This next-gen simulation for UE5 is insane...

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  • Опубликовано: 17 дек 2024

Комментарии • 1,2 тыс.

  • @ImaginaryBlend
    @ImaginaryBlend Месяц назад +2717

    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 :)

    • @farloux
      @farloux Месяц назад +149

      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.

    • @thundergroup
      @thundergroup Месяц назад +5

      im excited! awesome work!!

    • @201crunt6
      @201crunt6 Месяц назад +8

      Minecraft 2.0 please

    • @ujugamestudio
      @ujugamestudio Месяц назад +19

      Man, 3 years 😱
      You've specialized this area ❤❤❤

    • @jeremiahshields7827
      @jeremiahshields7827 Месяц назад +3

      Awesome work.

  • @maestro-zq8gu
    @maestro-zq8gu Месяц назад +1850

    It feels like we've been seeing these amazing demonstrations for years now but still waiting for games to use any of it.

    • @PMoney-sk7kb
      @PMoney-sk7kb Месяц назад +174

      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

    • @Billy-bc8pk
      @Billy-bc8pk Месяц назад +68

      @@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?

    • @ImaginaryBlend
      @ImaginaryBlend Месяц назад +82

      It was actually used in Senua's Saga: Hellblade II :)

    • @SkyDawg91
      @SkyDawg91 Месяц назад +16

      Genuinely curious how many people in the world right now would even be able to run it and for it to be stable.

    • @ImaginaryBlend
      @ImaginaryBlend Месяц назад +35

      @@SkyDawg91 My 10 years old notebook (Lenovo Y50 - GTX 960M) says 'at least 25FPS on every map'.

  • @nuclearmouse6354
    @nuclearmouse6354 Месяц назад +496

    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

    • @nuclearmouse6354
      @nuclearmouse6354 Месяц назад +7

      meant underwater facility

    • @FordHoard
      @FordHoard Месяц назад +7

      Titanic: Honor and Glory was supposed to have this. I think they said it won't have it anymore.

    • @samuelalvarez_art
      @samuelalvarez_art Месяц назад +1

      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.

    • @chagaze7199
      @chagaze7199 Месяц назад +8

      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.

    • @StaYUTI420
      @StaYUTI420 Месяц назад +1

      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!

  • @KCM25NJL
    @KCM25NJL Месяц назад +341

    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.

    • @BenjaminDelmas-v1o
      @BenjaminDelmas-v1o Месяц назад +27

      ya it's huge for a person but it's nothing for a studio.

    • @o_o9039
      @o_o9039 Месяц назад +20

      ​@@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

    • @CallumCarmicheal
      @CallumCarmicheal Месяц назад +3

      @@o_o9039 Yes but you will need to integrated it with the graphics yourself if you want something that looks nice.

    • @OreoRobDog
      @OreoRobDog Месяц назад +3

      speak for yourself. its a steal its not giving it away. its 350$

    • @TheImbeseal
      @TheImbeseal Месяц назад +2

      @@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
    @VALLANCEGAMING Месяц назад +322

    Very cool, now we just need those rocks to become darker where water has touched it

    • @dakaodo
      @dakaodo Месяц назад +37

      That's just a texture thing. Games and demos have done mud/blood/wet textures and decals for a long time now.

    • @VALLANCEGAMING
      @VALLANCEGAMING Месяц назад +35

      @@dakaodo Oh yea I am aware of that, I just mean this particular demo needs to implement it

    • @dakaodo
      @dakaodo Месяц назад +4

      @@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

    • @VALLANCEGAMING
      @VALLANCEGAMING Месяц назад +1

      @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.

    • @privatebryan1924
      @privatebryan1924 Месяц назад +2

      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?

  • @CallardAndBowser
    @CallardAndBowser Месяц назад +166

    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 !!

    • @dainjah
      @dainjah Месяц назад +2

      in VR ! :)

    • @Casey_N7
      @Casey_N7 Месяц назад +3

      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.

    • @Kholaslittlespot1
      @Kholaslittlespot1 Месяц назад +1

      ​@@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+

  • @Omili
    @Omili Месяц назад +41

    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.

  • @nottoogoo
    @nottoogoo Месяц назад +50

    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.

  • @CC-qx7hk
    @CC-qx7hk Месяц назад +100

    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
      @beastmasterbg Месяц назад +2

      to bad if they make games the optimization will awful

    • @SIINAPB
      @SIINAPB Месяц назад +2

      @@beastmasterbg optimization is coming, with advancing hardware and software optimizations but first they are pushing and innovating tech in many different fields.

    • @askeladden450
      @askeladden450 Месяц назад

      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.

    • @electricdazz
      @electricdazz Месяц назад

      Apparently Valve is working on those things with HL3/HLX

  • @Fellow_Traveller1985
    @Fellow_Traveller1985 Месяц назад +116

    I was hoping for a mega tsunami simulation.

    • @GiftFromGod
      @GiftFromGod Месяц назад +7

      I kinda expected a 2012 or Interstellar type of scene too

    • @GardenGuy1942
      @GardenGuy1942 Месяц назад

      MAGA?? REALLY? Politics have nothing to do with this.

    • @MrMontanaNights
      @MrMontanaNights Месяц назад +12

      @@GardenGuy1942 Lol. He said MEGA, not MAGA. As in, a "giant" tsunami.

    • @ptwon7136
      @ptwon7136 Месяц назад

      @@GardenGuy1942 facts

    • @GardenGuy1942
      @GardenGuy1942 Месяц назад

      @@MrMontanaNights ok I see now. I’m still voting for Donald Trump.

  • @perfectionbox
    @perfectionbox Месяц назад +146

    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.

    • @chrismathewsjr
      @chrismathewsjr Месяц назад +5

      we'll see. i foresee even more bugs and microstutters in our future

    • @MadsterV
      @MadsterV Месяц назад +41

      you mean the realtime fluid simulation of a whole beach could impact performance? who would have thought!

    •  Месяц назад +1

      Looks ugly off the bat too sadly.

    • @perfectionbox
      @perfectionbox Месяц назад +13

      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.

    • @deloford
      @deloford Месяц назад +10

      It runs at over 250fps at 7680x2160 on my PC so I suspect you could quite easily fit some other game stuff in there!

  • @mrburns366
    @mrburns366 Месяц назад +25

    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

    • @GraveUypo
      @GraveUypo Месяц назад

      not possible with this since you can't have water over water with it.

    • @OreoRobDog
      @OreoRobDog Месяц назад

      @@GraveUypo i dont think you realise what he means

    • @heyy1829
      @heyy1829 3 дня назад

      ​@@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)?

  • @Stonehawk
    @Stonehawk Месяц назад +25

    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
      @coldreaderNETNEWS Месяц назад +1

      wrong.

    • @Stonehawk
      @Stonehawk Месяц назад

      @@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.

    • @Mark_badas
      @Mark_badas Месяц назад

      ​@@Stonehawk What if the environment changes. Like someone walks through it, or a giant boulder falls in? It needs to be updated continuously.

    • @Stonehawk
      @Stonehawk Месяц назад +1

      @@Mark_badas then only the localized exception needs to be recalculated in that moment and not the whole thing.

    • @dusky6280
      @dusky6280 11 дней назад

      Damn that's crazy dog 💀

  • @Psychonaut-im3zz
    @Psychonaut-im3zz Месяц назад +16

    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

  • @SedrikGSX
    @SedrikGSX Месяц назад +34

    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

    • @privatebryan1924
      @privatebryan1924 Месяц назад +1

      Wait what? Dude could become a millionaire with this only lol

    • @a1m..
      @a1m.. 19 дней назад +3

      @@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

  • @kylek29
    @kylek29 Месяц назад +13

    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.

  • @thecouchyeti
    @thecouchyeti Месяц назад +7

    Aside from your camera placement, this was an amazing Demo.

  • @alexbedwell5227
    @alexbedwell5227 Месяц назад +7

    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.

  • @deloford
    @deloford Месяц назад +5

    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.

  • @sikliztailbunch
    @sikliztailbunch Месяц назад +15

    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.

    • @realhet
      @realhet Месяц назад +4

      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.

    • @sikliztailbunch
      @sikliztailbunch Месяц назад

      @@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

    • @DerekJohn
      @DerekJohn 6 дней назад

      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?

    • @sikliztailbunch
      @sikliztailbunch 6 дней назад

      Using particles was referring to one possible methos of water simulation. But there are no particles involved in the method shown on screen.

  • @kylewinters8531
    @kylewinters8531 18 дней назад +4

    In Subnautica you spend most of your time underwater. But imagine Assassins Creed Black Flag!

  • @cybercat8819
    @cybercat8819 Месяц назад +4

    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.

  • @Aaron_oder_so
    @Aaron_oder_so 19 дней назад +9

    Subnautica dev's rn: 🤩

    • @ImABotTrust
      @ImABotTrust 7 дней назад +1

      Nah cause now they’d have to replace whatever water system they have in their game if they wanted to use it

    • @Aaron_oder_so
      @Aaron_oder_so 7 дней назад

      @ImABotTrust tousché

  • @fooboomoo
    @fooboomoo Месяц назад +8

    damn, i want to jump down a waterfall in vr now

  • @milkdawgmcgee7498
    @milkdawgmcgee7498 28 дней назад +3

    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

  • @TheDman131
    @TheDman131 Месяц назад +4

    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!

    • @CynHicks
      @CynHicks Месяц назад +1

      That would be dependent upon the material physics. Not the liquid physics itself.

  • @sikliztailbunch
    @sikliztailbunch Месяц назад +3

    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

  • @Xenomystus
    @Xenomystus Месяц назад +2

    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...

  • @2020Tech4U
    @2020Tech4U Месяц назад +21

    Unreal keeps proving its name. Awesome, the water was creeping inbetween the rock crevices. Physics going on....Cannot believe it was not rendered.

    • @Jaap-Relou
      @Jaap-Relou Месяц назад +1

      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.

    • @2020Tech4U
      @2020Tech4U Месяц назад +1

      @@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
      @edwardevans1498 Месяц назад +1

      @@Jaap-Relou Who the fuck is THEY!?

    • @Jaap-Relou
      @Jaap-Relou Месяц назад

      @@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.

    • @OnemoreJoker
      @OnemoreJoker 17 дней назад

      @@edwardevans1498the system bro, they are everywhere

  • @jkasar
    @jkasar Месяц назад +1

    It's so awesome how altering and combining some code just the right way results such a massive increase in computational efficiency.

  • @Hamilton_Gilpin
    @Hamilton_Gilpin Месяц назад +3

    A tsunami survival game would be dope with this

  • @XeonPrototype
    @XeonPrototype Месяц назад +2

    I want to see this in a rain demo, in the dark driving down the highway, wipers on, i'd be absolutely mind boggling

  • @TheOnlyStealth17
    @TheOnlyStealth17 15 дней назад +2

    Having these water physics in Subnautica 2 would be amazing

  • @sleeksky3740
    @sleeksky3740 Месяц назад +2

    Rockstar did such a good job replicating this with there engine, literally any rapids you find in game look almost exactly like this

  • @paddleman3131
    @paddleman3131 Месяц назад +4

    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.

  • @The.Pickle
    @The.Pickle Месяц назад +6

    You know what we were all waiting to see...a humongous tsunami.

  • @Gannon777
    @Gannon777 12 дней назад +3

    Now I know why it's called "unreal" engine

  • @JBJHJM
    @JBJHJM 25 дней назад +1

    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

  • @sonatine3266
    @sonatine3266 Месяц назад +3

    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.

  • @Ligby
    @Ligby Месяц назад +6

    Eddy current 8:30

  • @Harddiskfail
    @Harddiskfail Месяц назад +5

    This video has more slow motion actions then the 300 movies. But a great video non the less.

  • @joeshill3667
    @joeshill3667 Месяц назад +3

    The only thing I liked was the physics and water effects. This is Assassin Origin, Assassin Odyssey.

  • @bluntonaut
    @bluntonaut Месяц назад +4

    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

    • @josinboop6132
      @josinboop6132 9 дней назад

      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

  • @pedjoha
    @pedjoha 3 дня назад

    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

  • @StalwartTirith
    @StalwartTirith Месяц назад +13

    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

  • @weknowyou777
    @weknowyou777 Месяц назад +2

    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

    • @nuztuz903
      @nuztuz903 Месяц назад +2

      yeah it does look pretty baked. I would like to see it in a non prepped environment and see how it does

  • @Hipporider
    @Hipporider Месяц назад +11

    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.

  • @bethaapple2102
    @bethaapple2102 Месяц назад +1

    That white water is foam brother.
    Foam forming when water collides.

  • @600k4l
    @600k4l Месяц назад +3

    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.

  • @thevishyfishy
    @thevishyfishy 16 дней назад +1

    the depth of the ocean scene scared me in a visceral way

  • @captain5104
    @captain5104 Месяц назад +5

    I want to see how it handles a sinking vessel....like a proper ocean liner....not a rowboat

    • @lacm81
      @lacm81 Месяц назад

      Titanic the video game TM?? 🤔

    • @OnemoreJoker
      @OnemoreJoker 17 дней назад

      @@lacm81bro, that would be awesome, imagine the water filling the chambers and rooms while the ship is tilting and sinking.

  • @abhirupkundu2778
    @abhirupkundu2778 13 дней назад

    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.

  • @greenhacker0com
    @greenhacker0com Месяц назад +5

    The closer simulation becomes to reality, the closer i wonder if reality is a simulation.

    • @natedisrud
      @natedisrud Месяц назад

      I was thinking this the whole video lol

    • @tr1pmine
      @tr1pmine Месяц назад

      you are not the thinker lil bro 😭 🙏🏻

    • @kolarz2128
      @kolarz2128 25 дней назад +2

      It is, but its source is not a computer

    • @dissuede6949
      @dissuede6949 16 дней назад

      Yup.

  • @Fast-Y
    @Fast-Y 17 дней назад +1

    2:30 while the propeller spins by itself, dude says, that water pushes it😂

  • @seanc6754
    @seanc6754 Месяц назад +5

    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

  • @jsivonenVR
    @jsivonenVR Месяц назад +1

    That depth in VR would be killer. Literally 😱😵

  • @colintibor
    @colintibor Месяц назад +16

    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.

    • @briananderson1246
      @briananderson1246 Месяц назад +2

      8:22

    • @colintibor
      @colintibor Месяц назад +3

      @@briananderson1246like I said LOTS of planning. That map is just really well made.

    • @FurlongStrongPersonal
      @FurlongStrongPersonal Месяц назад +9

      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.

  • @ShapeshifterOS
    @ShapeshifterOS 17 дней назад +1

    This looks legitimately impressive. This tech could probably be sold for millions to Epic.

  • @Crux_Riajuu
    @Crux_Riajuu Месяц назад +4

    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.

    • @Agret
      @Agret Месяц назад +1

      take a shot every time he says "crazy" or "insane"

  • @TankUni
    @TankUni Месяц назад

    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.

  • @Baleur
    @Baleur Месяц назад +3

    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?

  • @bobhawkey3783
    @bobhawkey3783 Месяц назад +1

    Astonishing. Dev needs a ton of recognition for all the hard work I know this required.

  • @BlairSantos
    @BlairSantos Месяц назад +8

    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

  • @onlyarandomusername
    @onlyarandomusername Месяц назад +2

    15:00 my thalassophobia kicks in

  • @vulcan4d
    @vulcan4d Месяц назад +4

    Unreal makes great demos.

    • @Agret
      @Agret Месяц назад +5

      This is by an indie guy not from Epic, he made this by himself over 3yrs of work.

  • @ttrestle
    @ttrestle 12 дней назад +1

    My PC is looking at me real nervous

  • @xwt_0989
    @xwt_0989 Месяц назад +12

    BRO this is soo old i saw it from 2 yaers

    • @Alex-vz2jz
      @Alex-vz2jz Месяц назад +1

      watch the video

    • @xwt_0989
      @xwt_0989 Месяц назад +1

      Wtf​@@Alex-vz2jz

  • @EviLLivEClan
    @EviLLivEClan Месяц назад

    The boat takes like no collision when the water runs into it. It just starts to float instead of being pushed too.

  • @MyEarsHurts
    @MyEarsHurts Месяц назад +3

    The reason it is so preformant is because it uses something called a "shallow water simulation" not an actual water simulation

  • @Daniel-n7b7d
    @Daniel-n7b7d Месяц назад

    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...

  • @lamsmiley1944
    @lamsmiley1944 Месяц назад +4

    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.

    • @chrismathewsjr
      @chrismathewsjr Месяц назад +2

      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.

  • @HawksNestYT
    @HawksNestYT Месяц назад

    Would be cool to make some accurate water sim puzzle games with this!

  • @LegendaryNuggets
    @LegendaryNuggets Месяц назад +4

    This demo is 2 years old, I downloaded it a long time ago

    • @Bluedrake42
      @Bluedrake42  Месяц назад +9

      The reason I'm making this video is because the 3.0 is about to be released. Watch until the end of the video.

    • @theloafer7769
      @theloafer7769 Месяц назад +3

      17:06

    • @LegendaryNuggets
      @LegendaryNuggets Месяц назад

      ​@@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?

  • @Taczy2023
    @Taczy2023 21 день назад +1

    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.

  • @PhilipKerry
    @PhilipKerry Месяц назад +15

    Looks awful in slow motion better at normal speed .

  • @mandarinduc9756
    @mandarinduc9756 11 дней назад +1

    Babe wake up new water just dropped

  • @shiddfard1353
    @shiddfard1353 Месяц назад +28

    update ur game.

    • @Bluedrake42
      @Bluedrake42  Месяц назад +8

      We’re updating it almost every day… are you not watching the changelogs or what?

    • @JustFeral
      @JustFeral Месяц назад +2

      ​@@Bluedrake42 dawg ignore obvious bait😂

    • @Bluedrake42
      @Bluedrake42  Месяц назад +7

      @@JustFeral I was going to but then it got upvoted to top comment 😑

  • @SpasmAtaK
    @SpasmAtaK День назад

    @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.

  • @isayawhaat1634
    @isayawhaat1634 Месяц назад +1

    I wanted to see you throw oil in the water and then have all the oil flatten out the water that would be awesome

  • @scott-richardson
    @scott-richardson Месяц назад

    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.

  • @TheGoobMeista
    @TheGoobMeista Месяц назад +2

    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)

  • @nanach6276
    @nanach6276 9 дней назад

    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.

  • @SpankeyMcCheeks
    @SpankeyMcCheeks Месяц назад

    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.

  • @7kortos7
    @7kortos7 15 дней назад

    15:04 the light rays are God Rays, the wavey shimmer in shallow water or on the back of a whale is caustics.

  • @0IHasanI0
    @0IHasanI0 Месяц назад +1

    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

  • @briananderson1246
    @briananderson1246 Месяц назад +1

    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. ☆☆☆ ⬅️ 👀 😬👍 🫡

  • @MaxskiSynths
    @MaxskiSynths Месяц назад

    A disaster game where you actually have to escape a non scripted event would be soooo good..

  • @Pilot--
    @Pilot-- Месяц назад +1

    "Listen to the sounds!"
    Continues incessant rambling over the sounds.

  • @GVlVG
    @GVlVG 26 дней назад

    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

  • @ryankoch504
    @ryankoch504 Месяц назад

    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

  • @Suzuki_Hiakura
    @Suzuki_Hiakura Месяц назад

    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)

  • @GwenVIBANCOS
    @GwenVIBANCOS 12 дней назад +1

    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 😂

  • @Nasrul260
    @Nasrul260 Месяц назад +1

    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 !

  • @R1PPA-C
    @R1PPA-C Месяц назад +1

    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?..

  • @CharlieBarton-m2x
    @CharlieBarton-m2x 16 дней назад +1

    Might be wrong but did Rdr2 not have a similar system for liquid ?

  • @notthemessiah9243
    @notthemessiah9243 Месяц назад

    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

  • @jjvp1249
    @jjvp1249 16 дней назад

    Next milestone : multiple types of fluids ? Fluids mixing ?? Fluids Reactions ??? Nuclear Explosion underwater ???? We want a Crysis remake now.

  • @alanfi7646
    @alanfi7646 Месяц назад

    Volumetric water is one of those effects I've waited ages for. Simply amazing, my mind is actually blown right now.

  • @skorne7682
    @skorne7682 Месяц назад

    Whoever came up with the algorithm and GPU compute code to run this this fast in real time is a genius.