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

Do you guys think any other studios/engine developers are working on, or are close to their own versions of Nanite for their own engines?

You could just imagine what developers like Naughty Dog and Sony Santa Monica could do with this stuff...

Interesting times ahead.
 
isn't dreams using the same approach to render its worlds ?

more screens

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https://lensdump.com/i/gwl5BF
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Dare to count the number of cars ?

gw7r6M.jpg
I did this in my demo run yesterday. I placed a car in the middle of the highway and all the cars would stop. Same with at an intersection, placed a car diagonally in an intersection and all cars stop. Of course it's a demo and developers would be able to tinker the code to get around this but I thought it was funny and was looking for a way to block most traffic around the city with the least amount of cars used.

So example, at each intersection to on-ramp, use one car to block traffic, on the highway, use one card to block all three lanes on the highway. After 3 hours I got bored but think it can be done where all cars on the highway will stop moving.
 
Taking cheap shots to garner likes while not contributing anything of note. I like your style…. We both know that’s not what I was arguing but continue.
What are you contributing 'of note'? You're just repeating how unimpressed you are. When people point out the unique things this engine is doing, you just hand-wave them away.

Your posts perhaps aren't garnering likes because you're bravely swimming upstream against the supposedly blinkered masses here, they're just generally hyperbolic and making weak arguments - if they're making any at all.
I feel the need to remind everyone of the B3D FAQ, which you probably haven't read in a long time, where we actually had a policy of keeping discussion healthy by avoiding getting bogged down in personal toing-and-froing of accusations and criticisms of posters.

I'd ask that before you post your reply to complain how useless and pointless a poster is, please ask yourself why you are posting that statement and how it helps keep the discussion healthy.

If the intention is to make the wrong poster become aware of their faults so they'll change, it won't work.
If you are just venting frustration or copying the social norms as per programmed behaviour, you are just decreasing the genuine discussion.
If you can't determine a positive outcome you intending to achieve from a remark, don't make it.


If you see an opinion that to your mind is utterly incredulous, likely a dishonest opinion shared just for attention or to rile everyone else, not responding is the healthiest thing you can do. The idiot makes their point, everyone ignores it, the discussion stays exchanging well reasoned point for point. If the chump continues to reiterate their point without making proper, civil arguments, they are an easy target for cleaning up.
 
Looking at some of the screenshots I can imagine something like this happening at take2

CEO - GTA6 engine developers, can you come in here for a second
CEO - sorry to say with the work you've done over the last 2 years on the new engine for GTA6, but you're all fired
CEO - get me epic on the phone now

J/K of course
 
Didn’t this already happen with Halo Infinite?

Ha I knew someone was going to bring up Halo infinite but no I don't think that's the same thing. Halo Infinite is just a case of poor optimisation for Nvidia GPU's. The delta between AMD and NV GPUs in that game ranges from last gen all the way up to the latest DX12U GPU's. It's not a matter of weaker DX12U GPU leveraging new features to produce a better output than a stronger DX12 GPU as I've speculated about the Matrix demo.

Apparently the One X outperforms a GTX 1080 in Halo Infinite which is categorically a more powerful GPU in every way and shares a pretty similar featureset. Hopefully over time Nvidia will close that gap through driver updates as has happened with some other games that started out in this state. At least for the newer GPU's
 
Ha I knew someone was going to bring up Halo infinite but no I don't think that's the same thing. Halo Infinite is just a case of poor optimisation for Nvidia GPU's. The delta between AMD and NV GPUs in that game ranges from last gen all the way up to the latest DX12U GPU's. It's not a matter of weaker DX12U GPU leveraging new features to produce a better output than a stronger DX12 GPU as I've speculated about the Matrix demo.

Apparently the One X outperforms a GTX 1080 in Halo Infinite which is categorically a more powerful GPU in every way and shares a pretty similar featureset. Hopefully over time Nvidia will close that gap through driver updates as has happened with some other games that started out in this state. At least for the newer GPU's
Outside of hardware RT Pascal supports most of the features DX12 ultimate requires though no? BTW has it ever been clarified what hardware bits are required for mesh shaders?
 
some shots of the infamous 3D fences...
just for comparison, spiderman MM

Insane not so long ago we would have just tiny portion of one those closeup screenshots scene and run as tech demo and everybody would be amazed how good it looks. This is out of this world, amount of details is simply unbelievable and seeing this running in real-time is nothing short but amazing. The city is as close to perfection as it can be, still shots are almost indistinguishable from reality. And the eyeballs move on characters omg
 
Outside of hardware RT Pascal supports most of the features DX12 ultimate requires though no? BTW has it ever been clarified what hardware bits are required for mesh shaders?

Pretty sure it's lacking mesh shaders, VRS and of course the RT hardware. But in the context of my earlier speculation it was specifically the RT hardware I was focused on given its used to accelerate Lumen in this game and so potentially could see big overall gains for the XSS vs the stronger Pascal. Curious to see if my SATA SDD holds things back as well although based on the DF video it should be fine.
 
some shots of the infamous 3D fences, and characters closeup




just for comparison, spiderman MM


Yeah I don't get the complaints about how the NPCs look. Sure they're not photorealistic or movie quality but they're probably at least as good as the main character models from the absolute best last gen games, if not even better. And then the hero characters are a clear generation above last gen or even cross gen counterparts IMO.
 
Looking at some of the screenshots I can imagine something like this happening at take2

CEO - GTA6 engine developers, can you come in here for a second
CEO - sorry to say with the work you've done over the last 2 years on the new engine for GTA6, but you're all fired
CEO - get me epic on the phone now

J/K of course

In seriousness, there's the question of time/cost/manpower being thrown at big budge non -UE5 games. For Rockstar for instance, how far does their usual art brute force LoD + SDD get them towards a Nanite complexity?

For lighting, I think we'll see plenty of solutions that are as good as or yield better results than Lumen.

If it takes five times as many developers years longer to make a game comparable to a UE5 title though, it's going to get harder and harder for beancounters to avoid UE5.

(I assume we have a 3rd party vs in house engine thread somewhere? Guess we need a Gen 9 version)
 
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In seriousness, there's the question of time/cost/manpower being thrown at big budge non -UE5 games. For Rockstar for instance, how far does their usual art brute force LoD + SDD get them towards a Nanite complexity?

For lighting, I think we'll see plenty of solutions that are as good as or yield better results than Lumen.

If it takes five times as many developers years longer to make a game comparable to a UE5 title though, it's going to get hard and harder for beancounters to avoid UE5.

(I assume we have a 3rd part vs in house engine thread somewhere? Guess we need a Gen 9 version)
Epic is well setup for success due to the revenue structure. Both Unity and Epic only need to work on the engine and they do so without the need to stop and develop a game on the side.

As long as games continue to tread towards wanting more cinematic experiences, UE is well setup for success in the marketplace. It’s hard not to see that trend continue; people love graphics as much as than they love gameplay; at least from a marketing standpoint.
 
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