikyAbduh
    @KikyAbduh 4 года назад +1

    Love the video, you got yourself a subscriber my guy.

  • @MrEcted
    @MrEcted 4 года назад

    I've watched this before and it blew my mind, it's really cool re-watching it with a professional who really understands what's going on because it blows my brain even further. Amazing!

  • @villepakarinen
    @villepakarinen 4 года назад +40

    "We don't need normal maps because we don't need that kind of cheap way..."
    While watching this together, bump map puts its hand on normal map's shoulder: "this is it, buddy. Welcome to obseletion."

    • @jackik1410
      @jackik1410 4 года назад +1

      there's always still displacement maps...

    • @Lofi-Ton
      @Lofi-Ton 4 года назад +5

      Current data speeds and harddrive capacity is still cheering Normal Maps on. Nothing to worry about. Yet.

    • @allu7958
      @allu7958 4 года назад

      torilla tavataan

    • @chuukoart3869
      @chuukoart3869 4 года назад

      Normal maps will still be very commonly used in characters and other objects that have a high importance on the retopology I imagine a lot of the assets in the demo are using some kind of triplanar projection system to project detail normal maps on the assets for up close stuff when the detail gets so small to the point where increasing the polycount is just a waste

  • @mrcjproject
    @mrcjproject 4 года назад +158

    i just looked at my body and found out that i'm made of triangles

    • @beachforestmountain4269
      @beachforestmountain4269 4 года назад +11

      That's because you're living in a Matrix - and I'm not even joking.

    • @agfd5659
      @agfd5659 4 года назад +12

      Yo, what if the string theory is wrong and all matter is made of triangles instead of strings 😯

    • @jonnykopp
      @jonnykopp 4 года назад +6

      There are 3 quarks in matter entangled in a little jiggling reinforced interaction, the collapsed wave functions they represent is the maximum interactive vectors of their force. Forming little triangles.

    • @memegazer
      @memegazer 4 года назад

      show peanus then?

    • @couchgamingnews9379
      @couchgamingnews9379 4 года назад

      I just woke up from my podd

  • @ixlness
    @ixlness 4 года назад

    Really cool listening a developer’s insight on this! I don’t really understand most of it, but it’s still nice to hear

  • @sergarlantyrell7847
    @sergarlantyrell7847 4 года назад +45

    I just can't wait for all of my games to be 1TB each...

    • @puckry9686
      @puckry9686 3 года назад +1

      Is that possible?

    • @ancientpho
      @ancientpho 3 года назад +24

      @@puckry9686 No, it's necessary.

    • @EPICWARSTORIES
      @EPICWARSTORIES 3 года назад +2

      @@ancientpho Whatever man, everything else evolves with that as well. Remember when games used to be like 5 megabytes and your internet running on 100kb/s? It's going to be all good, hombre.

    • @TheAcadianGuy
      @TheAcadianGuy 3 года назад

      hard drive size will increase . remember 1tb used to be insanely expensive.

    • @sergarlantyrell7847
      @sergarlantyrell7847 3 года назад

      @@TheAcadianGuy that's by increasing the amount of bits stored per cell, but that also has a negative impact on performance, so you wouldn't be able to have these blazing fast speeds required to load the assets for this kind of direct storage access system.

  • @just_jeff4839
    @just_jeff4839 4 года назад +14

    This is the only take I've seen on this demo, trusted I haven't seen them all, that seems to have knowledge of what's going on in the background. It would be great to see you watch through Mark Cerny's breakdown of the PS5's architecture. I don't think I'm alone in this! Make it a Patreon tier and I'm there LOL

    • @KapitanWasTaken
      @KapitanWasTaken 4 года назад

      I agree, it would be awesome to see his reaction to "The Road to PS5".

  • @Kennykazey
    @Kennykazey 4 года назад +4

    I think for me the most impressive thing is the removal of an LOD system. No visible pop- or fade-in (at least for static geometry) is really nice, as it can be distracting for immersion in what otherwise is a great looking title. It can be quite aggressive on current gen consoles.

    • @arananime3156
      @arananime3156 4 года назад +1

      Super Kenny definitely! Especially on console towards the end of the generation it’s become really noticeable

    • @jcm2606
      @jcm2606 4 года назад

      Removal of a LOD system really wouldn't be the way I'd phrase it, more like an evolution or progession of the LOD system. As Cherno explained, even though the engine is perfectly fine with just having all of these triangles given to it, the reality is that the vast majority are going to end up being smaller than a pixel, where they'll actually cause *more* problems than they'll solve.
      As Cherno mentioned, chances are the engine is dynamically simplifying or decimating the mesh on-the-fly, combining and discarding triangles in real time during gameplay, to ensure no performance goes to waste. I wouldn't really call that removal of a LOD system, more the introduction of a true automatic LOD system, that literally simplifies models where necessary, on the spot.

  • @Khether0001
    @Khether0001 4 года назад +3

    So, when we are creating the materials in Unreal 5, we get to select Base Color, etc... and now something like "Sound Reverb", so this object reverberates like rock, or glass, or foam?

  • @MrSaaart
    @MrSaaart 4 года назад

    I think the demo is fantastic and your comments were very useful to me, they helped me understand much more about specific aspects of the huge jump in creating virtual worlds they are making. Thanks a lot!

  • @coolumar335
    @coolumar335 4 года назад +22

    Gotta love the inspiration this gives to ANY developer out there! We're in the Golden Age - let's all get stuff done! :)

  • @notjulesatall
    @notjulesatall 4 года назад +3

    Hey, here's a few thoughts that came to my mind while watching your video:
    The delay of global illumination is probably due to AMD's ray tracing system being similar to Nvidia's that uses a combination of RT and AI to kind of "denoise" light before there's enough virtual rays simulated to provide accurate lighting
    Convolution reverb is a very widely used audio tool actually, I don't have any precise date but the idea dates back to the 70's. It's a great tool that is pretty straightforward to implement (just a bunch of FFTs) and provides pretty much perfect results.
    Finally the object streaming that you see at the end is achievable thanks to AMD's "SSG" technology, which basically consists in slapping an SSD directly to the GPU. But tbh when I saw that scene I couldn't help but scream thinking about how iterating through that many objects would just massacre any reasonable cache.
    I wouldn't be surprised to hear that they've been using Radeon Pro SSG GPUs before to make object streaming this fast before the PS5 launch.
    Anyway, great video, it was really nice to hear your thoughts about it, thank you!

  • @Let83
    @Let83 4 года назад +1

    I just discovered your channel and i love the way you explain the video reacts step by step.
    I dont know if someone tells you but i recommend to see the unreal engine 5 video on vimeo. I think its the best way to see it.

  • @babochee
    @babochee 4 года назад

    Love how you break down the meaning of some references. Wish you would quickly go into detail as to what normal or bump mapping is as you go while using a visual reference.

  • @CDuff86
    @CDuff86 3 года назад +3

    The Cherno : global illumination ... ambient ... dynamic ... inclusion ... iteration
    Me : mmmhmmm. Yes.
    Not a clue what this is talking about, but I couldn't stop watching it

  • @la.patriot859
    @la.patriot859 3 года назад +3

    And it was running on a PS5. The quality was amazing. The future of this could be huge

  • @sebastienebacher73
    @sebastienebacher73 4 года назад +17

    Hey man, really cool video. Being in the industry for 15 years and it's one of the best vulgarization of game engine that I have seen so far. But still, I have 2 concerns regarding this demo. First, there is no AI so I am wondering what will be impact of AI on the engine performance, they have a tendency to eat up a lot of ms on the each frame. The other thing is vegetation, here it's all static rocks, but I would be curious to see how it look like in a FarCry kind of environment with thousand of trees moving with the wind.
    But still this demo is impressive and is definitively setting the bar high for the next gen games. Also, coming from a producer, we cannot underestimate the value of not creating LOD or normal map out of the Z-Brush high rez model, is THE shit of this demo in my opinion.

    • @EnriquePage91
      @EnriquePage91 4 года назад +1

      It’s not just normal maps you’re not creating - you could technically simply not create maps anymore. Color can be painted at the vertex level, displacement is implicit, and things like subsurface scattering can be figured out of materials and volume so it literally changes the whole Texturing industry.
      As for AI, you don’t need to worry it’s not gonna impact it negatively, if anything entirely the opposite as for all of this to happen they obvious need raytracing GPUs which are literally the bomb for artificial intelligence, the serious kind; so obviously it’ll run game AI more than ok.
      Raytracing is a very important part of AI, being able to raytrace so much in real-time gives you (your enemies) a LOT of information which can be used for AI.
      And the plants don’t really matter, as far as the engine is concerned they are just meshes, it will handle as many as you want as it will ultimately ONLY render x triangles per frame (where x is around 20 millions max), you could have even more plants than pixels and it wouldn’t make a difference, it just wouldn’t render every plant (which would end up being pixel small in order to al fit in the screen anyway, which is obviously something that won’t happen).

    • @pablo3558
      @pablo3558 3 года назад +1

      Nanite doesnt work with vegetation

  • @phineasjuniper
    @phineasjuniper 4 года назад +1

    Really great video and react about the whole announcement, it's really interesting to have different opinions, views from artists, developers, designers.. etc.. about this new version of the engine, thanks for sharing ! I really enjoyed all the detailed you gave.
    But there's one point where I got frustrated : You paused just when the line "Art that just works" dropped :p