Probably be games that get close enough and surpass it in some ways, but I wouldn't expect any to do stuff like the movie quality assets like the statues were due to how overkill it is.
Sonic games will not be easier to pull off until neural networks can randomly generate massive amounts of high quality graphical assets.
I highly doubt this flying/superspeed stuff will be done except to fly through as a bonus or endgame thing. The cost of making this many assets just to zoom over would be ridiculous.
totally amazing
cant wait to see what japanese developers achieve with UE5
Has this eurogamer article been posted?
This is next-gen: see Unreal Engine 5 running on PlayStation 5
We've seen the specs, we've heard the pitches - but what we haven't experienced is any demonstration of a genuine next-…www.eurogamer.net
They mentioned 33 million triangles per statue, and billions of polygons of polygon every frame. For reference, how many triangles would we expect from a similar statue in a game like Uncharted 4 or God of War on a current gen machine?
They did say it was scalable all the way to mobile phones. I think the Switch will be fine.I'm interested what this means for Nintendo now since a new console is possibly years away and it's questionable if it can even support all this stuff.
I thought Switch was supported? I daresay you aint gonna see a bajillion polygons on Switch games but the chances are it will still improve on what you can do with UE4 on Switch.I'm interested what this means for Nintendo now since a new console is possibly years away and it's questionable if it can even support all this stuff.
I'll say probably not on Series X, for a couple years at least. MS said their first couple years will be cross gen. Also I'm not sure how their HDD compares, and how that will affect games.I know they say this is "running on ps5" but will there actually be ps5 or xbox series x games that look that good?
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?
My understanding of UE is hobbiest at best, as a disclaimer. But typically with zbrush you'll need to generate normal maps for lighting purposes. I'm assuming the ray tracing tech is what's automating this (or rendering it obsolete).
The real bit that gets me is them saying poly counts on models don't matter. Most stuff done in zbrush has way too many polygons for most game models. A model can be tweaked and optimized (in zbrush) for games, but that's done by a person. The part I'm unsure on is if the game is somehow optimizing per model or somehow 'disgarding' the unused or unseen polygons.
You should watch the video, it's about Nanite and the illumination system.
Life is good
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?
I think a good marketing angle wants to give the impression this was just a melding of minds.
You'll almost never see a multiplatform engine company giving a full blown endorsement of one of the consoles without a deal having been signed.
Its apparently an in between tech. To quote DF from there UE5 video. Not as good but not that expensive to render.I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?
Did you miss the conversation about scaling? It sounds like this is perfect for cross gen.I'll say probably not on Series X, for a couple years at least. MS said their first couple years will be cross gen. Also I'm not sure how their HDD compares, and how that will affect games.
PS5 maybe. If so, likely from a first party studio, I'd guess.
Some cross gen games could still look pretty great scaled up to take advantage of some of the new power.
Witcher 4... * drool *Too scary. :o
That looks so amazing. Makes you wonder about Horizon 2, RDR3, Days Gone 2 and other open world games.
How long does it take to do that?! Can a 10 people team do some lime that in 1 or 2 years?
Yeah.
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?
Also that's super interesting it's not using RT with that kind of result. It make me wonder.. Why RT then ? Was the initial generation buzz word a missfire ? Cause seeing the cost of it and the result you an achieve, without it.. It's not going to be the first choice for every game really..
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?
The demo apparently took about 24 people 6 months to make (with a lot of high quality assets taken from Quixel).
How?
They did say it was scalable all the way to mobile phones. I think the Switch will be fine.
There will obviously be cut backs tho.
I thought Switch was supported? I daresay you aint gonna see a bajillion polygons on Switch games but the chances are it will still improve on what you can do with UE4 on Switch.
Yep, real time GI is a game changer. Here's an example that everyone should know. Assassin's Creed Unity, the only reason that game looks so good is because of baked GI. Because of the baked lighting there was no day/night cycle and The lighting data took up most of the game's installation size. So imagine a game that can look as good as AC Unity, but can have a day/night cycle and small install size.Era being pretty weird over this, but I guess we are going to be in the peak of console warring shit for a year. This felt like the first actual look at something next-gen, even if it was a vertical slice of a non-existant game they may as well have called Infamously Uncharted. Lot of big ups for the PS5 here, sounds like the I/O really is just going to fucking change the game on streaming assets in and out.
Being able to just drag and drop Hollywood CGI assets and environments and you've populated an Unreal Engine world is a big deal. I don't think people understand or appreciate how much of a game dev's life is spent poly-culling, so if UE5 does what it says no bullshit, thats turbo-charging game dev.
Dynamic lighting like it displayed means not having to bake which means more destructability and interactable environments. Open world games can have their day and night cycles while still getting tremendous featured looking and lit environments.
I'm also very excited for what UE5 will mean for things like VR. I've long felt that studios both Hollywood and videogame should be bunginging their best environments up on VR platforms even just as chillout spaces to inhabit. If UE5 is just drag and drop in some ways, that sort of thing is going to be even more of a no-brainer.
Demon Souls remake. Fighting the Tower Knight :oHere I am thinking what a dark souls game from the future will look like.
Hmmm a new sonic game would be easier to pull off now right? We can generate larger levels faster to keep up with him at his real speed now. Where is my sonic adventure 3 with global illumination!?
Call me crazy. With this level of graphic, I wouldn't mind if next gen games will be 1080p/30fps.