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

Discussion in 'Console Technology' started by mpg1, May 13, 2020.

  1. milk

    milk Like Verified
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    Since they'll be including this project within the samples when the engine releases for real, you'll be able to do it that way, if you are willing to put in the effort to compile the demo yourself.
     
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  2. milk

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    If I poop in the matrix, do I poop on the real world?
     
  3. mr magoo

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    Finally someone asking the important question
     
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  4. Shortbread

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    If Taco Bells exists inside the Matrix... then expect real-world results. :yep2:
     
  5. Karamazov

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    But when you eat in the matrix, you don't in the real world.
     
  6. Shortbread

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    [​IMG]
     
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  7. Karamazov

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    I'm a party pooper !
     
  8. Albuquerque

    Albuquerque Red-headed step child
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    "Ugh, human 8F42A91CC07ABF913220E has soiled his statis pod. Again. For the third time in this orbital time interval."
    "When is root gonna finally admit we need to roll back that Taco Bell update?"
    "They said the world emulation construct must be imperfect or else the human cognition would revolt, so here we are I guess."
    "When are we moving to all fusion energy and ditching this garbage human power?"

    /Our Robot Overlords in another 400 years, probably
     
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  9. Andrew Lauritzen

    Andrew Lauritzen Moderator
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    Unfortunately you're poking a bit beyond my knowledge of the details in this case... I know some of the projects have used an "HLOD0" that keeps the Nanite stuff effectively identical but strips out some of the other engine stuff (fine grained physics/collision/whatever you don't need at a certain distance). I believe AncientGame was mostly "HLOD0". I believe Matrix Awakens has some distance at which it is actually doing geometric collapse of geometry into fewer instances too (HLOD1+?), but I'm not sure about the details. I'm also not entirely sure how much of this is baked into the engine vs. convention. Some documentation here, but a bit sparse on the details:
    https://docs.unrealengine.com/5.0/en-US/WorldFeatures/WorldPartition/HLOD/

    Yes, I'm pretty sure they are also Nanite per the visualization. I'm not sure what sort of mesh processing happens before they get passed back to Nanite though.

    I'm not sure on the specific efforts on that front either. Nanite being able to handle higher instance counts obviously makes the need for aggressive HLODs smaller (and there's still space to optimize the instance culling that Nanite does with a hierarchical acceleration structure of its own that will likely be revisited at some point), but as mentioned there are other reasons why HLOD exists for non-rendering parts of the engine as well, so I'm not sure how the constraints interact there.
     
    #3109 Andrew Lauritzen, Dec 15, 2021
    Last edited: Dec 15, 2021
  10. Karamazov

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  11. iroboto

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  12. milk

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    Whatever happened to speedtree?
     
  13. iroboto

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    that's owned by Unity.
     
  14. cheapchips

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    They bought them back in July. It's hard to to see Megascan trees as a response.
     
  15. Malo

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    I don't care how good the trees look. If they can't move, especially move realistically, then they're only useful for tech demos and steam shovelware.
     
  16. Andrew Lauritzen

    Andrew Lauritzen Moderator
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    ... they're moving in the video, right?
     
  17. dobwal

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    Go to the 3:20

     
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  18. damienw

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    The Matrix Awakens is STUNNING to behold on PS5 (finally got one). On XBSS it's still STUNNING, just a little less.

    I am happy to be living in this gaming future. I want to learn more, for instance Cerny spent time talking about the audio casting rays in some presentations. I would assume UE will support that in hardware if it doesn't already?

    I wonder what kind of realtime destruction models we might see this gen.Rainbow 6 Siege excels in that department, and I'm excited for the new gen to bring wonders in the next 7 years.
     
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  19. Jofan

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    I think it looks superb. Its amazing how stylized it makes a lot of the new AAA's look already, almost cartoonish in comparison, although I appreciate that photorealism isn't a goal for most games. Can you seriously imagine what future gen simulation games will look like though once we cross the whole uncanny valley (and not just on human rendering), especially with full destruction etc. I know this is early in the current gen still, but there's already a part of me drooling for what we are likely to get 10th gen onwards. I'm intrigued as to the empathy we may show towards NPC's when they are close to indistinguishable, will we think twice about 'killing' someone in a game or will we develop a conscious and just feel differently towards them? Intriguing.
     
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  20. DSoup

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    And bear in mind this is a un-optmised demo, produced by a small time, in a short amount of time. :runaway:
     
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