Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5

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This is fucking insane. This has blown every single other announcement out of the water.

πŸ‘οΈŽ︎ 462 πŸ‘€οΈŽ︎ u/whacafan πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies

Finally something that looks next gen with what looks like actual gameplay with real time demonstrations. This looks amazing.

πŸ‘οΈŽ︎ 1657 πŸ‘€οΈŽ︎ u/Shhh_ImHiding πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies

Love this. No more blurry af rock textures. Walking through the water, shadows, and lighting looks great as well.

πŸ‘οΈŽ︎ 946 πŸ‘€οΈŽ︎ u/RoundMound0fRebound πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies

This actually looks like the next gen graphics bump that I've been hoping for. The lighting alone would make any PS4 game look better without the triangle tech (which I'm not sure I even understand). WOW. This will really help games like Tomb Raider, Assassin's Creed, Uncharted, God of War, Horizon.... well, just about everything. But the demo makes me think of those.

edit: guys I understand triangles make up polygons and models, just don't understand how suddenly there is all of this savings to be had computationally.

πŸ‘οΈŽ︎ 2021 πŸ‘€οΈŽ︎ u/Kidney05 πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies

Holy fucking shit that was beautiful, the flying bit was put just right in there to show off the ssd

πŸ‘οΈŽ︎ 377 πŸ‘€οΈŽ︎ u/[deleted] πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies

Here’s the 4K Vimeo link without the YouTube compression. Damn that demo is stunning!

πŸ‘οΈŽ︎ 320 πŸ‘€οΈŽ︎ u/MXPelez πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies
  • can use movie assets that consist of hundreds of millions or billions of polygons
  • new dynamic GI solution called Lumen
  • no LODs or pop-ins
  • Out in 2021, supports current-gen and next-gen devices + iOS, Android, Mac and PC

Blog

https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5

Twitter

https://twitter.com/Nibellion/status/1260586174021799936

πŸ‘οΈŽ︎ 537 πŸ‘€οΈŽ︎ u/Turbostrider27 πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies

Nanite enabled the artist to built a scene with geometric complexity that wouldn't have been possible before.

There are tens of billions of triangles in that scene and we simply couldn't have them all in memory at once. So what we end up needed to do is streaming in triangles as the camera is moving troughout the enviroment.

And the I/O capabilities of PS5 are one of the key hardware features that enabled us to achieve that level of realism.

  • Nick Penwarden, VP Engineer
πŸ‘οΈŽ︎ 385 πŸ‘€οΈŽ︎ u/Cyshox πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies

Finally some actual next-gen footage.

πŸ‘οΈŽ︎ 523 πŸ‘€οΈŽ︎ u/AutonomousOrganism πŸ“…οΈŽ︎ May 13 2020 πŸ—«︎ replies
Captions
[Music] hello I'm Brian Karras technical director of graphics here at Epic Games hi I'm John plethora object of a special project a few years ago we got together as a team and brainstormed where we thought we could push forward state-of-the-art in real-time graphics there are two key areas that stood out the first dynamic global illumination beautiful bounc lighting instantaneously I don't have to be constrained to do a game where the work has to be static and I'm able to return a lot faster and we call this new system lumen we're about to show you what it is capable of but first there was another area that we thought we can push forward truly virtualized geometry the artist wouldn't have to be concerned over poly counts draw calls or memory we directly use film quality assets and bring them straight into the engine and that's a big deal for T's I just want to be able to import my ZBrush model my photogrammetry scan my CAD data without wasting any time optimizing creating LEDs or even lowering the quality to make it hit framerate and the end that's what it's all about art that just works and we call this new technology nammai here is the future of Unreal Engine running live on a Playstation Phi's awesome let's take a look at it this has to be done [Applause] before we continue let's stop a moment and take a look at some of the key features of this demo much of what you see was built with quick silmido scan assets but instead of using the game versions we use the cinematic versions which would typically only be used in film there are around a million triangles each and thanks to virtual texturing they all use 8k textures as well Nanuk can render an insane number of triangles very quickly there are over a billion triangles of source geometry in each frame but nanite crunches down losslessly to around 20 million at drawn triangles what does that many triangles look like this isn't noise these are the triangles each a different color most are so small that they look like noise nanite achieves detail down to the pixel which means triangles are often the size of pizzas this amount of geometric detail requires shadows to be pixel accurate as well and man I can do that too speaking of lighting all of the lighting in this demo is completely dynamic with the power of lumen that even includes multi bounds global illumination no light Maps no baking here without GI all of that beautiful lighting is gone with lumen enabled we can move the light and the bounce changes instantly okay let's keep going we've made some great additions to our audio system as well convolution reverb allows us to measure reverberation characteristics of real spaces like actual caves that we sampled and reproduce them in virtual spaces sound field rendering allows us to record and playback spatialized audio all of this adds up to a more immersive experience this swarm of bats was created with a Niagara effects system particles in Niagara can now talk to one another and understand their environment like never before we've also added a ton of new functionality to run fluid simulations like you see in the water below [Music] [Applause] the demo runs on our Kaos physics system here we are using it to accurately simulate the rigid bodies of the falling rocks and the cloth of her scarf [Music] Oh now that the environment is so complex we've needed to greatly improve our animation systems to adapt with added predictive foot placement and motion warping which dynamically modifies I K and body position to look more natural for the character to more realistically interact with the environment we've added the ability to trigger seamless contextual animation events like her hand on the door Thomas a [Music] dynamic TI is amazing not just for speeding up iteration but also for its impact on gameplay any light source can move while still having beautiful bounce lighting dynamic illumination means specular as well which you can see on all the metal surfaces you can even see the Niagra powered bugs reacting to the light lumen not only reacts to moving light sources but also changes in geometry remember we mentioned high poly assets this statue is imported directly from ZBrush and is more than 33 million triangles no baking of normal Maps no authored LEDs and we can do more than a single statue there are nearly 500 of that exact statue at the same detail level placed in this room for a total of over 16 billion triangles from statues alone over this entire demo there are hundreds of billions of triangles [Music] so with Nana you have limitless geometry and with lumen you have fully dynamic lighting and global illumination all running on a Playstation five [Music] there's not much time and this doesn't need to be constrained to small rooms it can stretch all the way to the horizon [Music] the portal is open [Applause] it's time to see what's next [Music] you
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Channel: Unreal Engine
Views: 16,061,104
Rating: 4.912405 out of 5
Keywords: Unreal Engine, Epic Games, UE4, Unreal, Game Engine, Game Dev, Game Development
Id: qC5KtatMcUw
Channel Id: undefined
Length: 9min 3sec (543 seconds)
Published: Wed May 13 2020
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