That was impressive! Curious if their partnership with Sony will make games run better on the PS5 or if that was just marketing talk.
It won't make games run better on PS5. It's still Unreal Engine.
That was impressive! Curious if their partnership with Sony will make games run better on the PS5 or if that was just marketing talk.
I'm struggling to see how people think this looks so much better than other stuff we've already seen like Cyberpunk, StarCitizen, Etc.
Looks great, but also as expected based on what's already out there.
I hope you're ready for Fortnite in UE5!
Delete this
Which is only possible because it's a very curated set of animations made specifically for situations like that. What people are saying is that this demo absolutely is full of very scripted animations that require no input from the player. If every jump required you to wind up like this it would feel awful to play. And I can't believe it has to stated but you can literally spot the moment control is wrestled away from the player so that the character can smoothly transition into a premade animation specifically for this one jump:
It's very very different from Spiderman.
2-3 seconds? That's an eternity towards what's actually possible. Fractions of a second, surely?
The vimeo vid is quite a bit better than the stream and youtube version.I really do wish companies would release high quality versions of their videos for download. Streaming is great for convenience but this should have a High Bitrate, 4K, HDR, 10-Bit video available for download in x265.
No one cares about quality anymore and it sucks.
Thanks!Was gameplay, was going to be playable at GDC even, but Covid-19.
still gotta unwrap that bitch for texturing and animation. that would put a bit of a damper of straight importingAlso, the promise of just using Z Brush models without any extra processes is an incredible promise to game devs.
Flying is most definitely a must with HZD2The insane flying segment at the end gives me hope for crazy fidelity flight in Horizon Zero Dawn 2. Maximise that SSD throughput. Let me ride a Stormbird across vast and intricate looking landscapes and cities.
Can someone explain me the basics behind virtual geometry (Nanite)?
Can someone explain me the basics behind virtual geometry (Nanite)?
still gotta unwrap that bitch for texturing and animation. that would put a bit of a damper of straight importing
Yep. I am happy Audio is a focus for next-gen too. In terms of immersion it will add a lot. Audio/music is so important in games & movies.Also, make sure to watch with a decent pair of headphones during the cave sound commentary part. You'll understand why.
I really do wish companies would release high quality versions of their videos for download. Streaming is great for convenience but this should have a High Bitrate, 4K, HDR, 10-Bit video available for download in x265; for those of who want it.
No one cares about quality anymore and it sucks.
I wake up late on Wednesdays and I see a literally industry-shaking announcement.
This is absolutely impossible. So much of the current development pipeline is based on retopography, poly count budgets, draw call budgets, light baking and so on.
This just...gets rid of them.
They're gone.
Entirely.
I cannot even fathom this shit. Every developer I know is fucking losing their minds.
Yea lol it's crazy how new advancements can negate different methods completely.10 years ago: 'in the future devs will replace polygons with voxels in order to create environments with very intricate detail"
Devs in 2020: "so here's a room with a hundred billion polygons"
Not to mention devs have always designed game levels keeping the poly budget in mind. Carefully occluding the view with buildings, turns etc...now they can design it in whatever way they wish.True, it remains to be seen if the end product, (that being UE5), can provide the receipts, but everything they proposed is unthinkable.
"As last gen as possible" from a game design sense but the purpose isn't game design, it's what possible for game design thanks to the technology. Imagine how much "easier" it'd be to get a convincing cyberpunk city without having to worry as much about LODs, baked lighting, and loading. Hell with the stuff they talked about we could get games that look as nice as Spiderman or AC Unity minus set TOD.
Also I kinda don't see how CBP looks better than this. Like, this is a tech demo in the every asset on display is set to "overkill" and isn't feasible on current gen.
4K video on Vimeo is 1.5GB H264, for a 9 minute video. That's pretty good quality IMO. It's not HDR though. They also have a 1440p video, which is probably native rendered resolution of this demo PS5, from what I understand. That video is 700MB.I really do wish companies would release high quality versions of their videos for download. Streaming is great for convenience but this should have a High Bitrate, 4K, HDR, 10-Bit video available for download in x265; for those of who want it.
No one cares about quality anymore and it sucks.
Sounds good for everybody.I wake up late on Wednesdays and I see a literally industry-shaking announcement.
This is absolutely impossible. So much of the current development pipeline is based on retopography, poly count budgets, draw call budgets, light baking and so on.
This just...gets rid of them.
They're gone.
Entirely.
I cannot even fathom this shit. Every developer I know is fucking losing their minds.
Geometry data can be turned into a 2D texture using implicit surface parametrization, and then you could apply usual virtual texturing tricks such as sampling only at desired resolution, depending on context.Can someone explain me the basics behind virtual geometry (Nanite)?
You watched it on Vimeo? I know that is still not the same, but much better than youtube?I really do wish companies would release high quality versions of their videos for download. Streaming is great for convenience but this should have a High Bitrate, 4K, HDR, 10-Bit video available for download in x265; for those of who want it.
No one cares about quality anymore and it sucks.
Link?You watched it on Vimeo? I know that is still not the same, but much better than youtube?
I don't think it matters at this point. They fumbled their first and most important impression so badly.I wonder how Microsoft will respond this time. Maybe we will get a gameplay demo running on the XSX
Very impressive demo of the UE5.
surely Epic are pointing out the reality of existing development/design using high detailed assets - but that rather than having to take slow, additional steps of using high res models to bake normal maps, then generate a lower res model, then map the normals to that lower res model - now you can just take the original model straight into the engine and they'll take care of the rest.
It should shorten timelines, not lengthen it. In particular it should speed up iteration if any changes are needed from artists and level designers.
I assume the engine is less efficient than prebaking stuff, but the increased power of next gen consoles and high end PCs allows for that flexibility for developers.
Geometry data can be turned into a 2D texture using implicit surface parametrization, and then you could apply usual virtual texturing tricks such as sampling only at desired resolution, depending on context.