This shit is actually amazing.
I'm no game developer but the fact that this works at all on my shitty pc is incredible.
I'm gonna put together a scene and see what I can manage
This shit is actually amazing
>rocks
wow it works!!! mom it works!!!!
What do you wanna see?
Your specs?
>wow son you're right, this rocks!
It's literally free though? I saw their stream yesterday and wanted to see what it's all about
You're ignoring the fact that things that make computers chug are also related to effects like lighting, particle effects, draw distance and especially realtime logic (specifically AI). Games are more than a few high poly rocks, but the culling in UE5 is still impressive. It's just that by itself it doesn't really mean anything substantial because we've been able to produce pretty good graphics for a while now. Deep learning might be the next game changer for things like animations and AI behaviour but we're still a few years away from that being properly usable and finding more widespread adoption.
>especially realtime logic (specifically AI)
how? i cant even win at chess on computers from the 80s
>shitty pc
It's not exactly shitty but it's definitely on the low average end
I don't get it? What's the fuss about it now? The top has a billion more polygons and the bottom tremendously fewer, while looking just as good. Not sure about why it's darker. Different light source?
>2 low poly static rocks with parallax mapping
AI and logic doesn't task CPU at all. CPU spends most of time feeding data to GPU, calculating animation if not done on GPU, or streaming and unpacking shit from disk. Games rarely are CPU bound. GPUs are triangle monsters nowadays, what actually hits most performance is fillrate and bandwidth, especially when people want to run games with tons of shitty screen space postprocessing on 4K resolution. Lightin, shadows and reflections will always be the hardest thing to crack.
Absolutely true but the fact that you can now tell your artists to "just don't worry about poly count" is huge.
Remember those super high poly spaceship models people used to make? You can use those as actual game assets now.
It's that you can have the top model with the performance of the bottom model. I'm also not sure about the colour difference. There is only one light source.
is this mean we don't need normal maps anymore when its comes to background object ?,
is this shit applies to characters as well ?
I don't think it'll replace normal maps. It's unreal engine proprietary after all. But for unreal games, I think you won't need them anymore.
As far as I understand the nanite stuff also applies to characters. It applies to everything that you build with it, I think.
I'm no game dev mind you, so idk what I'm talking about
>better pc then 99% of vtrannies
>shitty pc
dumb lil faggot you are
oh sweetie
not having normal maps is like telling the world "you don't know what "up" is, we don't need "up""
I guess you meant bump maps or such but honestly removing one layer of a texture per MATERIAL (not object) isn't really going to save a lot.
It's dumbasses going overboard with textures too large in resolution for purpose (8k bullet casings), duplicating textures incompetently (why are there 12 barrel skins a different colour when the physical appearance is identical? bruh) and slotting in over a dozen shaders that cover every possible edge and not culling properly with depth checks you might be thinking of.
I'm trying to remember what I know like I've got the biggest hangover of my life, but
tl;dr
normal maps are important because Super Mario Galaxy for example messes with them to make a static water texture nice and wobbly with trivial effort, I can't find the video atm or i'm dum
UNLIMITED detail
It's very average
Nanite doesn't work with animated models. You can workaround this by attaching bunch of nanite meshes into a animated skeleton's joints but of course for humanoid characters that will look bad, maybe good for armor and mechs.
Ah ok, I guess that makes sense. But it's still pretty cool.
>turbosquid "photo-real" assets
Amazing, so interesting that they made the thing look like the thing in real life! The game is interesting now that the game rock looks like the photo rock!
Fuck off you retarded tranny faggot.
No one cares, cum guzzling shill faggot.
Great way to completely miss the point.
is this bait or are you actually retarded
cared
So what you're saying is, you can't tell how advances in technology can be useful. Got it.
I hate Unreal Engine, not because I think it looks bad, but because it enables developers to get lazy with their game creation. There used to be some artistic talent required, but now it's just
>Hey, let's toss in a bunch of 8k textured photoscans and let the engine do the work!
It's unoptimized in performance and in its filesize. It's boring and bland, and has created an entire generation of devs who just toss assets into a scene and call it a day. There's no pre-baked lighting or skillful optimization in order to make things run at 144fps at 1440p, they don't give a damn. It's why you see models that are 30mb. An era of people making the mistake Yandev made when he bought a fucking professional-use toothbrush asset that had like 3 million tris, and it was just a random junk asset for him. I'm so fucking angry.
retarded plebs who know nothing of game development shouldn't be allowed to talk about game development.
Shut the fuck up you retard, everything you said is beyond fucking stupid
That's fair. Bad devs will still make bad games but they'll look slightly better and are magnitudes larger.
But it also enables good devs to make better games and save time.
It's very impressive. I expect other devs to implement that kind of stuff on their own engine, hope it's not patented
I'd have fun with those if you know what I mean
>modern specs one generation behind
>shitty
shieeet
Nice doing absolutely nothing to refute my comment.
>Hurr but developers occasionally block out level design first.
Yeah no shit. They still drag and drop assets like fucking lego. I just had to watch a game in 2022 release with fucking broken ass asset streaming. These open world games are a sham and I hate them dearly.
Competent devs obviously will make their own high quality assets but having level designers be able to drag and drop those assets into the editor is not a bad thing.
Goddammit, why did nobody tell me I put the thread name in the wrong field. fuck
Honestly I expect proprietary engines to fully disappear in less than 10 years.
It's just not worth it anymore
I'm not sure about that. 5% of all revenue may not sound like a lot but I'm sure bigger companies will not want to do that and instead just spend the same money on making their own.
>1660 super
>"Low end"
my laptop has a 1060 inside of it and that runs literally anything I throw at it just fine, you do NOT have a shitty PC, you simply do not have a high end PC, there's a difference.
I can't wait for more games with shitty TAA and Chromatic Abberation that are comprised mostly off of bland looking pre-made rock assets, oh goodie, oh joy. 10 more years or so of this shit.
shut up Unreal Engine 5
>instead just spend the same money on making their own.
For what purpose? Making your own doesn't guarantee that it will provide anything special. If the off-the-shelf solution can do enough then that's what you go for. And the idea that making your own engine costs the same amount of resources as licensing Unreal is fucking ludicrous.
The same thing that happened with small mom and pop stores versus large shopping malls will happen to all things, game engines included. Not every service or product by individuals is valuable; eventually a singular solution will become the optimum.
>shitty PC
>gtx 1660
>low
That is a mid-range gpu, low end is something like 740m.
>And the idea that making your own engine costs the same amount of resources as licensing Unreal is fucking ludicrous
Is it? It's 5% for every project. And if the revenue is in the billions of dollars, then it would absolutely be worth it.
You only need to develop your own engine once.
Big all purpose engines like unreal 5 will absolutely be the more commonly used engine but proprietary engines aren't going anywhere. They'll just exclusively be used by the biggest of companies.
Can someone give me an honest run down on what will be shit in UE5? I only see people talking about the things that work great.
Like for example in UE4 we had that terrible texture pop in.
So far what I've seen in UE5 videos was sometimes shitty LOD reduction of the windows in the matrix demo. Also in one of the live editor demos global illumination light propagation seemed to be somewhat slow. They swithed the floor to green and it was noticeable over several seconds at the ceiling how the green light was being updated.
>shitty pc
>low average end
An actual low end pc doesn't have a dedicated gpu and a recent 8 cores cpu. More like 4 with an igpu.
Making your own engine that is remotely feature parity with off shelf stuff costs far more than the game's actual development you made it for
see:
>Natural Selection 2
>Overgrowth
>Star Citizen
>FFXV
What actually matters is good developers getting on payroll WITH a competent production line, doesn't matter the budget, size or scope after that, but those things are rarer than moon rocks.
Best we usually get is a compromise of that with the caveat a retarded japanese publisher run entirely by money men giving the permission and resources to go ahead but only to 70% of a game's potential, and MTX on corrupt it.
If they think that's a "Shitty PC" imagine how unoptimized their games will be.
Sasuga, Unrealfags.
I bought the 3D scan app on my phone and scanned myself
i hope that didn't get uploaded to a chink server, someone has my fully 3d mapped body and big penis.
Can't wait for the 500gb games.
whoah look at all of those polygons....................
>game is still boring shit anyways
You know OP, UE5 is great and all but animating is still a chore. So when NVIDIA showed a few weeks ago they could use AI to animate a character it blew my mind.
The day we get animation by just telling it what to do is the day I can build my dream fetish stuff.
This is misleading, AI still has very tight performance budgets for modern systems. For reference, check out the GDC talk on AI in Death Stranding. The navmesh in that game alone takes a huge chunk of the performance budget. Most games don't have dynamic objects changing it, since most of it is baked from the start but the terrain in it alone provides a challenge to modern computers. As AI gets more sophisticated this will be more and more true. Think of it not only as a hardware limitation but also a software bound one, since all logic that has to be calculated is amplified by how many units are performing it at any given time, especially if they're interacting with each other which basically happens all the time in games.
>The day we get animation by just telling it what to do is the day I can build my dream fetish stuff.
Slowly getting closer.
Be prepared to see these clouds everywhere.
You can probably make them look better with better settings but yea
>Bought
Why? Isn't it supposed to be free?
Star Citizen is built on Cryengine.
a model still needs to be worked to actually look normal using those animations though.
Link to that? that sounds cool
This is now a cool technology thread.
Post cool cgi tech