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

It would be nice if MMOs looked like this but none of this footage is from anything resembling an actual game.

I don't see anything there that wouldn't be possible in game. Perhaps not interactive gameplay, but certainly in game real time rendered cutscene.

A few things to consider, it's a Korean developer making the most popular game type in Korea. They generally have more funding and spend more resources than other developers in the area. Korean MMO developers are well known for pushing the boundaries of PC graphics, to the point where it'll litterally cripple even the best available hardware if run at the highest settings. UE5 also helps with this as it allows for in game detail that was just not possible (at least not currently) without UE5.

Just as a point of reference. The following Korean title started development in 2010 and the first footage was shown in 2011. During the PS3/X360 generation.


It was playable in alpha/beta during the PS3/X360 generation and even when it was finally released in 2015, it was still among the best looking games released with the best looking Player characters (with an incredible amount of customization including soft body physics in multiple places on the character model like the stomach, legs, arms, stereotypical chest, etc.) and the PS4/XBO console version still needed to have the graphics massively pared back. Sure it looks fairly quaint now, but compared to the PS/X360 games (and ports to PC) at the time, it was absolutely incredible and many of my guild playing FFXIV at the time couldn't believe that that level of graphics was even possible, much less in an MMORPG. Of course, they ended up making the graphics even better for release although by the time it released the hardware requirements to run it well even at max graphics setting was far more reasonable on PC.

While not the same developer, I can see the same hallmarks of a Korean PC MMORPG developer pushing the graphics as hard as they can on PC using the best PC hardware available (probably started on top of the line Zen 3 or Intel 12th gen with RTX 3090 and 3090 Ti) at the time.

Regards,
SB
 
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I don't see anything there that wouldn't be possible in game. Perhaps not interactive gameplay, but certainly in game real time rendered cutscene.

A few things to consider, it's a Korean developer making the most popular game type in Korea. They generally have more funding and spend more resources than other developers in the area. Korean MMO developers are well known for pushing the boundaries of PC graphics, to the point where it'll litterally cripple even the best available hardware if run at the highest settings. UE5 also helps with this as it allows for in game detail that was just not possible (at least not currently) without UE5.

Just as a point of reference. The following Korean title started development in 2010 and the first footage was shown in 2011. During the PS3/X360 generation.


It was playable in alpha/beta during the PS3/X360 generation and even when it was finally released in 2015, it was still among the best looking games released with the best looking Player characters (with an incredible amount of customization including soft body physics in multiple places on the character model like the stomach, legs, arms, stereotypical chest, etc.) and the PS4/XBO console version still needed to have the graphics massively pared back. Sure it looks fairly quaint now, but compared to the PS/X360 games (and ports to PC) at the time, it was absolutely incredible and many of my guild playing FFXIV at the time couldn't believe that that level of graphics was even possible, much less in an MMORPG. Of course, they ended up making the graphics even better for release although by the time it released the hardware requirements to run it well even at max graphics setting was far more reasonable on PC.

While not the same developer, I can see the same hallmarks of a Korean PC MMORPG developer pushing the graphics as hard as they can on PC using the best PC hardware available (probably started on top of the line Zen 3 or Intel 12th gen with RTX 3090 and 3090 Ti) at the time.

Regards,
SB
That Black Desert footage was much more believable as being footage from an actual game that exists rather than a bunch of scenes just being rendered out.
 
That Black Desert footage was much more believable as being footage from an actual game that exists rather than a bunch of scenes just being rendered out.

A lot of people said the same thing about Black Desert back then, that it was all pre-rendered and there was no way that was running in real time, especially in an MMORPG. Remember this was when just about everything made in the West was based around PS3/X360 hardware. Then the alpha came out in Korea a year later. And people got to see what developers could do if they just ignored the existence of consoles. :p Well, people in the West. People in Korea were still used to developers pushing PC hardware.

I look at Legend of Ymir and I don't see anything in there that couldn't be done in real time on top end PC hardware. Not a single thing. If it was all pre-rendered it's pretty bad, like really bad, for pre-rendered.

Regards,
SB
 
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Question about ue5 cause I have no idea how tech works. I've seen around that lumen and translucent reflections are pretty hard on the hw. Again I have no idea how this works. But is there something preventing the hw RT in current GPUs from accelerating those processes. Or is the RT hw just related to RT? Sorry if I sound dumb.
 
A lot of people said the same thing about Black Desert back then, that it was all pre-rendered and there was no way that was running in real time, especially in an MMORPG. Remember this was when just about everything made in the West was based around PS3/X360 hardware. Then the alpha came out in Korea a year later. And people got to see what developers could do if they just ignored the existence of consoles. :p Well, people in the West. People in Korea were still used to developers pushing PC hardware.

I look at Legend of Ymir and I don't see anything in there that couldn't be done in real time on top end PC hardware. Not a single thing. If it was all pre-rendered it's pretty bad, like really bad, for pre-rendered.

Regards,
SB
I don't think it’s not doable on PC hardware or prerendered, I just don't believe it's from a game that exists yet. I think it’s just a bunch of rendered scenes similar to most UE5 demos. No game logic or anything like that.
 
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I saw this and it begs the question. Isnt it too much of a waste to have so many triangles on surfaces that dont require so much geometry.
 
That's a lot of geometry bigger than a pixel. Mesh shaders would probably lead to a big performance boost here huh?

If it is bigger than 4 pixels, it takes the mesh shader/primitive shader path. It is in the engine. I expect game in a city to use this path a lot. And games in natures with rock and if it is implemented nanite foliage and grass to make a lower usage of mesh shader/primitive shader path.

It is depending of the assets.
 
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I saw this and it begs the question. Isnt it too much of a waste to have so many triangles on surfaces that dont require so much geometry.
Polygons are distributed to up to 128 triangle clusters/meshlets, which are used for culling.
If clusters become big or very thin the culling efficiency drops.
So it is good to have enough polygons to make clusters reasynably good sized and shaped.

If it is bigger than 4 pixels, it takes the mesh shader/primitive shader path. It is in the engine. I expect game in a city to use this path a lot. And games in natures with rock and if it is implemented nanite foliage and grass to make a lower usage of mesh shader/primitive shader path.

It is depending of the assets.
Pretty sure it was clusters which had triangles bigger than 32 pixels long.
 
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I saw this and it begs the question. Isnt it too much of a waste to have so many triangles on surfaces that dont require so much geometry.

In RL, surfaces that appear flat to the naked eye are rarely ever really flat. For example, in most homes if you shine a light along the wall at a shallow angle you'll start to see many imperfections including bowing and dipping between studs not to mention the irregular surface depending on how well a wall is skim coated or if the contractor/homeowner even bothered to skim coat it which can be made better or worse depending on how good the painter was. As I've learned once I started to do home renovation, contractor work (home building and renovating, for example) is all about trying to hide imperfections as best you can because it's all imperfect.

Thus when combined with good lighting you want to be able to imitate this to some effect otherwise the wall combined with lighting will look wrong (too perfect).

Regards,
SB
 
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