Thank you for trying the demo and for your kind words! I already invested 3 years of my life into this project and I don't plan to stop on this. Fluid Flux 3.0 is coming soon, and you can expect even better performance, more effects, and higher quality! Stay tuned :)
Jesus dude this plugin is probably the absolute best one available for UE5. I can't believe it. Better than anything Epic can do probably. I wouldn't be surprised if they copied it and ran you out of business. They probably wouldn't be nice enough to buy it off you.
I feel like there haven’t been any games that came out on UE5 with all this shit enabled yet, prob waiting for this next gen hardware to come out and then another few years after that to develop the games
@@PMoney-sk7kb Pretty much. We also saw a ton of unique and awesome features in UE3 and UE4 that were never utilised in games either. Anyone remember The Samaritan demo from way back in the day?
dude imagine flood games now, like a sandbox city where you can survive floods with friends in multiplayer, and imagine like doors breaking and the water seeping in or a tsunami hitting, or an underground facility with leaks or even a ship survival (might be a bit harder but still) the potential is insane
but it is a simulation, so I think it s not replicated and is processed on each client separatly, meaning each client wont see exactly the same thing. It could impact any multiplayer experience if the gameplay is based on the simulation.
You have a good idea here, how do we microtransaction every part of the gameplay, is the only thing you left out. Otherwise the shareholders are onboard!
@@BenjaminDelmas-v1o yeah Nvidia has realtime water simulation much better than this and I'm pretty sure it's open source (literally free) but that's also a massive company
@@OreoRobDog brother if you pay a company to build a system like this it would cost and infinite amount more, I get that its a lot for a person but he could charge 10k and companies would love that price still
@@VALLANCEGAMING Gotcha. I don't mind giving a specific tech demo a pass. :D For instance, my personal "I wish they had X" moment was watching the stock model android avatar doing its momentumless running and jumping. That actually prompted me to search for any UE5 demos of modules or whatever where people have done work on a player character's physics interactions with its environment and movements. Like sinking and bending the knees, chest and head dipping and leaning forward after landing a jump, or the little weight shifts to start or stop running. Bouncing and catching itself with its hands against nearby rocks, the boat, etc. I found hit momentum demos, but nothing else. Maybe I'm just missing the right keywords to search. :P
@dakaodo Those exist, that's how games have better player controllers than the standard UE5 tech demo, the foundation was expanded upon. This tech demo of water physics is indeed a tech demo that shows a wide variety of properties and the purchasable version will have further accessibility I'm sure, it might also be expanded upon to include more features, an oversight would be the example I mentioned.
Do you guys think that realism is a good thing for gaming? I have my own reservations, I mean playing Elden Ring with real physics might be either really good, or really bad because it's no different from reality. Isn't a game meant to be a distraction from reality?
People who Surf are going to want a Surf Simulator Game made out of this ! Build a replica of Honolulu, the beach and Ocean and have multiplayer Surfing !!
Only the current problem with VR is smoothly handling fidelity vs physics. VR at its current capabilities is throttled by high demand visual development engines. The tech isn't there yet.
We are SO close getting performance friendly full scale real time physics simulation that collide with everything from small details and items up to large structures and so on. When that happens, it's new and truly life changing peak in digital world. Think about booting Skyrim and watching grass, flowers and trees sway in wind while dragon flies above you and stays in air because it's wings generate uplift in real simulated air/wind etc. As you walk down the road, all your items that are shown on your character are actual physical items that you can pick up, use and put back while interacting with your player model, backpack, clothes, cape and weapons. Your characters hair is rendered real time with actual physics and collide realistically with all equipment on your character while also swaying in the wind and changing depending to the random simulation of wind direction and speed. When you reach river and waterfalls you will hear it far before even being close and once there you see animals drinking from it, moving bit close animals notice you and react realistically by not instantly running random direction because they have full blown AI controlling the actions and decisions. Bandit attacks you from behind but you manage to deflect the strike with your sword and feel the heavy collision of 2 swords like in real life. But that didn't feel realistic enough so you close the game and start it again while wearing your VR headset, and continue the journey fully emerged into the world. Funny things is... almost all that... is kinda possible already... We have all that without the physical real time simulations but looking at this video and how well the water simulation works. I think we are damn close reaching the point where everything I said above is possible for everybody with average or better computer. And when that happens, we have reached actual simulated world and next all we can do is figuring way to go in that world like one would boot a computer and have couple hours gaming session with friends. Well that is far away but fun thought.
Physics that are interactive are game-changing in my opinion. It's the one aspect in games that is missing. It takes a static world into a simulation. Destructable environments, weight, lighting.
Finally. I've been saying we got the graphics and lighting down good enough now a days. They need to start working on particle fx, fluids, faces, and material deformation in way that can be used in gameplay or just in the world in general. We are damn close to nailing the uncanny out of faces too *Changes the water to pee color* "Wow...that is- that is really pretty." No but fr looked gemlike especially the bright blue was super pretty. One thing I noticed tho is it seems like currents don't affect the character.
@@beastmasterbg optimization is coming, with advancing hardware and software optimizations but first they are pushing and innovating tech in many different fields.
Imagine thinking rendering fidelity is what makes a game good. Seems like 90% of the AAA industry is focused on just the visuals because is what they can show in trailers. And then the gameplay is the same as games from 2000s. Time to forget about this gimmicky stuff and focus on improving AI behavior, animation fidelity, good gameplay loops, good art direction etc. No one should care about real time water simulation. Only 1 in a million game thats about kayaks or something will benefit from such stuff. All other games can just model them using baking/animations, like in RDR2 etc.
The waves don't actually crest, which means the water is a heightmap texture and probably computed by a vertex/tesselation shader. The local momenta are probably also stored in a vector map texture to easily update the whitecap material. Quite clever, and of course will run very fast. But the main problem is that it's what they call an "expensive material", the kind of thing you can't have if you want to have 60 fps with all the other stuff a game needs to do.
I find it okay, but waterfalls could use tweaking. It looks like the heightfield in that part has a large vertical vertex delta, the momenta get huge, and the whitecap texture gets really stretched. The heightfield simply can't support a true vertical slope, let alone break up into independent pieces of falling water, and you'd need more texture resolution vertically to support slower momenta at the top.
The part of the demo where you're behind a glass dome is SUPER COOL. Imagine a game scene in a glass tunnel that gets broken by a creature and water comes rushing in.. like that scene in Jaws 3
@@GraveUypowait what do you mean, isnt it all volumetric like he claims in the video (so that if the glass breaks, water will rush in and flood through)?
I think once it calculates what the sustained flow characteristics of the geometry at a spot are, it doesn't need to *continue* calculating it. It can continue using the same calculation, and these characteristics can be somewhat pre-calculated to create a baseline state that can be modified at-need by interfering factors as they occur. As states stabilize, they can be 'parbaked'.
@@coldreaderNETNEWS if that's not what they're doing, they really should, because having to recalculate the same shit to the same basic result barring some light surface-level variations that can be cheaply replicated on the fly is stupidly inefficient.
I agree this is one of the most impressive things ever. Most realistic water simulation. Never thought this would be possible, but there it is. Look how realistically the foam dissapates on the rocks 12:00
350€ for this is ridiculous. THere are models that cost hunderds or thousands, and they're just a 3D model. If you implement this in your game, it changes it completely, introducing possible new mechanics and gameplay just from this system. This is NUTS
@@privatebryan1924yeah that’s true. But he’s pricing this incredibly cheap for what he COULD extort from other companies lol. I mean good on him, it really helps indie devs or smaller teams, but the price downplays how insane this is
It usually takes a couple years for that research development to make their way into games at playable framerates. I think we'll see some pretty cool stuff over the next few years with how much of the ML physics / light simulation / other enhancements has been getting research funding.
Wow, imagine a Battlefield level, for example, where a dam explodes at the start of the round, and the complex you fight in slowly gets flooded Infantry zones get moved steadily upwards and new areas can be reached by swimming. Boats can maneouver through buildings as they fill up, and by the end of the level everyone is forced onto rooftops.
Just tried the demo and wanted to say it runs at between 200 and 320 fps on my 4090 at a resolution of 7,680 x 2160 (dual 4k 55" OLEDs). Never seen anything close to this before.
15:31 the depth doesn´t cost any performance, because there is only a waterlevel grid being deformed. There are probably some helping particles or voxelfields involved but never even does this high performant sim, fll up the scene to the bottom with particles. Maybe there are some very low resolution voxels involved but even that might be limited to some area around the waterlevel in order to transfer velocities from subsystem to subsystem. The fact that textures still move, when the sim is paused, reinforces my assumption: My highly educated guess: It uses Houdini´s heighfields or a system, that works very similarly. It does't really "care" about how deep the water underneath is - performancewise, because only the surface moves, hence, needs simulation info to deform correctly. It is all clever displacement. Down in the depths there is literally nothing going on so there is most likely also no calculation going on. Or maybe a voxel tesselation of a 10 by 10 by 10 meters per voxel or even lower for general current at that depth level. It at all. You can easily use a single vector down there that uses a small area around the player to determine current direction, so a player can get sucked down, pushed up and so on. The depth is ultimately just a simple float value involved in the calculation deformation solver. That's why the wavegenerator demo works. But not because real particles are being pushed and meshed. That still takes ages at that scale. Even on a 4090. I don´t want to downplay this. It´s amazing and extremely sophisticated in terms of optimization. But there are some limitations. It cannot create separated entities like a cluster of particles that can splash off. It cannot produce waves that bend over and collapse like for a surfing game. And will not be able to fill up a container and walk around with it and spill puddles with it. But I guess, it will not take that long until we can. This is already a giant leap into the right direction.
It's funny how people can be amazed of things that doesn't require actual power from the GPU. It's 4 cylindrical columns shaded in a dense fog. The GPU sleeps on it, 250m or 8192m, doesn't matter. :D And the problem with new games that they are not want to employ artists and programmers who are optimizing clever tricks that puts a realistic and optimal illusion in front of the player, they just want to brute-force all by the engine. These games lack the human touch, the creativity. They want to outsource LOD-s to AI, they want to outsource map generation to Finite Element Method. And they surprised that people like the games in the past better.
@@realhet You are right. Now every game that uses this add-on will have the exact same water physics. Different games will feel like different skins of the same game
I mean correct me if I’m wrong, I haven’t worked on a game so I’m genuinely inquiring, but why would you need to use GPU on having every particle of water when you can have the same effect by programming that says “when under top layer, you are in a different state where you can’t breath (without apparatus) and are swimming or quasi-floating” for your health info and movement animations and then have some sort of cycling force that kinda swirls back and forth like you said? Wouldn’t that basically do the same thing? Maybe you can add a certain layer of actual particles at the top to get the effect you were talking about with being able to put it in a container?
imagine seeing this in Operation: Harsh Doorstop like for water pipes under the ground being able to get damaged and maybe food a whole town preventing tanks and other vehicles from entering the city also forcing people out from buildings and maybe even be able to kill the electricity in the town, and even cooler would be if maybe we could have physics based materials like dirt that turns in to mud if to much water gets mixed. would be really cool to see, this physics by it self is really awesome.
As sick as this is, YOU made this video exciting the whole way through. Your enthusiasm and the way that you speak seriously makes you THE GUY to talk about this kind of stuff. Never seen you before, but I'll keep an eye on what you're posting! Also, your beard is literally perfect. I've been trying to get the angles on mine right for like 6 months, and I think I'm gonna steal your style lol
13:43 you can see that this also makes parts of the environment wet you can see the sand is wet from the water! Though my only question is can it make characters show signs of being wet its hard to tell if the robot is wet because of how shiny and white it is!
To be honest, you shpwing us new tech and being amazed about it was the original reason why I started watching your channel. I really love Harsh Doorstop but it´s good to know you are still doing these too :-) Although fluid flux has been around for quite some time now. Obviously no devs are using it in games so far. It is too exepnsive as an addon to just play around with it for fun
Catastrophe SImulator (A game where you have to build barriers etc. or escape (mayb in coop mode) to save before the river overflows/the tsunami gets you/the tornado/the lava destroys your house) would be cool...
Yes, and no. Unreal has had bigger problems like multi-threaded performance and shader compilation stutters for years now, which are arguably way more important to fix than adding stuff like this because those are fundamental problems every Unreal game experiences. And yet, they prioritize stuff like this. It feels strange.
@@Jaap-Relou Your right, I always run into some issue that I have to find a work around for, but eventually things get a fix, by adding more things people can find the 1 that works for their game/cinematic. But your right.
@@edwardevans1498 Don't know why your swearing, but ok. Love is the answer brother, not hate 😅 I know now that this is another developer developing this tech for UE engine. With They I refer to the unreal team. I feel they keep prioritising new features over fundamental problems which the engine clearly has.
I can already tell it heavily uses a surface mesh for rendering and simulating. If you watch the waves here 10:00 you'll notice that there is no overhang, just really steep slopes. clever shaders is what really sells it.
What kind of magic is this? Each previous release was amazing and this again feels so much better, performant, bigger, and this time ocean and shore line dynamics feel very convincing compared to REAL ocean footage. This makes me want to program a game again. Or just buy it and play with it in editor. xD
And now think about upcoming games like Cyberpunk 2 Orion, Witcher 4 (+ the whole new trilogy) and all these games being developed in UE5. I hope so much that Bethesda will drop the CA and go for UE5 for TES6.
I think that would be easily possible as the water can flow through things and fill areas up, I think the only reason you can't do that in the demo is because the developer hasn't added it not because he can't add it
Based on what I saw in the video, this is how I imagine the did it: The water surface is a mesh with level of detail (more details close up) and different shader materials that blend based on water speed and direction of flow. The surface mesh get mapped to a fluid simulation based on voxels and maybe particles for fine details on the surface. Voxels can scale really well, because level of detail can be applied, so that the deep ocean could essentially be one big voxel. Also, far away, you won’t need detailed waves, so the system just need to merge and break up the voxels dynamically to ensure sufficient details close to the camera, including lighting effects. Also, the simulation never comes close to VFX in detail, which is compensated for with shaders and particles. Looks very nice though
7:08 If you want to showcase sounds you should probably stop talking constantly. Your audio is so loud that it completely covers up all those amazing sounds you were hyping up, so I couldn't hear a single thing
I think this is just an animation, when the water flows from above it is something that is already animated but then they add physics to the objects “carried by the water current, they also add water wave animation when our feet touch the water, the way to prove that water is physics is to make some kind of barrier in the river so that it makes the water flow in different places
I've still not seen a decent accurate physics based scuba diving simulation game, with Boyle's Law, Henry's Law in it, Nitrogen Narcosis, Decompression Sickness, and more. This physics model would certainly be a good basis to start from.
Considering the state of current game development and Rockstars game's budget. I have extremely high expectations for the release of grand theft auto 6. Although I have my doubts, Rockstar can pull it off. However, even if they would, then the community still wouldn't be satisfied.
I feel like I should mention one thing, RDR2 already had this type of water simulation. I used a trainer to spawn random objects to block a stream, and surprisingly, the stream did get blocked and had these bubbly effects at the blockage area. Dropped some fps though, and my water physics was set at ultra.
I mean yes it's very cool but You said "it's running in a game".. no it's not.. it's running in the engine with no NPC ai going or environment simulation or weather simulation or animal simulation there's no complex building structures stuff like that so yeah I'm not surprised it runs really well.. put that water simulation in RDR2 on a large scale and let's see how it works
As impressive as this is unfortunately it’s not FULLY simulated. It takes a lot of planning to make the water go down waterfalls and fill up pools etc. like you can’t just make a map and have the water simulation automatically work. But that would still work in a game like subnautica and I honestly hope they do this.
I don’t understand what makes you say that it isn’t fully simulated? Everything I’ve found online about it, says it is tricky to get it perfect but it IS fully simulated, can’t do caves yet , but bridges work fine “ for the algorithm” based on 2d fluid physics somehow. Not bing argumentative, just trying to understand.
I just came here cause I wanted to hear you say “water” over and over again. Don’t turn it into a drinking game guys - you’ll die. Also make more Johari and collab again with Andromida.
Running the world map is the first time I've seen convincing rolling surf on a beach in a game environment. Every other engine typically has waves clip through the sand, rather than run up and down the beach. And it runs on my crappy old Nvidia GTX1060 in 1080p at +50fps. Amazing.
More UE5 tech tests and yet we wont see any games using this for another 10 years, like with Nanite or Lumen. Why? idk why. Ive done UE5 prototypes with Lumen, Nanite and water sim. Idk why actual full games opt out of using these systems. Are they just too buggy at scale or impossible to optimize?
in my opinion the speed of the water should affect the force in which it pushes the player and objects, that water was going way too quick for that player to be swimming as calmly... nevertheless, it's all still quite amazing
Fuck me, this blown my mind mate!!! I've got over 27 years IT experience and work as an IT Consultant in the UK and I love playing games. Never got into programming or game design so my mind now says "The Computer Says NO" error because I cant compute how this is done. Its just incredible!!!! I've looked at some new games coming out and they look real and I might even say some look better than real if that makes sense. I remember the days of playing games that was 4/8/16/32 colours only and now this in a span of 30 years, just incredible... Nice video mate!!! ❤❤❤❤ Wow, so when you then started swimming I lost it, so normally games are written by code I believe and its sort of set in stone. You can walk, run, swim, fly in certain places and that's it. Its not really fluid, its whatever was programmed and then the code needs to be changed if something is required to be changed but this seems to be a code that is "ALIVE" and changes based on what is happening on screen. So this is the opposite of programming as before because you experience what was programmed and see that on the screen, now what you see on screen and experience is writing or updating the code, hence the environment changed (flooded) making it swimmable. This is insane!!! Our lives will never be the same since AI came to play,. I've just installed the first AI system in the world for the Courts and Tribunal in Scotland (So the first Court and Tribunal in the world to use this 😁😁😁, so we will be a template for others to come) system to transcribe/translate court cases where in the past it took 5 humans a week to do one days video recording and cost thousands of Pounds to now on-prem AI with on-prem LLM's (due to security concerns) doing it in 106 seconds with a 96& accuracy (the 5 humans was around 92%. Saving the Courts millions a year... So yes, AI scares the shit out of me but I can also see the benefits and if it means in the end we will be wiped out by it then so be it. Reckon it will be the best thing for other life forms on this planet and maybe that is what is mean to to happen. I want to see how far we can push it and if it means we get games like this, I'm all for it! BTW, the water effects everything except yourself, | would have expected it to push you...
I hate that I can’t just enjoy this tech these days. My mind spends the whole time thinking about how it could look so much better. I used to be able to appreciate tech where it was at, now I’m just cynical.
also we don't ever get to see this stuff used in much outside of tech demos. when i do sit down and try out something that has added new features, i find i have a distaste for the regression in microstutters, bugs, lack of depth, etc.
@@Bluedrake42 Why wait 17 minutes to mention that? Why would I watch 17 minutes of something I've already seen and played 2 years ago? If the reason you made this video was to bring awareness of the new 3.0 update, why not bring it up sooner?
Ark Ascended uses its own configuration of fluidflux I believe. However its incredibly tuned down in terms of its usage. Yeah your running it smooth right now in an empty world, but add 50+ npcs in the area that all can interact with the foliage, water, and each other and now its not as performance friendly.
@Bluedrake42 15:03 Actually, these are not caustics but are called god rays, it's the same phenomenon that we can see through clouds sometimes. One place where we can see actual caustics though is at around 9:46, on the rock right next to the wave generator. Pretty awesome stuff! Fluid Flux is getting insanely good! Though a bit expansive for a small studio or solo dev, but from we can see in this video and comparing to what it could offer just a few years back it seems to very well be worth the investment, especially if water is playing a big role in your game.
I'd love to see if you could apply a wind source and have the wind direction affect how the waves and ocean looks. Classically, wind blowing from the land towards the ocean will make for the best water conditions, and smooth out the turbulence of the water while maintaining the waves - most likely to create 'barrels'. Meanwhile wind coming from the ocean towards the land makes for choppy and messy waves.
I've been seeing these fascinating Tech Demo's for like 5 years now and i still have yet to see any of the tech used in a game. (Although imagine Sea of Thieves with this tech)
8:04 why isn't your guy being affected by the tons of water grabbing his legs? He interact with it when you were swimming earlier. In Gothic 1 you get dragged downstream if you swim, I remember that was cool.
Looks fantastic, and being so computationally cheap is very impressive. The biggest thing missing from making this look properly GOOD is more splashing and particle effects around where the water hits the rocks and having some dynamic mist appear around the larger water falls. THEN we're talking some serious shit. Right now it looks almost a bit too viscous since it doesn't cause much slashing.
Very awesome stuff! But towards the end of the video you can see the texture of water droplets where it is submerged. I dont think it is that far optimized unless there was water inside the Tunnel
We’ve now passed “simulator” and now just have straight up simulations. The level this could be applied. Imagine crime scene recreation. Data recovery. Plane crash analyzation. Submarine testing. Like literally could actually change the world lmao
Damn, the water physics are huge to me - I'm imagining battlefield maps where a Dam explodes and changes the game (or other structures affecting the map), a castlebuilder or like a Valheim where you can use the water to change the map. Survival games as well, terraforming games, etc. This has massive potential.
14 дней назад
Single player story driven game based around the pirate era would go hard with this. Truly hope we see a studio take advantage of this soon
the coolest thing about that water, at least for me, is how areas that would have less flow, have less flow. Around the edge off the beaten path at 1:13 the water slows as the course of flow changes and the area behind the fall in 1:19 is near completely stagnant as the water cannot flow away from there, but has been filled. Its amazing. Still not sure how I would use any of this stuff, or for what reason lol. Would be nice to go back to game dev, but I tend to enjoy making text based or 2d games (like classic GBA Zelda lol)
Drake, a 5 years old geek, is flabbergasted by water ! 🤣🤣🤣 I don't give a fuck to have of super photorealistic dynamic water in my game if all of the rest his lame as fuck (scenario, characters, story, universe, gameplay originality, real exciting gaming experiences...) as 98% of triple A games of these days... Next episode of Drake : the clouuuuuuds ! 😂 And next : tuuuuuurd 😂
If one person was able to simulate an entire ocean in Unreal Engine, I can only imagine what this tech would look like if it was made with a thousand people! Absolutely excited to see the future of gaming !
I do a lot of intense and very accurate fluid sims.. And yes you're right some can take a week to calculate even before rendering but that's down to accuracy, voxel count and scale, and secondary particles like foam, splash and mist, and the file sizes that go with all this data ... This Unreal sim is great, but it's not doing anything special really, that's why it's also resource friendly. I just hope that more games incorporate more sims and extra mechanics to calculate in their games so they start utilising more cores. Unless of course this software is using the GPU instead like Liquigen and Embergen does. At the minute anything over 4 cores / 8 threads is more or less wasted on games is it not?..
The possibilities are endless. You could have a town that is behind a dam and break it if you want and then the things in the town get washed away randomly so when you try to find them they are always in a different place with each play through perhaps even buried
Thank you for trying the demo and for your kind words! I already invested 3 years of my life into this project and I don't plan to stop on this. Fluid Flux 3.0 is coming soon, and you can expect even better performance, more effects, and higher quality! Stay tuned :)
Jesus dude this plugin is probably the absolute best one available for UE5. I can't believe it. Better than anything Epic can do probably. I wouldn't be surprised if they copied it and ran you out of business. They probably wouldn't be nice enough to buy it off you.
im excited! awesome work!!
Minecraft 2.0 please
Man, 3 years 😱
You've specialized this area ❤❤❤
Awesome work.
It feels like we've been seeing these amazing demonstrations for years now but still waiting for games to use any of it.
I feel like there haven’t been any games that came out on UE5 with all this shit enabled yet, prob waiting for this next gen hardware to come out and then another few years after that to develop the games
@@PMoney-sk7kb Pretty much. We also saw a ton of unique and awesome features in UE3 and UE4 that were never utilised in games either. Anyone remember The Samaritan demo from way back in the day?
It was actually used in Senua's Saga: Hellblade II :)
Genuinely curious how many people in the world right now would even be able to run it and for it to be stable.
@@SkyDawg91 My 10 years old notebook (Lenovo Y50 - GTX 960M) says 'at least 25FPS on every map'.
dude imagine flood games now, like a sandbox city where you can survive floods with friends in multiplayer, and imagine like doors breaking and the water seeping in or a tsunami hitting, or an underground facility with leaks or even a ship survival (might be a bit harder but still) the potential is insane
meant underwater facility
Titanic: Honor and Glory was supposed to have this. I think they said it won't have it anymore.
Exactly, there must be a catch. Something that isn't being said. ATM is talked about like a dream scenario, yet it must clearly not be.
but it is a simulation, so I think it s not replicated and is processed on each client separatly, meaning each client wont see exactly the same thing. It could impact any multiplayer experience if the gameplay is based on the simulation.
You have a good idea here, how do we microtransaction every part of the gameplay, is the only thing you left out. Otherwise the shareholders are onboard!
I can't even begin to imagine the complexity of VRAM management for something like this. $350 isn't a steal...... that's literally giving it away.
ya it's huge for a person but it's nothing for a studio.
@@BenjaminDelmas-v1o yeah Nvidia has realtime water simulation much better than this and I'm pretty sure it's open source (literally free) but that's also a massive company
@@o_o9039 Yes but you will need to integrated it with the graphics yourself if you want something that looks nice.
speak for yourself. its a steal its not giving it away. its 350$
@@OreoRobDog brother if you pay a company to build a system like this it would cost and infinite amount more, I get that its a lot for a person but he could charge 10k and companies would love that price still
Very cool, now we just need those rocks to become darker where water has touched it
That's just a texture thing. Games and demos have done mud/blood/wet textures and decals for a long time now.
@@dakaodo Oh yea I am aware of that, I just mean this particular demo needs to implement it
@@VALLANCEGAMING Gotcha. I don't mind giving a specific tech demo a pass. :D
For instance, my personal "I wish they had X" moment was watching the stock model android avatar doing its momentumless running and jumping.
That actually prompted me to search for any UE5 demos of modules or whatever where people have done work on a player character's physics interactions with its environment and movements. Like sinking and bending the knees, chest and head dipping and leaning forward after landing a jump, or the little weight shifts to start or stop running. Bouncing and catching itself with its hands against nearby rocks, the boat, etc.
I found hit momentum demos, but nothing else. Maybe I'm just missing the right keywords to search. :P
@dakaodo Those exist, that's how games have better player controllers than the standard UE5 tech demo, the foundation was expanded upon. This tech demo of water physics is indeed a tech demo that shows a wide variety of properties and the purchasable version will have further accessibility I'm sure, it might also be expanded upon to include more features, an oversight would be the example I mentioned.
Do you guys think that realism is a good thing for gaming? I have my own reservations, I mean playing Elden Ring with real physics might be either really good, or really bad because it's no different from reality. Isn't a game meant to be a distraction from reality?
People who Surf are going to want a Surf Simulator Game made out of this !
Build a replica of Honolulu, the beach and Ocean and have multiplayer Surfing !!
in VR ! :)
Only the current problem with VR is smoothly handling fidelity vs physics. VR at its current capabilities is throttled by high demand visual development engines. The tech isn't there yet.
@@Casey_N7hmm I'm not so sure. Feels like we're breaking away from that. With modern GPUs basically anything is playable in VR at 90hz+
We are SO close getting performance friendly full scale real time physics simulation that collide with everything from small details and items up to large structures and so on. When that happens, it's new and truly life changing peak in digital world.
Think about booting Skyrim and watching grass, flowers and trees sway in wind while dragon flies above you and stays in air because it's wings generate uplift in real simulated air/wind etc. As you walk down the road, all your items that are shown on your character are actual physical items that you can pick up, use and put back while interacting with your player model, backpack, clothes, cape and weapons. Your characters hair is rendered real time with actual physics and collide realistically with all equipment on your character while also swaying in the wind and changing depending to the random simulation of wind direction and speed. When you reach river and waterfalls you will hear it far before even being close and once there you see animals drinking from it, moving bit close animals notice you and react realistically by not instantly running random direction because they have full blown AI controlling the actions and decisions. Bandit attacks you from behind but you manage to deflect the strike with your sword and feel the heavy collision of 2 swords like in real life. But that didn't feel realistic enough so you close the game and start it again while wearing your VR headset, and continue the journey fully emerged into the world.
Funny things is... almost all that... is kinda possible already... We have all that without the physical real time simulations but looking at this video and how well the water simulation works. I think we are damn close reaching the point where everything I said above is possible for everybody with average or better computer. And when that happens, we have reached actual simulated world and next all we can do is figuring way to go in that world like one would boot a computer and have couple hours gaming session with friends.
Well that is far away but fun thought.
Physics that are interactive are game-changing in my opinion. It's the one aspect in games that is missing. It takes a static world into a simulation. Destructable environments, weight, lighting.
Finally. I've been saying we got the graphics and lighting down good enough now a days. They need to start working on particle fx, fluids, faces, and material deformation in way that can be used in gameplay or just in the world in general. We are damn close to nailing the uncanny out of faces too
*Changes the water to pee color* "Wow...that is- that is really pretty."
No but fr looked gemlike especially the bright blue was super pretty. One thing I noticed tho is it seems like currents don't affect the character.
to bad if they make games the optimization will awful
@@beastmasterbg optimization is coming, with advancing hardware and software optimizations but first they are pushing and innovating tech in many different fields.
Imagine thinking rendering fidelity is what makes a game good. Seems like 90% of the AAA industry is focused on just the visuals because is what they can show in trailers. And then the gameplay is the same as games from 2000s. Time to forget about this gimmicky stuff and focus on improving AI behavior, animation fidelity, good gameplay loops, good art direction etc. No one should care about real time water simulation. Only 1 in a million game thats about kayaks or something will benefit from such stuff. All other games can just model them using baking/animations, like in RDR2 etc.
Apparently Valve is working on those things with HL3/HLX
I was hoping for a mega tsunami simulation.
I kinda expected a 2012 or Interstellar type of scene too
MAGA?? REALLY? Politics have nothing to do with this.
@@GardenGuy1942 Lol. He said MEGA, not MAGA. As in, a "giant" tsunami.
@@GardenGuy1942 facts
@@MrMontanaNights ok I see now. I’m still voting for Donald Trump.
The waves don't actually crest, which means the water is a heightmap texture and probably computed by a vertex/tesselation shader. The local momenta are probably also stored in a vector map texture to easily update the whitecap material. Quite clever, and of course will run very fast. But the main problem is that it's what they call an "expensive material", the kind of thing you can't have if you want to have 60 fps with all the other stuff a game needs to do.
we'll see. i foresee even more bugs and microstutters in our future
you mean the realtime fluid simulation of a whole beach could impact performance? who would have thought!
Looks ugly off the bat too sadly.
I find it okay, but waterfalls could use tweaking. It looks like the heightfield in that part has a large vertical vertex delta, the momenta get huge, and the whitecap texture gets really stretched. The heightfield simply can't support a true vertical slope, let alone break up into independent pieces of falling water, and you'd need more texture resolution vertically to support slower momenta at the top.
It runs at over 250fps at 7680x2160 on my PC so I suspect you could quite easily fit some other game stuff in there!
The part of the demo where you're behind a glass dome is SUPER COOL. Imagine a game scene in a glass tunnel that gets broken by a creature and water comes rushing in.. like that scene in Jaws 3
not possible with this since you can't have water over water with it.
@@GraveUypo i dont think you realise what he means
@@GraveUypowait what do you mean, isnt it all volumetric like he claims in the video (so that if the glass breaks, water will rush in and flood through)?
I think once it calculates what the sustained flow characteristics of the geometry at a spot are, it doesn't need to *continue* calculating it. It can continue using the same calculation, and these characteristics can be somewhat pre-calculated to create a baseline state that can be modified at-need by interfering factors as they occur. As states stabilize, they can be 'parbaked'.
wrong.
@@coldreaderNETNEWS if that's not what they're doing, they really should, because having to recalculate the same shit to the same basic result barring some light surface-level variations that can be cheaply replicated on the fly is stupidly inefficient.
@@Stonehawk What if the environment changes. Like someone walks through it, or a giant boulder falls in? It needs to be updated continuously.
@@Mark_badas then only the localized exception needs to be recalculated in that moment and not the whole thing.
Damn that's crazy dog 💀
I agree this is one of the most impressive things ever. Most realistic water simulation. Never thought this would be possible, but there it is. Look how realistically the foam dissapates on the rocks 12:00
350€ for this is ridiculous. THere are models that cost hunderds or thousands, and they're just a 3D model. If you implement this in your game, it changes it completely, introducing possible new mechanics and gameplay just from this system. This is NUTS
Wait what? Dude could become a millionaire with this only lol
@@privatebryan1924yeah that’s true. But he’s pricing this incredibly cheap for what he COULD extort from other companies lol. I mean good on him, it really helps indie devs or smaller teams, but the price downplays how insane this is
It usually takes a couple years for that research development to make their way into games at playable framerates. I think we'll see some pretty cool stuff over the next few years with how much of the ML physics / light simulation / other enhancements has been getting research funding.
Aside from your camera placement, this was an amazing Demo.
Wow, imagine a Battlefield level, for example, where a dam explodes at the start of the round, and the complex you fight in slowly gets flooded
Infantry zones get moved steadily upwards and new areas can be reached by swimming.
Boats can maneouver through buildings as they fill up, and by the end of the level everyone is forced onto rooftops.
Just tried the demo and wanted to say it runs at between 200 and 320 fps on my 4090 at a resolution of 7,680 x 2160 (dual 4k 55" OLEDs). Never seen anything close to this before.
15:31 the depth doesn´t cost any performance, because there is only a waterlevel grid being deformed. There are probably some helping particles or voxelfields involved but never even does this high performant sim, fll up the scene to the bottom with particles. Maybe there are some very low resolution voxels involved but even that might be limited to some area around the waterlevel in order to transfer velocities from subsystem to subsystem. The fact that textures still move, when the sim is paused, reinforces my assumption:
My highly educated guess: It uses Houdini´s heighfields or a system, that works very similarly. It does't really "care" about how deep the water underneath is - performancewise, because only the surface moves, hence, needs simulation info to deform correctly. It is all clever displacement. Down in the depths there is literally nothing going on so there is most likely also no calculation going on. Or maybe a voxel tesselation of a 10 by 10 by 10 meters per voxel or even lower for general current at that depth level. It at all. You can easily use a single vector down there that uses a small area around the player to determine current direction, so a player can get sucked down, pushed up and so on. The depth is ultimately just a simple float value involved in the calculation deformation solver. That's why the wavegenerator demo works. But not because real particles are being pushed and meshed. That still takes ages at that scale. Even on a 4090.
I don´t want to downplay this. It´s amazing and extremely sophisticated in terms of optimization. But there are some limitations. It cannot create separated entities like a cluster of particles that can splash off. It cannot produce waves that bend over and collapse like for a surfing game. And will not be able to fill up a container and walk around with it and spill puddles with it. But I guess, it will not take that long until we can. This is already a giant leap into the right direction.
It's funny how people can be amazed of things that doesn't require actual power from the GPU.
It's 4 cylindrical columns shaded in a dense fog. The GPU sleeps on it, 250m or 8192m, doesn't matter. :D
And the problem with new games that they are not want to employ artists and programmers who are optimizing clever tricks that puts a realistic and optimal illusion in front of the player, they just want to brute-force all by the engine. These games lack the human touch, the creativity.
They want to outsource LOD-s to AI, they want to outsource map generation to Finite Element Method. And they surprised that people like the games in the past better.
@@realhet You are right. Now every game that uses this add-on will have the exact same water physics. Different games will feel like different skins of the same game
I mean correct me if I’m wrong, I haven’t worked on a game so I’m genuinely inquiring, but why would you need to use GPU on having every particle of water when you can have the same effect by programming that says “when under top layer, you are in a different state where you can’t breath (without apparatus) and are swimming or quasi-floating” for your health info and movement animations and then have some sort of cycling force that kinda swirls back and forth like you said? Wouldn’t that basically do the same thing? Maybe you can add a certain layer of actual particles at the top to get the effect you were talking about with being able to put it in a container?
Using particles was referring to one possible methos of water simulation. But there are no particles involved in the method shown on screen.
In Subnautica you spend most of your time underwater. But imagine Assassins Creed Black Flag!
imagine seeing this in Operation: Harsh Doorstop like for water pipes under the ground being able to get damaged and maybe food a whole town preventing tanks and other vehicles from entering the city also forcing people out from buildings and maybe even be able to kill the electricity in the town, and even cooler would be if maybe we could have physics based materials like dirt that turns in to mud if to much water gets mixed. would be really cool to see, this physics by it self is really awesome.
Subnautica dev's rn: 🤩
Nah cause now they’d have to replace whatever water system they have in their game if they wanted to use it
@ImABotTrust tousché
damn, i want to jump down a waterfall in vr now
As sick as this is, YOU made this video exciting the whole way through. Your enthusiasm and the way that you speak seriously makes you THE GUY to talk about this kind of stuff. Never seen you before, but I'll keep an eye on what you're posting! Also, your beard is literally perfect. I've been trying to get the angles on mine right for like 6 months, and I think I'm gonna steal your style lol
13:43 you can see that this also makes parts of the environment wet you can see the sand is wet from the water! Though my only question is can it make characters show signs of being wet its hard to tell if the robot is wet because of how shiny and white it is!
That would be dependent upon the material physics. Not the liquid physics itself.
To be honest, you shpwing us new tech and being amazed about it was the original reason why I started watching your channel.
I really love Harsh Doorstop but it´s good to know you are still doing these too :-)
Although fluid flux has been around for quite some time now. Obviously no devs are using it in games so far. It is too exepnsive as an addon to just play around with it for fun
Catastrophe SImulator (A game where you have to build barriers etc. or escape (mayb in coop mode) to save before the river overflows/the tsunami gets you/the tornado/the lava destroys your house) would be cool...
Unreal keeps proving its name. Awesome, the water was creeping inbetween the rock crevices. Physics going on....Cannot believe it was not rendered.
Yes, and no. Unreal has had bigger problems like multi-threaded performance and shader compilation stutters for years now, which are arguably way more important to fix than adding stuff like this because those are fundamental problems every Unreal game experiences. And yet, they prioritize stuff like this. It feels strange.
@@Jaap-Relou Your right, I always run into some issue that I have to find a work around for, but eventually things get a fix, by adding more things people can find the 1 that works for their game/cinematic. But your right.
@@Jaap-Relou Who the fuck is THEY!?
@@edwardevans1498 Don't know why your swearing, but ok. Love is the answer brother, not hate 😅 I know now that this is another developer developing this tech for UE engine. With They I refer to the unreal team. I feel they keep prioritising new features over fundamental problems which the engine clearly has.
@@edwardevans1498the system bro, they are everywhere
It's so awesome how altering and combining some code just the right way results such a massive increase in computational efficiency.
A tsunami survival game would be dope with this
I want to see this in a rain demo, in the dark driving down the highway, wipers on, i'd be absolutely mind boggling
Having these water physics in Subnautica 2 would be amazing
Rockstar did such a good job replicating this with there engine, literally any rapids you find in game look almost exactly like this
I can already tell it heavily uses a surface mesh for rendering and simulating. If you watch the waves here 10:00 you'll notice that there is no overhang, just really steep slopes. clever shaders is what really sells it.
You know what we were all waiting to see...a humongous tsunami.
Now I know why it's called "unreal" engine
What kind of magic is this? Each previous release was amazing and this again feels so much better, performant, bigger, and this time ocean and shore line dynamics feel very convincing compared to REAL ocean footage. This makes me want to program a game again. Or just buy it and play with it in editor. xD
And now think about upcoming games like Cyberpunk 2 Orion, Witcher 4 (+ the whole new trilogy) and all these games being developed in UE5. I hope so much that Bethesda will drop the CA and go for UE5 for TES6.
Eddy current 8:30
This video has more slow motion actions then the 300 movies. But a great video non the less.
The only thing I liked was the physics and water effects. This is Assassin Origin, Assassin Odyssey.
Incredible! It would be even more insane if you could shoot holes into the glass tunnel and the water would spill in and fill it up
I think that would be easily possible as the water can flow through things and fill areas up, I think the only reason you can't do that in the demo is because the developer hasn't added it not because he can't add it
Based on what I saw in the video, this is how I imagine the did it: The water surface is a mesh with level of detail (more details close up) and different shader materials that blend based on water speed and direction of flow. The surface mesh get mapped to a fluid simulation based on voxels and maybe particles for fine details on the surface. Voxels can scale really well, because level of detail can be applied, so that the deep ocean could essentially be one big voxel. Also, far away, you won’t need detailed waves, so the system just need to merge and break up the voxels dynamically to ensure sufficient details close to the camera, including lighting effects. Also, the simulation never comes close to VFX in detail, which is compensated for with shaders and particles. Looks very nice though
7:08 If you want to showcase sounds you should probably stop talking constantly. Your audio is so loud that it completely covers up all those amazing sounds you were hyping up, so I couldn't hear a single thing
I think this is just an animation, when the water flows from above it is something that is already animated but then they add physics to the objects “carried by the water current, they also add water wave animation when our feet touch the water, the way to prove that water is physics is to make some kind of barrier in the river so that it makes the water flow in different places
yeah it does look pretty baked. I would like to see it in a non prepped environment and see how it does
I've still not seen a decent accurate physics based scuba diving simulation game, with Boyle's Law, Henry's Law in it, Nitrogen Narcosis, Decompression Sickness, and more. This physics model would certainly be a good basis to start from.
That white water is foam brother.
Foam forming when water collides.
Considering the state of current game development and Rockstars game's budget. I have extremely high expectations for the release of grand theft auto 6. Although I have my doubts, Rockstar can pull it off. However, even if they would, then the community still wouldn't be satisfied.
the depth of the ocean scene scared me in a visceral way
I want to see how it handles a sinking vessel....like a proper ocean liner....not a rowboat
Titanic the video game TM?? 🤔
@@lacm81bro, that would be awesome, imagine the water filling the chambers and rooms while the ship is tilting and sinking.
I feel like I should mention one thing, RDR2 already had this type of water simulation. I used a trainer to spawn random objects to block a stream, and surprisingly, the stream did get blocked and had these bubbly effects at the blockage area. Dropped some fps though, and my water physics was set at ultra.
The closer simulation becomes to reality, the closer i wonder if reality is a simulation.
I was thinking this the whole video lol
you are not the thinker lil bro 😭 🙏🏻
It is, but its source is not a computer
Yup.
2:30 while the propeller spins by itself, dude says, that water pushes it😂
I mean yes it's very cool but You said "it's running in a game".. no it's not.. it's running in the engine with no NPC ai going or environment simulation or weather simulation or animal simulation there's no complex building structures stuff like that so yeah I'm not surprised it runs really well.. put that water simulation in RDR2 on a large scale and let's see how it works
That depth in VR would be killer. Literally 😱😵
As impressive as this is unfortunately it’s not FULLY simulated. It takes a lot of planning to make the water go down waterfalls and fill up pools etc. like you can’t just make a map and have the water simulation automatically work. But that would still work in a game like subnautica and I honestly hope they do this.
8:22
@@briananderson1246like I said LOTS of planning. That map is just really well made.
I don’t understand what makes you say that it isn’t fully simulated? Everything I’ve found online about it, says it is tricky to get it perfect but it IS fully simulated, can’t do caves yet , but bridges work fine “ for the algorithm” based on 2d fluid physics somehow.
Not bing argumentative, just trying to understand.
This looks legitimately impressive. This tech could probably be sold for millions to Epic.
I just came here cause I wanted to hear you say “water” over and over again. Don’t turn it into a drinking game guys - you’ll die. Also make more Johari and collab again with Andromida.
take a shot every time he says "crazy" or "insane"
Running the world map is the first time I've seen convincing rolling surf on a beach in a game environment. Every other engine typically has waves clip through the sand, rather than run up and down the beach. And it runs on my crappy old Nvidia GTX1060 in 1080p at +50fps. Amazing.
More UE5 tech tests and yet we wont see any games using this for another 10 years, like with Nanite or Lumen.
Why? idk why. Ive done UE5 prototypes with Lumen, Nanite and water sim.
Idk why actual full games opt out of using these systems.
Are they just too buggy at scale or impossible to optimize?
Astonishing. Dev needs a ton of recognition for all the hard work I know this required.
in my opinion the speed of the water should affect the force in which it pushes the player and objects, that water was going way too quick for that player to be swimming as calmly... nevertheless, it's all still quite amazing
15:00 my thalassophobia kicks in
Unreal makes great demos.
This is by an indie guy not from Epic, he made this by himself over 3yrs of work.
My PC is looking at me real nervous
BRO this is soo old i saw it from 2 yaers
watch the video
Wtf@@Alex-vz2jz
The boat takes like no collision when the water runs into it. It just starts to float instead of being pushed too.
The reason it is so preformant is because it uses something called a "shallow water simulation" not an actual water simulation
Fuck me, this blown my mind mate!!! I've got over 27 years IT experience and work as an IT Consultant in the UK and I love playing games. Never got into programming or game design so my mind now says "The Computer Says NO" error because I cant compute how this is done. Its just incredible!!!! I've looked at some new games coming out and they look real and I might even say some look better than real if that makes sense. I remember the days of playing games that was 4/8/16/32 colours only and now this in a span of 30 years, just incredible... Nice video mate!!! ❤❤❤❤
Wow, so when you then started swimming I lost it, so normally games are written by code I believe and its sort of set in stone. You can walk, run, swim, fly in certain places and that's it. Its not really fluid, its whatever was programmed and then the code needs to be changed if something is required to be changed but this seems to be a code that is "ALIVE" and changes based on what is happening on screen. So this is the opposite of programming as before because you experience what was programmed and see that on the screen, now what you see on screen and experience is writing or updating the code, hence the environment changed (flooded) making it swimmable. This is insane!!! Our lives will never be the same since AI came to play,.
I've just installed the first AI system in the world for the Courts and Tribunal in Scotland (So the first Court and Tribunal in the world to use this 😁😁😁, so we will be a template for others to come) system to transcribe/translate court cases where in the past it took 5 humans a week to do one days video recording and cost thousands of Pounds to now on-prem AI with on-prem LLM's (due to security concerns) doing it in 106 seconds with a 96& accuracy (the 5 humans was around 92%. Saving the Courts millions a year... So yes, AI scares the shit out of me but I can also see the benefits and if it means in the end we will be wiped out by it then so be it. Reckon it will be the best thing for other life forms on this planet and maybe that is what is mean to to happen. I want to see how far we can push it and if it means we get games like this, I'm all for it!
BTW, the water effects everything except yourself, | would have expected it to push you...
I hate that I can’t just enjoy this tech these days. My mind spends the whole time thinking about how it could look so much better. I used to be able to appreciate tech where it was at, now I’m just cynical.
also we don't ever get to see this stuff used in much outside of tech demos. when i do sit down and try out something that has added new features, i find i have a distaste for the regression in microstutters, bugs, lack of depth, etc.
Would be cool to make some accurate water sim puzzle games with this!
This demo is 2 years old, I downloaded it a long time ago
The reason I'm making this video is because the 3.0 is about to be released. Watch until the end of the video.
17:06
@@Bluedrake42 Why wait 17 minutes to mention that? Why would I watch 17 minutes of something I've already seen and played 2 years ago? If the reason you made this video was to bring awareness of the new 3.0 update, why not bring it up sooner?
Ark Ascended uses its own configuration of fluidflux I believe. However its incredibly tuned down in terms of its usage. Yeah your running it smooth right now in an empty world, but add 50+ npcs in the area that all can interact with the foliage, water, and each other and now its not as performance friendly.
Looks awful in slow motion better at normal speed .
Babe wake up new water just dropped
update ur game.
We’re updating it almost every day… are you not watching the changelogs or what?
@@Bluedrake42 dawg ignore obvious bait😂
@@JustFeral I was going to but then it got upvoted to top comment 😑
@Bluedrake42 15:03 Actually, these are not caustics but are called god rays, it's the same phenomenon that we can see through clouds sometimes. One place where we can see actual caustics though is at around 9:46, on the rock right next to the wave generator.
Pretty awesome stuff! Fluid Flux is getting insanely good! Though a bit expansive for a small studio or solo dev, but from we can see in this video and comparing to what it could offer just a few years back it seems to very well be worth the investment, especially if water is playing a big role in your game.
I wanted to see you throw oil in the water and then have all the oil flatten out the water that would be awesome
I'd love to see if you could apply a wind source and have the wind direction affect how the waves and ocean looks. Classically, wind blowing from the land towards the ocean will make for the best water conditions, and smooth out the turbulence of the water while maintaining the waves - most likely to create 'barrels'. Meanwhile wind coming from the ocean towards the land makes for choppy and messy waves.
I've been seeing these fascinating Tech Demo's for like 5 years now and i still have yet to see any of the tech used in a game. (Although imagine Sea of Thieves with this tech)
8:04 why isn't your guy being affected by the tons of water grabbing his legs? He interact with it when you were swimming earlier. In Gothic 1 you get dragged downstream if you swim, I remember that was cool.
Looks fantastic, and being so computationally cheap is very impressive. The biggest thing missing from making this look properly GOOD is more splashing and particle effects around where the water hits the rocks and having some dynamic mist appear around the larger water falls. THEN we're talking some serious shit. Right now it looks almost a bit too viscous since it doesn't cause much slashing.
15:04 the light rays are God Rays, the wavey shimmer in shallow water or on the back of a whale is caustics.
Very awesome stuff!
But towards the end of the video you can see the texture of water droplets where it is submerged. I dont think it is that far optimized unless there was water inside the Tunnel
Dictionary
Definitions from Oxford Languages ·
Adjective
( ☆ 1. ~ Able to burn or corrode organic tissue by chemical action. "a caustic cleaner"
Similar: corrosive, corroding, mordant, acid, alkaline, burning, stinging, acrid, harsh, destructive
( ☆ 2. ~ Sarcastic in a scathing and bitter way. "the players were making caustic comments about the refereeing"
Similar: sarcastic,cutting, biting, mordant, stinging, sharp, bitter, scathing, derisive, sardonic, ironic, scornful, trenchant, acerbic, vitriolic, tart, acid pungent, acrimonious,astringent, rapierlike, razor-edged, critical, polemic,, virulent, venomous, waspish, sarky, mordacious, acidulous
Opposite: Kind
Noun
1. A caustic substance.
☆☆☆2. Physics : A caustic surface or curve. ☆☆☆ ⬅️ 👀 😬👍 🫡
A disaster game where you actually have to escape a non scripted event would be soooo good..
"Listen to the sounds!"
Continues incessant rambling over the sounds.
We’ve now passed “simulator” and now just have straight up simulations. The level this could be applied. Imagine crime scene recreation. Data recovery. Plane crash analyzation. Submarine testing. Like literally could actually change the world lmao
Damn, the water physics are huge to me - I'm imagining battlefield maps where a Dam explodes and changes the game (or other structures affecting the map), a castlebuilder or like a Valheim where you can use the water to change the map. Survival games as well, terraforming games, etc. This has massive potential.
Single player story driven game based around the pirate era would go hard with this. Truly hope we see a studio take advantage of this soon
the coolest thing about that water, at least for me, is how areas that would have less flow, have less flow. Around the edge off the beaten path at 1:13 the water slows as the course of flow changes and the area behind the fall in 1:19 is near completely stagnant as the water cannot flow away from there, but has been filled. Its amazing. Still not sure how I would use any of this stuff, or for what reason lol. Would be nice to go back to game dev, but I tend to enjoy making text based or 2d games (like classic GBA Zelda lol)
Drake, a 5 years old geek, is flabbergasted by water ! 🤣🤣🤣 I don't give a fuck to have of super photorealistic dynamic water in my game if all of the rest his lame as fuck (scenario, characters, story, universe, gameplay originality, real exciting gaming experiences...) as 98% of triple A games of these days... Next episode of Drake : the clouuuuuuds ! 😂 And next : tuuuuuurd 😂
If one person was able to simulate an entire ocean in Unreal Engine, I can only imagine what this tech would look like if it was made with a thousand people!
Absolutely excited to see the future of gaming !
I do a lot of intense and very accurate fluid sims..
And yes you're right some can take a week to calculate even before rendering but that's down to accuracy, voxel count and scale, and secondary particles like foam, splash and mist, and the file sizes that go with all this data ...
This Unreal sim is great, but it's not doing anything special really, that's why it's also resource friendly.
I just hope that more games incorporate more sims and extra mechanics to calculate in their games so they start utilising more cores. Unless of course this software is using the GPU instead like Liquigen and Embergen does.
At the minute anything over 4 cores / 8 threads is more or less wasted on games is it not?..
Might be wrong but did Rdr2 not have a similar system for liquid ?
The possibilities are endless.
You could have a town that is behind a dam and break it if you want and then the things in the town get washed away randomly so when you try to find them they are always in a different place with each play through perhaps even buried
Next milestone : multiple types of fluids ? Fluids mixing ?? Fluids Reactions ??? Nuclear Explosion underwater ???? We want a Crysis remake now.
Volumetric water is one of those effects I've waited ages for. Simply amazing, my mind is actually blown right now.
Whoever came up with the algorithm and GPU compute code to run this this fast in real time is a genius.