Reacting to the New Unreal Engine 5 Showcase

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so i've had a lot of people contact me this morning sending me links to the new unreal engine 5 early access video demo so i thought um i'd have a look at this video with you guys and do a bit of a reaction so this is the first time i've seen it so let's check it out [Music] when setting out to make our demo we wanted to push the boundaries of what's possible with uefi man look at the the fire maybe didn't look completely real but the terrain looks amazing hey welcome to the brand new ui in unreal engine 5. while a lot of the same features and functionality that you've come to know in ue4 are still present in the new ui we've added several new systems that put you at the center of the experience for example the content browser can now be accessed like a drawer using hotkeys allowing you to keep a clean workspace while still having access to all the content that you need we can also collapse and restore editing if anyone knows what that's from that's from space audi space odyssey two thousand more of the uis we get fire kubrick but we can't wait for you to get a bit of a reference there now one of the features of unreal engine five is nanite our virtualized micro polygons so this i heard about these artists to create as much geometric detail as the eye can see handling all detail transitions without any additional setup in other words nanites lets the artist create while the engine does the work switching to this nanite visualization you can see individual triangles rendered out as different colors here in the viewport and because the geometry is now virtualized you can feel free to place assets like these all throughout your scene to fill out a massive player space using this debug view you can see individual instances represented by different colors from swatch to swatch very autistic each instance in this environment contains around 1 to 2 million triangles providing enough detail for the camera to roam with complete creative freedom now ue5's new anti-aliasing solution temporal super resolution keeps up with all this reminds me of the one of the opening scenes in metal gear solid five if you've ever played that game that wow like that's just that's that's reality right quality lighting that realistically reacts to your scene it's what opens the door to more dynamic worlds and immersive gameplay lumen is our fully dynamic real-time global illumination solution that immediately reacts to scene and light change making for more believable experiences and the gi hooks in directly with our time of day settings allowing for true physically based setups for photorealistic environments the mega scans library has meticulously calibrated physically based services and objects in the thousands of assets as of today and the assets that were highlighted here show just how powerful it is to have nanite and lumen working in tandem also thanks to the new sky atmosphere system it is incredibly simple to quickly simulate realistic time of day carefully and make modifications to things like atmospheric simulation and fog and for this example we wanted a fully dynamic scene no light baking and realistic interpolation between the different times of day of course when in development having access to i'm so impressed with how fast this technology has has moved in the past few years it's terrifying really a part of the epic games family we've made the full megascans library free and open for all unreal engine users bridge our online browser for mega scans assets has historically functioned as a standalone application for quickly exporting assets in bulk directly into the engine albeit separate from unreal today we're happy to announce that bridge is now natively integrated directly into the engine ui now you can simply drag and drop assets directly into your scene for a more intuitive and connected experience i'd like to see something like maybe different uh something more lush they're showing a lot of these rocks which is really cool but i'd like to see some jungle then again we see a lot of that too always with like unity they always show these jungle scenes it's called mega assemblies mega assemblies are the natural next step for us in removing even more barriers for artists in crafting their worlds by combining existing assets from the mega scans library our artists magazine assembling elements can be quickly accessed and leveraged to populate your scenes so it sounds like they've using the moab set let's add an assembly scan these models from real terrain using one of these laser scanners with ue5 we are re-imagining what collaboration looks like for teams and projects of all sizes a common challenge when collaborating on large worlds is deciding how to structure map content so that everyone on the team can easily work without asset contention while also avoiding painful merge conflicts a new system called world parties you know you compare this stuff to playstation 1 or playstation 2 things within the past couple of decades and it's just like what the hell is a series of streaming levels world partition allows teams to think of a single map as one large world that gets broken down automatically into many just imagine this with vr combined together when that technology finally comes together save on edit time resources allowing artists to only load up the sections of the map that they need on top of that changes to actors in a world partition map are tracked at the actor level not the map level this one file per actor approach empowers different team members to work on different actors in the same map without having to worry about their changes getting clobbered and emerge or having to revert to get someone else's edits now this approach means you could have artists lighting set dressing and reworking the landscape simultaneously all within the same virtual space okay show me something different okay we've got a person oh here we go managing this much content at runtime typically requires a ton of thought about how to stream relevant content in and out to stay inside performance budget fortunately world partition handles that as well at runtime only this sells in a user-defined radius from our player are loaded and as we move new cells are streamed in while cells it's really cool but are replaced by their lower resolution it's very articulated aaa in terms of the implementation projects have different requirements the cell size and look i can't really imagine an indie developer really leveraging this kind of stuff but then again another feature that comes along with world partition is data layers data layers are a way to categorize map assets and collectively enable or disable them when you want to alter the state of the world working in data layers a separate group of artists was able to assemble a mythical reimagination of the environment with more interactive elements for our demo give me some more of that some nice medieval architecture some medieval ruins we can swap between these two modes streaming thousands of actors in and out and enter into the dark world let's see this in action as we go back to chance let me guess more cliffs more rocks thanks galen okay many run time and interactive frameworks like the nether realm from multiple combinations one thing we've added for animation is an experimental new full body ik solver which is designed to give you better results with less work here you can see it in action as the rig for our player character echo corrects itself to adjust for variance it's deterministic so the feet kind of move and the we've also added a new framework called game feature plugins that will allow you to build and ship game content in a more modular way with game feature plugins numerous core gameplay features can be built in parallel with better encapsulation and finer content organization game feature plugins allow developers to add activation instructions functionality register new input actions for players and interface with other frameworks such as unreal and unity when we shipped it into the dark world we also actually both have this ui complexity where you can get lost in the oh my all of the apps that was cool do that again including new animations input controls blueprint code vfx and audio are contained inside this plugin and core game classes have no idea that these assets exist until we activate it we've also added a feature called animation motion warping which allows you to manipulate root motion animations to adapt them to the world echo's vault animation was authored animation here we go leveraging motion warping we were able to add notify states in the vault animation asset that can react to transform data passed in via blueprints this allowed us to reuse the same animation to vault over other assets of differences cool like these pieces of debris but i feel like sending information we've probably seen this kind of technology already before triggering the vaulting images to get to the other side and where her feet should land motion warping then adapt or not emotionally maybe maybe something new that also other engines had been faking we used motion warping to place echo in the perfect position in order to ensure her hand would always touch the rift so on the topic of animation unreal engine 5 also includes our in editor rigging tool control rig so this kind of fidelity you know you'd expect from you know games like uncharted uncharted 4 you know these are aaa scale productions so if you're an solo indie developer it's it's kind of entertaining but how much of it is going to be useful for your you know workflow is starting from aaron sims and his group of talented artists to concept the dark world and to bring it to life through an enormous mythical adversary now every single animation for the ancient was authored wholly in engineering so they're animating it within the engine sequencer our linear cinematic animation tool also just to push the boundaries a bit they even built it out of a collection of nanite meshes totaling over 50 million triangles attached directly that's a lot of triangles holy crap control rig was designed to keep artists close to their creations without having to bounce back it's not gonna run on mobile guys allowing them to quickly iterate all inside unreal while imagining the battle between echo and the ancient we wanted to give the creature a heavy laser attack that echo would have to avoid we needed it to track echo's location here we go here we go come on particles show me oh yeah oh really cool pretty cool full body ik solver mentioned earlier we were able to influence the direction and distance the ancient reaches out during the firing animation based on where echo is in the scene let's see the results here is what the base firing animation looks like it's pretty cool and here it is again the shader on the medicate post process layers enabled and our info about echo passed into control rig with full body ik and control rig designers and artists can now author fully dynamic animations that react to gameplay without having to build complex ik fk i learned about a lot of his stuff when i was studying but in unreal engine 5 we've completely overhauled the audio engine centered around a little um a new secret i was every sound effect i wanted to become a 3d animator at one point in my early career but then i went audio creation into game development development procedural game audio with full audio synthesis capabilities and a rich audio function library meta sounds give this stuff though it's probably practical it seems so complicated when they explain it like this sounds like look at this this is like one of those puzzle games where you have to follow the the wire it's um but again if you're using this every day i'm sure um this is your domain this is your field of expertise but let's isolate and play just the synthesizer i almost feel like you could dedicate someone's career around this one system or maybe not career but definitely a job by using a handful of sound wave generators and multiple modulations but you know that's often the case in aaa you know you have these um specialized sound samples jobs an employee will work within one lighting panel or system and offload their work to the animator all right let's take down the ancient so let's see it's cool you know like often that kind of stuff is done in cut scenes today's demo focuses on some of the new pre-rendered stuff but that was any of your favorites done in engine in real time chaos physics blueprint visual scripting and more have also received numerous updates in unreal engine 5. plus all your ue4 projects can be upgraded to ue5 so you won't have to worry about forward compatibility for what you're working on now here at epic we are passionate about building great tools and new technology and a big part of our passion is being able to bring you the developer community on the journey with us so today we're making an early access build of unreal engine 5 freely available on the epic games launcher for free so you can explore and test out these tools yourself to get an early look at what's coming later and you've been amazed how else is anyone going to try the project source full value of the ancient so you can check out how we use these features to build everything you've seen in today's lessons we've got to demo same dive conversations on these topics lined up for inside unreal our official weekly live stream where you can hear from the engine dev team and ask your questions now these are still the early days of ue5 and you can expect more news and features to be announced as we move closer to a production ready release targeting early 2022 follow the unreal engine social channels for more information so very impressive i mean just the i guess what they're primarily showcasing there was the the animation and the ik ik inverse kinematic rigs and how we can adapt to the environment that whole last sequence with the big ancient boss was very much showcasing that specifically in case you missed that because all the other aspects of that kind of scene you know shooting particles at a boss you know i mean let's be real we've seen all that already in triple a um games before it's nothing too groundbreaking there but i guess it's about the little details around the animation and how it reacts to the energy blast and things like that i'm really cool i'm i'm impressed and to be honest i'm always impressed with anything that um all these tech demos that come out you know whether it's the unity showcases or the unreal showcases and um you know historically unreal has always been the one that is known to look really real and realistic and the fidelity is always meant to be really impressive but you know in recent versions and years unity has also started catching up with that so that kind of distinction that hook that unreal had you know where it looks so real out of the box it's becoming less and less a point of difference between other engines but still they i believe they have the edge in that fidelity high fidelity department where out of the box you can get this kind of hyper-realistic graphics where you can get that same effect with unity but you probably gotta do a few things first you know maybe download a few packages and bolt a few things on anyways guys see you in the next video bye for now you
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Channel: Lost Relic Games
Views: 12,840
Rating: undefined out of 5
Keywords: ue5, unreal engine v, unreal engine 5, epic, unreal engine, reaction, demo, game engine, game engine dev, rendering, graphics, amazing, lost relic games, unity vs unreal
Id: IerWvlp9YLw
Channel Id: undefined
Length: 16min 24sec (984 seconds)
Published: Thu May 27 2021
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