THE MOST PHOTOREALISTIC Unreal Engine 5 Demo So Far! // Game Engine Dev Reacts

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  • Опубликовано: 12 май 2022
  • What an amazing demo! What did you all think? 👇
    Second channel ► / morecherno
    Twitter ► / thecherno
    Instagram ► / thecherno
    Patreon ► / thecherno
    Discord ► / discord
    Incredible photorealistic demo created by Lorenzo Drago and rendered in Unreal Engine 5 using Lumen, based on a real-life train station in Toyama, Japan.
    Check out the demo here!
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    【UE5】etchū-daimon station - 越中大門駅 ► • 【UE5】etchū-daimon stat...
    Artstation ► www.artstation.com/artwork/3q...
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    #UE5
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Комментарии • 420

  • @subject_n
    @subject_n 2 года назад +489

    Thank you for covering me! It's good to see a critical look at the scene, I think you were spot-on on most things

    • @eduardoarmenta9232
      @eduardoarmenta9232 2 года назад +2

      Gracias a ti también, de mi parte. Great job. Saludos desde México . :

    • @Josh729J
      @Josh729J 2 года назад +1

      Amazing render! Do you have any advice for a new indie developer regarding textures and shadows?

    • @1XcysX
      @1XcysX 2 года назад +2

      Congrats on your project it is amazing! This is your opportunity to milk the sh*t out of it and get established as a pro artist. Would love to see a breakdown and perhaps a demo!

    • @larssonk22
      @larssonk22 2 года назад

      Great work btw! Do you have any static images or video without the camera shake/landscape to see if Cherno's thoughts were correct?

    • @subject_n
      @subject_n 2 года назад +7

      @@larssonk22 Yeah! On my video description I have the link to the Artstation page with screenshots

  • @Mitch_Crane
    @Mitch_Crane 2 года назад +318

    Looks alright but it's no Hazel

    • @spookytk
      @spookytk 2 года назад +10

      What is Hazel?

    • @rautamies2305
      @rautamies2305 2 года назад +17

      @@spookytk Chernos game engine

  • @hagarbebado
    @hagarbebado 2 года назад +424

    In my opinion, visual quality is not the bottleneck for modern graphics, so the value of ever-higher resolutions and image fidelity is overestimated. I think that what we need is better simulations, animations, and automated tools that produce the mundane details so that film-makers and artists can produce more and faster. This video is a great example of what I mean: we have to fake imperfections of physical cameras and physical camera movement to sell realism, because the still frames look just that good. At the same time the environment is perfectly static, no movement at all, because movement is still hard to do despite all the graphical power.
    TLDR: Computer graphics look a thousand times better than they animate/interact

    • @Danuxsy
      @Danuxsy 2 года назад +29

      I disagree, camera movement is not what make it look real. If I took a camera and moved it in a perfectly straight line in real life using a machine then it would still look real because it has nothing to do with the camera movements, it has everything to do with lightning and materials. You are both right and wrong because yes, the details matter but so does higher resolution otherwise you'd see jagged edges which are not present IRL. The static scene is not what make it look less realistic either because in real life we have a lot of static scenes like in a warehouse or a train station like the one in the video, there are no moving objects in those scenes like that of a tree yet it still look real obviously.
      Does the world look fake to you if you see it through the lens of a drone? I do agree that we need more automation so that everyone (not only film-makers and artists) can make their own content with equal quality, most good content today is created by average people on RUclips, imagine if the general public could make their own hollywood quality movie or AAA videogame all by themselves with the help of a general purpose AI, now we're talking. Or if an AI could simply generate whatever you want to watch on the fly by giving it some parameters. "Yeah a movie like The Batman but with more blood and gore, also I want this soundtrack from Beethoven to be playing during an action scene" and there you go!

    • @askeladden450
      @askeladden450 2 года назад +12

      @@Danuxsy you should see those videos where they mimic video game FPS camera and arm movements irl and it becomes very hard to tell whether it's a game or real life. the reason sim racing games look so real is because of the lack of character animations,and it's relatively easier to simulate a car cockpit camera or a trackside camera.

    • @crusaderanimation6967
      @crusaderanimation6967 2 года назад +6

      " I think that what we need is better simulations, animations, and automated tools that produce the mundane details" I think we also need smaller Graphics card and other hardware prices and/or higher wages across globe to afford those XD

    • @AdelaideBen1
      @AdelaideBen1 2 года назад +3

      Disagree - what Cherno is saying is only that the movement/aspect ratio make it seem NOT rendered (because we're used to a cinematic camera for rendering). I agree the day render is 100X more impressive than the night (which actually looks like a standard game-engine render IMO). Of course - the idea of having the computer take load off the artist isn't new - this comes down to creating procedural variations to a baseline texture.... but i have to say, people talk as if this is a free-thing. Either you pay for doing the procedural variation at run-time, or you pay for additional texture storage (even if it is auto-modified). I also think there's a misconception about how game-engines work (as compared to cinematic render-engines). Gamers need certainty in movement - to know who/why/when a camera moves. Realism in this case is actually counter to a gamer's intent (to shoot what/when/how they intend). Realism is great when it comes to cinematics - but in that case your imperfections are actually reasonably easy to generate (yes more work, but not compared to the cost of switching to a new engine). As for the environment - I personally think that the idea that the render was harmed by not having people is both silly - and yet still insightful. That's really the un-canny valley... and even the recent Matrix demo just high-lighted it again and AGAIN. You can have as much detail in the environment as you want - but introduce a biological / dynamic element in the scene and you are back to square one.The challenge IMO for games is to make dynamic skeletal meshes - skeletal animations that adapt to the mesh they control. The foundation of modern game development is the animation is actually independent from the mesh (it drives only the skeleton). That's IMHO is the true challenge in these engines. That's not only a proper physics engine, but also a biological engine (which doesn't exist - possibly outside VERY SOPHISTICATED off-line cinematic environments.

    • @matteodesigns5704
      @matteodesigns5704 2 года назад +5

      I fully agree, animations will be the focus of this next generation, I mean, cyberpunk is a gorgeous game , but as soon as I see an animation, it breaks the illusion and for the same reason I think rdr 2 or tlou 2 are great, they have the best animations on the market for me.

  • @SpicyMelonYT
    @SpicyMelonYT 2 года назад +113

    The day time scene looks jaw dropping. The night scene looks like a really really good resident evil game

  • @NathanaelMarquardt
    @NathanaelMarquardt 2 года назад +189

    I totally agree that this scene looks so good simply because they did so well mimicking a phone camera (both for movement, and the dynamic range). I think that's also why the nighttime scene is so much less believable- because phone camera footage at nighttime would actually be way worse in quality (you'd see much less dynamic range, possibly show more grain, etc). This footage doesn't drop in quality at all for the nighttime scene.

    • @flimermithrandir
      @flimermithrandir 2 года назад +6

      The Flashlight (Movement) is also to smooth i feel like. Its to clean and to exact. Like with the Cam it adds so much Realism but when he puts out the Flashlight it really falls apart. Combined with the other strange Reflections here and there, at Night, it just feels wrong. I mean it still looks awesome but as Cerno said, the Day Time Stuff is Way more believable.

    • @DrTheRich
      @DrTheRich 2 года назад +1

      @@flimermithrandir I assume he holds the flashlight with the other VR controller... why wouldn't he if he already does that for the camera, and he has two controllers. He just holds it still enough, combined with that the camera is already shaky, making shake from the flashlight less obvious.

    • @flimermithrandir
      @flimermithrandir 2 года назад

      @@DrTheRich I dont know exactly what you mean. I can only tell you that, if you do use an Flashlight yourself in Real Life, it will not look like what is shown in that Demo. I guarantee you, however perfect stable and calm you may be, that it is impossible to do THAT exact. There is Zero shake and a perfect Smooth in it that you just cant do. Its to good to be Real.
      That is all i can tell you. Watch it again maybe. You will see there is something very odd. And that is what i mean. Even if you dont see it you will feel it.
      Maybe… its more like this. On the one Hand you have someone whos Camera Image shakes kinda heavy which indicates that said Person is kinda scared and is not calm at all. Which is understandable for what is shown and demonstrated. But on the other Hand (literally) the Flashlight is to normal and calm to match the shaky other Hand. It just doesnt add up to match. Its uncanny for me at least.
      Its like you are scared and hiding somewhere in an Corner in an Room but when i talk to you your Voice is really clear an calm. That does not make Sense to me either. Again just as an Example. If i would meet someone like that i would go away or get very cautious because it just screams „wrong“.
      I cant think of a better Way to explain it.

    • @NathanaelMarquardt
      @NathanaelMarquardt 2 года назад +2

      ​ @FlimerMithrandir Yeah, I think the flashlight did take away a bit of the realism also. What would've helped there is having the flashlight be pointing in the wrong direction when it's turned on, and an initial movement to adjust it at the very beginning. Usually when you're holding both a camera and a flashlight, keeping them in sync is a bit difficult, unless you have both hands "locked" together in one position.
      That being said, this does just feel like nitpicking, the demo is still amazing.

    • @DrTheRich
      @DrTheRich 2 года назад

      @@flimermithrandir I'm reasoning it from a creation perspective. They said he used a VR controller to animate the camera like a handheld phone. Well every VR device has two controllers.
      It would be the simplest solution to they attach the flashlight to the other controller and animate that in a similar way. Which would automatically give you natural movement.
      It would actually be a lot more work to not do that and animate the flashlight the traditional way, where it might look too smooth or unnatural.
      So applying Ockams razor: it's more likely your expectation/perception of what a "realistic flashlight movement" should look like is wrong, than him putting much more extra work into something with less realistic results.
      What I often find in these discussions on photorealism is that people become so hyper focused on details, that they often can't see the forest to the trees anymore. And start pointing out details, that aren't the problem at all. Especially when they are not comparing it to real reference footage, but to their imagination/remembrance of reality.
      One explanation I gave that might explain your perceived "unrealistic smoothness" Is that because the footage itself is shaky, because of the camera, the shakiness of the flashlight is less obvious.
      Where if he would re-record this but with a static camera, you would see the flashlight shakiness more clearly.

  • @razorstone3088
    @razorstone3088 2 года назад +61

    honestly everything looks real when I watch the whole video in 144p

    • @Cangaca777
      @Cangaca777 2 года назад +1

      Resolution doesn't relate at all to realism... it's just image quality.

    • @prototype8137
      @prototype8137 2 года назад

      Hmm everything looks fake to me. Real bits included.

    • @nagualdesign
      @nagualdesign 2 года назад

      Me too, especially if I take my glasses off.

    • @WeirdSmellyMan
      @WeirdSmellyMan 2 года назад +1

      @@Cangaca777 the lower the video resolution, the less you're able to see the imperfections.

  • @slyaspie4934
    @slyaspie4934 2 года назад +31

    Fantastic, really appreciate hearing your views and breakdown of what going on and methodology, great work thanks

  • @ryanmcgowan3061
    @ryanmcgowan3061 2 года назад +14

    Listening to the audio as well is very immersive. When you're in an interior environment, the resonance of the room changes based on the dimensions of the space, and the artist did a great job of making small subtle sounds like shoes scuffing the cement with just the right amount of echo added in.

    • @AdelaideBen1
      @AdelaideBen1 2 года назад

      I agree - however - I would say that cutting the scene such that audio cues are never actually realised (on-coming train) is also a fail IMO from an audio engineering/artistry perspective. The audio should build into the experience - not just offer fake-outs).

  • @jonteguy
    @jonteguy 2 года назад +11

    I 100% agree that the daylight shot is much more realistic looking.
    Great video and props to the guy who made it!

  • @michaelsteffensen6844
    @michaelsteffensen6844 2 года назад +19

    I agree the camera movements contribute a lot to the realism of the scene. A few months back everyone was posting videos of this motorbike racing game (can't recall the name) that had a replay camera mode with similar realistic movements and it looked much more impressive than actual gameplay.

    • @Wobbothe3rd
      @Wobbothe3rd 2 года назад +3

      Ride 4 was the game in question, both the shaky-cam amd the very overcast time of day.

    • @jcm2789
      @jcm2789 2 года назад

      I think they can upload a real life camera movement and inject it into the scene for the movement to look real

    • @Danuxsy
      @Danuxsy 2 года назад

      camera movement is not important to realism, this can be demonstrated easily in real life.

    • @imo098765
      @imo098765 2 года назад

      @@Danuxsy if that was perfectly smooth and had a perfect pan shot you think its a movie but then all the tiny details might show up to break the immersion, look at 5:10 to the right and those parts of the track above the rails stuff magically appear.
      You associate that vertical style and movement with a camera phone, so it looks more real to your brain. Its like those rooms that causes your vision and your ears to give mixed signals you fooled yourself with your eyes to try and maintain balance based off what you see.
      Obviously the rendered world would need to look realistic but things like that camera movement tricks you slightly to believe what you seeing is real because everything about it seems real

    • @Gadottinho
      @Gadottinho 2 года назад

      @@Danuxsy sometimes I watch video of people walking around the city and the ones that are like in 60fps and have a perfect stabilisation, people even say it looks like a game

  • @BBROPHOTO
    @BBROPHOTO 2 года назад +84

    The thing I notice straight away, is this demo is soooo reliant on the delivery of the video, rather than the actual visuals. I notice this probably more than the average person as I’m a videographer and have been for over a decade. As you mention, it’s reliant on our familiarity with phones and how they look vs the actual environment selling itself. It’s still a really good demo though. One person in a month is incredible.
    I also noticed on that night time shot, and in SO many demos and games, there’s no light pollution gradient in the sky. There should be a sodium vapour orange glow, or similar. Most train stations like that aren’t exactly in the middle of the outback haha.

    • @Wobbothe3rd
      @Wobbothe3rd 2 года назад +2

      Same thing with the Ride 4 video that went around youtube, the shaky-cam made all the difference.

    • @aceldamia9114
      @aceldamia9114 2 года назад

      The modern day "I've done a lot of photoshop, so I'm an expert."

  • @PCGGC
    @PCGGC 2 года назад

    Looking happy and healthy! Always good to see you thriving

  • @heavycloud9545
    @heavycloud9545 2 года назад +1

    Yes!!! Thanks bro! I love listening to your evaluation on cutting edge gaming graphics

  • @krashd
    @krashd 2 года назад +6

    4:28 shows me why it is photorealistic. Every step on that staircase has a unique texture, just as you would expect no two steps in real life to look the same. One of the things that immediately pulled me out of the Matrix demo was that every one of the blue mail box things had the same bit of rust in the same place on every mail box, then you look at other objects and you notice again they are the same prop with the same textures. As soon as you noticed two identical things in close proximity the magic of realism would be gone.
    One of the first things I look for in games is duplicate textures, it would be unfeasible to have every object in a game use a completely unique texture but it's not too much to ask an art team to at least have a few variations of the same texture so that the windows on an old buildings don't all have the exact same broken pane in the same place in every window. On top of that an art team could also just use a smattering of decals of bumps, scrapes and blemishes that when overlaid on a texture would add an element of uniqueness to it.

  • @ConcreteAdvisory
    @ConcreteAdvisory 2 года назад +11

    30 to 50 fps in real time in 1440p is still amazing... Even less excellent than that is excellent I mean XD Absolutely amazing.
    Thanks for the analysis, very interesting as always :)

  • @diligencehumility6971
    @diligencehumility6971 2 года назад +8

    The camera movements is what really makes this feel real. And the lighting of course. But if you look at these images standing still, it's easy to see it's CGI

    • @spaceowl5957
      @spaceowl5957 2 года назад +1

      Not on the daylight scene imo

    • @diligencehumility6971
      @diligencehumility6971 2 года назад

      @@spaceowl5957 Not easy, but it's possible to see. It's too clean.
      But still, all together, it's incredible convincing

  • @ArielCleirigh
    @ArielCleirigh 2 года назад

    Hey Cherno, still impressive demo and the best part you explaining everything and make it looks like easy.

  • @Rufnek2014
    @Rufnek2014 2 года назад

    Excellent Vid! Loved the conversational format!

  • @just_jeff4839
    @just_jeff4839 2 года назад

    Thanks for the insight. Pretty neat how quickly you picked up on the little things and how you "figured it out" so to speak. But then again, this is your area of expertise... so what was a expecting 🤔 I hope you do more reactions again, they've always been insightful and entertaining!

  • @BeastGamingHD
    @BeastGamingHD Год назад +1

    man's heart skipped 3 beats when he heard "was done in paint" and he goes "in paint?!"

  • @senju2024
    @senju2024 2 года назад +2

    I live in Japan so it is very possible to have an empty platform *after* a train departs. As this is in the country, the next train could be 30 mins away. I have been in such train stations all by myself during the day. I would say it is very possible for it to be empty like this so it does feel very realistic.

    • @AponTechy
      @AponTechy 2 года назад

      It's unreal engine

  • @ThunderBlastvideo
    @ThunderBlastvideo 2 года назад

    ive been waiting for this for a long time but im happy its here

  • @Mahm00dM0hanad
    @Mahm00dM0hanad 2 года назад +9

    It’s not the actual rendering, his camera work is just amazing, the exposure in particular it’s not perfect but its mimic the real life cameras imperfections and that’s what sells it.
    That’s why in the night the scene just fall apart completely and it’s not impressive as much

  • @shmirdonkin
    @shmirdonkin 2 года назад

    Excellent analysis all the way around. Nice to see someone that knows what they're talking about.

  • @arkemal
    @arkemal 2 года назад

    Very cool, as usual! Thanks

  • @mr.mirror1213
    @mr.mirror1213 2 года назад +23

    waiting for the ray tracing series eagerly ☺️☺️

  • @Dulge
    @Dulge 2 года назад

    really nice to see your input, also agree the moment the nigh scene showed it just looked CG

  • @cj5787
    @cj5787 2 года назад +5

    an interesting video to look at, opposite to this, is a Real video of night scene in Japan in 4K that someone tagged as "Unreal 5" and it was recorded with a stabilized camera, the movement looks so much as a videogame, and people started commenting like "look fake" when the video was actually real. so, people will shout "fake" at anything

  • @CTyler84
    @CTyler84 2 года назад +1

    From the bottom of the stairs, the far 2nd floor lights have some aliasing. The distant wires too.
    And at night, the shadows from the smallest pipes doesn't behave right from the flashlight.
    Tiny niggles though, you really have to search for issues. It's a damn good job.

  • @allluckyseven
    @allluckyseven 2 года назад +4

    This could be used in games, I think (and eventually it will, of course) but right now I think it could be used inside of a virtual set for TV productions, like what they have used for The Mandalorian, etc.

  • @Lock2002ful
    @Lock2002ful 2 года назад +1

    Fyi, the reason why there are no people is that’s a rural japanese station and you see this quite often.
    I live in Japan and I’ve seen stations exactly like this without any people and those ambient sounds.

  • @fantiball
    @fantiball 2 года назад +39

    I live in Japan and when I first saw this I was certain this was real life.

    • @fantiball
      @fantiball 2 года назад +12

      It's not uncommon for these smaller stations to not have people.

    • @victorpavlovitch
      @victorpavlovitch 2 года назад +25

      It is well known that Japan is realtime rendered.

    • @AdelaideBen1
      @AdelaideBen1 2 года назад +3

      @@fantiball That's true - but the point is that there were NO dynamic elements during the day, and the night-time dynamics (the torch) were pretty well standard effects from UE4. I love the detail in many of the textures, and I think that also added a lot (like the paint missing from the hand-rails). I didn't understand Cherno's focus on the movement blur. That's an almost standard thing for UE (and in fact it can be an annoying thing as most of the anti-aliasing is temporal in nature).

  • @HenrichAchberger
    @HenrichAchberger 2 года назад

    I saw that transparent object like single layer water shader don't support reflections, how does he have reflections in the windows?

  • @nahCmeR
    @nahCmeR 2 года назад

    1:57 camera movement looks as if that was the point where he went and grabbed his headset to take it off before stopping the video. Interesting. Phenomenal work here though I would defiantly have a hard time believing that some of those day light stills we actually not real if I hadn't known prior to seeing them. Very well done.

  • @MrKaxid
    @MrKaxid 2 года назад +6

    7:32 this is where I’m now thinking. I understand how hard lighting and textures are to emulate, but I’m stuck looking at the beams, the joints, how the are spaced, and the realistic engineering on it. The U brackets and the rivets at the top make this look real.
    I feel like this was filmed from a real station and recreated in UE5 and mimicked this architecture. So amazing

  • @nagualdesign
    @nagualdesign 2 года назад

    One thing that looks unreal is the sheer amount of perfectly parallel and perpendicular edges. When looking across from one platform to the other, the edge of the platform, the rails and sleepers, the opposite platform and every bit of the architecture, everything is precisely rectilinear and equally spaced to mathematical precision, whereas in the real world things are rarely if ever that precise.

  • @dzezonja3558
    @dzezonja3558 2 года назад +1

    They used vr controllers to mimic more realistic camera bobbing and this scene is not real-time. We're not quite there yet with UE5 in real-time. It's rendered.

  • @isark2
    @isark2 2 года назад

    Loved the intro

  • @AsperTheDog
    @AsperTheDog 2 года назад +1

    A station looking eerie or creepy because there's no people in it is the perfect definition of what a liminal space feels like

  • @julmaass
    @julmaass 2 года назад

    Other aspects which make it look real: the bleeding of the blown out pixels into adjacent pixels and I believe there is diffraction occurring as well. The motion blur really helps hide imperfections.

  • @MylonasFilms
    @MylonasFilms 2 года назад

    It’s missing the rolling shutter (jelly effect) that a phone has. Not that he was trying to mimic a phone. So mind blowing

  • @gustavoroque7536
    @gustavoroque7536 2 года назад

    I was waiting for this since i saw the clip

  • @Tubeytime
    @Tubeytime 2 года назад +2

    Still waiting for someone to do an intro for these demos, and then reveal that the intro was the demo all along

  • @beefjerkyislekker
    @beefjerkyislekker 2 года назад

    i'm totally agree with the whole verdict/review.

  • @lorancehack4876
    @lorancehack4876 2 года назад

    You guys probably never seen Japanese train-station stairs before. Cleanliness is spot on. Workers come early and are always cleaning and sweeping. It's not like it here in America. In case you didn't know, its Japan.

  • @PauloSousa86
    @PauloSousa86 2 года назад

    To be real, I catched a lot of empty stations like that here in Portugal, specially during hot hours between rushours, like 10 am or 15 pm on an Sunday, where everyone is catching a shade,where if I wanted I could film a good 5 min without anyone like the tech demo, so I get what was the feeling for the demo.

  • @atrus3823
    @atrus3823 2 года назад

    I used to live in Matsuyama, Ehime, and this reminds me so much of the JR station! I actually lived outside of Matsuyama and would take the train in often, so I made my way across the pedestrian crossing many times.

    • @atrus3823
      @atrus3823 2 года назад

      I couldn't find any pictures online, but you can see it on Google Maps 3D view. It is very similar! Must have been a common station design in Japan.

  • @Dilligff
    @Dilligff 2 года назад

    I think the nighttime scene if you were to tweak the settings further with gamma and exposure it would've been more realistic, but given how 'accurate' his daylight settings were I think it was a deliberate artistic choice to give it a surreal vibe. It mimics a lot of 'horror game' aesthetics by intent to make it more clear that it was, in fact, rendered and not real life footage.

  • @SeanLumly
    @SeanLumly 2 года назад +4

    It's remarkable how many people fail to realize that a HUGE majority of realism in rendering comes from tone-mapping, which is easy to calculate well (see John Hable's exploration of this for Uncharted 2), and comes down to an artistic decision. I 100% agree, that the hand-held camera aesthetic and the tone-mapping lead in making this seem photo-real.
    It should be stated that the diffuse GI, and the specular reflections (likely Trowbridge-Reitz (GGX) BRDF) are done quite well as well and do contribute to the look.
    This is likely the result of good artistic decisions rather than technology alone (similar to Ride 4).

    • @DrTheRich
      @DrTheRich 2 года назад

      I disagree. I've seen so many "realistic tonemap" mods for games, which promise realism to a crazy amount, while the difference is just basically some contrast. Because it's basically impossible to mod in GI in a game when the engine doesn't support it.
      Photorealism comes from GI and reflections (or absence of with glossiness maps). I can make a very realistic looking scene with any path tracer, with simple textures, and no tone mapping done.
      Tonemapping can make things look more attractive/filmic. But photorealism doesn't have to look attractive. Just like a casual photo from a cheap phone camera doesn't look attractive.
      Without GI/lumen this scene would look gamey. no matter what tone mapping you do to it.

  • @pyrocro
    @pyrocro 2 года назад +6

    I'm in japan some train remote station are that empty, at times.

  • @martiddy
    @martiddy 2 года назад

    You guys should do a challenge of choosing a couple of real life videos and UE5 demos and guess which ones are real footage and which ones are not.

  • @woolfel
    @woolfel 2 года назад

    the texture in that demo is pretty sweet.

  • @overdev1993
    @overdev1993 2 года назад +3

    whats really annoys me is all the news article that pretty much say it's realistic only cause of the Unreal Engine.
    sure the lighting of the engine helps a lot but there is much more to this.
    engines are a tool that help with things and make it easier but they are not magically making everything realistic.

  • @Novastar.SaberCombat
    @Novastar.SaberCombat 2 года назад

    For years, I've been wondering what it'd be like to start developing a truly incredible world for "Diamond Dragons", but I simply do not have contacts, coin, communities, clout, computer code, connections and all that jazz.
    It's be a *HECK* of an incredible film series, though. Book two is about to launch, too.

  • @kelvinsmith4894
    @kelvinsmith4894 2 года назад +1

    Bro, Cherno Knows his stuff. I like his level of attention to detail!
    He sees things most people wouldn't.🚶

    • @kelvinsmith4894
      @kelvinsmith4894 2 года назад

      @A-fxs Lol you probably just started watching him, that's just how he is, he values details, not jealous.

  • @barx3218
    @barx3218 2 года назад

    Dudes, liminal spaces like this appeared during lockdowns everywhere.. how could you have forgotten? :)

  • @dirkbester9050
    @dirkbester9050 2 года назад

    Those rocks you complained about did not have the harsh contrast between the black shadows and the lit up rocks you would see if you actually pointed a flashlight at rocks at night. But man, those daylight sequences were incredible.

  • @figloalds
    @figloalds 2 года назад

    I think what most sells this as realistic is the indirect local lighting from one metal beam lighting the neighboring beams

  • @ruadeil_zabelin
    @ruadeil_zabelin 2 года назад

    100% agree. I was thinking about VR with the night scene immediately. You'd need quite some serious SLI to pull off the framerates required, but that would be absolutely amazing. I also think if you add people, it would remove realism a lot... simply because it's so difficult to make them look believable. We as humans know exactly what other humans are supposed to look like, so we're very good at picking out the flaws.

  • @JustIn-sr1xe
    @JustIn-sr1xe 2 года назад

    Wow. That went from- maybe we're going on a train ride soon. To, oh gawd it's dark! what's hiding in the shadows.

  • @MrKfadrat
    @MrKfadrat 2 года назад

    during the daylight, when looking at the stairs, there was a nice underexposure low iso filter, it was lacking on the night shot. night shot was too dark for a phone to capture it properly, and that imho made the difference.

  • @burnert2236
    @burnert2236 2 года назад +2

    Okay, honestly, at first I didn't believe this was real, but when it changed to the night-time scene, it gave it away. It's something about the lighting, or the reflections (specular?) that still isn't perfect.
    Apart from that, the camera shake and the motion blur played 90% of the photorealism here imo. Even the night-time scene looks believable in the blurred moments. As you said, if it were rendered using the path tracer, it would probably be faultless. That's pretty much the last thing to get done in 3D graphics. Make the path tracing (not ray tracing!) real time, and everything will be indistinguishable from real life. If we want to fake the realistic lighting, why don't we just copy it exactly, right?
    It's a great tech demo anyway though!

  • @dasten123
    @dasten123 2 года назад

    I'm waiting for the day that somebody makes a tech demo like this and CG experts notice all the little flaws and stuff like in this video, but later it turns out it was actually just real-life footage^^ I feel like we are close now! :D

  • @TheKeksletsplay
    @TheKeksletsplay 2 года назад

    P.T, the last work from Kojima under Konami is a great showcase of how you could simulate the movement in a game environment and that was 7 years ago. The game design of P.T is absolutely outstanding, as it use it's limitations to it's fullest potential. The camera is still stiff, but the way the camera shakes while you play adds so much to it and tbh i never seen such smoothness in any game afterwards. I wish P.T got a release, Death Stranding wasn't as good as it should be.

  • @betfoyet
    @betfoyet 2 года назад

    I lived in Japan and rural train stations like that usually are empty a lot of the time. Sometimes train stations like that take 30 minutes between trains

  • @simonbaxter8001
    @simonbaxter8001 2 года назад +3

    Interesting technique on the step textures in that to prevent repeating patterns, the texture is reversed and reused (steps 2 and 5, from the bottom). Not something I have ever thought about doing! I always use textures as they are, possibly using tiles of the texture in random orders, but this way, you can double your variation with no extra memory .. just read the texture backwards in the shader!

    • @subject_n
      @subject_n 2 года назад +2

      If you're curious, there are 3 unique steps that are repeated/flipped, also I used vertex color to have dirtier or cleaner parts

    • @simonbaxter8001
      @simonbaxter8001 2 года назад

      @@subject_n Great implementation. A few game engines could take a few notes out of that by adding a 'variation' into the shader for each instance usage of the texture map. Nice!

  • @hutzdani87
    @hutzdani87 2 года назад

    it totally gives itself away when the flash light comes on, the casted shadows are quite off in many places especially around the hand rails e.c.t also there are no particles in the air especially at night there is no dust or pollen or anything.

  • @jonathand827
    @jonathand827 2 года назад

    The selective imperfection, is perfection.

  • @mateuszbahyrycz7003
    @mateuszbahyrycz7003 2 года назад +1

    You should challange it and make more realistic scene with Hazel. Will be waiting for that :)

  • @captsam54
    @captsam54 2 года назад

    Awesome.. I have seen that before and very good work.. I want to know what mobile keyboard he is flipping around there..lol

  • @Viralbutnotyet
    @Viralbutnotyet 2 года назад

    show up to most train stations at the wrong time or a little early by accident and you can see one that is almost empty with a few people out in the parking lot waiting for a bus.

  • @razorx2024
    @razorx2024 2 года назад

    looking at your channel you never showed off or reacted to the unreal 5 matrix demo, is that something you plan on doing or was there a reason you didn't? thanks

  • @leonard_9500
    @leonard_9500 2 года назад

    This looks very realistic but I wanna see a demo with subsurface scattering and animated objects.

  • @VioletGiraffe
    @VioletGiraffe 2 года назад +5

    Good video, but... Ray tracing - when? :)

  • @juki0h391
    @juki0h391 2 года назад +1

    Would be cool if in the future, when we die, we all transfer into a virtual world, that looks almost like the real world.

  • @crimsonhawk52
    @crimsonhawk52 2 года назад

    The weird thing for me is the lack of penumbra. Some shadows are cast from structure pretty far from the shadowed surface, but the line of the shadow is still super crisp. That's the #1 most obvious thing to me

  • @tubeincompetence
    @tubeincompetence 2 года назад

    Close to a month now.. Is the Hazel version done? :)

  • @WilliumBobCole
    @WilliumBobCole 2 года назад

    Would love to see some content from you that reacts to (or uses) the latest water tech from Imaginary Blend

  • @arlequin241
    @arlequin241 2 года назад

    exactly the camera movement helps with realism

  • @cjeff99
    @cjeff99 2 года назад

    If you haven’t seen it yet, you should check out the Unity demo “Enemies”

  • @oisiaa
    @oisiaa 2 года назад

    I want this in VR! Some say PCVR is dead, but you can't get this on a stand alone headset.

  • @AffinityPhoto
    @AffinityPhoto 2 года назад

    Makes me wonder.... are these engines rendering effects to simulate what our eye sees or the defects in a camera lens and sensor?

  • @azazlow136
    @azazlow136 2 года назад

    honestly, i got scared for how real it looks

  • @Di3Leberwurst
    @Di3Leberwurst 2 года назад

    The daylight scene was right in the uncanny valley for me. Especially the staircase.

  • @aberroa1955
    @aberroa1955 2 года назад

    What if camera in game would be animated by neural network trained on such VR controller movements, assigned with mouse movements. So, when player moves the mouse, his camera does follow it, but not exactly point to point, it does some over- or undershooting, a bit of deviations from straight course.

  • @niallrussell7184
    @niallrussell7184 2 года назад +1

    as a lead 3d artist, i'm glad you pointed out "clean".. and to me that's my main complaint. There is no real weathering (rusting where rain has leaked thru roof), no rubbish (coffee cups, sweet wraps - no where is this clean), no props (seating, vending machines, bins, etc). Lighting/Textures is impressive, but could have been better :)

    • @subject_n
      @subject_n 2 года назад

      There are definitely places where surfaces should have been dirtier, and some seating would have been nice to add. That said, these stations are kept very clean. In the real-life references, there is no rubbish whatsoever (also trash cans are regrettably rare in Japan). It would also be problematic to have rust, that's why the metal beams are painted.
      I agree that it can be improved! But I'd go about it in a different way to be honest

    • @niallrussell7184
      @niallrussell7184 2 года назад

      @@subject_n I took a look at some of photos of a station I used for work a lot, and there wasn't as much trash as I remember! 😂 However I did notice how more uneven surfaces are, and sun light (2nd photo) looks and feels warmer. upload.wikimedia.org/wikipedia/commons/e/eb/2018_at_Leamington_Spa_station_-_platform_3_refreshment_rooms.JPG
      upload.wikimedia.org/wikipedia/commons/f/f3/Leamington_Spa_-_WMR_153364%2C_CrossCountry_220015_and_Chiltern_168113.JPG
      If the artist took a lot of reference photos, it might have been better to go the photogrammy route, and used nanite. Still the original video is pretty good, and we will see better.

    • @cj5787
      @cj5787 2 года назад +2

      mate, things in japan are for real extremely clean. even the asphalt on the streets sometimes is suspiciously clean, no joke

  • @Nodsaibot
    @Nodsaibot 2 года назад

    the "soft shadows" are telling also the lack of dirt or dust on architecture and floor, also no particles on air

  • @cj5787
    @cj5787 2 года назад

    to me the first thing contributing to the high realism of this is the texturing work. and second the camera movement

  • @stewardappiagyei6982
    @stewardappiagyei6982 2 года назад

    You should check out the 6 minute gameplay reveal of Hellblade 2 on UE5 too, released at last year's Game Awards

  • @dejakhalz
    @dejakhalz 2 года назад

    When it gets dark it didn't look realistic yet, but the outdoor part in daylight is very convincing.

  • @IanHollis
    @IanHollis 2 года назад

    You mean that train station tech demo could potentially look EVEN BETTER!? 😳 I'm flawed!

  • @tonystanton5328
    @tonystanton5328 2 года назад

    do this scene as close as possible in Hazel. would love to see Hazel now vs UE5 then when Hazel get better love to see it again.

  • @cloud9847
    @cloud9847 2 года назад

    This is how good silent Hill looked to my 13yr old brain all those years ago. Can't imagine playing it and it actually looking that good. How absolutely terrifyingly awesome that would have been.

  • @SpicyMelonYT
    @SpicyMelonYT 2 года назад

    We need camera rigs in video games to have AI or pre-simulated camera shake that is dynamic for the motion of the player inputs. So if the player were to look left, its would simulate the eye rotation, then head rotation catching up, then body rotation. Such that if you move the camera far enough the respective body parts would move to adjust for how a body moves and that creates the tiny shakes that happens when you look at things.

    • @AlexFord-gp7by
      @AlexFord-gp7by 2 года назад

      No need for such complex systems. Just make a realistic head turn animation based on the head rotation (using a blend tree) and attach the camera to the head. This will only work on true fps games however.

    • @SpicyMelonYT
      @SpicyMelonYT 2 года назад

      @@AlexFord-gp7by It has been my experience that the more complicated you make a system, the better it looks. And the the KEY THING from there is to make it more and more optimized and remove anything that doesn't need to be there. And if you really want to make it good then you restart from scratch with the new knowledge you have acquired. In fact, doing this multiple times gets better result even if its going from 95% good to 96%.
      But I think for this specific case you are probably right. I just like starting from a place that we know to be realistic looking if that is the goal. And what is more realistic that the real way a human sees and moves.

  • @radekseky4571
    @radekseky4571 2 года назад

    Nice finally the react videos are back! You could react to the Hellblade 2 gameplay reveal.

  • @MatheusLB2009
    @MatheusLB2009 2 года назад

    2:05 I thought Lumen needed like half a second to update the GI

  • @tzuyd
    @tzuyd Год назад

    This demo was interesting mostly because the daytime scene was so good looking compared to the night time scene. In actual video games, it's practically universally the other way around.

  • @larssonk22
    @larssonk22 2 года назад

    It's brilliant
    I agree daytime looks real lide whereas the night shot looks like a videogame. Night shots have always been very hard to do, unreleated side note one of the best night shots I've seen on film is from Marvel's Eternals.

  • @DaisyAjay
    @DaisyAjay 2 года назад

    I think the major reason for the night scene looking less realistic is because of a lack of light bounces. In real life, the bottom of that walkway would be lit by way more light bouncing to it.

  • @S....
    @S.... 2 года назад

    "Hey guys, you wan't to see the MOST PHOTOREALISTIC UE5 demo? Yes? I'm gonna split screen and show you my face."