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

They use 5.1? I wonder how easy it is to move a game over to slightly newer version of the engine to take advantage of new features.

I remember square enix had problems with ue4 to the point they could not use the original version of dragon quest 11 for anything else because the version of the engine was not compatible with the updated unreal engine version they were using for the switch version
 
They use 5.1? I wonder how easy it is to move a game over to slightly newer version of the engine to take advantage of new features.

I remember square enix had problems with ue4 to the point they could not use the original version of dragon quest 11 for anything else because the version of the engine was not compatible with the updated unreal engine version they were using for the switch version

This is 5.0 I think but they want to accelerate the number of release. Next year three release 5.2, 5.3, 5.4,
 
They use 5.1? I wonder how easy it is to move a game over to slightly newer version of the engine to take advantage of new features.
Updating engines, even a small number update that's specifically designed for continuity, is never really easy, but I expect any large developer who is already making ue5 games has planned a certain amount of these updates into their development schedule (and probably has the kind of white glove support to get early notice to prepare for changes, backports of key changes from versions ahead of theirs, and so on)
 
Why is foveated rendering not interesting on any platform other than the most powerful PC GPUs?

The more powerful hardware is going to offer a even higher fidelity, VR being such a niche market, a extreme leap could get some more attention.
4070 class hardware, perhaps 4060Ti and equalivent amd hardware is intresting aswell, however the leap would be lower (lower settings, resolution, framerates).
The ultimate no sacrifices/highest settings and beyond VR experience could give it a boost.
 
1/16th res of 1080p internal resolution for lighting is not exactly going to look good for a lot of things.
Note this is just the indirect illumination, which tends to be more sparse and low frequency in the first place. Obviously not great for sharp, mirror reflections, but that seems like a pretty fundamental tradeoff you have to make for 60fps on this gen of consoles, at least in a scene of any reasonable complexity.
 
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not 100% sure if The Callisto Protocol uses UE5, but anyways, the developers shared a comparison between the ingame renders and real life actors.

AA14vRAg.img


AA14vDnU.img
 
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It would be nice if MMOs looked like this but none of this footage is from anything resembling an actual game.
Spoken like a true pessimist.

Anyway... it does not even matter if it turns out that the footage was not truly in-game (or real-time), as claimed. If it's using UE5 and looks great, into the UE5 thread it goes. Plenty of such examples in this thread, such as: https://forum.beyond3d.com/posts/2247309
 
I thought it was interesting video, even if it is the video equivalent of a bullshot! It's nice to see something with real production values.
 
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