3:44 YOOO!!! Nanite skeletal meshes is what we've been waiting for in, and its now here in Unreal Engine's 5.5 Edit (Almost forgot 😅): Megalights had so many potential tho-, plus Epic greatly optimized Lumen and its Global Illumination since 5.4, which alongside Nanite skeletal meshes, I glad it helps greatly boosts UE5 games' performance
I would like to see a 5.5 rigging tutorial. I love using AccuRig to instantly rig characters but they are limited UE4 skeletons. Unreal needs to add an autorigger. That would be amazing.
While godot community is on fire and Unity is in their redemption stage, Unreal is in their own bubble improving at a ridiculous pace. The roadmap, man. It's almost scary.
Wish they explaned more on how mega lights work, how are they so low on resources, whats the compromise? Anyway, since I use twinmotion and we still dont have nanite or ue level lumen, I doubt any of this will be seen there either..
Based on what I've heard, the megalights are probably not going to be all they're cracked up to be. As I understand it, lighting in UE is already notoriously expensive.
can someone tell me why when I installed the new version directly, the size on the disk is less than 40 GB, but a couple months ago when I installed it, it was more than 100 GB. What has changed?
Any word on BMD decklink 8k pro compatibility on M1/2/3 for MBPro users or they (Apple vs Epic) still plan to keep annoying beef and making it more difficult for us.
Man, unreal's the goat. The only problem is that now companies have an excuse to push for even more realistic graphics, which means even LONGER development cycles, LONGER work hours, MORE crunch, MORE millions of dollars in production costs, MORE live service and microtransactions models to make as much profit as possible, more gorgeous but soulless games, more players getting pissed off at these companies... on and on and on the problems of modern gaming all because of a push for fidelity even though the costs are barely manageable. But at least, unlike sony and their PSSR, the changes epic makes to unreal are actually NOTICEABLE and absolutely worth it. They save time, they produce better looking results, and they improve performance. Dont buy a ps5 pro, it's not worth it, especially if you already have a ps5.
I really need a rig that can run unreal engine and by run i mean run all the interactions in real time.. my current machine can only run lighter DCC apps.. watching 4rmZambia 🇿🇲..
Unreal Engine 5.1.1 keeps crashing on my RTX 3060 laptop. I hope the latest version of the game engine will be far more stable on low-end laptops like mine
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🌳UnrealSuper Game Asset Bundle: humblebundleinc.sjv.io/Dy04Wq
Meanwhile, Autodesk is hard at work on their next big update... changing the logo again.
Lmaooo xDD
that's not true... they also work hard at increasing the prices!
dont forget changing the UI slightly.
i suggest they change back to the previous artistic style logo, and call it a new version
Or... more boolean tools!!!!! 😅
I really gotta jump into learning Unreal, it blows my mind how they keep pushing the boundaries of options for the 3D art world
Dang Epic is not messing around. Love Unreal
Most amazing software ever.
3:44 YOOO!!! Nanite skeletal meshes is what we've been waiting for in, and its now here in Unreal Engine's 5.5
Edit (Almost forgot 😅): Megalights had so many potential tho-, plus Epic greatly optimized Lumen and its Global Illumination since 5.4, which alongside Nanite skeletal meshes, I glad it helps greatly boosts UE5 games' performance
Hilarious IGN releases it as a 1080p with the shittiest RUclips compression
I would like to see a 5.5 rigging tutorial. I love using AccuRig to instantly rig characters but they are limited UE4 skeletons. Unreal needs to add an autorigger. That would be amazing.
While godot community is on fire and Unity is in their redemption stage, Unreal is in their own bubble improving at a ridiculous pace. The roadmap, man. It's almost scary.
Thankfully Godot being open source means it isn't really on fire, since the community can fork it.
@@DemiSupremi Check out Blazium, a fork of Godot. Looks very promising.
Did they fixed the shader compilation taking a long time?
get a better CPU
Get a Ryzen 5 or Ryzen 7.
Yeah. Get a better CPU.
On a serious note, they have made loads of advancements in shader compilation for a while now.
I hope Megalight doesn't make the light update delay when we move the light source.
Since path tracer is now considered production ready, does it work with displacement?
Better and good Updates on here than GFS
awesomee updates......go UE:5 go!!!😃
Hope the mirror will be fixed too.
Thanks for the breakdown, really nice overview.
The nanite stuff is really exciting. I can't wait to mess with it lol
Can i take any project before this version... And update to the newest, with no issue?
And how?
would LOVE a good explination on that character creator node they showed.
Could streamline so many things on the pipeline just with that alone
Wish they explaned more on how mega lights work, how are they so low on resources, whats the compromise? Anyway, since I use twinmotion and we still dont have nanite or ue level lumen, I doubt any of this will be seen there either..
NANITE SKELETAL MESHES IS REAL YO!!!!!!!!
Megalights! lol nice
Based on what I've heard, the megalights are probably not going to be all they're cracked up to be. As I understand it, lighting in UE is already notoriously expensive.
can someone tell me why when I installed the new version directly, the size on the disk is less than 40 GB, but a couple months ago when I installed it, it was more than 100 GB. What has changed?
no panic 5.6 coming and while you do your big game bfore its finish 6.0 boom
maybe someday we'll see voxels appear in UE and we won't have to use a separate plugin for this, which is clearly insufficient
No updates to the new motion graphics stuff?
He mentioned some near the end of the video.
Any word on BMD decklink 8k pro compatibility on M1/2/3 for MBPro users or they (Apple vs Epic) still plan to keep annoying beef and making it more difficult for us.
Man, unreal's the goat.
The only problem is that now companies have an excuse to push for even more realistic graphics, which means even LONGER development cycles, LONGER work hours, MORE crunch, MORE millions of dollars in production costs, MORE live service and microtransactions models to make as much profit as possible, more gorgeous but soulless games, more players getting pissed off at these companies... on and on and on the problems of modern gaming all because of a push for fidelity even though the costs are barely manageable.
But at least, unlike sony and their PSSR, the changes epic makes to unreal are actually NOTICEABLE and absolutely worth it. They save time, they produce better looking results, and they improve performance.
Dont buy a ps5 pro, it's not worth it, especially if you already have a ps5.
Unity? Are you here???
2:50 who author video?
Just heard that Microsoft is going to use unreal for Halo.
I really need a rig that can run unreal engine and by run i mean run all the interactions in real time.. my current machine can only run lighter DCC apps.. watching 4rmZambia 🇿🇲..
It's been a 3monthd and I'm still on Godot , idk if I'm ready for Unreal engine.
Don't care about all of that.
Quixel MegaScans needs to remain FREE. That's far more important.
I can tell. Big brain
Dang. Still no "Easy to learn" feature. Maybe in 5.6.
Unreal Engine 5.1.1 keeps crashing on my RTX 3060 laptop. I hope the latest version of the game engine will be far more stable on low-end laptops like mine
I think 5.5 is way more optimized than 5.1, and I hope Nanite Optimized Shading (Nanite 2.0 with better optimization) is also added soon
looks like Epic intends to replace,, blender, houdini, may etc.... and real world lol
Oh Yeah 😁✊🏿
goodbye godot
Klein Valleys
Cool!❤