GAME ENGINE DEVELOPER Reacts to UNREAL ENGINE 5 EARLY ACCESS
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- Опубликовано: 11 сен 2024
- Twitter ► / thecherno
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Check out Hazel (my engine) ► • My Game Engine can now...
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Second channel (with more reactions) ► / morecherno
Welcome to Unreal Engine 5 Early Access ► • Welcome to Unreal Engi...
#UE5
Me: Holy shit those shadows look amaz....
Cherno: Those shadows are looking so noisy
Me: ...ingly noisy. Yes, amazingly noisy.
Noisy is more far better that aliased/block effects/etc ...
In this video, theirs shadows seems stable and coherent .. it's kind an exploit on full dynamic environnement (with this scale) like this !
GG Epic Games ^^
Me: Those shadows look so good-
Cherno: Those shadows are looking so noisy
Me: Disgusting. Absolutely horrible. Couldn't be worse.
@@Chrome_Flux lmao so true
@@yoyonel1808 There are problems with shadows produced by Lumen and they are documented with workarounds as well.
@@chupasaurus can you share some links/urls about this documentation? Thx :)
So far, we've only seen a deserted area in this engine. I wanna see a dense forest, with heavy foliage, water, particle effects and atmosphere.....
Good point, real time lighting tends to tank in forests.
I expect it's because most foliage isn't likely to be a straight static mesh.
@@kev1nno really hope they get something to work on natural elements like trees and water. That'll be awesome
i wanna, i wanna, i wanna...
That's what I was thinking. I want to see more biomes, and have they put as much work into foliage assets. I'm curious how devs will make games look different, if how hard it will be for dev teams to create custom assets.
_BRB, off deleting Hazel!_ Vol. 2
Zzzz oppression triggering depression
@Calvin Something Yeah, that's what I'm doing with the engine I am currently concepting. It will be a 2D engine with no native physics, but instead has HLSL shader integration, a procedural animation system, and a system for making complex particle systems. I personally like hard-coding individual physics, so to me this is fun.
:|
@Calvin Something Just because the source is open it doesn't mean that someone can copy your source code and use it in a commercial project, that's regulated by the License a open source project uses. But other than that I agree!
@@cankarkadev9281 well Hazel is licensed with the Apache 2.0 license, so you're free to use the source code as long as you keep the copyright and license notices.
Bruh 5 years ago, I said graphics were getting so realistic, it looks like real life...I didn't think it could get much better but, it did.
There is still a looot of room for improvement left, just not visually but physically. I believe virtual environments won't be indistinguishable from real life for at least a few decades.
People have been saying graphics can't get better for decades. I remember Cliff Blezsinski giving a talk about how Virtua Tennis and NFL 2K on Sega Dreamcast (circa 2000) had perfect graphics and animation that probably couldn't be topped.
Yet, somehow some way we still outdo our expectations
@@tehama4321 if someone actually said that at the time, he was an idiot, without question. not sure how they manage to breathe.
@@Jonaasti He's the creator of Gears of War. He said it during a GDC presentation. People 20 years from now will probably say that we're idiots for thinking graphics can't get any better than they are now.
That's the point.
@@tehama4321 There is definitely room for improvement for some things, but other things are perfectly realistic provided games devs are willing to spend the time/money to get it and unreal is making some of that easier. the main issue is performance so we can have more going on in a scene. I expect things will branch out more into more features that take more computations. Though right now there is some interesting work with AIs... For instance someone made a AI that does fluid simulations(smoke, water etc) its about 99% accurate and uses a absolutely tiny amount of computations compared to a 'real' simulation. I have no doubt this tech will come to games where 100% accuracy isnt needed and when it does we will get an explosion in performance on various things. Though one thing we may be at the limit on is triangles for objects. there isnt much reason to go beyond what we have now which means companies can invest into assets that they can reuse, great to bring down game costs rather then remaking them every generation, possibly why unreal is doing that now.
Saw this earlier and first thing I thought of was "I want to see Cherno's reaction to this."
Same
He wouldn't let us down on this :D
Same :D
I was watching thinking, looks good but means nothing to me. I'll wait for Cherno to explain.
Ditto
This is going to be huge for film productions too.
Especially ILM's StageCraft screen stage
they are using it i guess
Mandalorian as a Link!?
Would you kindly explain how
@@lock77down28 if you have D+, check out the behind the scenes Mando series. There's a while episode dedicated to their virtual stage that runs in Unreal.
finally green screens can start to fuck off, with time
Dang... Putting that fortnite money to good use.
Why nobody mentions the Utah monolith at the beginning? That’s the real highlight.
Facts I need to go and see it lol I live close enough.
@@josephlabs I live on Europa
Would you say that I'm close enough
@@Kholanee 🤣
@@josephlabs 😂😂
@@Kholanee Of course you are, for love is never far away.
...nanite love, that is!
"We programmed amazing shadows in our game, looks so amazing, enjoy"
"Starts game, opens options ...Yeee I am gonna turn shadows down as much as I can for performance"
"Bruh..."
I am one of those players that can't play without shadows. My brain just can't handle something floating in space and not casting a shadow. But at the same time I am kinda ok with just a dot under a character in older games.
hahaa
I have seen several Twitch streamers, that turn off all dynamic shadows, making the game look completely flat, even if performance is still ok. Never understood that. Shadows are one of the biggest improvements to visuals. I would rather turn down the texture resolution or post processing.
@@vast634 Sadly shadows and Ambient occlusion is one of the most demanding effects that gives biggest FPS boost.
imagine watching a David Attenborough documentary and then see the Unreal Engine logo in the credits 🤣
JFYI: UE5 editor works under linux.Yeah!! It took me 3 hours to build, no crashes yet :-)
did unreal 5 after downloading compile itself, maybe thats why my computer couldnt handle it via the epic Launcher?????
Is the support good tho? Godot probably still has better support
@@godnyx117 Godot has de advantage of being free and open-source
@@rodrigoceccatodefreitas1656 Unreal Engine is open-source aswell and kind-of free (licencing)
@@toyb-chan7849 We mean free as in free speech, not just free as in free beer.
12:38 "That's too real"
No,
it's unreal
*get out*
NOW
Will you research how the Nanite geometry works and possibly even make a video on it?
Upvote
it works by duplicating what you make multiple times and then adding noise to the textures, this way popping in textures will be much less likely, but the cost of this is that the lowest texture setting in the game must be atleast 4K so its a trade-off
@@XTripleJaxX I think how he meant how nanite work with the micropolygons. how they are stored.
My personal bet is that its some kind of SDF texture slices what then are fed to GPU that extracts the texel data as mesh cordinates with a color. I am not even sure if those polygons even have textures or if one polygon basically is just color and material data. What I agree with you is that mostlikely those packs of SDF texture slice stacks are made in different resolutions so in that sense there it a LOD system. So they stream in and out in some form of partion tree diffrent sizes of those SDF texture slice stacks depending on needs (distance, focus area etc.. could be customizable) This is also the reason it only work in general on static geometry. Its easy to just on the fly create those texture stacks when combining meshes, moving things around as its just texel brute force copy. But if the tex data = the mesh would change and deform in some way that would be a lot more expensive. So for those meshes it makes sense to go with more traditional low res baked models that can be deformed
@@litjellyfish Unreal Engine's official channel has a video from June 4, 2021 that covers the technical details. It clusters triangles, and the LOD's the clusters. It's still all triangles - no SDFs. Limitations are that it's pretty much just for static geometry (for now?).
"It's like Minecraft"
Thanks for the summary :D
Unreal finna gonna catch up to minecraft in graphics :D
25:08 I find it funny that the blueprints for the shooting sound effect look like a gun
My thoughts: Definitely interested in your technical breakdown/analysis on their features when they've given those details, or you've scoured their code. :D
I know for myself, my programming/analysis level is not at that level at all.
I believe Unreal Engine is closed source so he can't really look at their code.
@@ashwinrohit8387 If you sign up for an Unreal account, you get access to their github source repository, including the branch with the early access code and all the new features.
@@davidbutler522 oh okay
13:12 "Also avoiding painful merge conflicts"
Developers: *Vietnam Flashback*
What exactly does "merge conflict" mean in this instance? I've worked in UE4 but I haven't heard about that and I'm curious.
@@LaraWarriorWolf A merge conflict can occur when the same file is edited in several branches of the same code and then those branches are ultimately merged together or merged into a common branch.
If I change line 5 of the file and you also changed line 5 of the file, this creates a merge conflict which must be "solved" so that the final state of the file can be determined. Often merge conflicts can get very messy to solve. Whoever solves the conflict, must make sure that the final state of the file still achieves what each individual change was trying to achieve. Sometimes this is not even possible if two changes are actually in logical opposition with each other. In this case, one set of changes needs to be discarded
@@spaarks84 I see, thanks a lot!
I feel like Animation Motion Warping would be really good for games where a lot of the animations are used over extremely similar shapes, but shapes that still differ enough to more visibly impact more static animations. For example if you were doing something like a cover-based shooter, most of the cover you'll be moving in, out and over are going to be extremely similar but still different enough that you could benefit from the warping without looking particularly odd.
(Which I realise now might make sense when you consider Epic also makes Gears of War)
was thinking this exactly instead of a room of waist high walls(i'm playing mass effect 2 and yeah) even a room of thigh to stomach high walls add alot of variety haha.
Cherno, I would love that after you will learn all of this technology of nanite, you will make a video on that.
Upvote
The source is open so you could see how they build it yourself right away :D
@@kidmosey Well, my looking at how it works (i.e. looking at the source code) you're not "using it"
Hey Cherno, I was wondering what was your very first engine like?
It was terrible.
@@TheCherno Hahaha, and if you don't mind me asking. How did you start learning about game engine development and how did you approach the whole thing?
@@fudgeracoon2529 especially considering there were no "The Cherno" videos🤔
@@fudgeracoon2529
why you asking?
you are using Internet dude
As for that motion warping looking unnatural, it should be possible (if motion warping can export variables) to use the existing animation system to blend other versions of the animation depending on how far motion warp has to modify the animation.
Exactly, you want to have maybe 3 vault animations, for small, medium and large obstacles, everything that is in-between those sizes could then be warped and matched perfectly. This way you wouldn't even need to blend 2 different animations, you just take the one that is closest to the size/distance and warp it. But I guess if you could additionally blend 2 animations together you get an even more realistic and unique end result. Helps with variations too. Mirroring the animation would also be a method of increasing animation variety.
Interesting you mention Tatooine as a bunch of early UE5 development prototyping apparently was done working on solutions for The Mandalorian.
9:54 It is Geonosis you had on mind, from Attack of the Clones.
I think it's obvious that this is all the technology that they have been developing with Disney for the volume that they are currently filming Obi-Wan Kenobi with.
I'm not sure, if ILM is the one behind the VFX of Obi-Wan Kenobi then they won't be using Unreal Engine. ILM has started using their own custom rendering engine StageCraft. Season 2 of Mandalorian is already using this and not Unreal Engine.
Why would they use technology that is focused on real-time rendering on a movie?
@@notlekrut Aren't they still using Unreal though? I thought they just switched to their own renderer for the output but everything else is still Unreal.
@@human-ft3wk look up BTS footage on the mandalorian. instead of green screens they use huge monitors to show backgrounds in real time.
@@VIIIaron Damn, I had no idea virtual sets were a thing. Amazing. I guess you can use a real-time engine for movies
As soon as Unreal released this video my first thought was, “I can’t wait for Cherno to react to this.”
Nanite sounds really great. I hope it can eventually be applied to non-static meshes. Vegetation is so important for a lot of levels / scenes but it seems like you'll only really be able to scatter them like crazy if they have no bend / wind deformers etc. Like, this could allow you to make crazy dense forests as far as the eye can see but then they will probably not be affected by weather etc right?
This blew me away, I remember my first desktop computer, purchased in 1984. Thousands of dollars ... lol ... a blinking DOS cursor. But I loved it. Gamming has had a big part in driving the technology.
Nanite-like tech in Hazel in about month. :D
I love this new stuff... it's like instead of trying to "improve" development and quality they went full-on at trying to "solve" it. I can even imagine a couple of full-length movies made completely in UE5 in the near future.
This is the specific video I wanted to hear. This, and Digital Foundry. I'm loving these unique perspectives on gaming, it makes me appreciate the medium more as a whole
Genuine question: not meant to be offensive: Since large game engines like unity or unreal are continuously evolving and improving, what gives you motivation to keep developing hazel in such a competitive world? Personal interest and youtube content, or something else?
While we may want a one-size-fits-all approach to game engines, Unreal Engine doesn't do small games. At all. Ever. The basic engine will usually come in at 100 - 200mb depending on the game engine you've created. The data files increase it from there.
A flappy birds game doesn't require 8k texturing (unless you're Fat Dino), so a smaller engine like Godot or Hazel becomes a much better choice. You can make a 1.5 tb flappy birds game in Unreal Engine (and it'll be the MOST gorgeous flappy bird game ever), or it can be a 20 mb download, and that's a lot friendlier. Not as pretty, but definitely more functionally acceptable technically.
@@radarodonnell Thank you. What about mobile games that are 10-20 mb in size? Are they developed with unity?
@@maxemore Perhaps. The size of the game itself is dependent on two main factors.
1. The size of the game engine used to render the game. A simple Break Scheduler (for my real job) in Unreal Engine clocks in at about 150 mb with minimal assets. Dart can do a basic program with a 10 mb installer. I can't speak of Unity as I haven't tried it yet. The Unreal Engine engine has a minimum installation size to do what it needs to.
2. Assets. Audio and visual will inflate that number VERY quickly. 1 second of audio is about 500kb, so every sound effect, every moment of music adds up quickly. Textures can range from low quality JPGs of about 50kb to 8k textures in excess of 400 mb. EACH.
The game engines available today are amazing as they do so much of the pain-in-the-backside programming for us. And it's only getting better for creators. However, don't expect an Unreal Engine 5 game to be space friendly. That quality will eat storage as fast as you can buy new hard drives.
If a small installer is what you want, then program directly for Android or iOS. Every layer added on top of those environments will inflate your final product size. I found Dart to be a good compromise.
@@maxemore Unity does have experimental/preview tech called Project Tiny that can do really small builds and is aimed at browser. mobile and playable ads e.t.c. Lots of native mobile games built using things like Kotlin/Swift for their respective platforms can also get really small final builds assuming the assets aren't crazy and the game is small in scope.
As for your original question I obviously can't speak for anyone else but it could simply be passion and desire to make something his own. The intent doesn't have to be to go head to head with Unreal or Unity but to make something for yourself and share that experience with others.
That and you can focus on features you want to implement and do things the way you want to. A lot of control and freedom that you don't get using someone else's tech. End users might simply want something less complex and bulky. Unreal and Unity are powerful and filled with features but that adds complexity, learning curve and in general are just a lot to digest.
well epyc really is making everybody think that is pointless to try to compete with them, and instead they should join them. There has to be a catch though, can't be all that easy and good.
There is a catch. Ue4 games had framerate hitches anytime there is scene loading or heavy calculations. Their codebase is 10+ years old and is begging to be depreciated. Instead they are focusing on the gpu side of things and hoping people notice.
@@andrewherrera7735 seems like they put some work on that though, they probably clean out the code also. Seeing that part where they load only the parts that the player is using by divding the map in chunks I mean. The system looks a lot like "object containing streaming" from star citizen, looks like everybody is kind of going the same direction... interesting. At least they make it look like is super smooth in this demo. I can't imagine loading problems with the nvme drives we have today and 16 cores cpu's, they have to make it work smoothly to be honest.
The biggest catch is your game size coming in Terabytes because mesh size
@@ComplexAce didn't knew that, makes sense because of nanite with lots of textures
The smoke looked bad because they didn't do a good job keying out the black background from behind the smoke in the stock footage. Guess we'll have to wait for UE6 for that.
The nearby smoke when the monster fell was dark, and then went entirely translucent though.
4:20 I am a senior graphic designer and had no idea about the tab shortcut 😂💀
yeah the smoke was weird to me too. It is probably like a 2D card simulated in embergen and then just placed in the scene. The lighting looks kind of correct but the motion doesn't have any collision really.
as someone who made tons of electronic music in my life i can tell you all no one is going to nerd out on these synthesizer features. vsti synths came a long way already, especially workflow-wise and you can clearly observe how that enabled everyone to make better sounds. going back to weird modulation matrixes and stuff to do sounddesign would only make everyone frustrated now. i think it's cool that they want to make games more interesting sound-wise, but they should take a look at how it's done in actual DAWs and synth plugins to get a better idea of a good audio workflow.
Don’t be frustrated. Your Hazel engine will also be outstanding in the future. No doubt that UE5’s Lumen global illumination solution and Nanite virtualized micropolygon geometry have given you some brilliant ideas. Starting from reading source code from Unreal Engine 5 and borrow some ideas from that and make your engine glorious.
With all due respect, but Hazel is nothing like this.
@@kraenk12 its not about Hazel anyway, he is developing Hazel to have a reason for the youtube channel and get money from that and not have a gamedev job at some company :). Surely he likes doing it, but the frustration grows each time Epic or Unity are spitting new features and releases :D, been there...
@@diycoding007 thats how companies work and are successful. nokia cant blame apple or samsung just cause they release better phones. u either need to be first, better or more efficient
@Stay EZ My Friends Well, maybe its not full on direct targeted frustration, but there is some internal pain and sadness you don't have the time to achieve those features, we're humans after all, we have feelings, I am pretty sure he is not a robot, or is ...he ? ... :D. But then again, as I said, his engine is an educational project linked to this youtube account, not something that will have to compete with the big boys.
i think here 8:37 when they say instances, they meant mega scan asset. all those colored blobs are individual quixel assets. which contain around 1-2 million triangles each.
something might look like a big singular mesa, but its actually built out of multiple assets, and this view shows you each individual asset as a different color
Noise of shadow edge is caused by cashing algorithm of Lumen. Populating surface cache and simulating light bouncing are calculated in different frames and light simulation takes several frames to be stable for each pixel. Or you can call it temporal accumulation illumination.
24:38 That's cool. It's a full blown modular synthesis engine like Max/MSP.
Ouch that all caps title ! 😁
EXCITEMENT!!
@@TheCherno YAY!
I'm certainly not a game developer but I feel like one area where games fail to deliver, is in drafts and shockwaves. For example, referring to what you were commenting on about the smoke effect. I feel like its visual appeal was largely affected by the lack of drafts (movement of air) created by objects in motion (The giant robot guy) affecting the smoke any. If you were to swing a large object through smoke, the smokes generative path as it expands/ disperses, would inevitably be altered. We need to see more of this in gaming if we want more convincing effects in general, not just in smoke effects. Fire, dust, smoke, floating debris etc.
I really want to mess around with it. I know it would probably take forever to try to figure it out myself to the level of doing it properly, but it would be so amazing to be able to do something myself. And probably be the most rewarding and fun thing I can think of doing, even if it was trash to others lol
You look like you'd be Aloy's brother from Horizon.
I uh,,
I mean thanks for the video. Awesome stuff! xD
The smoke kinda looks like it's from EmberGen, which is an amazing technology, but also has a very distinctive look.
One thing that I really don't like about unreal engine, is that you immediatly see that it's unreal engine, if that makes sense. Because most (especially) small developers use a lot of its base features
@@1901Steini Yeah but if that means more innovative games in terms of gameplay and Co., then I can live with that. IMO I wouldn't mind engine and game devs focusing more on better AI, physics, interactive/changeable world, ... cause that's mostly stagnating for over a decade.
I mean stuff like CP 2077, RDR2, TLOU 2, ... is visually astonishing but also feels very static and more like watching beautiful paintings instead of playing really fun games.
Nanite is really cool, but while trying it out with assets from Megascans I found out that most of the assets is at least 1 gb per model. I guess its time to get a big harddrive for UE only :P.
SSD you mean
@@kraenk12 yeah.
Aren't clouds shadows normally noisy round the edge?
Thanks very much for the balanced look at UE5! Its really good to see an experienced dev think through the tech, and what's being said!
I gave UE5 a go, and it is really good! But it definitely isn't perfect - nanite has a lot of fringing artefacts, especially on lower-poly assets. I'll definitely closely follow how UE5 develops leading into its release next year.
Loving all your videos as well! Hazel is looking great!
The smoke effect is propably done houdini and exported as image sequence, unreal can then stitch the images into animation.
The video audio is so quite but your vocals were loud so I couldn't turn the video up because I didn't want it to make it super loud when you commented. I appreciate your narration and input, you are giving such good content for video game tech that we just have not had before as regular fans of video games. I am very excited to see video game creation get so streamlined and smooth that all these creators can just create art to their hearts content. I feel like games are going to skyrocket from the release of these improvements and it's only going to improve from here.
I Always wanted to know from a professional developer: Blueprint vs C ++. memory, fps, loading time. etc
Blueprints will only work if you make a game that does not have a lot of logic or actors. Like a first person exploration game. Just search for c++ vs blueprints. The difference is quite huge. But still blueprints are quite fast for a node based programming language. I think most projects have a mix. Because Designers can iterate fast on events and stuff and developers will build the performance critical parts in c++ code.
Loading time should be the same as this mostly is based on content not on code.
@@KasimirRadtke The thing that annoys me is its difficult to use UE C++ even if you know C++ itself. The community resources mostly supports using blueprints which is not helpful when you want to do something more advanced or reliant on performance.
@@_kilex_3538 Another thing that if you want to learn UE C++ people recommend spending money on courses
Lumen seems to need a few frame to compte the shadows and gi accurately, but usually, you don't see the world lighting changing that fast, so it shouldn't be a problem here. It might be important for scene where the lighting change quite quickly (like last year example where the ceiling came down crashing, letting the light goes in) but maybe it should be ok if this is done at a smaller scale I imagine.
Last year demo already had some "temporal" artifact when the lighting was changing quickly at the begining of the demo.
This Nanite stuff is insanely cool, but a lot of games are already 100GB or more. As someone with bad internet, I'm kinda worried that games are going to get to the point where I can't even download them where I live
@KhaiSaki Yeah I'm in the same boat. Mine goes back and forth between about 400kbps and 1mbps, with a very inconsistent ping so streaming games doesn't work
well with technologies like starlink and the upcoming amazon competitor for it, this will hopefully not be a problem in a couple of years
The main reason why to use many files are speed and quality control. If a file has bad code, you can just update that file and not be in a danger places. Also, speed, create many files you will have better ram control and loading contents when you need. Just like I code, why should I load code that I may never use? I created applications that are running 24/7 365 days for over 9 years now with Zero crash report because of many files that handle different things at specific time. Think a city bus, it will run faster and better when loading and unloading contents while it goes. The instance means, you can create super-detail of any object and the object is load of it when it could be used a many places without loading more, it is a trick that works and with one instance of object you can modify it endless with less code or slowing down the system. like re-using shapes that it is impossible to tell they are on another place. Now, in Engine 6 or higher they need to work in body collision, weight and deformations, right now they are 1/2 there. Realist things are super important but realist body physic, weight, deformations and collisions are more important than beauty.
Oh yeah it does look like smoke. I couldn't put into words why the blown up dusty sand was putting me off. I was wondering if it was supposed to be ash instead of sand or if it simply lacked more gritty materials. But it is simply smoke.
I guess they were just as confused as we are what is flurrying through the air here. The closest thing I can imagine is a collapsing building but in that instance the dust would stem from the building itself. But here the metallic colossus is hitting the ground and we should have dirt, sand, soil and rock flying up in the air in the process.
Beat me to it! Great video man, always enjoy your stuff.
That shadow didn't look noisy. That's how shadows work
I vaguely remember a rumour from a couple of years back that with UE5, Epic would **try** to move over to the C++ STL and away from their own ancient implementation from pre-C++98 days. I don't suppose they did, but it sure would be nice.
I'm a bit concerned about Nanite. Games are already hundreds of gigabytes in size. It's nice that we can now render high quality models in real-time. This technology can make people lazy and just include movie quality scans in the game files and rely on Unreal to dynamically figure out what to do. I'm not ready for 1 terabyte+ games because the developer decided that they'll just include 500gb movie assets directly from Weta/ILM and use unreal to render...
@@JorgTheElder Oh I see, so Nanite does some offline processing. I was under the impression that it always dynamically scale up and down the complexity at run-time all the way up to the original scan quality.
It's exciting to see so much visual detail in real-time, but I would be interested in the memory (RAM AND storage) costs of nanite. From what I gather they're targeting systems with lots of ram (at least 32) and that demo alone takes about 200Gb of storage. Games have already been growing disproportionately large to the average storage space in the last few generations and this trend is starting to worry me 😕
It's true. We need to wait for new file compression technologies or capacious and fast ssd for acceptable price.
Yeah thought about it as well. If you include "unoptimized" meshes into your game, how will it affect the build size and time? Feels like Game devs are currently not caring about storge anymore (i mean Call of Duty 200 GB? How can that be?) which leads to installing 3-5 games leading to a full 1TB Hard drive...
This is extreme HYPE
When people complain about sound in a game, that's how complicated it is to get the best sound 24:45. Imagine what went into Hunt Showdown and Returnal for amazing 3d sound.
The great thing for Returnal is it is using Sony's proprietary Tempest sound engine.
@@kraenk12 yep that too. I think the first game to really take advantage of it and it sounds amazing.
The secret is correct mix of BGM, samples and multi MIDI channels. Game sound designers use lots of hacks to get everything right.
@@tenminutetokyo2643 You're talking about sound sources. I mean actual quality of engineering then sound mastering within the game. This is what separates good sound from Hunt Showdown sound (and also doubles-triples the cost of it). Next level shit, in case you've never played that game. Hard to explain how much that game is lifted by its mastery of sound quality. None compare.
@@As5Hat Yes, it requires pro audio engineering, but everyone should know that from day one. At SCEA (now SIE) we had a full pro sound studio in the dev building.
I love how high-definition the meshes and textures are with Nanite.
The problem with that however, is that the rest seems a bit lacklustre in comparison.
While the smoke, grass animation and lighting mistakes would have blended in with a lower definition environment, here they stood out like a sore thumb.
Actual games built using this will probably be more balanced in that regard.
Migrated a large project from 4.26 to 5. The project is primarily artwork at this point but it is large. Migration succeeded but now the fps playing the game is a third of what it was in 4.26. Have enabled/disabled what options I can find regarding lumen and nanite but nothing has helped. That is my real life experience. I am not alone in this - other posts on the Unreal early access forum had similar stories. I am not wanting to spend a lot of time on a wild goose chase where there may not even be a goose at the end so I will persist with 4.26 for now.
I cant even tell the differance reality or UE5
"""The closer we get to a world in which artists can forget about technical limitations, [...] the better games are gonna start becoming"""
My impression is over the last 20 years is that games have become more uniform, more "always the same" over time so far. Sometimes I have the impression that the technical impressions actually forced game developers to put more effort into fun gameplay and game mechanics rather than "just" stunning graphics. So, in what regard could those games become any better?
Taking away restrictions can, in no way be a negative whatsoever. Innovating within a small scope isn’t going to be worse than developers innovating within a broader scope. What you fear is simply not going to happen.
Yep. I agree 100%.
@@Quazzi I don't "fear" anything in this regard. My impression is that this already happened. Lot's of games have settled to be "Open world", ranged attacks are basically always instant hit or arrows, enemies will drop items you can collect and put into your inventory.
They have a rather short main story line and a lot of side quests while a huge amount of the map exists mainly for the purpose of having a huge map, not for engaging content. NPCs give you 1 of 7 quests (kill n of x, collect n of x, escort NPC, place n of x, activate n of x, defend against mob waves, talk with x).
Mechanically most of these games are just like the same game for me. It's like Settlers of Catan with different family-specifc rules.
In comparison, "Among us" is one of the latest games with a very unique game mechanic. It's engaging, thrilling, and a lot of fun every time I play it. It would have worked just as well on a Super Nintendo with Internet.
An that's my issue: When you don't have any limitations to respect you have to know what to do with all the space. Empty wilderness doesn't add much to the world, and 15 minutes press forward on a horse is not what I would describe as engaging gameplay.
@@Tekay37 Large open worlds are needed for a sense of scale, a sense of adventure and general immersion so them being empty is a result of hardware limitations, realism to an extent and feasibility. It's not that the scale of them means it makes the rest lazy, I think that's where your logic is flawed. Removing constraints won't make innovating on gameplay any less difficult to conceive, it just makes more ideas practical. You're basically giving more resources and, that will never limit innovation and creativity.
Also Among Us is not new whatsoever as a game concept, similar things have existed as video games for years and as games in general for probably hundreds of years.
@@Quazzi I think the main reason for those regions to be empty is financial limitation, not a necessity for them being empty.
Also, I don't think the worlds need to be THAT large. There's only so much scale you can sense. And there's only so much scale that can benefit the game.
I played Morrowind back when it came out. It's a very large world, but the worlds feels dead because there's not much content in it. You just have to walk over very long distances to get from A to B.
This is amazing. But I think the questions I would have about this tech is how they handle instances when they are too many. If you have a mountain of millions of stones, there would still be performance penalties if there are millions of instances when you look at 10 mountains from afar. So there needs to be a way to not only provide LOD for one single instance, but to also merge instances together somehow when you look at them from afar, creating a seamless object hierarchy that goes all the way from macro to micro scale. I guess that is why they have problem with foliage, because a tree consists out of millions of leaves that cannot be joined together in their LOD algorithm. Also, in this demo when he switches to the instance view, we can see that the far away mountains are only a few instances, so I guess they are low res if you fly to them? But what about if they used gas-cloud rendering methods to render clouds of instances? Perhaps allowing some of the instance properties to carry over into the cloud simulation. Or what other method would you use? Try to construct a joint abstract mesh somehow?
Incredible video! I was waiting for this video to happen
Wonder what the collision meshes looks like and how many polys those have
"Better audio tools are always good" -Have you considered integrating PureData and/or VCV Rack directly into Hazel's UI?
3:00 that might just be youtube compression
I think the smoke looks wrong because it's being lit from a different direction than everything else, a little more from the left instead of more to the right.
26:10 the smoke plumes are not catching the same light bouncing off the metal creature. They're more of lit from above. Not from the same light direction as everything else. I would expect more highlights on the right side of the bubbly stacks.
So, the way it looks is, they have game assets already created for immediate use by game developers. So, could we see some of the same game assets/props in multiple games? 🤔
We won’t see them in any finished game, no. Gamers have a terrible aversion to asset reuse, and if anyone tried to use any of these [now pretty famous] assets, a lot of people online would have a shit fit [unfortunately]. The developers would be branded 'lazy devs' and their game review bombed.
it has allready been used. and you've seen it ,wont be different from now on ,Ex: Metro Exodus, Destiny 2, Battlefield V ,Death Stranding,etc .. its photogrammetry , any real life location can use this (similar environments) and AAA Game companies and Film Productions were using quixel since it started.
Was wondering when this would pop up on my feed
Would be awesome to see you use the UE5, maybe check the demo and tell us what you think about it and of course the UI.
I don't know how I stumbled upon your channel but I'm glad I did. It's cool to see a developers point of view.
was waiting for this video of yours. thanks, Cherno!
This feels really scary as a student game dev... if I take just a few months brake I fall back so far in tech/software... and then the competition
As a non profit and non mega corporation game dev. Perhaps is better to do something no one is thinking of. Find something unique to be the first one who did that.
Agree with the conclusion, looks like Nanite will enable a wide range of new assets sources, from laser scans, zbrush sculps, to CAD models, without a retopology pass or some form of re-tessellation. The biggest drawback will probably be much higher demands for storage speed and capacity, and download sizes.
I think Nanite compresses the meshes to get over the potential problem of download sizes. I can't remember where I heard that though. I've watched so many videos on UE5 since it came out they've all mashed into one!
I would suspect that the „instance“ may be a meshlet or a meshshading executing unit that then gets its lod dynamically generated on the gpu to get the right triangles covering the right pixels. Probably there is also a hell a lot of pre culling done to compensate for this expensive meshshader.
The consensus is that: The lods are pre-generated mipchains and regenerated at runtime in compute, the culling seems to be pretty much the same as Virtual Texturing methods as the meshes themselves are stored as textures and paged in and out of memory.
I like how the metal thing they added to the environment on 3:58 went above everyones heads. LOL
There was a remote area in the US in a similar looking environment where they found a piece of metal just like that and then all of a sudden it disappeared days later.
e3 is coming up, would love to watch your analysis of new game previews
Holy shit this looks sick
Cherno points out something
Me yeh exactly
the lasers were really cool :O
I watched this for the second time with your commentary. Thanks for breaking it down im excited for the future of game development even more now :)
Global Illumination = "Lights that make sense"! LOL!
This "clickbait" (not really, just the way it's written) title is so funny, it only missed an "WOW! You wont believe this!"
love cherno's videos, so good
Totally agree Nanite, if it works anywhere near as well as promised, is the big game changer here.
One other big takeaway, from an actual game perspective, is that UE5 production release seems too have been delayed (not surprising due to the pandemic) and is targeting an early 2022 release. Therefore ANY games purported to be running UE5 willnot see the light of day till well after that unless they drop UE5. e.g. Hellblade 2 etc.
The thing whith separate files for every actor has been done by Jonathan Blow for years. They used that for every entity in the world for The Witness. The only downside was that Windows can't handle tens of thousands of files in one folder, so they had to split up the entities by id (which was just an incremented int I believe) and had folders for every thousand of entities or something like that. Version control was one of the major benefits.
I do advice to look at some Jonathan Blow videos on how they solve certain problems. Just as Casey Muratori's view on memory management.
It would be interesting to compare old raytracing with new lumen.
raytracing is still better, but is way more compute expensive.
Great video as always. One thing to keep in mind with Nanite are the ridiculous file sizes requiring insane hard drive space...which means don't expect existing pipelines to disappear overnight...
why does Chance Ivey look like Ian Hecox's long lost twin whose hair started to turn gray in his mid-twenties?
I hope they improve their documentation as well!
mmmh something to note about that giant robot : it's all static meshes snapped to the bones, no skinning. Makes me wonder how nanite deals with skinning on objects with millions of poly...
It's not supported at the moment by Nanite. No geometry deformation at all in fact.
@@davemonaco1 yeeeah i figured that much. Well too bad for the "Import you re Zbrush file directly into the engine!" if you re a character artist ¯\_(ツ)_/¯
@@jean-gabrielbedard9975 They might implement that in the future versions of the engine, naturally it's just a lot more complicated than static mesh optimization.
Excellent video The Cherno!
Just updated to UE5 to check it out today. I do like the hardware comment. It is a factor. Not everyone has money to spare but wants to build. UE5 opens this up more.
If I am not wrong, F11 in UE4 is same as tab in photoshop
Few concerns:
If the base assets are kept uncompressed, we're about to have more excessively large filesize games.
I am really concerned about lower end stuff here. UE4 was already a nightmare for integrated where everything else works rather well, especially on Ryzen.... I have a bulldozer chip that I'm upgrading but I feel it should still be supported by this tech because in the grand scheme of things especially with chip shortages there are probably a good amount in the wild at the moment.
All we've been shown right now are rocky "grand canyon" type scenes. Is there perhaps more Quixel scans of those or does the engine just function really well in that environment? What about inside? How will Lumen handle pointlights, especially if there are several?
Okay seriously why aren't we just using MSAA. TSR seems like a waste of power. Yeah certain textures and stuff can break it but I think if we can create all this we can work that out.
What will settings look like? Laptop gamers will absolutely need to lower settings below what their system can handle so it doesn't overheat.
I really hope we don't _have_ to use one file per actor.
Metasounds? How many ways can you distort an mp3? Last I checked it was quite a bit less than a texture. Still, I'd like to see how this works.
The TAA Gen5 on Unreal Engine is very good. And with TAAU, it does some amazing work.
Compared to how bad the TAA was in Battlefield 5....