A little bit of explanation from a 3D Generalist - the features you see in Unreal 5.4 are not something exceptionally new that you couldn't get in other software but what they are doing is getting rid of the "issues with the pipeline" for assets. Usually to make a game you would need to Make a 3D model and then make sure "The textures will work in the engine", "The Animations import correctly", etc. You had several Software packages from several different companies - and you hoped it all worked out. Unreal 5.4 is basically putting all of the features you need - directly into the engine itself. This cuts down on SO MUCH NONSENSE related to importing assets that it's an incredible time saver. It also is a direct competitor to all the software out there that provides the features. No longer you need to purchase Substance Designer and Substance Painter - you can just make the materials in UE5.4. Same with the motion matching animation. You no longer need to spend a ton of time, making sure the State Machines all work correctly - you just create animations, name them correctly and the system assembles it for you. It's a gigantic time saver. It cuts costs - especially for Indie developers. These updates will directly impact indie Devs in a positive way. You just need a Team that "learns Unreal engine" - and you can all work Remotely, cause there are no pipeline issues anymore. Everyone has assets that work in the engine from the get go. So yeah - very impressive.
Couldn't agree more, it took more than 1 week of research to figure out how the automatic import textures from substance painter to maya arnold works. Most "professional" software are often extremely bloated and riddled with bugs that make certain features, especially the cross-software one, unsuable.
One issue with this approach is that once substance designer and blender come up with new and better ways of creating things, UE will now be bloated with features that no one should use, yet lots of people still will - because they don't know any better. Another issue is that the more features unreal gets, the more unwieldy it will become, since everything needs to work with everything else. Not to mention that you have to live with UE's fantastically terrible ux. I haven't experienced any of the artists at my studio complain about "pipeline issues" between other software and UE. If anything, they're very happy with how smooth it is. With that said, maybe it's just doomsday thinking and it turns out great in the long run. But we already have a pretty good contender for this where it has already happened - Unity. It's trying to appease so many possible angles of use that simply knowing what tools you should use within the engine is a minefield.
It will take a while for them to get better than the adobe suite. They are trying to do everything at the time, and it takes years to catch up. I believe that inside the industry, no changes will occur for some years (At least in the bigger studios with high budget)
they make everything look easy with Demos in this video, but its actually really difficult to produce each thing showed in the video unless you are an expert
@@majorleaguegrowing That is silly. I learned EVERYTHING about Unreal Engine. With no teacher, no paid tutorials. You learn to do one thing, that becomes a part of you. You learn the next thing, it all builds and before you know it?" It is all easy
@@majorleaguegrowing facts the viedeo let it look like its done within a few minuts and not difficult or any thing but if you realy want to make something unique it will take some time + brain cells thinking about a sollution for your mechanics, because if u only going to use tutorials its just the copie of someone else Game and not a unique game
the best of the nodes is for people never using them it feels like "oh so easy" later when you realize you need to exactly connect one to another one to maybe 1 of 20 options... no longer looks that easy... xD
Back in the 90's I started smoking because I had nothing else to do while waiting for all the frames to render and make sure they would actually render overnight. When I quit working in CG, I also quit smoking.
18:06 It's worth noting that the donuts did not have any collision, while the video with the milk he was comparing it to did have collision. Collisions between objects is one of the, if not the biggest performance hit. These are just particles with a 3D model, and we've been able to render millions of particles at once for many many years now.
he made it all look so easy, actually doing these things is not just turning on UE 5.4 and pushing a button, setting up those graphs, animating, rigging and so on... is still just as a big of a task as it used to be. My real concern is that big companies will get even more greedy and they will focus on real life graphics while trying to cut everything else, less developers means less variety in games and prices won't go down, only salaries of the higher ups will go up.
been playing the PS2 a lot lately modern games are boring and i think part of that can be blamed on graphics and how everyone has such a hard on for photo realistic graphics
Still at PS2 graphics in most games, NGL.... only 0.01% is using UE5... the rest use their own engine, old engine and or they make their own engine to jack up the cost...
@@hunterxgirl i've had to learn both at school back in the day, and i can say unreal is much more intuitive than unity, if it helps. And your knowledge from unity isn't lost. though unity is more coding and unreal is about nodes, the essential stay similar. The hardest part is switching engine mid-game devloppment :/
I just love the idea of some game devs creating a huge rpg world. Then forming the games plot around warring factions fighting over the land and its resources. Being able to procedurally generate the land imbetween, at least to my perspective, frees up so much time for the devs to really get into the nitty gritty details of what makes the world. Monsters, dungeons, factions, mechanics, player impact on the world.
This features are not new, but are all over the place, on lots of software that we use on a pipeline. What we are seeing here is that Unreal is integrating a lot of tools used on a game pipeline inside the same engine, the same thing blender is doing, a single software that does moddeling, sculpt, texturing, rigging, animating, editing and post editing... unreal is doing the same. It still doesnt replace the powerful softwares on the pipeline, but it defnitly makes the process more democratic for new devs. The industry software pipeline is really expensive, and having similar tools, for free, integrated into the engine, even if its not as powerfull as the other specific software, is amazing for new devs or indie devs.
You can't really compare the doughnut simulation to Starfield's though. It's in a vastly different setting. The unreal simulation was mainly just simulating donuts. Starfield's was simulating the bricks and the map, in-game systems, animations, etc. A more appropriate example may be trying to simulate doughnuts in say, the Matrix city.
@@mercerwing1458 In the doughnuts demo there also weren't any physical interactions, which is the biggest performance hit to the whole simulation in starfield. The starfield physics actually handle the simulation quite well. Without any physical interaction you could render 1 mil doughnuts at +60fps no problem.
The thing about Starfield using Bethesda's engine over Unreal is due to them being able to make it how they want; there is also the topic of modders being more able to work with a system similar to Skyrim and Fallout, which I am all for. For those not aware, Skyrim Special Edition has a multiplayer mod that performs well and quite stable at 20-40 players, and the same team started working on a Fallout 4 one that looked promising, but was discontinued and replaced by a Hogwarts Legacy mod project, which they had just stress tested with over 150 witches and wizards at the time I found out about it; A dev from the same team also ported the code from the Skyrim mod to Starfield, getting to about 70 percent completion, before playing the game, declaring it crap, and posting the unfinished port to Github. The performance gains would be amazing for games like starfield, if it was ported to UE5, but the only reason I planned on buying it was if I could play with friends, be a crewmate on their ship, and help them raid and complete missions.
It is important to understand (full time game developer here) that while this has the potential to very much reduce iteration speed when it comes to bypassing the lengthly cost of waiting for high quality renders in non-real-time engines, the actual workflow of producing and generating content is still not all that different. This isn't some magic fix for solo devs that want to get into cinematics. It's definitely a big step in a very good direction, and a very cool thing, but for 95%+ of game developers this isn't actually a toolkit of things that have never been available, they're just now much more available in a much more tight nit space, -out of the box-. Previously most developer would buy special packages to be able to do these kinds of things in Unreal and Unity.
I'm a 3D artist and animator, and I'm loving leaving the modelling behind and concentrating on the cinematics in UE5. Some of the UE5 workflows are seriously superior to the likes of Maya/Max/Softimage/C4d etc, and it's a joy to work with realtime viewport. Taking the rendering step out does more than speed up that step of the workflow, it takes people out of the piepline.
I just finished typing a comment to the same effect! At the very least though I'm glad to see Asmon appreciating the ingenuity of the game design tools we've been using already.
I don't know if it's just me, but seeing the evolution of Unreal, and what it is capable of gets me extremely giddy and excited. I got the same way seeing the progress of The James Webb Space Telescope.
As an aspiring animator I understand how much of a breakthrough this is. Stuff like this last year would've either been impossible or take an ungodly amount of time to render. Now we can do what was almost or flat out was impossible, instantly.
@@YAgamer1995 I seen this about a year ago on 2 min papers channel. Prompt to animation has been a thing now. Still a bit messy, unreal team have smoothed everything out. Next will be gaussian splat type 3d. Then using similar technology to make animations. Midjourney just announced 3d is coming. They just hired some industry leaders from gaming, apple, nvidia. Exciting times.
Wow, Exanima developers made the transition between animations over 5 years ago. It turns out this is an incredibly cool thing that I noticed but didn’t know was a breakthrough. I respected these guys even more.
Most of this technology has already been around for years. What's impressive is that it's packaged into the game engine itself. When I work on games, I use Blender for 3D models, rigging, and animations, Krita/Gimp for textures, and Unity to tie it together with logic. I've also created some of my own procedural terrain generator that works similarly to what was showcased here. We've just never seen all these features as part of the same program before. It mainly means faster workflow and fewer compatibility issues. It's not exactly revolutionary, but very, very convenient!
i just hope unreal improves the animation enviroment soon or with this update, cus for now the biggest thigns keeping me on blender are how easy it is to animate there and being able to model stuff on the same place, if unreal adds that i feel fully switching would be more posible
I love videos like this, because (to someone who didnt know beforehand) the narrator will explain a limitation that has existed for years and we will be like "yeah that makes sense" and then immediately be like "UNTIL NOW" and show some groundbreaking shit and we are like "OH THATS BETTER"
@@justaguyfromeurope Don't insult our lord and saviour! seriously though yeah, ever since he said "it just works" and it infact did not just work he's been a bit of a laughing stock. he's started gaining popularity again though now the fallout series is doing well
An all-in-one solution environment for video game development, animation, texturing, graphic design, procedural generation and fool-proof rigging without needing to code. Just hook up a bunch of the appropriate nodes in a graph, tweak it for a while and you're done. The fact that they've also increased output fidelity (in real-time) while increasing performance rate is even more mind blowing. I wonder what kind of ancient eldritch mathematics they've discovered to be able to achieve this XD
Hotline Miami is one of my favorite games and graphical fidelity is the last thing it's known for. I don't care about graphics, just make a good game with good art direction.
unreal engine doesn't only used in gaming, chinese animators uses game engine to make anime. one of my favorites is the Throne of Seal and graphics are really amazing
The motion animation selectors will work seamlessly with motion actors now. You just create a list of motions for the actors to act out. Drop them into the system and it'll just work.
not really, more iterations doesn't solve the uncanny effects that come from trying to rig match from motion sensors, an animator still has to look over every sequence to catch the IK mismatches
As a 3D generalist and game developer, I've been using Unreal Engine since 2017. I had to learn around 15 different software applications because, at that time, there weren't many tools for creating 3D models, UVs, cloth simulations, and rigging. I had to create these assets in different software programs and then import them into the engine. Gradually, Unreal implemented everything needed for visualization, cinematics, and development. This is going to save a lot of time 😊.
This technology has existed for a long time, you still need people to make the systems, you still need people to make/clean up the animations, you still need people to set those animations up in script. Nobody is getting replaced, it's just a different way of handling movement & animation, not all games will use this way.
@@gezenews can you reiterate that? cause it sounds to me it makes the labor market have less opportunity on a software thats free to use by anyone and only starts charging when you earn your first 1M if you are a developer, and $1k+ for evryone else like arch vis to name a few
@gezenews Except the market demand will mean they can produce more content faster and cheaper. Of course people won't pay for every game that floods the market, so game publishers will have to either make the game even better than ever before or make them cheaper to match the demand. Supply and demand will always remain true.
@@ladyville3 That's completely unrelated to any of my points? And even then, no, there are far too many variables for an AI to take into consideration for it to go in and precisely clean-up choppy keyframes, or retarget armatures, or fix blendshapes they would need to pull from data that specifically tells them what to do and every situation is slightly different, the variability is just too much. People keep talking about the AI uprising, but I haven't seen it have much of an impact? It's been around for a long time and it's more or less being used as a tool alongside other things rather than a way of replacing peoples jobs.
18:40 the major difference between the donut simulation and anything in starfield is collisions. Collisions are off in this case, but they are one of the more expensive processes computationally-speaking.
I’ve been playing games for at least a decade and a half, and have modeled & animated on different software such as 3DS max, Lua, adobe, etc. Unreal is the best thing to ever happen to not only gaming and animation, but to technology as a whole. It’s so good it must be unreal.
playing games since pong, been a coder, 3D modeller, animator, and compositor in my time. Nothing has excited me as much as UE5. I've been learning it for the past few weeks and it's fricken amazing.
10:58 - paraphrasing, the best way to have a BIG open world that doesn't feel empty and boring is like 80% PCG and 20% done by manual design This is exactly what Rust does, and it works great. The landmass and biomes are all procedurally generated, but there are a bunch of Monuments, or landmarks, of various sizes that are designed by hand. When the island is generated, part of the generation selects which Monuments will be present, and where they will appear. Some Monuments can only appear in certain biomes, some can appear in any biome. Monuments are very important to the gameplay since the largest ones usually have the best loot, but are also the most dangerous, not just because they're contested by other players, but they frequently have enemy NPCs to fight to get the good shit. Rust's greatest strength is the way it handles the map, for sure.
Do it! It's free and you will get addicted 100% :D Even if you only use it as a hobby it drags you in really quickly! Also you get free marketplace assets every month and whenever they feel like giving away some cool stuff! However it takes a good amount of time to get things working and you will have to watch tons of youtube videos and you will re-watch them a lot. Also expect to watch multiple videos to get to a single solution! :D I've been using unreal as a hobby for about 4 years now and I've bought tons of assets from the marketplace and honestly for someone like me that likes to create shit and just play stupid shit its the best thing ever! I can make a crappy almost not working diablo singleplayer clone in a week now without any fancy graphics and without the use of any assets or templates and I bet every actual game dev would hate the way I do things but its fun and it works! :D Also doing escape from tarkov cloes with the fps template is super fun :D simple racing games with the template are also fun! You can do so much with it honestly... I probably would pay for the engine if they ever decide to release a pay to use engine... I really like it!
It's kinda funny to see non devs thinking any of this is new and will replace people. All of this is pretty standard already, every large studio has been using similar tech for many years, procedural generation requires technical artists and has some limitations due to the nature of it, it doesn't remove jobs but it allows larger games to be made. Epic added these tools to Unreal but they are still very limited compared to dedicated software like Houdini(which has integration with Unreal). Take the donut example, 200 objects is nothing, open Houdini and simulate a billion donuts.
I remember a dream I had where I was traveling very quickly over a huge amount of land and everything was so beautiful and you just knew life and settlements were all throughout the land and water even though you couldn't see it all. Green and blue in sunlight and everything clean. When I woke up it made me think of video games from the future how good they would be. Gave me that good but weird feeling you get after one of those dreams too.
I work with Cinema 4d and UE as a motion designer and also make a lot of product visualisation, new UE is great but still falls behind C4d when it comes to details on renders and those details cheat the eye.
haha good vid but always makes me chuckle to watch people react and get so excited about things are aren’t new, just new to unreal. Like the Ik bone rigging, procedural texture map gen, etc. hahaha I’ve been a cgi animator since 1999 and used to be the reseller in my state for Maya, Studio max, lightwave, and all discreet products(edit*, flint, frost, flame, etc) as well as a post production engineer and manager. It’s has been extremely cool to see how far things have come over the last two decades, especially some of the common tools now that are real time or slider based which have me laughing at how fast they are compared to how much time it used to take to create and then render the same things 20 years ago. Anyone remember waiting to calculate volumetric lighting, radiosity, or hyper voxels? hahaha. Back in the day when clicking the render button and watching the render manager tell you estimated time was 2386 mins per frame just for a simple draft image to test your layout.
Yes, I didn't even know that there wasn't a blend mode for animations/auto calculation of intermediate key frames for the animation, mas using a 'free' game engine and run in real time is still pretty impressive
@@macviriimaybe you know stuff like that but not every person does. Idk why y'all would be suprised. Kinda douchebag sounding.. a little snobby sounding. Wouldn't expect less from some non social nerds though. Us normal people who don't know much about this stuff find it interesting and cool. What's funny about that?
I'm cinema 4d motion designer for 8 years now. this is literally a motion designer's pipe dream. UE's already very asset friendly. the only uphill battle is just learning the new UI and components which is somehow more difficult than effectors and physics lol
Also people saying that we don't need devs or designers etc. That's just wrong, we are going to need more. Remember, with efficiency, the result is that we can do more stuff at a higher speed. Why would you increase production, and fire people to keep the same rate of development. All this means, is that we are going to be able to produce more, in a shorter amount of time. Aka if you have 100 people making 1 game in a year, now those 100 people can make 2 games a year.
I'm glad someone gets it. The real issue is, if developers can be bothered to try to make good games, this will allow them to make much better games because people can focus on things that matter, instead of ironing out workflow issues. And if big companies don't want to make good games, well, they'll be knocked off by indie developers that find it easier and easier to make games.
This is amazing because i have been using blender but the load on my rig was always too much even with simple scenes. just previewing my animations with everything turned off like materials, sfx, etc i would get 15 fps. I can not express how happy i am that i can make animations in REAL TIME with normal FPS. not to mention they have drastically improved importing Blender models into Unreal which hindered me using Unreal for a while now. i think this is life changing for a lot of people no joke
Yes, they will be able to lay off a chunk of the industry, however making games will now become cheaper which also means new dev teams will spring up more easily rehiring much of the laid off talent. What this really means for the consumer is more game studios and possibly great IPs that were abandoned coming back.
Uncharted used the motion matching for some cool things.... if near a blazing fire, Drake will shield his face towards the direction of the fire. If he walks close to a wall and he's injured, he will put his hand/arm out to brace himself against the wall while walking along it. I'm sure something similar is used for pushing through crowds. Curious if the newer Assassins Creed games use this.
I grew up in the early days of 8 bit gaming, where the market was full of quirky little games with weird machanics by solodevs in their bedroom. Then we had decades where for 99% of cases, you needed a fairly large studio to make a game. now with UE5 we're back to a single dev being able to make games in their rooms again. I am excite.
@@Daniel_Vital I honestly think it will help gaming more, because now the eccentric ambitious solo devs can really step their game up. I've pretty much seen it with most AAA devs now, i only play stuff that's either a decade old or made by small studios such as HellDivers 2.
@@Daniel_Vital It already is flooded with trash, but now the trash won't cost 100's millions to develop and won't cost 100's $$s to buy. At least the coming indie trash tsunami will be filled with an explosion of mad ideas, unlike the rinse-repeat cycle of the current AA & AAA games.
The parts talking about procedurally generated environments will be used in the Dune Awakening game. They said the PVP zone will have regular sandstorms which change the environment and location of rare resources so clans or the most powerful players can't simply block off areas for other players like they can in games like Ark
@@PyroFortress2007its free to the Point where you earned around 1mio USD$ then you need to pay the License of Unreal Engine 5 for 1850$ a Year so you should keep in mind to make more Games but i do Not know If this is a never ending process
Regarding the generated texture work; you know how in older games the textures are like 64x64 or 128x128, and they look like a blurred mess on a modern HD PC with Bilinear filtering enabled? Well, I kinda think that wont ever become a problem for any game made with unreal 5.4. The game would generate the textures to the appropriate size for the resolution of the monitor. So 20 years from now you play a game made today, it wont look that bad.
For an open world i think the next step is having the different Nodes(oasis , jungles etc) interreact with one and the other into an even bigger subset. So a river would cut through a hill in some amount of time for instance
Dude... Blender is going to become irrelevant at the rate UE are going. I do like Blender though :P Upon watching further, they have taken a lot of features from Blender. This is really good. I may finally start playing with the UE engine.
@@RSA-nuker Indeed, maybe this make the blender team to reconsider their graphic engine approach one more time idk. Anyway blender its open, UE its not... but its way more accessible than most of the professional software, and you can find a tutorial for it everywhere on the net. Hopefully AI doesnt kill this kind of job for future generations lmao. I myself im not a 3D artist or something, but hard surface modeling and animations on blender has been so fun to learn to complement with my engineering projects... Its always fun to learn this kind of things, and im glad UE5 its getting so much better putting everything in the same software.
Nobody will use UE5s own modeling tools if they release something like this. Industry standard was always Max or Maya, Blender was good for freelancers, but Blender is well thought trough, unreals implementations were always complete jank and no serious artist used that stuff. The only good things in Unreal is Blueprints, the C++ Implementation and the Foliage tool. Everything else is jank. UE5 also does not need this because making a proper 3D Model is not a task of 20 minutes but rather hours, so usually you make mulitple models before you import them into UE.
i think what we are seeing right now in gaming engines is the same thing that happened with general technology between 1860 and 1960. sure, 100 years sound like a lot, but not once you realize that we used bronze, copper, and tin for literally everything for 1000 years, then found a way to process iron for 500, then found a way to process iron into steel via carbon hardening. but we went from horse and carriage for a thousand years, to steam engines and water wheels, and then we went to Internal combustion engines, to diesel, to nuclear and solar in the course of 100-200 years. the same thing is happening in gaming. the first 50 years of gaming was slow but steady, and now that this shit has come to the table we're going to see games that look real, feel real, and play immersively real while being created in half the time of games 10 years ago.
the madolorian uses UE for their enviroments on gaint screens. so the cast can see what planet they are walking on while acting so they don't have to pretend to know what they are doing
people complaining about layoffs is dumb cuz these upgrades to unreal can benefit Indie devs too so anyone can use these tools and you dont need to be in a major game company anyway. being an indie dev is better in every way. indie is the future.
Until Unreal becomes a Monopoly then games will just both look the same and still cost $70 or more. I think its a great engine but stuff like what Bethesdas Creation Engine still are way more mod friendly than UE5. Hopefully that won't happen but so far I'm concerned everyone will use it to just be lazy
@@dubjubs im just mainly focused on indie devs utilizing unreal engine 5. as all this tech lowers the barrier to entry it will just make it easier to make indie games and overall greater optimization of the workflow/pipeline of basic game dev as a whole. with the consolidating things to just UE5 no need for Maya or blender or substance.
The motion matching/procedural thing was kinda done by that one guy who's making that rabbit fighting game (ok youtubed it - Overgrowth) that's always being memed on for being vaporware. He did some cool stuff that seemed ahead of its time.
I remember my uncle saying “look how realistic it is” referring to Road Rash 2 as he swerved to avoid a dear on Sega Genesis in 1993… I can’t wait to see what the games look like in 30 years after this.
The PS5 is 4 years old and I still haven't seen a game that looks more visually impressive than RDR2 or TLOU2 back on PS4. This generation has just been a slight improvement over last gen. It still doesn't feel like a generational jump. Hopefully these new engine advancements coming out lately means we can finally see games that are real next gen games.
I think my favorite part of all this is that none of it replaces the actual artists. It just takes a lot of industry-standard tools & practices and consolidates them into a single package. You don't need to dedicate your time & budget on half-a-dozen different programs anymore, as long as you have a team that learns to use Unreal.
Can anybody say we are about to see the age of AAA quality indie games? Because this makes so much of the massive staffing requirements and specialties a lot more generalized, so garage dev teams actually have a hope of making a gorgeous game in less than a decade.
AAA for current standards. While the tools improve, the AAA industry also goes further, somehow like today indie developers can make at home things AAA industry could only dream back in 2000.
9:50 even the far cry map editor you can build a road through the tree generator system. The collection system randomly places tress, bushes and foliage of tropical plants for example without you having to place them all idnvidually and then a road replaces that area. This has been in that game for over a decade.
this is actually very different... on Far Cry ussualy there is forest or there is no forest (gap for a road) here the forest surface is the same but the trees and terrain of certain area gets modified where you want the road...
as a VFX student doing my internship at the company that does disney and marvel movies... I use Houdini and it is veyr very difficult... more people should use UE5.4, it should be the universal standard imo
Even for unique bodies, in terms of animation... You'd only have to create the stills. After that, the animation loops are generative. Which mean that even when you're working on a single animation scene, this _will_ benefit you. I haven't even processed how insane UE5 is yet, and now, UE5.4 is not just putting in several consecutive home-runs, they're aiming for Hubble and hitting the damn thing. Insane.
The noise that Blender and Unreal are making today was done by me in 3DS MAX 20 years ago. Just that today we have a modern looking interface and way higher compute power.
WELCOME TO SOLO DEV, as a 3D animator, you dont understand how tedious setting up state machines are. With this new motion matching system I can just do more animations and focus on the art instead of doing blueprints and such. This is HUGE!
The thing with the animation was done even better with Euphoria back in 2008 and first used in a mainstream game (GTA IV). Nothing new. But more accesible, that is cool, but not groundbreaking.
19:20 - Just for some added context, I don't know for sure how UE handles 100% but I imagine it has something to do with telling the GPU directly to handle the creation and manipulation of the donuts. So there is a chance that those donuts, at least for the CPU, don't actually exist. As for the "physics" that occurs when the donuts go flying, I imagine that was something a long the lines of running a check to see if a donut's position is within the sphere and giving each one that passes that condition some form of acceleration. Bethesda's problem, other than using an old engine with one foot in the grave at this point, is that their objects most likely exist to the CPU seeing has they have some inherent data to them (Price, Weight, etc...) which adds some overhead. Considering that, I think it's actually quite impressive that they can have 10,000 fully rendered objects on screen without the game just completely dying.
The Starfield comparison was really bad. There are plenty of reasons to hate on Starfield and the engine, but in the video, Asmon showed there were more Objects spawned than doughnuts in the Unreal example and the performance of Starfield was bad before (which is a whole another problem) he spawned the objects in and wasn't impacted as much by the spawn in than he made it out to be. At least in the video, it looked like that. And lastly this engine update just dropped while Starfield launched last week, which means the tech that made Starfields physics possible is many years old. The physics of Starfield is one of the few things that the game did well and impressively so. There is no need to hate on it. Hate on the story, the graphics, the AI, the emptiness of most planets, the characters, the gunplay, the loot system, anything. But the physics are good and perform well.
Cheers to that. The endgame for hyperrealism in game graphics is, everything ends up looking identical and soulless. It's already kind of happening with a lot of AAA titles.
When I took a 3D modeling class in the mid 2000s in college, it took like an hour to render each frame. We had to leave our computers in the computer lab rendering overnight, so by the time we had the next class it would be done.
For all the non-geeks out there, this is not some type of magic code inside unreal lol you still need kickass video card to get real time with anything of this scope.
A little bit of explanation from a 3D Generalist - the features you see in Unreal 5.4 are not something exceptionally new that you couldn't get in other software but what they are doing is getting rid of the "issues with the pipeline" for assets. Usually to make a game you would need to Make a 3D model and then make sure "The textures will work in the engine", "The Animations import correctly", etc. You had several Software packages from several different companies - and you hoped it all worked out.
Unreal 5.4 is basically putting all of the features you need - directly into the engine itself.
This cuts down on SO MUCH NONSENSE related to importing assets that it's an incredible time saver.
It also is a direct competitor to all the software out there that provides the features.
No longer you need to purchase Substance Designer and Substance Painter - you can just make the materials in UE5.4.
Same with the motion matching animation. You no longer need to spend a ton of time, making sure the State Machines all work correctly - you just create animations, name them correctly and the system assembles it for you. It's a gigantic time saver.
It cuts costs - especially for Indie developers.
These updates will directly impact indie Devs in a positive way. You just need a Team that "learns Unreal engine" - and you can all work Remotely, cause there are no pipeline issues anymore. Everyone has assets that work in the engine from the get go.
So yeah - very impressive.
This.
Couldn't agree more, it took more than 1 week of research to figure out how the automatic import textures from substance painter to maya arnold works. Most "professional" software are often extremely bloated and riddled with bugs that make certain features, especially the cross-software one, unsuable.
Guess cd project had that insider info and switched waiting to see their next projects.
One issue with this approach is that once substance designer and blender come up with new and better ways of creating things, UE will now be bloated with features that no one should use, yet lots of people still will - because they don't know any better. Another issue is that the more features unreal gets, the more unwieldy it will become, since everything needs to work with everything else. Not to mention that you have to live with UE's fantastically terrible ux.
I haven't experienced any of the artists at my studio complain about "pipeline issues" between other software and UE. If anything, they're very happy with how smooth it is.
With that said, maybe it's just doomsday thinking and it turns out great in the long run. But we already have a pretty good contender for this where it has already happened - Unity. It's trying to appease so many possible angles of use that simply knowing what tools you should use within the engine is a minefield.
It will take a while for them to get better than the adobe suite. They are trying to do everything at the time, and it takes years to catch up.
I believe that inside the industry, no changes will occur for some years (At least in the bigger studios with high budget)
Unreal 6: "Hey Unreal, make me a game"
they make everything look easy with Demos in this video, but its actually really difficult to produce each thing showed in the video unless you are an expert
@@majorleaguegrowing That is silly. I learned EVERYTHING about Unreal Engine. With no teacher, no paid tutorials. You learn to do one thing, that becomes a part of you. You learn the next thing, it all builds and before you know it?" It is all easy
@@majorleaguegrowing Ofc you can't do that with zero experience, but a month of learning consistently surely does
@@Elon-n9q i think one day there will be a programming language where people can tell it in normal language what you want it to accomplish
@@majorleaguegrowing facts the viedeo let it look like its done within a few minuts and not difficult or any thing but if you realy want to make something unique it will take some time + brain cells thinking about a sollution for your mechanics, because if u only going to use tutorials its just the copie of someone else Game and not a unique game
the blender donut tutorial has spread so much
its just a meme, a Donut meme
It's the donut virus.
I know right! That's how I actually started learning blender
@@Wampert a meme that started from the blender donut tutorial by blender guru
Not many will get the donut reference, but those who do are the real heroes.
9:15 I love Asmon looking at the graph as if he has any chance of understanding it.
node lines and boxes go brr
as if anyone could understand the spaghetti that is visual scripting
Even when doing the dreaded donut tutorial I could barely understand what I was doing during the graph section 🤣
the best of the nodes is for people never using them it feels like "oh so easy" later when you realize you need to exactly connect one to another one to maybe 1 of 20 options... no longer looks that easy... xD
@@BioClone Still significantly easier to understand than C++
Back in the 90's I started smoking because I had nothing else to do while waiting for all the frames to render and make sure they would actually render overnight. When I quit working in CG, I also quit smoking.
Interesting story no cap
Bruh u make no sense
I quit all my jobs but I still smoking! Pls help
I did that in the 90s, but without the smoking.
oh, one of those fake, "sorta smokers". Yeah, i remember you guys.
18:06 It's worth noting that the donuts did not have any collision, while the video with the milk he was comparing it to did have collision.
Collisions between objects is one of the, if not the biggest performance hit. These are just particles with a 3D model, and we've been able to render millions of particles at once for many many years now.
and the rest of the fkn world
So wild . Its like all of a sudden 10 years of game advancement happens in the blink of an eye
Mainly because Epic Games didn't invent or "advance" any of this.
@@bobross9370what other technology can do that in real time?
@@bobross9370 hater
To us? Sure it's a blink, but for the intelligent people working on UE its been quite a journey.
Yeah that is true man, though I can not complain because it is cool.
he made it all look so easy, actually doing these things is not just turning on UE 5.4 and pushing a button, setting up those graphs, animating, rigging and so on... is still just as a big of a task as it used to be. My real concern is that big companies will get even more greedy and they will focus on real life graphics while trying to cut everything else, less developers means less variety in games and prices won't go down, only salaries of the higher ups will go up.
We used to say realistic when games came out on ps2, but look where we are now.
@vdxxxy484 I can actually imagine real graphics by the time ps6 drops.
been playing the PS2 a lot lately modern games are boring and i think part of that can be blamed on graphics and how everyone has such a hard on for photo realistic graphics
@@0Heeroyuy01 Just because you play bad games does not mean we all do.
Just wait and see where we’re at in 20 years it’s gonna be crazy
Still at PS2 graphics in most games, NGL.... only 0.01% is using UE5... the rest use their own engine, old engine and or they make their own engine to jack up the cost...
The Witcher 4 is going to be insane...
As a Unity Developer for years, Unreal Engine is looking very hot right now.
At least unreal isn't crooks like unity
wasn't unity the game engine that started charging people to sell their games lol
@@repriat6846 yeah… need to lie down thinking about this. It’s hard to move on when you invested years into a engine
Relate to this hard. All the best, we will find ways to make it work! @@hunterxgirl
@@hunterxgirl i've had to learn both at school back in the day, and i can say unreal is much more intuitive than unity, if it helps. And your knowledge from unity isn't lost. though unity is more coding and unreal is about nodes, the essential stay similar. The hardest part is switching engine mid-game devloppment :/
I just love the idea of some game devs creating a huge rpg world. Then forming the games plot around warring factions fighting over the land and its resources. Being able to procedurally generate the land imbetween, at least to my perspective, frees up so much time for the devs to really get into the nitty gritty details of what makes the world. Monsters, dungeons, factions, mechanics, player impact on the world.
This features are not new, but are all over the place, on lots of software that we use on a pipeline. What we are seeing here is that Unreal is integrating a lot of tools used on a game pipeline inside the same engine, the same thing blender is doing, a single software that does moddeling, sculpt, texturing, rigging, animating, editing and post editing... unreal is doing the same. It still doesnt replace the powerful softwares on the pipeline, but it defnitly makes the process more democratic for new devs. The industry software pipeline is really expensive, and having similar tools, for free, integrated into the engine, even if its not as powerfull as the other specific software, is amazing for new devs or indie devs.
This will add another 5 years of development for Ashes of Creation.
19:18 Bethesda engine losing to a donut is so wild and yet so accurate at the same time 😂
You can't really compare the doughnut simulation to Starfield's though. It's in a vastly different setting. The unreal simulation was mainly just simulating donuts. Starfield's was simulating the bricks and the map, in-game systems, animations, etc. A more appropriate example may be trying to simulate doughnuts in say, the Matrix city.
@@hierox4120 Which you can easily do? wtf is your point lmao
@@mercerwing1458 In the doughnuts demo there also weren't any physical interactions, which is the biggest performance hit to the whole simulation in starfield. The starfield physics actually handle the simulation quite well. Without any physical interaction you could render 1 mil doughnuts at +60fps no problem.
Sounds like a whole lot of coping to me@@hierox4120
@@AlenLoebTutorials Saves me the effort of replying to a 3 year old punk lol.
The thing about Starfield using Bethesda's engine over Unreal is due to them being able to make it how they want; there is also the topic of modders being more able to work with a system similar to Skyrim and Fallout, which I am all for.
For those not aware, Skyrim Special Edition has a multiplayer mod that performs well and quite stable at 20-40 players, and the same team started working on a Fallout 4 one that looked promising, but was discontinued and replaced by a Hogwarts Legacy mod project, which they had just stress tested with over 150 witches and wizards at the time I found out about it; A dev from the same team also ported the code from the Skyrim mod to Starfield, getting to about 70 percent completion, before playing the game, declaring it crap, and posting the unfinished port to Github.
The performance gains would be amazing for games like starfield, if it was ported to UE5, but the only reason I planned on buying it was if I could play with friends, be a crewmate on their ship, and help them raid and complete missions.
It is important to understand (full time game developer here) that while this has the potential to very much reduce iteration speed when it comes to bypassing the lengthly cost of waiting for high quality renders in non-real-time engines, the actual workflow of producing and generating content is still not all that different. This isn't some magic fix for solo devs that want to get into cinematics. It's definitely a big step in a very good direction, and a very cool thing, but for 95%+ of game developers this isn't actually a toolkit of things that have never been available, they're just now much more available in a much more tight nit space, -out of the box-. Previously most developer would buy special packages to be able to do these kinds of things in Unreal and Unity.
I'm a 3D artist and animator, and I'm loving leaving the modelling behind and concentrating on the cinematics in UE5. Some of the UE5 workflows are seriously superior to the likes of Maya/Max/Softimage/C4d etc, and it's a joy to work with realtime viewport. Taking the rendering step out does more than speed up that step of the workflow, it takes people out of the piepline.
I just finished typing a comment to the same effect! At the very least though I'm glad to see Asmon appreciating the ingenuity of the game design tools we've been using already.
Normal people talk it's a marketing moves in reality it's just a tool
@@chelfynisn't softimage, just an older version of Maya,
@@chelfynand what do you mean by, leaving modelling behind?,
you still need 3D modelling,
I don't know if it's just me, but seeing the evolution of Unreal, and what it is capable of gets me extremely giddy and excited. I got the same way seeing the progress of The James Webb Space Telescope.
5:59 I don't think anyone who is not an animator understands how huge this is but i'm drooling rn
As an aspiring animator I understand how much of a breakthrough this is. Stuff like this last year would've either been impossible or take an ungodly amount of time to render. Now we can do what was almost or flat out was impossible, instantly.
I hope i won't lose my job i might start learning this technology now😅
@@oreoicecream1829 I program almost exclusively with the assistance of GPT now. Get used to the tools. We're not going backwards.
mmds about to level up
@@YAgamer1995 I seen this about a year ago on 2 min papers channel. Prompt to animation has been a thing now. Still a bit messy, unreal team have smoothed everything out.
Next will be gaussian splat type 3d. Then using similar technology to make animations.
Midjourney just announced 3d is coming. They just hired some industry leaders from gaming, apple, nvidia.
Exciting times.
Wow, Exanima developers made the transition between animations over 5 years ago. It turns out this is an incredibly cool thing that I noticed but didn’t know was a breakthrough. I respected these guys even more.
I had computer programming in high school in the late 1980's. I programmed a stick figure to walk around. Had to program per pixel LOL😂
Exactly. We had to tell the computer how to draw a circle or make sound on apple computers.
@@MrGojangles And managing attribute clash for those of us toiling on a ZX Spectrum with its 16 colours, two of which were black 😆
Good tools for big companies, but gamechanger for small dev teams.
Most of this technology has already been around for years. What's impressive is that it's packaged into the game engine itself. When I work on games, I use Blender for 3D models, rigging, and animations, Krita/Gimp for textures, and Unity to tie it together with logic. I've also created some of my own procedural terrain generator that works similarly to what was showcased here. We've just never seen all these features as part of the same program before. It mainly means faster workflow and fewer compatibility issues. It's not exactly revolutionary, but very, very convenient!
i just hope unreal improves the animation enviroment soon or with this update, cus for now the biggest thigns keeping me on blender are how easy it is to animate there and being able to model stuff on the same place, if unreal adds that i feel fully switching would be more posible
this ^
I feel like Asmon would be similarly shocked by a substance Painter feature reel from 5 years ago or something like that
and FREE
If it's not revolutionary why didn't any other engine do this if it was already years out?
@@kwando472 cycles does it, and has like 12 years?, octane does too
I love videos like this, because (to someone who didnt know beforehand) the narrator will explain a limitation that has existed for years and we will be like "yeah that makes sense" and then immediately be like "UNTIL NOW" and show some groundbreaking shit and we are like "OH THATS BETTER"
As a wise man once said “all of it just works”
Todd has fully turned into a meme, in all the negative ways, in the past 8 months. And deservedly so.
@@justaguyfromeurope Don't insult our lord and saviour! seriously though yeah, ever since he said "it just works" and it infact did not just work he's been a bit of a laughing stock. he's started gaining popularity again though now the fallout series is doing well
An all-in-one solution environment for video game development, animation, texturing, graphic design, procedural generation and fool-proof rigging without needing to code. Just hook up a bunch of the appropriate nodes in a graph, tweak it for a while and you're done.
The fact that they've also increased output fidelity (in real-time) while increasing performance rate is even more mind blowing. I wonder what kind of ancient eldritch mathematics they've discovered to be able to achieve this XD
I just wish they would do good games.
Graphics don't make a bad game good.
Hotline Miami is one of my favorite games and graphical fidelity is the last thing it's known for. I don't care about graphics, just make a good game with good art direction.
Yep. I'll take New Vegas 2 using older tech over Fallout 5 any day.
unreal engine doesn't only used in gaming, chinese animators uses game engine to make anime.
one of my favorites is the Throne of Seal and graphics are really amazing
Exactly.
Just Look at Morrowind for example.
Unreal is on track to allowing the layman to create games,
The more people can make games, the more good games we gonna get
that wtf at 0:35 has me dying
The motion animation selectors will work seamlessly with motion actors now. You just create a list of motions for the actors to act out. Drop them into the system and it'll just work.
not really, more iterations doesn't solve the uncanny effects that come from trying to rig match from motion sensors, an animator still has to look over every sequence to catch the IK mismatches
As a 3D generalist and game developer, I've been using Unreal Engine since 2017. I had to learn around 15 different software applications because, at that time, there weren't many tools for creating 3D models, UVs, cloth simulations, and rigging. I had to create these assets in different software programs and then import them into the engine. Gradually, Unreal implemented everything needed for visualization, cinematics, and development. This is going to save a lot of time 😊.
This technology has existed for a long time, you still need people to make the systems, you still need people to make/clean up the animations, you still need people to set those animations up in script. Nobody is getting replaced, it's just a different way of handling movement & animation, not all games will use this way.
Most will not
@@gezenews can you reiterate that? cause it sounds to me it makes the labor market have less opportunity on a software thats free to use by anyone and only starts charging when you earn your first 1M if you are a developer, and $1k+ for evryone else like arch vis to name a few
@gezenews Except the market demand will mean they can produce more content faster and cheaper. Of course people won't pay for every game that floods the market, so game publishers will have to either make the game even better than ever before or make them cheaper to match the demand. Supply and demand will always remain true.
You don't think AI will be able to clean up the animation soon? Putting your hands over your eyes doesn't hide you from the world.
@@ladyville3 That's completely unrelated to any of my points? And even then, no, there are far too many variables for an AI to take into consideration for it to go in and precisely clean-up choppy keyframes, or retarget armatures, or fix blendshapes they would need to pull from data that specifically tells them what to do and every situation is slightly different, the variability is just too much. People keep talking about the AI uprising, but I haven't seen it have much of an impact? It's been around for a long time and it's more or less being used as a tool alongside other things rather than a way of replacing peoples jobs.
18:40 the major difference between the donut simulation and anything in starfield is collisions. Collisions are off in this case, but they are one of the more expensive processes computationally-speaking.
yeah the donuts are basically particles so it's really lightweight
I swear someone says this every Unreal update.
Lol yea most updates are "game changers"
@@YAgamer1995 They are just literal episodes to me.
unbelivubal! realistic! next-gen they say) but the games come out crappier and crappier lol.
@@Grom84because a lot of people with no skill and no passion are now able to make games as well.
@@sora5982 yep
I’m just imagining Final Fantasy 7 Part 3 in Unreal 5.4 now
I’ve been playing games for at least a decade and a half, and have modeled & animated on different software such as 3DS max, Lua, adobe, etc. Unreal is the best thing to ever happen to not only gaming and animation, but to technology as a whole. It’s so good it must be unreal.
playing games since pong, been a coder, 3D modeller, animator, and compositor in my time. Nothing has excited me as much as UE5. I've been learning it for the past few weeks and it's fricken amazing.
I can only imagine the Stalker game unreal 5 modders will create lmao
10:58 - paraphrasing, the best way to have a BIG open world that doesn't feel empty and boring is like 80% PCG and 20% done by manual design
This is exactly what Rust does, and it works great. The landmass and biomes are all procedurally generated, but there are a bunch of Monuments, or landmarks, of various sizes that are designed by hand. When the island is generated, part of the generation selects which Monuments will be present, and where they will appear. Some Monuments can only appear in certain biomes, some can appear in any biome. Monuments are very important to the gameplay since the largest ones usually have the best loot, but are also the most dangerous, not just because they're contested by other players, but they frequently have enemy NPCs to fight to get the good shit. Rust's greatest strength is the way it handles the map, for sure.
The engine is a game on itself, I wanna play it
Do it! It's free and you will get addicted 100% :D Even if you only use it as a hobby it drags you in really quickly! Also you get free marketplace assets every month and whenever they feel like giving away some cool stuff! However it takes a good amount of time to get things working and you will have to watch tons of youtube videos and you will re-watch them a lot. Also expect to watch multiple videos to get to a single solution! :D
I've been using unreal as a hobby for about 4 years now and I've bought tons of assets from the marketplace and honestly for someone like me that likes to create shit and just play stupid shit its the best thing ever! I can make a crappy almost not working diablo singleplayer clone in a week now without any fancy graphics and without the use of any assets or templates and I bet every actual game dev would hate the way I do things but its fun and it works! :D
Also doing escape from tarkov cloes with the fps template is super fun :D simple racing games with the template are also fun! You can do so much with it honestly...
I probably would pay for the engine if they ever decide to release a pay to use engine... I really like it!
you can play whole multi player games with it add your own stuff to it.
What.
It actually is. One thing all game devs know but don't tell is , *_the best game is game dev_*
So was Garry's Mod and SFM for a long time... they just were never going to get close to these results for Amateurs
It's kinda funny to see non devs thinking any of this is new and will replace people.
All of this is pretty standard already, every large studio has been using similar tech for many years, procedural generation requires technical artists and has some limitations due to the nature of it, it doesn't remove jobs but it allows larger games to be made.
Epic added these tools to Unreal but they are still very limited compared to dedicated software like Houdini(which has integration with Unreal). Take the donut example, 200 objects is nothing, open Houdini and simulate a billion donuts.
yes dude!!
unreal has managed to reach the oblivious audience which allowed them to gain popularity
people really think all of this is new tech 😂😂
I remember a dream I had where I was traveling very quickly over a huge amount of land and everything was so beautiful and you just knew life and settlements were all throughout the land and water even though you couldn't see it all. Green and blue in sunlight and everything clean. When I woke up it made me think of video games from the future how good they would be. Gave me that good but weird feeling you get after one of those dreams too.
I work with Cinema 4d and UE as a motion designer and also make a lot of product visualisation, new UE is great but still falls behind C4d when it comes to details on renders and those details cheat the eye.
haha good vid but always makes me chuckle to watch people react and get so excited about things are aren’t new, just new to unreal. Like the Ik bone rigging, procedural texture map gen, etc. hahaha I’ve been a cgi animator since 1999 and used to be the reseller in my state for Maya, Studio max, lightwave, and all discreet products(edit*, flint, frost, flame, etc) as well as a post production engineer and manager.
It’s has been extremely cool to see how far things have come over the last two decades, especially some of the common tools now that are real time or slider based which have me laughing at how fast they are compared to how much time it used to take to create and then render the same things 20 years ago. Anyone remember waiting to calculate volumetric lighting, radiosity, or hyper voxels? hahaha. Back in the day when clicking the render button and watching the render manager tell you estimated time was 2386 mins per frame just for a simple draft image to test your layout.
Yes, I didn't even know that there wasn't a blend mode for animations/auto calculation of intermediate key frames for the animation, mas using a 'free' game engine and run in real time is still pretty impressive
I guess the point is exactly that it's all new to Unreal. More and more, creators won't need multiple softwares to do the same work.
That's the point. UR is adding it all to their software and making it so much faster and easier
@@macviriimaybe you know stuff like that but not every person does. Idk why y'all would be suprised. Kinda douchebag sounding.. a little snobby sounding. Wouldn't expect less from some non social nerds though. Us normal people who don't know much about this stuff find it interesting and cool. What's funny about that?
I'm cinema 4d motion designer for 8 years now. this is literally a motion designer's pipe dream. UE's already very asset friendly. the only uphill battle is just learning the new UI and components which is somehow more difficult than effectors and physics lol
it will allow us to do way more with same amount of ppl. it is basically how cinema and game prods evolved since the introduction of digital tools
Or rather the same amount with fewer people
@@Dzarafatathis what the greedy companies will go for but I'm hoping studios like Larian will do it the right way
@@Dzarafata or rather a lesser amount with almost exclusively AI assisted work and one single overworked dev to manage it all
Also people saying that we don't need devs or designers etc. That's just wrong, we are going to need more. Remember, with efficiency, the result is that we can do more stuff at a higher speed. Why would you increase production, and fire people to keep the same rate of development. All this means, is that we are going to be able to produce more, in a shorter amount of time. Aka if you have 100 people making 1 game in a year, now those 100 people can make 2 games a year.
I'm glad someone gets it. The real issue is, if developers can be bothered to try to make good games, this will allow them to make much better games because people can focus on things that matter, instead of ironing out workflow issues.
And if big companies don't want to make good games, well, they'll be knocked off by indie developers that find it easier and easier to make games.
This is amazing because i have been using blender but the load on my rig was always too much even with simple scenes. just previewing my animations with everything turned off like materials, sfx, etc i would get 15 fps. I can not express how happy i am that i can make animations in REAL TIME with normal FPS. not to mention they have drastically improved importing Blender models into Unreal which hindered me using Unreal for a while now. i think this is life changing for a lot of people no joke
Nice! Honestly even I am surprised at how fast Unreal is improving
unreal tech has been great for a while now its just getting even better. this will be HUGE for the next decade of games coming out.
Yes, they will be able to lay off a chunk of the industry, however making games will now become cheaper which also means new dev teams will spring up more easily rehiring much of the laid off talent. What this really means for the consumer is more game studios and possibly great IPs that were abandoned coming back.
"We had to wait for each screen to render... so lame"
"Back in my day... we drew each frame from scratch! By hand! Through the snow... both ways!"
Uncharted used the motion matching for some cool things.... if near a blazing fire, Drake will shield his face towards the direction of the fire. If he walks close to a wall and he's injured, he will put his hand/arm out to brace himself against the wall while walking along it. I'm sure something similar is used for pushing through crowds. Curious if the newer Assassins Creed games use this.
The other game companies had this tech for a time now its available to public
05:59 damm that's wild
Wow 😂
I grew up in the early days of 8 bit gaming, where the market was full of quirky little games with weird machanics by solodevs in their bedroom. Then we had decades where for 99% of cases, you needed a fairly large studio to make a game. now with UE5 we're back to a single dev being able to make games in their rooms again. I am excite.
And the market will be flooded with trash again :D
@@Daniel_Vital I honestly think it will help gaming more, because now the eccentric ambitious solo devs can really step their game up.
I've pretty much seen it with most AAA devs now, i only play stuff that's either a decade old or made by small studios such as HellDivers 2.
@@RePeLSTeeLTJe-- helldiver 2 isn't a small studio with a small studio with a small budget.
@@Daniel_Vital It already is flooded with trash, but now the trash won't cost 100's millions to develop and won't cost 100's $$s to buy. At least the coming indie trash tsunami will be filled with an explosion of mad ideas, unlike the rinse-repeat cycle of the current AA & AAA games.
The parts talking about procedurally generated environments will be used in the Dune Awakening game.
They said the PVP zone will have regular sandstorms which change the environment and location of rare resources so clans or the most powerful players can't simply block off areas for other players like they can in games like Ark
Dune awakening is going to be 80% conan exiles.... mark my words
Keep in mind that this is free
"Free"
what?
@@PyroFortress2007its free to the Point where you earned around 1mio USD$ then you need to pay the License of Unreal Engine 5 for 1850$ a Year so you should keep in mind to make more Games but i do Not know If this is a never ending process
@@hherpdderpIt is free until your game makes more than a million dollars
Mocap animation sets with the new system would work so seamlessly and take out months of future development work it's crazy
Asmon watches an enormous leap forward in design animation. Him: "Oh, well that's better."
Regarding the generated texture work; you know how in older games the textures are like 64x64 or 128x128, and they look like a blurred mess on a modern HD PC with Bilinear filtering enabled? Well, I kinda think that wont ever become a problem for any game made with unreal 5.4. The game would generate the textures to the appropriate size for the resolution of the monitor. So 20 years from now you play a game made today, it wont look that bad.
Maybe games will be cheaper if its easier to make
😂😂
For an open world i think the next step is having the different Nodes(oasis , jungles etc) interreact with one and the other into an even bigger subset. So a river would cut through a hill in some amount of time for instance
Dude... Blender is going to become irrelevant at the rate UE are going. I do like Blender though :P
Upon watching further, they have taken a lot of features from Blender. This is really good. I may finally start playing with the UE engine.
@@ubuntux22 Agreed. They don't quite have 3D modeling in here just yet but suspect it will be here soon.
@@RSA-nuker Indeed, maybe this make the blender team to reconsider their graphic engine approach one more time idk. Anyway blender its open, UE its not... but its way more accessible than most of the professional software, and you can find a tutorial for it everywhere on the net. Hopefully AI doesnt kill this kind of job for future generations lmao.
I myself im not a 3D artist or something, but hard surface modeling and animations on blender has been so fun to learn to complement with my engineering projects... Its always fun to learn this kind of things, and im glad UE5 its getting so much better putting everything in the same software.
Nobody will use UE5s own modeling tools if they release something like this. Industry standard was always Max or Maya, Blender was good for freelancers, but Blender is well thought trough, unreals implementations were always complete jank and no serious artist used that stuff. The only good things in Unreal is Blueprints, the C++ Implementation and the Foliage tool. Everything else is jank. UE5 also does not need this because making a proper 3D Model is not a task of 20 minutes but rather hours, so usually you make mulitple models before you import them into UE.
i think what we are seeing right now in gaming engines is the same thing that happened with general technology between 1860 and 1960. sure, 100 years sound like a lot, but not once you realize that we used bronze, copper, and tin for literally everything for 1000 years, then found a way to process iron for 500, then found a way to process iron into steel via carbon hardening. but we went from horse and carriage for a thousand years, to steam engines and water wheels, and then we went to Internal combustion engines, to diesel, to nuclear and solar in the course of 100-200 years. the same thing is happening in gaming. the first 50 years of gaming was slow but steady, and now that this shit has come to the table we're going to see games that look real, feel real, and play immersively real while being created in half the time of games 10 years ago.
I wonder if they can make a tv show using unreal
Would be crazy if they would make a tv show with unreal! I would love to see a big franchise maybe like star wars or somethig
the madolorian uses UE for their enviroments on gaint screens. so the cast can see what planet they are walking on while acting so they don't have to pretend to know what they are doing
@@ghstproject I cant tell if this is sarcasm😂
The mandalorian used unreal engine, google it.
@@itzshft No? it would be super cool
14:12 You have no idea how much I appreciated you saying that
Asmon NEEDS to do a ue5 stream where he tries to learn it, its shockingly easy to understand once you know what everything does.
It’s not …you clearly never tried it
Game development is very hard bud. I don't plan on doing it as a job just as a side hobby. I only plan on doing modeling and animation as a job.
@@davy4842 "shockingly easy compared with all previous methods". fixed that.
@@chelfyn nope still the same as EU 4 ..I know what I’m talking about just like 20% less hassle.
bro Asmon cant even read a game hint covering 20% of his scree do you really think it matters lol LMAO
people complaining about layoffs is dumb cuz these upgrades to unreal can benefit Indie devs too so anyone can use these tools and you dont need to be in a major game company anyway.
being an indie dev is better in every way. indie is the future.
Until Unreal becomes a Monopoly then games will just both look the same and still cost $70 or more. I think its a great engine but stuff like what Bethesdas Creation Engine still are way more mod friendly than UE5. Hopefully that won't happen but so far I'm concerned everyone will use it to just be lazy
@@dubjubs im just mainly focused on indie devs utilizing unreal engine 5. as all this tech lowers the barrier to entry it will just make it easier to make indie games and overall greater optimization of the workflow/pipeline of basic game dev as a whole. with the consolidating things to just UE5 no need for Maya or blender or substance.
Bethesda's got this. The next Elder Scrolls will be a great game.
Don’t say that, don’t give it hype. If it’s hyped, then they have less incentive to try to make it good.
10:25 I think final fantasy should try this. Also, Spore was one of the first games to use pcg I believe.
And this is all FREE. 🤯
The motion matching/procedural thing was kinda done by that one guy who's making that rabbit fighting game (ok youtubed it - Overgrowth) that's always being memed on for being vaporware. He did some cool stuff that seemed ahead of its time.
unreal 5 is free to download and use as long as u dont make more than 1 million dollars
I remember my uncle saying “look how realistic it is” referring to Road Rash 2 as he swerved to avoid a dear on Sega Genesis in 1993… I can’t wait to see what the games look like in 30 years after this.
Making games easier to create just so they can charge us $150 anyway
Unreal engine better not
And more unfinished games lol in early access for years
Just create ur own games
@@zebracrusade well making a video game is really hard
The PS5 is 4 years old and I still haven't seen a game that looks more visually impressive than RDR2 or TLOU2 back on PS4. This generation has just been a slight improvement over last gen. It still doesn't feel like a generational jump. Hopefully these new engine advancements coming out lately means we can finally see games that are real next gen games.
Overwatch "fan animation" community is going to have blast lmao
Looks like our favorite Overwatch animations with the horizontal dance will be produced faster.
Now they can fire all the woke employees!! 😂
the fuck does that have to do with anything
I think my favorite part of all this is that none of it replaces the actual artists. It just takes a lot of industry-standard tools & practices and consolidates them into a single package. You don't need to dedicate your time & budget on half-a-dozen different programs anymore, as long as you have a team that learns to use Unreal.
Can anybody say we are about to see the age of AAA quality indie games? Because this makes so much of the massive staffing requirements and specialties a lot more generalized, so garage dev teams actually have a hope of making a gorgeous game in less than a decade.
AAA for current standards. While the tools improve, the AAA industry also goes further, somehow like today indie developers can make at home things AAA industry could only dream back in 2000.
9:50 even the far cry map editor you can build a road through the tree generator system. The collection system randomly places tress, bushes and foliage of tropical plants for example without you having to place them all idnvidually and then a road replaces that area. This has been in that game for over a decade.
this is actually very different... on Far Cry ussualy there is forest or there is no forest (gap for a road) here the forest surface is the same but the trees and terrain of certain area gets modified where you want the road...
as a VFX student doing my internship at the company that does disney and marvel movies... I use Houdini and it is veyr very difficult... more people should use UE5.4, it should be the universal standard imo
The new Cartoon films are gonna be Insane ngl
Even for unique bodies, in terms of animation... You'd only have to create the stills. After that, the animation loops are generative.
Which mean that even when you're working on a single animation scene, this _will_ benefit you.
I haven't even processed how insane UE5 is yet, and now, UE5.4 is not just putting in several consecutive home-runs, they're aiming for Hubble and hitting the damn thing. Insane.
Imagine this Asmon, you can now 3d-render a clean bedroom!
1:40 This sounds like a HUGE game changer!
2:20 it is like im Homer on acid tripping about donuts.
The Amount of Lego Games that are about to bring your childhood back with this are insane
its crazy with the animation thing more animations you put in the data base the better moment and more natural feeling it will get
The noise that Blender and Unreal are making today was done by me in 3DS MAX 20 years ago. Just that today we have a modern looking interface and way higher compute power.
you're an unknown
WELCOME TO SOLO DEV, as a 3D animator, you dont understand how tedious setting up state machines are. With this new motion matching system I can just do more animations and focus on the art instead of doing blueprints and such. This is HUGE!
The thing with the animation was done even better with Euphoria back in 2008 and first used in a mainstream game (GTA IV). Nothing new. But more accesible, that is cool, but not groundbreaking.
19:20 - Just for some added context, I don't know for sure how UE handles 100% but I imagine it has something to do with telling the GPU directly to handle the creation and manipulation of the donuts. So there is a chance that those donuts, at least for the CPU, don't actually exist. As for the "physics" that occurs when the donuts go flying, I imagine that was something a long the lines of running a check to see if a donut's position is within the sphere and giving each one that passes that condition some form of acceleration. Bethesda's problem, other than using an old engine with one foot in the grave at this point, is that their objects most likely exist to the CPU seeing has they have some inherent data to them (Price, Weight, etc...) which adds some overhead. Considering that, I think it's actually quite impressive that they can have 10,000 fully rendered objects on screen without the game just completely dying.
The Starfield comparison was really bad. There are plenty of reasons to hate on Starfield and the engine, but in the video, Asmon showed there were more Objects spawned than doughnuts in the Unreal example and the performance of Starfield was bad before (which is a whole another problem) he spawned the objects in and wasn't impacted as much by the spawn in than he made it out to be. At least in the video, it looked like that.
And lastly this engine update just dropped while Starfield launched last week, which means the tech that made Starfields physics possible is many years old.
The physics of Starfield is one of the few things that the game did well and impressively so. There is no need to hate on it. Hate on the story, the graphics, the AI, the emptiness of most planets, the characters, the gunplay, the loot system, anything. But the physics are good and perform well.
I worked for Weta Digital on a number of films back in the day. Would've KILLED for this tech when creating Pandora for Avatar!
Asmon taking that course on stream would make for great content. Maybe even call in the course provider for some hand holding.
Cool tech, but as always for me:
Stylized graphics > hyper realistic
Cheers to that. The endgame for hyperrealism in game graphics is, everything ends up looking identical and soulless. It's already kind of happening with a lot of AAA titles.
"What you see is what you get" - I heard that before...CS2
When I took a 3D modeling class in the mid 2000s in college, it took like an hour to render each frame. We had to leave our computers in the computer lab rendering overnight, so by the time we had the next class it would be done.
For all the non-geeks out there, this is not some type of magic code inside unreal lol you still need kickass video card to get real time with anything of this scope.
We still functioning in UE4 for 80$ games... we got a long way to go there. Maybe our grandkids...