If we're fortunate their tech [RAD Game Tools] will be fully integrated into the Unreal Engine without any additional costs to the developers.
If we're fortunate, these tools will stay wholly independent and usable for people not invested in Unreal Engine. But I foresee a situation similar when when EA bought Criterion and third parties using Criterion's RenderWare engine were forced to look elsewhere as EA just let it stagnate. Games using RenderWare included GTA III, Vice City and San Andreas.
Also if we're unlucky they will be only available in Unreal Engine, and considering the current times we live in, I'm willing to bet Murphy's Law is present more than ever in everything.If we're fortunate their tech [RAD Game Tools] will be fully integrated into the Unreal Engine without any additional costs to the developers.
Question from a graphics enthusiast without technical background here.
Considering we have reached a point where we can have 1 triangle per pixel, is the vegetation problem still a problem?
It's unknown whether UE5's new "virtualized" geo will be useable for trees, or any "animated" meshes at all
A proper opaque rendering of foliage needs a very high quality antialiasing and rendering method which can render subpixel detail very fast.Question from a graphics enthusiast without technical background here.
Considering we have reached a point where we can have 1 triangle per pixel, is the vegetation problem still a problem?
I mean, to my understanding, lots of vegetation means lots of foliage, which means lots of alpha, which used to be a problem, am I wrong? If everything is poly, there is no more alpha foliage, am I wrong?
Is the alpha problem due to limitations with the hardware rasterization? Does software rasterization solve this problem?
If all foliage was done with triangles, would it solve the problem ? Of course I guess the bottleneck would be deported somewhere else like unrealistically large assets sizes and crazy amount of hidden surfaces removal...
To summarize, does crazy polys and software rasterization solve the vegetation problem ?
Okay well that's f*cking amazing. Even if we only see those quality models in cutscenes it'd be a massive step up over what we have today. Or imagine just randomizing the settings on this to generate NPC's resulting in just as much variation as you'd see in the real world.
Maybe you would like Tim Apple better.UE5 it seems to be very impressive. Sad I don't like Tim Epic.
I would guess it works with huge amounts of scanned assets and combining them, bit like the character creator in Star Citizen.Wonder what's going on with MHC that it's a cloud only tool. Too much data to be a downloadable module?
I would guess it works with huge amounts of scanned assets and combining them, bit like the character creator in Star Citizen.
If there is few thousand of source meshes the size could become quite big.
I'd guess next time we really hear more is when Fortnite is ported over, I think their plan was to get it out during summer.So the video is almost one year old, should we get some news next month ? Maybe another video ?