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

"Similar", they literally simply took entire segments of Tomb Raider 2013 shot for shot. Seems more like yet another vaporware cinematic to me

The same for me. After 30 seconds, I verify things about the company because the rendering quality looking like too high. Everything is in the cloud. And it is probably smoke and mirror to raising money with some investor.

 
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The same for me. After 30 seconds, I verify things about the company because the rendering looking like too high. Everything is in the cloud. And it is probably smoke and mirror to raising money with some investor.

The day before is similar I think 😔

Ue5 allows scams easily I guess, very easy to make beautiful nothing burger 🍔
 
"Similar", they literally simply took entire segments of Tomb Raider 2013 shot for shot. Seems more like yet another vaporware cinematic to me
For what its worth it shows how UE5 can at least transform the same game's visuals into a new level. Unless this is prerendered and postprocessed to death of course.
 
No U1, but someone imported the latest UT int UE5. Looks and runs great. : )

Pretty good! And a reminder that lighters still need to go through and work everything to get it right, not just exposure compensation with local tonemapping but switching a lot of the bar light to "real" shadow casting lights. Even maxxed out there's not enough samples for "it just works" lighting, flicker flicker sparkle sparkle noise from the lights everywhere.

That and plausibly huge energy loss in internal areas vs areas exposed to sunlight/sky. Very likely the interiors shouldn't be going that dark! Still great to see what even a (very relatively) "quick and dirty" port over can accomplish.
 
I don't think anything has changed with that: there are no plans to release that demo that I know of. I was never privy to the full reasoning behind that and I think it's a bummer too because it's a great looking demo, even today. Runs even better than it did at the time of course since the engine has come a long way since then. It sucks, but it is what it is.

@Andrew Lauritzen

Any update on this? Its been almost 3 years since the demo and having just rewatched it, its as stunning as the very first time. There's so many things in it that I and others would like to understand.

While there were no plans to release it back then. Its current status could be because no one in the company has actually brought it up/pushed for its release after the fact.

This also happens sometimes in the companies that I have worked at as a Senior Software Engineer. There are things that my company won't do unless someone suggests/brings it up. Not because we don't want to do it, but because no one has actually pushed for it or brought it up. For example in a meeting. I have had people in other departments personally ask if IT could work on X or they would like Y, or why we are not working on Z.

Usually the case is that no one has really brought it up within our department. Usually, I would mention the request to someone on Teams about us doing the XYZ and the feedback is usually great and gets the ball rolling. Sometimes it might happen in a team meeting.

I say something to the effect of "I think we should do X, it seems like there's alot of interest for it...etc"

Usually everyone is in agreement, its just that no one have actually vocalized it.

It would be AMAZING if YOU could be the one who does this Andrew. if you could bring up the release of lumen in the land of nanite to your fellow colleagues, either the demo team or the team responsible for demo content maintenance/releases. Epic has released almost every demo project created (even released game wow), so I don't see why this would be any different.

It usually takes one person that brings something up maybe once or twice (follow up) and it gets the ball rolling.
Most likely the case back in 2021 and 2022 was "there's no need or we have other stuff we are working on and want to release first" and that has just stuck around. Like a legacy code that was temporarily put in but is now eternally in the codebase.

Alot of times, the people who made the initial decision already changed their mind, but since no one has brought it up, it never actually gets rectified. It's such an amazing demo with painstaking care and pure craftsmanship. It literally turned the entire gaming and game dev industry upside down.

To help convince you, here are some of the points I laid out that Epic could do towards this.
My main point is that something, anything, can be done and its better than nothing.

  1. Epic could release an Executable, LLN was supposed to be playable at GDC 2020 before covid hit and spoiled those plans. Epic could still go this route. It requires the least amount of work as somebody just has to simply compile and release a build and let us experience the demo as it was meant to be at GDC. They could do this AT GDC and make it into an "come play LLN demo" booth at GDC while also simultaneously releasing it for download.
  2. Release the demo project as it is with only minor adjustment (to make sure its fully functioning and supports the latest engine version). No re-arrangement, no documentation, no rewrite necessary. I understand there might be a desire to say if we are going to release it we must make it perfect. But i Epic has a history of releasing projects that weren’t intended for public consumption. But it allowed us developers to dig in and learn (for example, Infiltrator, Elemental Demo, Kite demo, etc)
  3. Release all the assets from the Demo project. Keyword here is "all". This would seem abit harder than #2 because it takes more effort to gather and categorize all the assets. But its still a possibility and better than nothing.
  4. Update the demo project to use 5.0+ features like World Partition, Data Layers, Foliage as Nanite. This would be the hardest route and would include “non-trivial amount of work”. But its not the only option.


I understand that Epic has been busy with the release of 5.0 EA, then 5.0 and Lyra. But now seems to be the perfect time to release this.
We would be eternally grateful to you Andrew if you helped push for this.

quentin-marmier-pov-high-cave-5-0001-1.jpg
 
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So how exactly would devs be helped by release of this demo exactly? I am interested in understanding what one gets out of it
 
So how exactly would devs be helped by release of this demo exactly? I am interested in understanding what one gets out of it

Well here's a-couple:

  1. LLN Ran 1440p 40fps on PS5. All the subsequent demo has run 1080p (30fps with major dips) or below. With all the recent improvements and optimizations to Nanite and lumen. I could see LLN running Native 4k (30 fps) out of the box. That's HUGE! Even the Matrix demo without vehicles/peds runs heavy. Yet we have the best graphic show-case ever known in existence potentially running Native 4k at stable 30 fps on console. It would be the ultimate how-to on creating/blending realistic environments while yet being ridiculously optimized.
  2. Best demonstration of optimized chaos destruction in game-like environment, all current released demos of chaos have been heavy. Most people who try to use chaos run into performance issues right away. Even on the Valley demo, the chaos destruction introduced major stutters. In Matrix demo, the chaos destruction parts were stripped from the released demo, we know how it was setup (Epic did a Video on it), but not how it was optimized. LLN used alot of chaos destruction in the demo (especially the last scene) and yet there were no stutters, no hitches of any kind.
  3. LLN used a kitbash workflow that still maintained performance while attaining the most magnificent level of realism.
 
Well here's a-couple:

  1. LLN Ran 1440p 40fps on PS5. All the subsequent demo has run 1080p (30fps with major dips) or below. With all the recent improvements and optimizations to Nanite and lumen. I could see LLN running Native 4k (30 fps) out of the box. That's HUGE! Even the Matrix demo without vehicles/peds runs heavy. Yet we have the best graphic show-case ever known in existence potentially running Native 4k at stable 30 fps on console. It would be the ultimate how-to on creating/blending realistic environments while yet being ridiculously optimized.
  2. Best demonstration of optimized chaos destruction in game-like environment, all current released demos of chaos have been heavy. Most people who try to use chaos run into performance issues right away. Even on the Valley demo, the chaos destruction introduced major stutters. In Matrix demo, the chaos destruction parts were stripped from the released demo, we know how it was setup (Epic did a Video on it), but not how it was optimized. LLN used alot of chaos destruction in the demo (especially the last scene) and yet there were no stutters, no hitches of any kind.
  3. LLN used a kitbash workflow that still maintained performance while attaining the most magnificent level of realism.
Why native 4K? I want to see that demo with the same fidelity running at 1440p 60fps. This is what next-gen is all about.
 
@PSman1700

Do you think games need to be an arbitrary resolution on any platform to be considered "next gen"? Native 4k?

I would argue with the advancements in TSR in unreal engine 5 as we are seeing, DLSS especially frame generation, and FSR, it's just how things work.
 
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