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

That's better than GT etc., but at the same time not realistic. The only part that looks real are the urban environments, which I guess it just photogrammetry in action? I guess the main improvement is foliage being 3D (Nanite) so woodland has body.
 
Some copycats since:




They look amazing. UE5 + photogrammetry + post-processing + animation.
 
We did use PSO gathering for Banishers, but I had to fix UE's code for it to work properly, because it's broken. (It was in 5.0, it still was in 5.4, not checked 5.5 yet EDIT: It's still broken in 5.5)

Alex references similar dev concerns about the PSO gathering process in the latest DF Direct:

@Dictator said:
The part of the blog that I slightly take issue with is that fact that they do say, you know, that they've got a lot of it working with Fortnite, and I've shown time and time again, that even with the latest version of Fornite that the game is still really stuttery for the first couple of gameplay sessions. Now they kind of point that out that there's global shaders that their current system still doesn't take of, so they're not living up to their end of the bargain there so there's that, maybe that's the reason, one of the reasons why, Fortnite still struggles due to global shaders not being included in the PSO caching scheme?

But also, I've heard from multiple developers being the scenes - and these are people who are really technically minded people - that the systems they've (Epic) provided to developers didn't actually necessarily function correctly from versions 5.1 to 5.4 if you tried to hook them up. You had to do specialized work to make them function. Maybe they've heard that internal feedback from people who are actually very gifted when they're working with these things. But I've also heard from multiple people behind the scenes that it actually didn't work as advertised and they had to do specific work to make it work for their games, so that is another thing.
 
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