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

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And seriously? You want to compare this to Nanite?

Where did I say it was as good as Nanite? And the screen shot you posted is poorer than anything that company showed off.
 
The Unlimited Detail tech though was much better looking and the idea was very similar. He isnt saying it produced the same quality as UE5. But the idea was there with point data
You should watch Brian Karis' talk from HPG if you haven't already:

Obviously the basic idea of wanting to not worry about polygon budgets and such is not new and many solutions have been proposed over the years to get there, but Nanite works nothing like the voxel stuff and for very good reasons. Many of the alternatives were explored and various pros/cons are discussed in the talk. Obviously these things can change over time and I doubt anyone expects Nanite to be "the final solution forever", but it's a pretty good local maximum I think.
 
Where did I say it was as good as Nanite? And the screen shot you posted is poorer than anything that company showed off.
I apologise. That screenshot was from Atomontage. - https://client.atomontage.app/view?m=qIdu61Si63IDORdHLp9lZ

This is what Euclideon's Unlimited Detail looks like...

1666720653517.png
Download the client yourself. - https://udcloud.euclideon.com/#page=software

The whole 'Unlimited Detail' push was snake oil. They've just managed to secure funding long enough for the hardware to develop to do voxels better than 30 years ago with an empty promise and relentless bitching about 'triangles'.
 
The Unlimited Detail tech though was much better looking and the idea was very similar. He isnt saying it produced the same quality as UE5. But the idea was there with point data
I'm not making stuff up - grab the clients yourself. Voxelised visualisations have value in professional indsutries. They aren't any replacement for conventional realtime rendering on any level though, in stark contrast to the hyperbolic claims made by their proponents. There are considerable limitations with their voxel representations that everyone said were there years ago but they just shouted, "triangles are dead! We're the only people doing it right! People using triangles are holding 3D back but we'll show them!" only to deliver this. They weren't 'onto something' or 'ahead of their time'.
 
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Oh I also found this in the thread you posted.
Insane improvement on voxels
Those look like they are being meshed to render them — that can be done fast enough for an art tool, but you pay per-voxel, so it’s not viable for a video game renderer. Also, the cost increases exponentially as you increase the voxel count, so you end up with those weird stairstep surfaces on hard edges at any reasonable voxel count
 
As mentioned, there's a thread for discussing alternative rendering methods:


Please keep commentary here on UE5. ;)
 
If you had told me 15 years ago that unreal engine would rule Japanese game industry I would have laughed in your face.

I am not mad at being wrong 😂 it seems like it has helped many devs who otherwise would have struggled in the modern era and have in the past utterly failed at standardizing their own tech.

Unreal engine 5 seems like a big step up from ue4. I wonder if it's much less taxing to run open world games on ue5 compared to ue4? It seems like there is an inherent tax using ue4 for games at a scope the engine was not designed to handle
 
Unreal engine 5 seems like a big step up from ue4. I wonder if it's much less taxing to run open world games on ue5 compared to ue4? It seems like there is an inherent tax using ue4 for games at a scope the engine was not designed to handle

Out of the box UE4 has a maximum world size of 21km². UE5 essentially removes the limitation, improves the way it handles objects and changes how team can collaborate on segments of the gameworld. This is before you add nanite's 'free' lod handling and lumen removing the need to bake lighting.

Epic's certainly been pimping UE5's suitability for producing open world games, even for small teams. We'll see I guess.
 
Out of the box UE4 has a maximum world size of 21km². UE5 essentially removes the limitation, improves the way it handles objects and changes how team can collaborate on segments of the gameworld. This is before you add nanite's 'free' lod handling and lumen removing the need to bake lighting.

Epic's certainly been pimping UE5's suitability for producing open world games, even for small teams. We'll see I guess.

Given CD Projekt Red have chosen to make the Witcher 4 on it, I think we can safely say it's now a pretty good fit for open world games.
 
Given CD Projekt Red have chosen to make the Witcher 4 on it, I think we can safely say it's now a pretty good fit for open world games.

The thing is, I am mostly ignorantly reposting Epic PR. 🙂 The question is whether CDPRs decision to go with UE5 is the result of good technical due diligence or leadership that's similarly as dumb as me.

It seems like the former, especially when you have the like of Crystal Dynamics also jumping onboard and they clearly have explored the pros and cons.
 
Out of the box UE4 has a maximum world size of 21km². UE5 essentially removes the limitation, improves the way it handles objects and changes how team can collaborate on segments of the gameworld. This is before you add nanite's 'free' lod handling and lumen removing the need to bake lighting.

Epic's certainly been pimping UE5's suitability for producing open world games, even for small teams. We'll see I guess.
If even half of that is true, we are in for a good time I think 😁

Some may hate the uniformity and standardization of tools and call things less interesting because of it. But if it allows everyone a base to properly make games from efficiently it can't be bad imo
 
Are there any games confirmed to be using Nanite and Lumen launching soon? Nanite will likely have a much bigger impact on overall IQ than RT does currently and it will be interesting to see the tradeoffs in action.
 
Are there any games confirmed to be using Nanite and Lumen launching soon? Nanite will likely have a much bigger impact on overall IQ than RT does currently and it will be interesting to see the tradeoffs in action.

Sillent Hill 2 use Nanite and Lumen and Tekken 8 is using UE 5 but no details about Nanite and Lumen usage. When he opens the door huge light leak on the wall on the left, this is very visible and I suppose this using software lumen and if it a PS5 footage it runs at 60 fps. The game will maybe release in 2023.



Built with Unreal Engine 5

We are updating the Silent Hill 2 experience comprehensively. With the possibilities of the Unreal Engine 5, we’re bringing the foggy, sinister town to life in ways that were impossible up to this point. The game will delight PlayStation 5 players visually, auditorily, and sensorily.

Some of the Unreal Engine 5 features that really shine are Lumen and Nanite. With them we’re raising the graphics to new, highly-detailed and realistic levels, while turning the game’s signature nerve-racking atmosphere to eleven.
 
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