The lumin translucent reflections are insane. This will take any game big on immersive environments to the next level. FP stealth, any FP exploration, FP RPG, horror, storybook games. This ain't "scary" this is phenomenal.
Not having to do LOD and soon even lighting with raytracing being automatic, it speeds up development dramatically, will definitely allow for projects bigger than ever.
I guess that depends on what you mean by "bigger". I'm with you on the speed up on lighting and LODs, but also expectations rise. And good graphics never filled a world with gameplay. But i do hope and i could see more indie developers with actual good gameplay ideas and talent getting easier access to better graphics! :)
I remember emerging from the tunnels to see the lake around Imperial City and thinking “This looks like actual real life. Games can’t get better than this”
The expanded map size comes from them switching from floats to doubles. Basically the amount of memory used to store the numbers have doubled from 4 to 8 bytes per number. This will have a performance cost, but will provide massively increased precision. The widget you saw that was supposed to be round but was all jagged comes from rounding errors. cause the precision gets less and less as you get further from 0.
This issue was the reason why CDPR had to make the RED Engine and had so many engine related issues for CP77. Since they have announced they have been working with Epic on UE 5 to enable massive open worlds in UE5 with tools and support. I think that's a change came from that initiative.
Explaining the most insane things yet he is so calm. “When we hit apply you can see the reflections and even break the fourth wall and even though this was uploaded a week ago we can see yourself watching this in real time.”
18:28 its actually really simple. Time is actually a resource. Writing your own game engine for most indie games is totally unnessacery. Building an engine from scratch is a lot of work, most indie devs who make their own engine are actually using frameworks. So they're not really making everything themselves. The amount of features game engines like unreal and unity have would take a lot of people and a lot of time, and time is a variable that determines cost of production. If your game doesn't need a certain feature not supported by commercial engines then why should you waste time and money on something that won't have any real effect on your game. The other issue is that exporting to multiple platforms like PC, MAC, and Consoles is already taken care of. In most cases writing your own engine is just a flex. So the real question you should be asking is why SHOULD you make your own engine?
Mocap absolutely matters because it takes a huge load off the animators. I have a little experience with Autodesk Maya and creating animations from scratch is hard, time consuming and it's also difficult to make it look convincing.
Unreal just keeps upping the bar these past years. I was mostly messing around in Unity, but I've been learning C++ specifically for awesome these features are.
I've been waiting for thus since I was a kid I knew one day we would have hyper realistic real world graphics Man even 5 years from now is gonna be insane
at 88 mil kilometers, you could make a map twice the size of the continent of Asia, which is about 44 mil kilometers. Games are getting insane with not just the level of detail and hyper-realism but with the way they use resources as well.
@@mathiassven Yeah, I was waiting for someone to pick up on it. But seriously, according to Nasa, Jupiter our biggest planet in the milky way anyway. Is only around 70,000km not that we have a way to fly there and actually measure it. So imagine how big (In theory) an 88,000,000 Km map could be
@@vallejomach6721 Well, my apologies. Still a jump from 22km to 88 million is decent size. Appreciate the information. Now everyone can learn something.
This will likely be used for decent small-scale space sims, as you could fit small space bodies into a large map without load screens. It would probably work better for games set around archipelago, though, as you could have massive bodies of water and large and unique islands.
i cant believe im living in a time where we argue about games being the size of real planets and 10 year old me thought that runescape members world was massive
because most games need to be designed to run across different plateform. Games would looks almost always this good if the standard benchmark pc was a fucking beast of a pc that cost 5000 dollars to make
Motion Capture was first used in Mortal Kombat 4. It then became common afterward. So technically there was no motino capture in the ORIGINAL mortal combat. I think they just recorded people doing the movement and used it as reference or superposed it.
I'm an arch-vis artist - can't tell you how nice it is to have a lot of the leftover game dev busy work be iteratively trimmed from each release. No more lightmapping, easier imports with Datasmith, and now high quality reflections and no LODs? God damn
sadly VR will not be taken seriously by people for many years, this is because the graphics and fps is so bad it makes it feel unrealistic, and we currently dont have good enough technology to run a vr with good graphics let alone UE5 Graphics.
@@Cc-bh3ye it does seem like UE5 will be able to render graphics more efficiently so it'll help with improving the base vr graphics and FPS but I agree it's a ways off. It takes a lot more gpu and cpu power to run games in vr and the cards just aren't there yet even with the improvements UE5 makes to rendering, but in 5-10 years maybe.
@@Cc-bh3ye VR not being taken seriously? The Quest 2 alone sold more than the new Xbox lol. VR is very alive and thriving except in the console peasant world.
What is Unreal Engine 7? *update banned words Unreal Engine*. Huh, what did I just talk about? It's raining again, darn neighbor keep messing around with local weather control.
The idea and creation of LOD was created all the way back on the PS1 for the first Spyro the Dragon game. I think you'd like the video if you decided to look it up considering how much it is used in video games now. :)
when i heard his answer about game phisics and gravity , i remember the 1994 "Magical School Bus" game where every planet you visited had a diferent gravity and that affected your jumpes
The difference on translucent surfaces is for sure more flashy, but the ones on bounce light and ambient occlusion I'd say are way more important and over the course of a game run, it will be super impactful. It's so cool to see technology evolving in real time.
The most impactful parts of unreal 5 are the ways that it streamlines game development. If ue5 cuts development time by even ten percent, I appreciate that over any visual impact it makes.
Especially for games that take 4 or more years to make. A 10% time saving in 4 years in nearly 5 months, there's a lot of bug fixing and even additional features they can add using that extra 5 months of saved time.
i think mocap matters a lot - it really makes the world feel real. its super immersive seeing the body language and stuff. maybe ai will be at a place where it can do a decent job of recreating micro gestures and stuff soon, but for now i think mocap is a must for any photorealistic ish game with humans - for aliens and stuff not so much.
Maybe Asmon doesn’t care but clearly everyone else does. God of War is one of the top selling games of the year and has some of the best mocap I have ever seen!
You can achieve micro level of animations just by blending in a layer of animation to the skeleton mesh. Like a blink or a small fidget or twitch that can randomly happen by procedural animation layering. It's actually very easy to do, once you know how, and costs basically nothing. Like when a character attempts to jump, do you lead off of the left foot or the right? Have the animation decide.
His take on mocap is odd, but it's probably because he doesn't notice it ... meaning it's done well. He'd probably pick out bad movement if he saw it. It's probably more important to him than he realizes.
28:06 please keep in mind .... the motivation to use motion capture at this point not really to get a better/more realistic movement. it just takes much less time/money to capture hundreds of animations than to keyframe everything by hand. So for the consumer/asmon there is no big difference, but for gamedevs its huge.
the "Korean trainstation photage" wasn't real time in unreal. it was rendered. it says in the description of the video it took a few seconds per frame to render out.
The only problem I've had with game ratings is when they made Nintendo decide to remove the game corners from the recent pokemon remakes because it would bump the rating up. I remember spending so much time there as a kid, and the esrb let gambling slide under the E rating for Gold/Silver, and every other Pokemon game from 1996-2008 it isn't even listed, but they all had game corners. My nostalgia is kind of hurt to see all the game corners I used to play in as a kid are unavailable when I play the remakes.
reflections are super important for visuals in game dev, even blank walls are influenced by reflection. E.G. if you have a red wall next to a white wall, both walls will be influenced by each other's color and light emission.
@@veloce5491 no, emissive lighting is its own color in texture pipelines. Reflections still have an impact on transparent surfaces in most game engines. Hence, you have an emissive input excluded from reflection values or a direct reflection texture input.
at 23 minutes in..yeah 60$ games they have double and tripled in cost of production but the market and millions of players worldwide....the cost can remain the same
This completely excites me to see what UE5.1 is going to do to gaming. I see some major games being released with this being BANGERS if done right. Completely stoked!
It's a bit more flash in the pan than what people are thinking. Remember UE4's global illumination? How many games actually made proper use of it? It wasn't very optimized or scalable across multiple platforms. Lumen and Nanite are cool, but adding more complex and unique geometry (especially with multiple entities that operate as multi-state actors) complicates things and zaps A LOT of the resource budget. I suspect smaller indie titles with focused, linear visuals will make use of Nanite more-so than bigger, creatively-unique AAA titles.
7:55 albeit this is cool to see coming to games, none of this is new and even with ray tracing in Minecraft this has been done for quite some time now. I think a lot of people don't understand that Raytracing has been around in 3D animation for a long time, its the fact that it's reasonable to render this live that is so nuts. Loved the reaction, thanks for making this. Super cool to watch even still
I am loving how game graphics are improving as time goes on. I still remember my Commodore 64s graphics. At the same time, that does need to be a vast improvement on the level of interactivity of the objects in the gaming world, more say VR. Otherwise, ultimately they're the same type of objects as we have had over 20 years ago, but with slightly more realistic graphics. Either way, very exciting time to be a gamer.
yeah but path tracing allows for things to fix themselves a lot of PBRT rasterization is a lot of cheat work using maps and smart math approximations, which ultimately are still the key to maximizing performance, but thigns becomes more hands-off as software gets "smarter" ultimately this can mean more realistic big worlds in games in less than half of the time, especially as mcahhine learning will get utilized but things like raymarching to save cpu cycles will always remain valuable, it's just the programmature will get bettter to adapt to what's needed without explicit custom implementations global illumination is still kind of a cheat, but it's so effective and far less a cheat than ambient occlusion is, but smart combinations of those kind of methods can make a nice bridge between high performance and path tracing-like precision where you wnat it, which is very exciting not jut for gaming, but also for people making animations for infomercials and the such, archiviz obviously even gets better too blender eevee was already amazing for quick animation stuff where ultimate pricision isn't all that important as the quick animation kind of diverts attention away from the details like a magician diverts attetntions with sleight of hand... but it gets closer and closer to having it all just like rtx on battlefield, in multiplayer it's way too fast paced to even fully appreciate the puddle reflections if it means far less performance, but in a gmae that is more about still images or far shots, i'ts amazing to have
Motion Capture is not only about having better and more realistic animations but it also speeds up the process of animating. Imagine animating hundred of bones for hundred of characters by hand. Using Motion Capture you basicly have a standard skeleton which can be applied to every character - You just act as a human, and can directly turn the movement into an animation. You will save tons of time.
I swear I though the scene at about 6:10 was like someone took a recording of the outside then he showed the difference between 5 and 5.1 it had me jaw dropped
I think the issue with motion capture combat (especially from watching the short clip) is the motion capture isn't necessarily more realistic, and more realistic combat isn't necessarily more fun. Motion capture works in sports games because you can bring in a real athlete and they can just do the thing. Animating fighting to be more realistic seems like it would require hiring a group of people trained in medieval and/or renaissance combat.
I think they have to find a sweet spot. Realistic but still telegraphed and exaggerated enough so you can react. The year one and launch For Honor heroes hit a good spot there for me, the attacks feel weighty and readable but still believable enough. Just needs more historical techniques.
13:20 Actually, we said that back in the day when the first Far Cry came out. We said that again when Crysis came out, then when Crysis 3 came out, then when HZD came out. We'll keep saying that until it becomes completely indistinguishable from real life. I hope I'll be alive to witness it.
I can’t wait for the first hunting game on unreal engine five. The environment is going to be so good you’ll be immersed forever. I only can imagine with the animals are gonna be like.
Yes, but also no. I would want to, but in the past the only reason i made maps for games was because i loved playing those games, gotta have motivation to also see what i created in a game that i like... Now im only playing Rocket League and uuh... i have no idea how i could be creative in a game where every map is the same. I know i can do custom maps for private matches, but thats just not the same as it was back when i made maps for UT2004,CSS and Gmod. On that note, when RL gets portet to UE5 it might change some things and maybe it'll be worth it again, for me.
Asmon finding out how original MK was made, priceless. it was such a big deal at the time too, everyone was talking about this new technique being used.
Unreal 7 feature prediction: AI generated models. Create new models through text descriptions. Auto generate models like “spruce Tree” and a new model is generated different than any other. Now a forest of trees, no two trees will be alike. Same for terrain, and any other model, castle, guns, humans, etc. these are not stored models, they are generated real time and always look different. No more cities full of the same 10 character models.
Alexa, I wanna play a story driven open world game based on the Jason bourne novels with plot twists like the movie fight club but set in the east european middle ages with realistic grafics and with a low fantasy theme. It must have a few dungeons and surface to space mechanics. I wanna fight and lead armies while also dealing with complex 16th century religious paradigm shifts and complex diplomatics. Please generate.
This has actually already been possible in most render engines, however the reason why it's exciting is because it's realtime render instead of pre render. That's why animations will always look more realistic than games
Thing is when real time animation gets nearly or completely photorealistic, like the matrix demo is already very convincing when it comes to buildings and cars, this will no longer be necessarily true. Physics are the only thing keeping them apart, and games are not limited to real time physics, but can use pre calculated physics, for effects, maybe close enough for us not to notice the difference.
28:00 they sure did use motion capture for OG motion capture!! The sprites were actually rendered as themselves in 2D, saw behind the scenes and it was way ahead of its time
Motion capture is typically used as a base and then modified by animators. Hand-keyed looks better, but is very intensive and expensive comparatively. MK didn't use MoCap, but they did record live actors and transfer said recordings into the game directly.
This, and although mocap is expensive it saves a LOT of time! Having to create all animations from scratch takes eons or a very large staff to get finished compared to just capturing it and editing the results.
Bro I remember asking a game dev a few years ago about dynamically reducing the amount of polygons a model or tree has as you get closer to it which is close to what UE5 does and he said that wasn't possible. It's dope to see things advance.
Hey Zack, big fan here :) Would you cover what's going on with mixed reality dev (AR)? I think the big step is round the corner and would be amazing if you bring us the top notch... at the end we should hopefully get the 'active' version of sword art in good time
technically he's still using "old gen trees" but without LODs, with nanite we can literally make real meshes for trees, so each LEAF could be made of nanite, not flat planes anymore. Quixel is starting to make "trees for nanite" that are extremely more detailed than old gen trees, each branch, each leaf, is mesh
1:22 exactly, and that's also how Bethesda's engine(s) work with the likes of Oblivion/Skyrim/Fallout, as we can see it quite clearly. Modding the game with efficiency in mind, required modders to provide multiple texture resolutions (distance or gamer's gear capability) for the same element/entity texture. 6:50 Although we don't get the correct reflections (I guess it'd be a matter of having ray tracing turned off or on), the lighting is so awesome, and still get some good reflections! Those ray tracing algorithms from GC manufacturers could thus be simplified in terms of lighting, while on the other hand enhanced in regard to its actual ray-tracing rendering efficiency and capabilities... Or, would that be the end of NVIDIA's upper hand on the gaming industry?
I'm super excited for games that will use 5.0 and further beyond that :D It's crazy thinking about how games used to be, visually, compared to now, the difference is insane.
Asmon... I think you are missing a key reason for Mocap and Pcap. They allow large volumes of "animation" be captured instantly... then the animated only need to tweak that captured data. The old process MUCH more time consuming when the animators have to create ALL motion by directly. Take much more time and cost much more. In the end these techniques are intended to not only provide a better digital character for a game (or TV and movies) that is more lifelike but also save the many many hours of animators time.
I'm pretty sure motion capture saves developers a ton of money because, instead of spending hours trying to code each and every movement, it can just be captured in real time then finishing touches can be made in post.
Considering the mandalorian is mostly composed of unreal engine and had a screen studio designed specifically for the show. I can imagine Hollywood threw in some BIG BUCKS for the future investments of the engine.
The most things could already be done since over a decade like raytracing for example, but you had to pre-render just like they said in the vid and rendering just a frame took ages with your desktop, the difference is now it can be done real time it's realy a big deal!
And yes, mocap is exactly that. Instead of moving each individual bone and eventually hammering something out, the guy in the dot suit does all that movement for you, and the animator simply tweaks it from there.
I have an idea to create a game and this software would probably be the best to do it the only problem is not having the system requirements needed as well as the skill, but if any of y'all are into it please try to pull this off I'm sure a lot of people would have heard or seen the twilight series now the concept should be an open world game based in a huge forest which covers different terrains like snow covered mountains a river flowing right through the forest which actually divides the area between the vampires and the wolves...The main objective can be for the wolves to defend the vampires breaching the territory and add up chasing and killing animation for both sides... Being based in a dark deep forest( or even have changing time and weather day night afternoon just as real life) it'll attract both people from the horror as well as those looking for action or adventures include some of the movie aspects such as cliff diving both vampires and warewolf having the ability to run super fast or normal or walk like a control paced as the GTA games and when the super fast mode is activated to make the visuals pass a bit blur and that will all look so fucking cool as well having the ability to jump up super high or cross up cliffs in a single leap something that that not entirely copy paste the movie but take such aspects from it it will surely turn out to be very good.. I don't know how much time it would take to create something like this but I'm sure it can be very fun and you could even add a multiplayer aspect if the thing gets successful!!! (P.S so many twilight people would have had this idea maybe at some point but it's sad no one is implementing it)
@@TrueREAL I don't know about money, but it would take time. He could cut down time with asset packs (but try to get a consistent art style). I also would recommend learning: - Blender for your custom assets -Cascadeur (AI assisted animation software) More experienced gave devs will say don't make the game you want to make be your first game. It's going to suck. Create smaller projects first and gain experience.
I think something that is seldom mentioned in the debate about video game prices/costs to produce video games is that, while it may be true that the costs of creating video games have exploded over the last 10 years while the price for the games have remained level, it is also true that we have seen similar growths in the amount of gamers. If costs double, but the player count also doubles, you have the same amount of profit as you did before (this is a somewhat fair assumption as the marginal cost of each additional copy of a game is ~0, as we are far and away all digital). Moving forward, we will, in my opinion, see a couple of things: the player growth will plateau (with the limiting amount being the population of the industrialized world), and the cost of games will continue to increase with scope creep and increases in technology. However, to expand on that second point, I think we will see some amount of automation that reduces costs and time required in the game creating process, as things like Unreal Engine 5 gain more market share and to some degree democratize the game creating industry. I don't know whether the net costs will rise after considering this type of automation, but we can be certain that corporations will be looking to *grow* their profit margins, like with recent AAA games raising their base price to $80 USD.
It used to be about buying the game now the problem is that buying the game feels like you're paying for a subscription and all of these subscription-based gaming sites that want you to sign up, the "passes" every other month or season, expansions that lack content, unfinished games or poor quality...you're basically a customer for life without actually owning the game you paid for, or pay for a product that is barely acceptable for the prices (including this inflation).
The UE5 is Really sick, and I acttualy learned about this engine from you! I am using it to develop my own game 🔥 And you are the reason I even heard about it, so THANK YOU SO MUCH. If someone more curious about it, I have my first devlog out- You are welcome to join and watch yourself! You are also the reason i started with the RUclips, so thanks again! You inspired me a lot.
Remember what graphics looked like just 30 years ago? It's crazy to think that we were lucky enough to live in a span of time where technology has grown from 8 bit graphics, to unreal 5 level of graphics. Most people who have ever lived, and who ever will live, won't ever know what it's like to see such an insane leap in graphics.
I'm guessing Asmon never downloaded and played the Unreal Engine Matrix Demo, not sure if that was just released on Xbox Series X, or PC as well. (The specific demo, obviously Unreal Engine 5.0 was on PC/Xbox where you could basically have a full open world version of New York and even go through all the filters or make cars disappear into nanites , or put it into matrix mode where you can see every drop of rain every single bird flying in the distance and instantly zoom up in the air a mile and then zoom straight back down to a pebble on the sidewalk. Even had a bunch of Llamas and Fortnite Easter eggs hidden throughout the city. But the best part was the Matrix Demo started off as a video of Keanu and Trinity talking, then you (as the video game user) gets put in the backseat of a classic mustang and you become part of the intro video as it was interactive so you could use bullet time and shoot out the cars chasing you and the people shooting at you in a high speed chase while Keanu and Trinity are arguing over topics between real life stuff and stuff in the Matrix.....then they give you full control to explore and use the Unreal Engine to change the weather, or the exact time of day and where the sun light and reflections are coming from. Absolutely the best "demo game" that not only showed how cool it would be to have a Matrix video game with mechanics and graphics that shit on Grand theft Auto/Rockstar realism. As well as letting you open the Unreal Engine menu (even on Xbox) to change just about everything in real time as you're driving a car full speed into oncoming traffic and watching cars fly over yours or flip over...and even the damage to each and every car involved in a 15 car massive wreck ALL had ridiculously realistic and accurate dents/broken lights/paint scrapes and scratches depending on what parts of the cars actually hit something, even down to the amount of air tire pressure and the brand and tire tread of each car. I was blown away at how ridiculous the details were on just this "matrix Demo" made specifically for showcasing Unreal Engine 5, instead of just releasing a 30 minutes 4k RUclips video. (Although you can go watch someone play it if you don't have a console or video card to utilize the demo) Edit: NVM lol, he obviously said he never played it before
While it’s true UE 7 will come out one day. Maybe not for 20 or more years. Who knows. However something to consider is we’re already at the point of diminishing returns on graphics. Sure there can be small improvements still but from here on out I think the REAL improvement between engines isn’t going to be visual, it’s mostly going to be on optimization if I had to guess. The goal with graphics now imo is how do we get the same result with less. What requires a 3080 today to run, how do we get it to run on a 3070. Then how do we get it to run on a 3060. 3050. Or whatever the equivalents will be at the time.
29:34 Unreal Engine actually now has support for MOCAP where you can film yourself using a phone, and then translate your movement into MOCAP in Unreal pretty easily. I'd agree with you on the cost except now the cost is practically 0
Remember this was all created by mathematicians and engineers, cranking out the numbers and code responsible for this incredible product. They all are “weak” according to the thumb Andre Tate. Love to science
the earliest mortal kombats were not using motion capture. they just took pics or videos of the performers and then digitised them into 2D sprites. motion capture is when you put all those sensors on the performers and capture all the sensor data on a timeline.
Lumberyard is an offshoot of Cry and heavily modified by the Star Citizen team. The partnership between Amazon and Star Citizen gives SC access to Amazon servers while Amazon gets access to all the tools and improvements the SC team make for the engine.
The updates showcased in this video seem to be purely processing and doesn't have much to do with the size of the game. If anything, If I'm understanding correctly, it'll lower the game size because you're not required to have 4 or 5 different versions of the same texture for LOD purposes. From what I gather, this update improves quality, improves framerate, and reduces game size.
@@azuosnossylla well ,they kinda are. Let's see if any of the staple bugs in Bethesda games are finally fixed, or if they just put a band-aid on the original creation engine and said it was new.
@@keithemerson7662 well its just like how unreal 5 is kinda a new engine, basically all engines are just upgrades from previous ones, they dont need a new engine just like how epic dont need to create a new engine to go from unreal 4.x to 5 like they did
(mesh) is the 3D model consisting of polygons. (LOD=level of detail) the closer objects are rendered with more polygons. so the mesh is actually changing. Textures is the "color", "normals" "Ambient Occlusion" "height maps" etc. applied on the mesh (3D model). More polygons=more processing power needed.
Nanite tech is cool, but a friend of mine worked on a similar rendering engine called "Nurulize’s Atom View software" started in 2018, He then sold off his VR Atom view software to Sony in 2019 to use in the movie industry. His software was made for content creation in an VR environment, VR movie set reproductions, and collaborations. Atom view supports Mega scans, Photogrammetry, and Lidar laser scans to recreate real world objects into VR assets.
My opinion regarding motion capture in games is that it's something that you don't really notice or appreciate when it's done well, but you notice it very quickly when it's bad/missing. It also depends a lot on the type of game. Some games require you to pay a lot of attention to the movement and animation of characters, which makes the quality and realism of the movement much more important. I agree to the point that some studios spend much more money and time on mocaps than what would be required to make the game good/playable.
28:00 Motion capture isn't be all end all solution and neither can it just replace animators. Reason being that motion capture data is very raw and buggy looking. Animators will clean up the raw data and they add the extra style to that animation. If you remember the first watch dogs hero walk, it is very stylized and its not just captured from actor doing the motion capture, its work of designer who create the character and actor who adds his own flavor to the walk and animators who add their own flavor on top of it. And this process takes lot of time and effort from everyone involved. You get generic looking characters being generic because of this 1 year 1 game schedule that doesn't give time to create unique characters. 43:00 None of game I have worked on uses actual real world physics. We modify physics to feel more fun to play and so you never see a character falling at actual gravity. Mario doesn't neither does spiderman.
Imagine a jumpscare from that reflection, or a horror game where you can't look at them directly and you can only look at them through reflections.
Weeping Angels would throw me out of the chair
Dreadout 3 confirmed
90% of the players wont have good enough graphics card to use this feature lol.
fantastic idea - also since player games (some of the best ever) don’t usually have in game purchases
The game is going to melt my graphic card before I can actually see the creature in the reflection.
The lumin translucent reflections are insane. This will take any game big on immersive environments to the next level. FP stealth, any FP exploration, FP RPG, horror, storybook games. This ain't "scary" this is phenomenal.
Oh I bet you horror ones would be extra scary. Imagine Outlast remade in Unreal engine.
@@kuratchiminisuta Just let modders remaster it with Nvidia RTX Remix. Would be enough. Imagine dark environments with real light sources.
Imagine if unreal engine starts to look more real than walking outside
Not having to do LOD and soon even lighting with raytracing being automatic, it speeds up development dramatically, will definitely allow for projects bigger than ever.
I guess that depends on what you mean by "bigger".
I'm with you on the speed up on lighting and LODs, but also expectations rise. And good graphics never filled a world with gameplay.
But i do hope and i could see more indie developers with actual good gameplay ideas and talent getting easier access to better graphics! :)
ye but what about graphic cards that don't have raytracing
Sad to think that Elder Scrolls 6 is very likely not gonna apply this amazing development.
@@Dominick77 Lumens doesnt use raytracing hardware, its a software imitation of raytracing so any graphic card can render it.
Man, graphics getting better yet games feel more and more hollow than ever..
I remember emerging from the tunnels to see the lake around Imperial City and thinking “This looks like actual real life. Games can’t get better than this”
No
The expanded map size comes from them switching from floats to doubles. Basically the amount of memory used to store the numbers have doubled from 4 to 8 bytes per number. This will have a performance cost, but will provide massively increased precision. The widget you saw that was supposed to be round but was all jagged comes from rounding errors. cause the precision gets less and less as you get further from 0.
I like your funny words, magic man
This issue was the reason why CDPR had to make the RED Engine and had so many engine related issues for CP77. Since they have announced they have been working with Epic on UE 5 to enable massive open worlds in UE5 with tools and support. I think that's a change came from that initiative.
Explaining the most insane things yet he is so calm. “When we hit apply you can see the reflections and even break the fourth wall and even though this was uploaded a week ago we can see yourself watching this in real time.”
The improvement of emissive lighting is great, we use emissive a lot where I work at to fake some light bounces
May I ask what do you do?
@@AD-lh3jk I'm a game artist
18:28 its actually really simple. Time is actually a resource. Writing your own game engine for most indie games is totally unnessacery. Building an engine from scratch is a lot of work, most indie devs who make their own engine are actually using frameworks. So they're not really making everything themselves.
The amount of features game engines like unreal and unity have would take a lot of people and a lot of time, and time is a variable that determines cost of production. If your game doesn't need a certain feature not supported by commercial engines then why should you waste time and money on something that won't have any real effect on your game.
The other issue is that exporting to multiple platforms like PC, MAC, and Consoles is already taken care of. In most cases writing your own engine is just a flex. So the real question you should be asking is why SHOULD you make your own engine?
Mocap absolutely matters because it takes a huge load off the animators. I have a little experience with Autodesk Maya and creating animations from scratch is hard, time consuming and it's also difficult to make it look convincing.
saves tones of time
And by saving the animators time, it saves the company money. So mocap is cheaper in the end.
I think he means the whole idea of having animated cut-scenes adds very little to the game play
Unreal just keeps upping the bar these past years.
I was mostly messing around in Unity, but I've been learning C++ specifically for awesome these features are.
c sharp scripting feels much easier just because it takes care of memory management unlike c++.
I've been waiting for thus since I was a kid
I knew one day we would have hyper realistic real world graphics
Man even 5 years from now is gonna be insane
The FED Mafia must still be disowned.
Or they will ruin *YOUR* reallife, no matter who you are.
You have hyper realistic graphics for the last 5 years. All it achieved was shallow games that could be a movie but marketed as games.
Yeah but for what
Meanwhile, we got the new pokemon game.
Monetisation not innovation
at 88 mil kilometers, you could make a map twice the size of the continent of Asia, which is about 44 mil kilometers. Games are getting insane with not just the level of detail and hyper-realism but with the way they use resources as well.
I am not sure if you are joking or not, 88 mil km is more then 200x the circumference of earth...
@@mathiassven Yeah, I was waiting for someone to pick up on it. But seriously, according to Nasa, Jupiter our biggest planet in the milky way anyway. Is only around 70,000km not that we have a way to fly there and actually measure it. So imagine how big (In theory) an 88,000,000 Km map could be
@@vallejomach6721 Well, my apologies. Still a jump from 22km to 88 million is decent size. Appreciate the information. Now everyone can learn something.
This will likely be used for decent small-scale space sims, as you could fit small space bodies into a large map without load screens. It would probably work better for games set around archipelago, though, as you could have massive bodies of water and large and unique islands.
i cant believe im living in a time where we argue about games being the size of real planets
and 10 year old me thought that runescape members world was massive
Every new unreal engine is a huge deal, then games made in it come out and it looks like undercooked garbage lol.
The more powerful the engine, the more work you need to actually really use it.
because most games need to be designed to run across different plateform. Games would looks almost always this good if the standard benchmark pc was a fucking beast of a pc that cost 5000 dollars to make
Because of corporate decisions
Because bbb Because stfu with these comments lol.
You may have the best kitchen in the world but if your a shit chef your still not going to make good food
Motion Capture was first used in Mortal Kombat 4. It then became common afterward. So technically there was no motino capture in the ORIGINAL mortal combat. I think they just recorded people doing the movement and used it as reference or superposed it.
For MK and MK2 they used photos of ppl in costume doing the moves
I think Daniel Pecina did most of the male characters
I'm an arch-vis artist - can't tell you how nice it is to have a lot of the leftover game dev busy work be iteratively trimmed from each release. No more lightmapping, easier imports with Datasmith, and now high quality reflections and no LODs?
God damn
Yeah I feel that's more important than even the insane hyper realism. Being able to cut the hours of backend work will be a huge boon to everyone.
Mortal kombat wasn't motion captured, but rather rotoscoping of images of motions taken from pictures which then were chopped in to sprite forms.
Now imagine combining this tech with vr. The level of detail as you look around compared to current vr. Breathtaking
Wonder why meta is not using this
sadly VR will not be taken seriously by people for many years, this is because the graphics and fps is so bad it makes it feel unrealistic, and we currently dont have good enough technology to run a vr with good graphics let alone UE5 Graphics.
@@Cc-bh3ye it does seem like UE5 will be able to render graphics more efficiently so it'll help with improving the base vr graphics and FPS but I agree it's a ways off. It takes a lot more gpu and cpu power to run games in vr and the cards just aren't there yet even with the improvements UE5 makes to rendering, but in 5-10 years maybe.
@@justsomeguywithoutaguy4154 wow
@@Cc-bh3ye VR not being taken seriously? The Quest 2 alone sold more than the new Xbox lol. VR is very alive and thriving except in the console peasant world.
Unfortunately the last version was limited by the confines of the known universe. 7.1 corrects this and can now operate independent of space and time.
If the metaverse had graphics like this maybe it wouldn't have failed so hard.
It still would have, let's not kid ourselves.
@@Hooga89 stop defending MetaSamVerse
if Meta cant get legs developed there is no way in hell they could use UE5, besides VRchat is just a better & functional metaverse
meta hasn’t even started how can it fail?
I bet Mark havent even heard of UE5 and probably not Unity either as his metaverse looks like something from before year 2000.
Unreal Engine 7 is when we get into mechs that are basically new humans but in this world we are called glopors
What is Unreal Engine 7?
*update banned words Unreal Engine*.
Huh, what did I just talk about? It's raining again, darn neighbor keep messing around with local weather control.
One step closer to simulating the simulation we are all already trapped in.
@claymorexl yo dawg...
Reincarnation Soul Trap !
we will walk among those npc as gods
i cant even imagine how they can code something like this its way beyond what my brain can handle
The idea and creation of LOD was created all the way back on the PS1 for the first Spyro the Dragon game. I think you'd like the video if you decided to look it up considering how much it is used in video games now. :)
it was really a genius idea, but I think we should move on from LOD’s.
I love how people are getting more interested in game engines nowadays. Very very truly fascinating stuff
7:30 is me glad to see someone into the industry as much as Asmond react the same way
Lmao I was showing my gf and right before he said it, we both said it too 😂
when i heard his answer about game phisics and gravity , i remember the 1994 "Magical School Bus" game where every planet you visited had a diferent gravity and that affected your jumpes
The difference on translucent surfaces is for sure more flashy, but the ones on bounce light and ambient occlusion I'd say are way more important and over the course of a game run, it will be super impactful. It's so cool to see technology evolving in real time.
most were also bugfixing there were many problem with lumen etc. im glad its getting fixed
This is great for the indie industry to be able to pop off with great graphics even for a small studio.
The most impactful parts of unreal 5 are the ways that it streamlines game development. If ue5 cuts development time by even ten percent, I appreciate that over any visual impact it makes.
Especially for games that take 4 or more years to make. A 10% time saving in 4 years in nearly 5 months, there's a lot of bug fixing and even additional features they can add using that extra 5 months of saved time.
Mortal Kombat motion capture didn’t start until 3-4
The fact that it's so detailed yet it will improve the performance of games in incredible.
In certain scenarios.*
i think mocap matters a lot - it really makes the world feel real. its super immersive seeing the body language and stuff. maybe ai will be at a place where it can do a decent job of recreating micro gestures and stuff soon, but for now i think mocap is a must for any photorealistic ish game with humans - for aliens and stuff not so much.
Maybe Asmon doesn’t care but clearly everyone else does. God of War is one of the top selling games of the year and has some of the best mocap I have ever seen!
You can achieve micro level of animations just by blending in a layer of animation to the skeleton mesh. Like a blink or a small fidget or twitch that can randomly happen by procedural animation layering. It's actually very easy to do, once you know how, and costs basically nothing.
Like when a character attempts to jump, do you lead off of the left foot or the right? Have the animation decide.
His take on mocap is odd, but it's probably because he doesn't notice it ... meaning it's done well. He'd probably pick out bad movement if he saw it. It's probably more important to him than he realizes.
The cost increased but there is also so many more customers than it used to be so it makes sense that the price doesn't increase.
Im gonna get heart attack after playing some scary VR game with this high quality.
28:06 please keep in mind .... the motivation to use motion capture at this point not really to get a better/more realistic movement. it just takes much less time/money to capture hundreds of animations than to keyframe everything by hand. So for the consumer/asmon there is no big difference, but for gamedevs its huge.
the "Korean trainstation photage" wasn't real time in unreal. it was rendered. it says in the description of the video it took a few seconds per frame to render out.
The only problem I've had with game ratings is when they made Nintendo decide to remove the game corners from the recent pokemon remakes because it would bump the rating up. I remember spending so much time there as a kid, and the esrb let gambling slide under the E rating for Gold/Silver, and every other Pokemon game from 1996-2008 it isn't even listed, but they all had game corners. My nostalgia is kind of hurt to see all the game corners I used to play in as a kid are unavailable when I play the remakes.
reflections are super important for visuals in game dev, even blank walls are influenced by reflection. E.G. if you have a red wall next to a white wall, both walls will be influenced by each other's color and light emission.
that's not reflections that's emissive lighting and that was already a thing
@@veloce5491 no, emissive lighting is its own color in texture pipelines. Reflections still have an impact on transparent surfaces in most game engines. Hence, you have an emissive input excluded from reflection values or a direct reflection texture input.
at 23 minutes in..yeah 60$ games they have double and tripled in cost of production but the market and millions of players worldwide....the cost can remain the same
My mind is completely blown. I can't wait to see this engine develop further.
The fact that he GAINED framed after enabling nanite support is actually incredible, my mind kind can't comprehend how this is working. Also, FOLAGE.
This completely excites me to see what UE5.1 is going to do to gaming. I see some major games being released with this being BANGERS if done right. Completely stoked!
It's a bit more flash in the pan than what people are thinking. Remember UE4's global illumination? How many games actually made proper use of it? It wasn't very optimized or scalable across multiple platforms. Lumen and Nanite are cool, but adding more complex and unique geometry (especially with multiple entities that operate as multi-state actors) complicates things and zaps A LOT of the resource budget. I suspect smaller indie titles with focused, linear visuals will make use of Nanite more-so than bigger, creatively-unique AAA titles.
Honestly its probably not going to have as much of an impact as people are hoping.
7:55 albeit this is cool to see coming to games, none of this is new and even with ray tracing in Minecraft this has been done for quite some time now.
I think a lot of people don't understand that Raytracing has been around in 3D animation for a long time, its the fact that it's reasonable to render this live that is so nuts.
Loved the reaction, thanks for making this. Super cool to watch even still
I am loving how game graphics are improving as time goes on. I still remember my Commodore 64s graphics. At the same time, that does need to be a vast improvement on the level of interactivity of the objects in the gaming world, more say VR.
Otherwise, ultimately they're the same type of objects as we have had over 20 years ago, but with slightly more realistic graphics.
Either way, very exciting time to be a gamer.
yeah but path tracing allows for things to fix themselves
a lot of PBRT rasterization is a lot of cheat work using maps and smart math approximations, which ultimately are still the key to maximizing performance, but thigns becomes more hands-off as software gets "smarter"
ultimately this can mean more realistic big worlds in games in less than half of the time, especially as mcahhine learning will get utilized
but things like raymarching to save cpu cycles will always remain valuable, it's just the programmature will get bettter to adapt to what's needed without explicit custom implementations
global illumination is still kind of a cheat, but it's so effective and far less a cheat than ambient occlusion is, but smart combinations of those kind of methods can make a nice bridge between high performance and path tracing-like precision where you wnat it, which is very exciting not jut for gaming, but also for people making animations for infomercials and the such, archiviz obviously even gets better too
blender eevee was already amazing for quick animation stuff where ultimate pricision isn't all that important as the quick animation kind of diverts attention away from the details like a magician diverts attetntions with sleight of hand... but it gets closer and closer to having it all
just like rtx on battlefield, in multiplayer it's way too fast paced to even fully appreciate the puddle reflections if it means far less performance, but in a gmae that is more about still images or far shots, i'ts amazing to have
Motion Capture is not only about having better and more realistic animations but it also speeds up the process of animating. Imagine animating hundred of bones for hundred of characters by hand. Using Motion Capture you basicly have a standard skeleton which can be applied to every character - You just act as a human, and can directly turn the movement into an animation. You will save tons of time.
I swear I though the scene at about 6:10 was like someone took a recording of the outside then he showed the difference between 5 and 5.1 it had me jaw dropped
I loved 3d studio max and Unreal. Working on these in 2012ish was so awesome in school.
I think the issue with motion capture combat (especially from watching the short clip) is the motion capture isn't necessarily more realistic, and more realistic combat isn't necessarily more fun. Motion capture works in sports games because you can bring in a real athlete and they can just do the thing. Animating fighting to be more realistic seems like it would require hiring a group of people trained in medieval and/or renaissance combat.
I think they have to find a sweet spot. Realistic but still telegraphed and exaggerated enough so you can react. The year one and launch For Honor heroes hit a good spot there for me, the attacks feel weighty and readable but still believable enough. Just needs more historical techniques.
13:20 Actually, we said that back in the day when the first Far Cry came out. We said that again when Crysis came out, then when Crysis 3 came out, then when HZD came out. We'll keep saying that until it becomes completely indistinguishable from real life. I hope I'll be alive to witness it.
I can’t wait for the first hunting game on unreal engine five. The environment is going to be so good you’ll be immersed forever. I only can imagine with the animals are gonna be like.
Glen Schofield was in Dead Space. Go look up the video when he talks about the project. It's incredible
Anyone else super tempted to start creating in UE5 after seeing this tech to get rid of tedious hurdles?
Yup! Which is exactly what I'm going to do once I build my PC again
Yes, but also no. I would want to, but in the past the only reason i made maps for games was because i loved playing those games, gotta have motivation to also see what i created in a game that i like...
Now im only playing Rocket League and uuh... i have no idea how i could be creative in a game where every map is the same.
I know i can do custom maps for private matches, but thats just not the same as it was back when i made maps for UT2004,CSS and Gmod.
On that note, when RL gets portet to UE5 it might change some things and maybe it'll be worth it again, for me.
Asmon finding out how original MK was made, priceless. it was such a big deal at the time too, everyone was talking about this new technique being used.
Unreal 7 feature prediction: AI generated models. Create new models through text descriptions. Auto generate models like “spruce Tree” and a new model is generated different than any other. Now a forest of trees, no two trees will be alike. Same for terrain, and any other model, castle, guns, humans, etc. these are not stored models, they are generated real time and always look different. No more cities full of the same 10 character models.
Even just asset search with natural language.
Alexa, I wanna play a story driven open world game based on the Jason bourne novels with plot twists like the movie fight club but set in the east european middle ages with realistic grafics and with a low fantasy theme. It must have a few dungeons and surface to space mechanics. I wanna fight and lead armies while also dealing with complex 16th century religious paradigm shifts and complex diplomatics. Please generate.
This has actually already been possible in most render engines, however the reason why it's exciting is because it's realtime render instead of pre render. That's why animations will always look more realistic than games
Thing is when real time animation gets nearly or completely photorealistic, like the matrix demo is already very convincing when it comes to buildings and cars, this will no longer be necessarily true. Physics are the only thing keeping them apart, and games are not limited to real time physics, but can use pre calculated physics, for effects, maybe close enough for us not to notice the difference.
This is better than real life, I don't see those kitchen table reflections at home
28:00 they sure did use motion capture for OG motion capture!! The sprites were actually rendered as themselves in 2D, saw behind the scenes and it was way ahead of its time
Motion capture is typically used as a base and then modified by animators. Hand-keyed looks better, but is very intensive and expensive comparatively.
MK didn't use MoCap, but they did record live actors and transfer said recordings into the game directly.
This, and although mocap is expensive it saves a LOT of time! Having to create all animations from scratch takes eons or a very large staff to get finished compared to just capturing it and editing the results.
Bro I remember asking a game dev a few years ago about dynamically reducing the amount of polygons a model or tree has as you get closer to it which is close to what UE5 does and he said that wasn't possible. It's dope to see things advance.
Ehh, it's not that it's not possible, but even with Nanite, it's still not optimized for scalability yet.
Hey Zack, big fan here :)
Would you cover what's going on with mixed reality dev (AR)? I think the big step is round the corner and would be amazing if you bring us the top notch... at the end we should hopefully get the 'active' version of sword art in good time
technically he's still using "old gen trees" but without LODs, with nanite we can literally make real meshes for trees, so each LEAF could be made of nanite, not flat planes anymore. Quixel is starting to make "trees for nanite" that are extremely more detailed than old gen trees, each branch, each leaf, is mesh
This is really cool, but I do hope more game devs start using stylised graphics again. Kinda hate seeing all new games look the same now.
I know i never understood why so many games try to make something that looks like there right here on earth instead of something cooler than earth
1:22 exactly, and that's also how Bethesda's engine(s) work with the likes of Oblivion/Skyrim/Fallout, as we can see it quite clearly. Modding the game with efficiency in mind, required modders to provide multiple texture resolutions (distance or gamer's gear capability) for the same element/entity texture.
6:50 Although we don't get the correct reflections (I guess it'd be a matter of having ray tracing turned off or on), the lighting is so awesome, and still get some good reflections! Those ray tracing algorithms from GC manufacturers could thus be simplified in terms of lighting, while on the other hand enhanced in regard to its actual ray-tracing rendering efficiency and capabilities... Or, would that be the end of NVIDIA's upper hand on the gaming industry?
I'm super excited for games that will use 5.0 and further beyond that :D It's crazy thinking about how games used to be, visually, compared to now, the difference is insane.
Unreal engine 7 : Now you can make sentient AI
Unreal 46: the 7 billion sentient AIs on the game planet just developed Unreal 5
Asmon... I think you are missing a key reason for Mocap and Pcap. They allow large volumes of "animation" be captured instantly... then the animated only need to tweak that captured data. The old process MUCH more time consuming when the animators have to create ALL motion by directly. Take much more time and cost much more. In the end these techniques are intended to not only provide a better digital character for a game (or TV and movies) that is more lifelike but also save the many many hours of animators time.
Age of empires with Unreal engine 5.1 would be like night at the museum real haha.
But they'll make it cartoony for sure 😞
I'm pretty sure motion capture saves developers a ton of money because, instead of spending hours trying to code each and every movement, it can just be captured in real time then finishing touches can be made in post.
I'm glad as the interview went on that this was basically described.
I literally started clapping when he showed the nanites on the trees over LOD.... Simply amazing!
Considering the mandalorian is mostly composed of unreal engine and had a screen studio designed specifically for the show. I can imagine Hollywood threw in some BIG BUCKS for the future investments of the engine.
this stuff will give birth to so many new game devs all over world. cant wait to see what kind of games we will see in the future.
I feel bad for every big studio who have spent years making a game in another engine and now being stuck with it after seeing this.
The most things could already be done since over a decade like raytracing for example, but you had to pre-render just like they said in the vid and rendering just a frame took ages with your desktop, the difference is now it can be done real time it's realy a big deal!
Next step will be pre simulated realistic physics and material degormation being in real time. Maybe in 20 to 30 years. Maybe sooner.
And yes, mocap is exactly that. Instead of moving each individual bone and eventually hammering something out, the guy in the dot suit does all that movement for you, and the animator simply tweaks it from there.
I have an idea to create a game and this software would probably be the best to do it the only problem is not having the system requirements needed as well as the skill, but if any of y'all are into it please try to pull this off I'm sure a lot of people would have heard or seen the twilight series now the concept should be an open world game based in a huge forest which covers different terrains like snow covered mountains a river flowing right through the forest which actually divides the area between the vampires and the wolves...The main objective can be for the wolves to defend the vampires breaching the territory and add up chasing and killing animation for both sides... Being based in a dark deep forest( or even have changing time and weather day night afternoon just as real life) it'll attract both people from the horror as well as those looking for action or adventures include some of the movie aspects such as cliff diving both vampires and warewolf having the ability to run super fast or normal or walk like a control paced as the GTA games and when the super fast mode is activated to make the visuals pass a bit blur and that will all look so fucking cool as well having the ability to jump up super high or cross up cliffs in a single leap something that that not entirely copy paste the movie but take such aspects from it it will surely turn out to be very good.. I don't know how much time it would take to create something like this but I'm sure it can be very fun and you could even add a multiplayer aspect if the thing gets successful!!! (P.S so many twilight people would have had this idea maybe at some point but it's sad no one is implementing it)
I would start with Unreal 5.0.3, i find Unreal 5.1 to be too unstable right now.
This is far too big for an idie game, It would take years with a huge team and millions upon millions of dollars to make
@@TrueREAL I don't know about money, but it would take time. He could cut down time with asset packs (but try to get a consistent art style). I also would recommend learning:
- Blender for your custom assets
-Cascadeur (AI assisted animation software)
More experienced gave devs will say don't make the game you want to make be your first game. It's going to suck. Create smaller projects first and gain experience.
I think something that is seldom mentioned in the debate about video game prices/costs to produce video games is that, while it may be true that the costs of creating video games have exploded over the last 10 years while the price for the games have remained level, it is also true that we have seen similar growths in the amount of gamers. If costs double, but the player count also doubles, you have the same amount of profit as you did before (this is a somewhat fair assumption as the marginal cost of each additional copy of a game is ~0, as we are far and away all digital). Moving forward, we will, in my opinion, see a couple of things: the player growth will plateau (with the limiting amount being the population of the industrialized world), and the cost of games will continue to increase with scope creep and increases in technology. However, to expand on that second point, I think we will see some amount of automation that reduces costs and time required in the game creating process, as things like Unreal Engine 5 gain more market share and to some degree democratize the game creating industry. I don't know whether the net costs will rise after considering this type of automation, but we can be certain that corporations will be looking to *grow* their profit margins, like with recent AAA games raising their base price to $80 USD.
Hats off to the programers coding all of this.
It used to be about buying the game now the problem is that buying the game feels like you're paying for a subscription and all of these subscription-based gaming sites that want you to sign up, the "passes" every other month or season, expansions that lack content, unfinished games or poor quality...you're basically a customer for life without actually owning the game you paid for, or pay for a product that is barely acceptable for the prices (including this inflation).
The UE5 is Really sick, and I acttualy learned about this engine from you!
I am using it to develop my own game 🔥 And you are the reason I even heard about it, so THANK YOU SO MUCH.
If someone more curious about it, I have my first devlog out- You are welcome to join and watch yourself!
You are also the reason i started with the RUclips, so thanks again! You inspired me a lot.
Remember what graphics looked like just 30 years ago? It's crazy to think that we were lucky enough to live in a span of time where technology has grown from 8 bit graphics, to unreal 5 level of graphics. Most people who have ever lived, and who ever will live, won't ever know what it's like to see such an insane leap in graphics.
I'm guessing Asmon never downloaded and played the Unreal Engine Matrix Demo, not sure if that was just released on Xbox Series X, or PC as well. (The specific demo, obviously Unreal Engine 5.0 was on PC/Xbox where you could basically have a full open world version of New York and even go through all the filters or make cars disappear into nanites , or put it into matrix mode where you can see every drop of rain every single bird flying in the distance and instantly zoom up in the air a mile and then zoom straight back down to a pebble on the sidewalk. Even had a bunch of Llamas and Fortnite Easter eggs hidden throughout the city. But the best part was the Matrix Demo started off as a video of Keanu and Trinity talking, then you (as the video game user) gets put in the backseat of a classic mustang and you become part of the intro video as it was interactive so you could use bullet time and shoot out the cars chasing you and the people shooting at you in a high speed chase while Keanu and Trinity are arguing over topics between real life stuff and stuff in the Matrix.....then they give you full control to explore and use the Unreal Engine to change the weather, or the exact time of day and where the sun light and reflections are coming from. Absolutely the best "demo game" that not only showed how cool it would be to have a Matrix video game with mechanics and graphics that shit on Grand theft Auto/Rockstar realism. As well as letting you open the Unreal Engine menu (even on Xbox) to change just about everything in real time as you're driving a car full speed into oncoming traffic and watching cars fly over yours or flip over...and even the damage to each and every car involved in a 15 car massive wreck ALL had ridiculously realistic and accurate dents/broken lights/paint scrapes and scratches depending on what parts of the cars actually hit something, even down to the amount of air tire pressure and the brand and tire tread of each car. I was blown away at how ridiculous the details were on just this "matrix Demo" made specifically for showcasing Unreal Engine 5, instead of just releasing a 30 minutes 4k RUclips video. (Although you can go watch someone play it if you don't have a console or video card to utilize the demo)
Edit: NVM lol, he obviously said he never played it before
While it’s true UE 7 will come out one day. Maybe not for 20 or more years. Who knows.
However something to consider is we’re already at the point of diminishing returns on graphics. Sure there can be small improvements still but from here on out I think the REAL improvement between engines isn’t going to be visual, it’s mostly going to be on optimization if I had to guess.
The goal with graphics now imo is how do we get the same result with less.
What requires a 3080 today to run, how do we get it to run on a 3070. Then how do we get it to run on a 3060. 3050. Or whatever the equivalents will be at the time.
29:34 Unreal Engine actually now has support for MOCAP where you can film yourself using a phone, and then translate your movement into MOCAP in Unreal pretty easily. I'd agree with you on the cost except now the cost is practically 0
So we're about to enter the matrix very soon huh? Not sure how I feel about that 👀
Travel back in time to the guy who did the windows maze and show him this.
Remember this was all created by mathematicians and engineers, cranking out the numbers and code responsible for this incredible product. They all are “weak” according to the thumb Andre Tate. Love to science
the earliest mortal kombats were not using motion capture. they just took pics or videos of the performers and then digitised them into 2D sprites. motion capture is when you put all those sensors on the performers and capture all the sensor data on a timeline.
The most impressive thing to me is this guy who knows every single intricate detail about unreal engine He should be called the (unreal king)....
Lumberyard is an offshoot of Cry and heavily modified by the Star Citizen team. The partnership between Amazon and Star Citizen gives SC access to Amazon servers while Amazon gets access to all the tools and improvements the SC team make for the engine.
My only issue is how does unreal engine 5.1 affect the size of games? And how much more space does the game take up ?
The updates showcased in this video seem to be purely processing and doesn't have much to do with the size of the game. If anything, If I'm understanding correctly, it'll lower the game size because you're not required to have 4 or 5 different versions of the same texture for LOD purposes. From what I gather, this update improves quality, improves framerate, and reduces game size.
The gaming market has gotten larger just as much if not more as cost of development has gone up.
Must be nice to have a new engine. Bethesda? Please?
Starfield and TES VI are using a new engine
@@azuosnossylla well ,they kinda are. Let's see if any of the staple bugs in Bethesda games are finally fixed, or if they just put a band-aid on the original creation engine and said it was new.
@@keithemerson7662 well its just like how unreal 5 is kinda a new engine, basically all engines are just upgrades from previous ones, they dont need a new engine just like how epic dont need to create a new engine to go from unreal 4.x to 5 like they did
(mesh) is the 3D model consisting of polygons. (LOD=level of detail) the closer objects are rendered with more polygons. so the mesh is actually changing.
Textures is the "color", "normals" "Ambient Occlusion" "height maps" etc. applied on the mesh (3D model). More polygons=more processing power needed.
Pantheon announces three-year delay as they upgrade their engine.
To your streaming audience - MK1 was NOT MOCAP. It was frame capture, individual frames pieced together to make an animation.
Nanite tech is cool, but a friend of mine worked on a similar rendering engine called "Nurulize’s Atom View software" started in 2018, He then sold off his VR Atom view software to Sony in 2019 to use in the movie industry. His software was made for content creation in an VR environment, VR movie set reproductions, and collaborations. Atom view supports Mega scans, Photogrammetry, and Lidar laser scans to recreate real world objects into VR assets.
This direction is so satisfying to listen too mayb his voice or how he presents certain subjects, but it's interesting.
My opinion regarding motion capture in games is that it's something that you don't really notice or appreciate when it's done well, but you notice it very quickly when it's bad/missing. It also depends a lot on the type of game. Some games require you to pay a lot of attention to the movement and animation of characters, which makes the quality and realism of the movement much more important. I agree to the point that some studios spend much more money and time on mocaps than what would be required to make the game good/playable.
28:00 Motion capture isn't be all end all solution and neither can it just replace animators. Reason being that motion capture data is very raw and buggy looking. Animators will clean up the raw data and they add the extra style to that animation. If you remember the first watch dogs hero walk, it is very stylized and its not just captured from actor doing the motion capture, its work of designer who create the character and actor who adds his own flavor to the walk and animators who add their own flavor on top of it. And this process takes lot of time and effort from everyone involved. You get generic looking characters being generic because of this 1 year 1 game schedule that doesn't give time to create unique characters.
43:00 None of game I have worked on uses actual real world physics. We modify physics to feel more fun to play and so you never see a character falling at actual gravity. Mario doesn't neither does spiderman.