Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

Lightning is nothing without geometry. Without geometry no shadows. are more complex geometry as more complex lightning you have.
When it comes to realism and solidity, lighting trumps all. Good lighting makes a scene look real, even if the objects looks fake. Good geometry makes the objects look authentic but good geometry in bad lighting just looks like computer graphics.

In this case, the lighting makes it look like a photo of a real place, and the modelling makes it look like an actual station instead of a fake approximation like a cheap movie set.
 
Reminds me of this UE4 clip from 2018:
What lightning was used? Raytracing?

My point is: better use no Raytracing but good lightning and more geometry.

The laste Games with Raytracing like cyberpunk have Raytracing and they look not so good because they don’t have high poly details. It’s all about the details.
 
Here is a nother video where you can see that better lightning doesn't mean better looking.
What do you mean? Based on your previous comment about geometry, what do you think is the "problem"? Geometry?The geometry in this scene is far more complex than the previous video on the train station.
This is another demonstration of good lighting doing wonders. The difference being that UE5 doesnt need baked lights. It does it in real time.
The conveyed lighting and materials do wonders in both scenes. Baked in UE4 or not baked in UE5. The lighting information is there in both and thats one of the reasons it looks so good in both.
The video demonstrates real time and baked lighting and it shows that UE5 Lumen is so good that it can give the beautiful results we get with baked but in real time.
 
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What do you mean? Based on your previous comment about geometry, what do you think is the "problem"? Geometry? The geometry in this scene is far more complex than the previous video on the train station.
This is another demonstration of good lighting doing wonders. The difference being that UE5 doesn't need baked lights. It does it in real time.
The conveyed lighting and materials do wonders in both scenes. Baked in UE4 or not baked in UE5. The lighting information is there in both and that's one of the reasons it looks so good in both.
The video demonstrates real time and baked lighting and it shows that UE5 Lumen is so good that it can give the beautiful results we get with baked but in real time.

I think he's saying that is there's no need for the fancy ray traced lighting (Or Lumen) on next gen as without the increase in geometry detail it makes little to no difference.
 
If you look at the train station, it is not true that there is no complex gemoetry and that is my point. It is the realy small geometry and the Shadows of this, wich make the difference. The shadows don't have to be 100% precice or raytraced but they must be there.
Look at the small gaps of the uneaven bars. This make the seans authentic. If the walls are streight even with raytracing it will look like plastic.
geometry2.jpg
 
If the walls are streight even with raytracing it will look like plastic.
Geometry doesn't determine how a surface looks when lighting bounces off it. That's determined by the multiple layers of texture surface information that can make it look like metal, or plastic, paint etc. Physically base rendering materials.

Normals are then used to add surface detail to create a sense of depth to the texture when appropriate, like rust on metal being slightly extruded, which when combined with proper lighting further enhances the illusion of reality.

Fine details in geometry certainly combine with the lighting to create a far more detailed and real scene, but it's the combination of this, PBR materials and a modern lighting solution which sells the illusion. You seem to be focused only on geometry as the means to achieve these results.
 
If you look at the train station, it is not true that there is no complex gemoetry and that is my point. It is the realy small geometry and the Shadows of this, wich make the difference. The shadows don't have to be 100% precice or raytraced but they must be there.
Look at the small gaps of the uneaven bars. This make the seans authentic. If the walls are streight even with raytracing it will look like plastic.
View attachment 6481

None of those small geometric details would actually cast shadows discernible were not for UE5 new VSM scheme and SS-Shadows. Better geo gives lighting better cues, but better lighting makes that better geo actually pop. Neither loooks good enough in isolation.
 
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