Unreal Engine 5.4 looks like REAL LIFE | Next-Gen Games and Tech Demos 2024

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they're combing the [Music] streets searching house to house if they arrest you to they will take you to their headquarters and you will not [Music] return I'm more concerned with a 6ot Catman Who's Got Claws that can cut through vibranium alloy on my count that makes two super soldiers loose in Paris three counting you and that's to too many I'll be there before the sunrises before the Germans before that American the eye of force has been found please pleas just stick to the rooftops be careful stand wasami when am I [Music] not it's better if I tackle this one alone you may encounter some obstacles that won't be a problem our cat friend is definitely here too and by the look of things he's not very far ahead the American Boy Is Right on your heels who the hell are you if you wanted us dead we'd be dead so what do you want answers that's far enough stay out of my way stand aside I do not take orders from anyone I don't have time for this neither do [Music] I [Music] [Applause] [Music] so if you all are ready let's switch the feed and go back to that bridge environment and let's see yep we're you're live good okay so Colin let's boom down and take a closer look at this environment so to create a really immersive game experience the characters and environments have to work together harmoniously we can't just drop believable characters into a less and convincing world so we need to start with authentic and densely detailed environments as the setting to our story and look because part of our story is set in 1940s occup occupied Paris we needed the word world to have a really believable and visceral level of detail and grit as you can see here so Roman why don't we focus on the ground here for a bit now look at that that's an amazing amount of detail it would have been nearly impossible to get something this complex to run in real time without the new features in 54 so Kim Let's talk about some of the levels of detail that we're seeing here sure so we're talking about nite's new adaptive tessellation feature so while site lets you create environments like you're seeing here of incredible detail the memory requirements can become impractical to realize for such a level of complexity across a huge level without the need for lots of instancing and we thought that was a challenge and we wanted to deal with it um so Colin let's actually Strip This scene right down to the dirt so folks can see what we're talking about so see how simple this is relatively simple ground plane actually let's um let's show the triangle so you can actually see what's there just a few hundred triangles let's pop it back to the beauty Rend of view um but with this new Dynamic tessellation capability we can actually displace that simple geometry and create new threedimensional geometry of the quality that you're used to with Nano with nothing more than layering tile textures and using Shader logic you can make incredibly complex effects so instead of me trying to explain it let's get Colin to show the magic and uh let's see a transformation of this space this technique allows you to see an unprecedented level of geometric detail but it's also memory efficient and can be changed dynamically in the runtime of your game so things like Footprints or tire tracks or even Supernatural effects if you s want would want them can be visualized and just to show how this ge simple geometry is now been transformed let's have a look at the triangle view again there you go what you expect from nanai so it's a a really really smart interesting technique to actually get detailed into into the games without crazy crazy amounts of geometry let's switch it back to the detail view thank you um and of course as you can imagine this technology isn't just useful for the ground and for ground terrain it applies to every detail in the environment so let's fly over to that pile of objects on the left over there for example and call in while we do can you kill those headlights for me than thank you okay so imagine our challenge we're trying to authentically recreate a harsh winter and occupied Paris that means every prop every object every detail every rooftop needs to be realistically blanketed in snow so now let's show how we can dial up the snow accumulation on these objects right and of course we can dial it back as desired it's making me feel chilly actually yeah actually it's a little cold up here maybe uh and remember of course like Kim said thanks to this technology this is all actual geometry so you can see how tools like these would really Empower even a small team to Art direct and set dress their environments dynamically it enables our artists to create a series of layers in the environment and then build up the complexity layer by layer by layer now speaking of set dressing let's go check out that fire Barrel over by the Watchtower we saw earlier yeah that's the one there and let's turn on a light to really illuminate the smoke coming out of the barrel thank you look at that that's amazing we could have never achieved effects this realistic in the past so this is what we call heterogeneous volumes in the past effects like these will be done with particle Sprites but that's kind of a chei that often breaks down and can look flat it's nice from afar but far from nice as we say back in the UK um so if we look at the glow of the fire on as it dynamically illuminates the volumetric smoke you can see that that light transmitting through the volume you can also see that the smoke itself is casting Shadows onto the world but also itself these vol metrics can also mix with more traditional effects as well so if you do want to put particles in there fog or even cards you can do it it all works in a in a unified way you can run the simulation this the smoke simulation in Unreal Engine natively if you want or you can import open VDB data sets as sparse volume textures resulting in film quality visual effects volumetric visual effects all running in real time that total are totally responsible to responsive to Dynamic lighting yeah and it it it just looks incredible now uh of course all of this is just to help us tell our story right and a story is nothing without great characters so let's head back over to the bridge and catch up with cap now an essential part of any character's Persona particularly a Marvel hero is their look and it could be really distracting if the outfit doesn't look as realistic and believable as the rest of the world you can see caps leather uniform fits just like you would expect in real life with all the correct material properties and the complexity of creases forming as he moves from a technical perspective this is where we can effectively utilize machine learning we can set up and run complex simulations in a package like Houdini and import that data into uee we then use this to train an ml model producing film quality defamations that run in real time but none of this matters without great facial performances so let's bring AI to chala's grandfather and our black panther into this scene this time with his mask off but I know who you are Captain America's hero dancing around in red white and blue underwear that Shield that you hide behind does not belong to you you are Unworthy of it all right and as he pauses here Roman why don't you go in really close and really show everybody the detail that we have in these models um it's it's insane right like amazing uh it's essential for us to retain every Nuance of the outstanding performance that our actor Ki pton brought to ai's character what you just saw there were untouched metahuman animator solves MH so working with the metahuman process we've been able to honor our amazing actress performances and Faithfully transform them into equally powerful digital performances now of course it all starts with the actor talent and we're fortunate to have two of our casts with us in the audience today so I'd like to introduce Drew mline who plays Captain America y yeah yay and uh and K Payton our black panther see they hug they're friends they're not really fighting it's all good um and of course I want to take this opportunity to thank them and the rest of our wonderful cash for going on this incredibly crazy Journey with us uh and now as a special treat uh let's take a look at the entire Bridge scene that you saw earlier but this time we'll keep A's mask off to really showcase what we can do when all this incredible talent and all these amazing features come together but remember this is running entirely in real time awesome that's far enough I'm here on the business of the United States government yours is not the only business here stay out of my way stand aside I do not take orders from anyone turn around boy go home look pal I don't know who you are but I know who you are Captain America's hero dancing around in red white and blue underwear says the man dressed like an overgrown house cat that Shield that that you hide behind does not belong to you you are Unworthy of it I don't have time for this neither do [Music] I [Applause] [Music] [Music] [Applause] [Music] w [Music] [Music] w [Music] in satura there are six distinct combat classes and 18 weapons all classes can manipulate space and time giving players a unique battle experience players can travel through space and go to designated time to gain Advantage during thrilling battles we've used data layers to create real-time environments and layer them on top of one another to enable players to travel through past present and future sat future states of the SATA landscape seamlessly players can gain additional resources through traveling to the past and fight against stronger enemies in the future in this instance we're traveling from the present to the Future World partition allows us to efficiently create a massive open world exceeding 12 square kilm with about a half million actors and then stream it smoothly to enhance the Cinematic look and feel of the environment all while allowing for multiplayer adventures and finally through our extremely flexible customization system players can freely Express their personality by creating their character ensuring that each character you meet in satera is as unique as your own we needed to build a world of Discovery exploration and survival and for this we turn to Unreal Engine it comes with the flexibility of the blueprint system so we can set up those sandbox interactions it provides a world leading renderer for amazing visuals and thanks to nanite we can use high poly models at all distances making the landscape something truly epic to behold to build our world we use Houdini with unreal to generate Landscapes with a non-destructive workflow that allows our level designers to sculpt and regenerate without causing issues and for June we knew that our sand had to be world class using Unreal plugins such as fluid ninja we were able to build sand displacement technology that reacts to small details like footprint Footprints from a player's walk or run and finally Lumen provides a lighting system that combines Global illumination and bounce lighting to make both our exteriors and our Interiors look truly stunning for us working with the Unreal Engine tool set collaborating with our partners at legendary and working in the universe that was created by Frank Herbert and brought to life by Den lenu has been truly inspirational and exciting and a lot of hard work as well humans have always had this drive to create to build worlds whether in text on screens or in games as a company we've been on this journey for a long time crafting open worlds where players can live out their dreams and Fantasies so with that we're very excited to share our latest trailer with you thank you very much for listening let's take a [Applause] look [Music] [Music] when I saw the complexity that June 2 was going to have from its pre-production perspective and from its planning perspective I realized that being able to use Unreal Engine been I have control over light staging all in pre-production was only ever going to speed up the process a large part of what we used on real for was to pre-plan the shots that we were trying to achieve so that we were able to then put metahuman characters into the location to pre-plan when the shadow was going to reveal them when the shadow was going to be off them so using Unreal in pre-production was a godsend the guys making the June Awakening game have been quite inspired by the world that we had built in June part one and they've built a world which continues the world that we built on film and actually probably even expands upon it and builds a world that's greater than the film that we've made and what excites me going forward in the future is that you know you got gaming on this side and film on this side and they've been very separated up until now but slowly they're coming together and I think right now we're at a point where they're literally crossing over and I think skills from gaming technology and the skills from filmmakers are going to cross-pollinate and become useful for each other arus is a test few survive [Music] [Music] it [Music] it's [Music] [Music] arus is a test few survive it but the humans that do [Music] awaken I'm glad you're here the crew's been waiting for you and we're ready to help you build what's next come on let's go that's right py humans are now available able for import into ufn as non-player [Music] characters so Michael's jumped us back into the editor so we can get a look at our captain behind the scenes as you can see we carefully optimize for both quality and efficiency we've gone from almost one gig for a hero metahuman down to approximately 60 Megs in ufn with an average complexity hairstyle and we wanted to make this process as easy as possible you just save your custom metahumans and the metah human creat Creator this Captain character was based on the r metahuman preset once you have your Creations saved in my metahumans they'll be available to you in our new metahuman importer in ufn and depending on your Project's requirements there are also multiple quality options for you to choose from now we can't talk about medah humans without also addressing the workflow creators use for creating costumes there are many ways to author clothing but in this case we're using Marvelous Designer a leading digital clothing software in fact we worked with our friends at CL the makers of Marvelous Designer and cl 3D to integrate our metahuman body data into their software and provide a new USD export option for your garments that export includes geometry materials and the data you need for simulation setup now on screen you're seeing the Garment that was exported from Marvelous Designer being brought into the cloth panel editor in UE 5.4 and from there we're setting up custom chaos simulations that have realistic Cinema quality looks as part of this Tech in the upcoming UE 5.4 we're introducing an auto Sim setup that has Sim data and injust Auto LOD generation and auto skinning in addition you always have the option to take a more bespoke approach like we have here if you want more iterations and finer control okay CL physics are available in ufn as Early Access starting today and now we'd like to show you how easy it is to dress a at a human character Michael's going to demonstrate this for us live in the ufn editor all right take it away Michael thanks Pat so the first thing we're going to do is hide the default outfit that came in from metahuman Creator next we'll add a new uh chaos cloth component this allows us of place to drop our new Dynamic uh cloth object this was actually created in Marvelous Designer set up in UE 5.4 and imported here into UE FN now that we have that let's uh add a new animation so we can see how the cloth moves then we come down to the cloth turn on simulate and just like that we have moving cloth here inside [Music] ufn all right cool so from there are metahumans ready to be used in the game and we're really excited to offer cloth physics in ufn for the first time it's so important for creating convincing characters and you're not limited to clothing on characters you can use cloth physics anywhere in your environment at last year's state of unreal you saw the power of metahuman animator in uee and were pleased to say that those same tools are now available to creators in ufn and don't forget using our latest character device you can also add a performance to some of your favorite fortnite characters you might have seen this in the recent joke night experience produced by Trevor Noah for getting capture data into ufn we recommend using our new live link Hub application this allows almost all capture devices that can stream to ue5 to also stream directly into ufn and get recorded there even more thirdparty devices will be supported in live link Hub soon oh
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Channel: ENFANT TERRIBLE
Views: 584,165
Rating: undefined out of 5
Keywords: unreal engine 5, unreal engine 5.3, unreal engine 5 games, new game trailers, new games 2024, unreal engine 5 demo, unreal engine 5 gameplay, unreal engine 5 tech demo, marvel 1943 gameplay, marvel 1943 tech demo, chrono odyssey gameplay, dune awakening gameplay, unreal engine 5 realistic graphics, unreal engine 5.4 demo, max payne unreal engine 5, ocarina of time unreal engine 5, matrix unreal engine 5, unreal engine 5 forest, skyrim unreal engine 5, pubg unreal engine 5
Id: iqARx1LFBZA
Channel Id: undefined
Length: 24min 18sec (1458 seconds)
Published: Wed Mar 20 2024
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