For those power consumption folks...
For those power consumption folks...
For those power consumption folks...
Stunning character model but the eyes and mouth movement still feel slightly wrong(@3:23)Legends Of YMIR - Unreal Engine 5 Tech Demo
There is a whole industry of graphic artists in korea and asia in general. I look forward to seeing how this translates over to something like UE5.Legends Of YMIR - Unreal Engine 5 Tech Demo
There is a whole industry of graphic artists in korea and asia in general. I look forward to seeing how this translates over to something like UE5.
yeah that was made really bad, why not have a linegraph showing the change over time. Also they should show the FPS on the same graphThat was both interesting to see what the console were drawing and also left me feeling like I never need to watch a power consumption video again.
Dreaming of the next GTA. Hopefully, Rockstar's next iteration of RAGE would offer something comparable or similar to UE5 Lumen/Nanite technology.
Lighting bouncing off the chrome on the cars is stunning. Do hope they (Unreal) improve the look of the Meta Humans though, still look a bit plasticy compared to the rest of the scenes.
Most definately.Dreaming of the next GTA. Hopefully, Rockstar's next iteration of RAGE would offer something comparable or similar to UE5 Lumen/Nanite technology.
Interesting how car suspension animations a made, is it using realtime physics and reacts to suface, or prebaked?
There is something I am trying to understand about Unreal Engine 5's nanite.
The engine over triangulates even flat or simple surfaces. While it is efficient in rendering exactly whats on screen and by having its own kind of "tessellation", it seems to lose efficiency by over triangulating simple surfaces at the same time.
All squares are represented as triangles. Otherwise you’re working with quads which is rare.There is something I am trying to understand about Unreal Engine 5's nanite.
The engine over triangulates even flat or simple surfaces. While it is efficient in rendering exactly whats on screen and by having its own kind of "tessellation", it seems to lose efficiency by over triangulating simple surfaces at the same time.
No no you didnt understand. I didnt say triangulate. I said over triangulates some flat surfacesAll squares are represented as triangles. Otherwise you’re working with quads which is rare.