[HN Gopher] A first look at Unreal Engine 5
       ___________________________________________________________________
        
       A first look at Unreal Engine 5
        
       Author : HammadB
       Score  : 1175 points
       Date   : 2020-05-13 15:26 UTC (7 hours ago)
        
 (HTM) web link (www.unrealengine.com)
 (TXT) w3m dump (www.unrealengine.com)
        
       | brauzi wrote:
       | Wow, how soon until AR/VR is the standard in gaming?
        
       | atum47 wrote:
       | I just saw the tech demo on the ps5, really really impressive,
       | the dynamic light, the zbrush import, the huge amount of
       | polygons... I'm saying this with some experience as a 3d artist
       | (zbrush) and a programmer.
        
       | crazygringo wrote:
       | Wow. It seems like real-time lighting and detail are getting to
       | the point where they're so indistinguishable from reality...
       | 
       | ...that now it's the actual quality of the models themselves, and
       | even more of character motion, that are going to have to be the
       | next steps in better graphics.
       | 
       | I'm stunned by the lighting and detail, absolutely stunned.
       | 
       | But at the same time, especially when you get into the
       | architectural rooms, everything's far too "perfect". No grime, no
       | crumbling edges, the motion of the ceiling opening is far too
       | smooth, no vibration or catching, etc.
       | 
       | Likewise, the character's ponytail isn't bobbing like real hair
       | at all. Sometimes her movements seem to be anti-gravity and
       | bizarrely robotic. The leather over her shoulder seems to float
       | rather than rest, and twists as if it were made of gelatin rather
       | than stiff cowskin.
       | 
       | Not that these are criticisms at all -- I'm well aware of how
       | hard they are. It's just fascinating to me to see, once rendering
       | is basically "good enough", how the flaws in modeling come to the
       | fore.
       | 
       | And so where are those advances going to come in? Are there going
       | to be procedural-generation advances in creating realistic grime
       | and imperfections and irregularities? Or deep-learning advances
       | for realistic bodily movement? And why is it so damn hard to get
       | clothing to actually fall on the body right, instead of always
       | looking like a stretchy foam skinsuit?
        
         | Nition wrote:
         | Yeah, this is looking so good now that we seem to have reached
         | the uncanny valley of rendering. Where instead of thinking
         | "this game has really good graphics" I'm now thinking "this
         | reality has some bad graphics".
        
           | TeMPOraL wrote:
           | Oooh yeah; some of those rock faces were sharper than my
           | short-sighted self would expect to see in real life.
        
         | sterlind wrote:
         | All sorts of rendering tricks had to be played before RTX. Now
         | that we have real-time ray tracing, models are becoming more
         | important than shaders (see e.g. Minecraft. It looks like a
         | real world made of Legos - the blocks make it look artificial.)
         | 
         | Maybe once real time photorealism is cracked, we'll move to a
         | completely Newtonian global physics for some games, with some
         | analogue of "atoms" the way RTX models "photons."
         | 
         | I'm not in the industry, this is just something I'm wondering
         | about. What would Minecraft be like if blocks were the size of
         | pixels and the physics were real?
        
           | slx26 wrote:
           | not exactly what you are saying, but you might be interested
           | in teardown https://youtu.be/Wc_QC25RM44
        
           | GuiA wrote:
           | It's going to be at least a solid 3-5 years until one can say
           | "now that we have real-time ray tracing" as far as most
           | consumer devices are concerned, and even then it likely won't
           | mean that all games will use raytracing for all rendering -
           | more likely just for select special effects etc. I wouldn't
           | give it less than at least a decade or two before we can have
           | a mainstream fully raytraced game; and even then, I'd guess
           | that good game artists will keep using smoke and mirrors to
           | make effects even more stunning than what they can make by
           | the brute force ray tracing approach.
           | 
           | There are a few indie devs trying to make "finer resolution"
           | Minecraft; e.g. https://www.youtube.com/watch?v=VQv1OEm_www
        
       | [deleted]
        
       | trynewideas wrote:
       | buried lede, perhaps: retroactive to Jan. 1, "Unreal Engine
       | royalties waived on first $1 million in game revenue"
       | 
       | > Unreal Engine End User License Agreement for Publishing: This
       | license is free to use and incurs 5% royalties when you monetize
       | your game or other interactive off-the-shelf product and your
       | lifetime gross revenues from that product exceed $1,000,000 USD.
        
         | deerIRL wrote:
         | This is a huge jump from the previous $3000 per quarter being
         | royalty-free when they initially made UE4 free. It will be
         | interesting to see if it helps them capture more of the indie
         | studios from Unity.
        
           | metalforever wrote:
           | Yeah I would personally use this instead of Unity because I
           | don't want to pay royalties on a tiny indie video game that
           | I'm barely making any money on. My games aren't ever going to
           | gross a million dollars. The licensing model at Unity is
           | vague regarding whether tech workers need to pay for Unity
           | Plus if it's a side thing for them also (I recall there being
           | a 100k cap).
        
             | avolcano wrote:
             | Well, it's worth noting Unity _doesn 't have_ royalties -
             | you just pay per seat on a monthly cost, and it's free
             | indefinitely* if you make/raise less than $100k a year.
             | 
             | * (this also means no official support and a few missing
             | features, not sure if UE4 offers everything for free)
        
               | metalforever wrote:
               | It is unclear whether you have to pay the monthly fee if
               | you don't have a registered business and are working on
               | something in your free time, and have a day job making
               | 100k+. I don't like how the motivations are out of whack
               | here . Unity makes more money if I don't finish my game .
        
               | teraflop wrote:
               | Your question is answered pretty clearly by the license
               | terms: https://unity3d.com/legal/terms-of-
               | service/software
               | 
               | > if you are an individual using the Unity Software, but
               | not providing services to a third party, your Total
               | Finances are the amount generated in connection with your
               | use of the Unity Software. In this case, your Total
               | Finances would not include amounts you generate from
               | other work (for example, if your day job is as a
               | zookeeper).
        
               | asutekku wrote:
               | UE offers everything free and now they started providing
               | some in game services (such as accounts, statistics) for
               | free too. Only way to pay to use Unreal Engine is to earn
               | more than 1.000.000 usd which for most people means
               | everything is completely free. I'd say unreal has a much
               | better value proposition in here.
        
               | gfxgirl wrote:
               | i know games with $3 million dollar budgets that chose
               | Unity over Unreal because with Unreal that would have
               | cost them $150k where as with their 10 person team Unity
               | cost them $45k for 3 years.
        
             | deerIRL wrote:
             | It may have changed, but back when we were looking into
             | Engines to use, Unity had a completely free license until
             | you hit $100,00 in sales or wanted to remove the unity
             | splash screen on app launch which costed a then flat $1500
             | licensing fee for the "Professional Edition".
        
               | andechs wrote:
               | Removing the splash screen for Unity is a feature - Unity
               | has a pretty bad rep (perhaps undeservedly) because so
               | much shovelware uses the engine.
        
         | chongli wrote:
         | I'd be really curious to see what a talented programmer or two
         | could do with the engine by themselves, without bringing an
         | artist on board. Is the Unreal engine flexible enough to do low
         | fidelity, 2D games or are you just better off coding up your
         | own engine at that point?
        
           | AlunAlun wrote:
           | You're better off using Unity for such projects.
        
           | dubcanada wrote:
           | The only reason to use Unreal for a 2d game is if you want
           | easy cross platform support and an asset pipeline, otherwise
           | you would probably just make your own or use one of the
           | existing 2d engines.
        
           | rasz wrote:
           | Plenty of gamejam games are made in a weekend using Unreal,
           | Unity is still holding strong due to ease of whipping
           | something out in Adventure Creator.
        
           | autarch wrote:
           | I'm not an expert in these things but my understanding is
           | that Unity is much better for smaller games. I think Unreal
           | is aimed at the AAA market.
        
           | jfkebwjsbx wrote:
           | "Low-fidelity", 2D does not mean no artist.
           | 
           | Pretty much every game needs someone talented in art or
           | design. It can be one of the programmers, of course.
           | 
           | Unreal is not a good choice for a 2D game, anyway.
        
         | wastedhours wrote:
         | Also > Epic Account and Game Services
         | 
         | I think this has the potential to be a huge shift if enough
         | developers build games targeting Fortnite players. There's an
         | ecosystem right there to be tapped into, and Epic just happens
         | to be giving you the tools to do it.
        
           | ocdtrekkie wrote:
           | And developers who launch on the Epic Store get much better
           | placement than the average Steam listing, and free promotion
           | by Epic's social accounts. At least right now, even before
           | the financial incentives, there's a lot of perks for a new
           | developer to become "heard of" from Epic.
        
       | [deleted]
        
       | jerome-jh wrote:
       | I am quite disappointed she does not leave footprints in the
       | sand, at 1:30.
        
       | [deleted]
        
       | robmerki wrote:
       | I am always skeptical of tech demos like this, but if Epic has
       | truly created a way to show full quality assets at runtime
       | without manual LOD / optimization, then this is going to be a
       | huge process improvement for game development. Same goes for this
       | lighting. Baking lights is such a burden, if they can simply do
       | all of this at runtime then making beautiful games just became
       | that much easier.
       | 
       | They also bought Quixel, which gives all of these photo realistic
       | assets to any Unreal Engine developer (even if you're some kid
       | building a game for free). Not sure how Unity can keep up with
       | this.
        
         | brundolf wrote:
         | I'm normally skeptical of tech demos, but normally they don't
         | actually talk about the tech. Assuming the actual promises
         | aren't misleading, this is extremely impressive.
         | 
         | > Not sure how Unity can keep up with this.
         | 
         | Unity still has a big edge on usability. Unreal is very much a
         | AAA tool: you have to use C++, all the built-in systems have a
         | much steeper learning curve, etc. Even as a professional dev
         | who's tried a few times to get into it for fun, it's just too
         | much headache for my level of project. Whereas I can whip
         | something together in Unity really easily. All that said, this
         | definitely widens the gap for actual studios. If you have the
         | time and know-how to use Unreal, you have even less reason to
         | consider Unity now.
        
           | jakearmitage wrote:
           | You don't have to use C++, you have Blueprints, which can
           | control not only shaders, but also game logic and levels.
        
             | wlesieutre wrote:
             | Blueprints felt to me like they made a lot more sense if
             | you knew how C++ worked, but I only used UE4 a little bit
             | to toy around with it
        
             | brundolf wrote:
             | If you're a programmer who wants to write code, you have to
             | use C++
        
               | Arelius wrote:
               | That's not entirelly true, there are for instance Python
               | bindings, and I think some work exists on bindings for
               | other languages. I just think they don't always have a
               | lot of support until a case exists where it ends up being
               | really valuable. Film studios in the case of Python.
               | 
               | https://docs.unrealengine.com/en-
               | US/PythonAPI/introduction.h...
        
               | virtualritz wrote:
               | Nah, you can do a minimal binding and write most of it in
               | something else. E.g. Rust. Considerable boilerplate work
               | initially for sure but possible.
        
               | speedgoose wrote:
               | I'm a programmer and I love unreal's blueprint. Unreal's
               | c++ on the other hand, I hate it.
        
               | TeMPOraL wrote:
               | For a non-programmer getting into games, C++ isn't that
               | much larger leap than C#. Also, as others said, you have
               | blueprints. They're not bad - though hopefully there will
               | be some investments made into ergonomics of their use.
        
               | random32840 wrote:
               | You can also use SkookumScript, although I wouldn't.
               | Blueprints can also be compiled down to C++.
        
           | ngold wrote:
           | I looked at unity and unreal 4 before starting to learn an
           | engine. Unreal is great, but the massive amount of tutorials
           | and documentation is why I started with unity. I really hope
           | unreal 5 can do something similar in the distant future.
           | Before unreal 6 is released.
        
         | Mirioron wrote:
         | I think it remains to be seen. Unity's big upcoming feature
         | seems to what they call the Data Oriented Technology Stack.
         | Essentially, this supposedly allows you to put far more non-
         | static objects onto the screen than is usually available in a
         | game engine. I do agree though that what Epic's doing here is a
         | huge deal.
        
           | robmerki wrote:
           | I love the Unity's efforts with ECS, but how many games would
           | benefit from it?
        
         | barbecue_sauce wrote:
         | As far as I know, Quixel still requires a subscription, and the
         | assets can still be used in Unity. But the dynamic LOD
         | optimization is definitely a killer feature.
        
           | naikrovek wrote:
           | Quixel is free for use with Unreal. The pricing structure for
           | all other content tools is the same as it was before Epic
           | bought Quixel.
        
         | 6gvONxR4sf7o wrote:
         | Don't you still need to do some of that just for file size and
         | data transfer, if nothing else? In the demo they said it had
         | hundreds of billions of triangles. Google tells me you can get
         | down to 18 bytes or so per triangle, but even if we assume a
         | lower bound of just three bytes per triangle (amortized storage
         | of 1 vertex per triangle of an x,y,z point), we're talking
         | about on the order of terabytes to just store that scene,
         | right?
        
           | BiteCode_dev wrote:
           | "virtual" is the keyword. They do some magic to not calculate
           | or store most of it, most of the time.
        
             | badsectoracula wrote:
             | I'm pretty sure the virtual word here refers to the
             | geometry being in a virtualized form, meaning that the
             | renderer refers to it but the GPU does not have all of it
             | in RAM but instead is paged in on demand.
             | 
             | This paper about geometry images[0] was mentioned on
             | Twitter from an old post by the programmer who implemented
             | the functionality in UE5. Geometry images encode geometry
             | in rectangular 2D textures that can be reconstructed later
             | (the paper is kinda old for this, but i guess it can be
             | done on a computer shader nowadays). If those images are
             | stored as virtual textures, which are supported by the GPUs
             | nowadays, they could be essentially using sparse
             | textures/resources to store geometry.
             | 
             | [0] http://hhoppe.com/gim.pdf
        
           | naikrovek wrote:
           | Instancing is the key, for that part of this demo at least.
           | One statue replicated 300 times only costs _slightly_ more
           | than one of those statues alone.
        
           | omikun wrote:
           | That's assuming 6 bytes per vertex, 3 vertices per triangle?
           | Most assets use triangle strips, which averages closer to 1
           | vertex per triangle. They also said the souce mesh is in
           | billions of triangles, but their Nanite pairs that down to
           | 10's of millions. At ~1 vert/tri * 6bytes * 100mil tri,
           | that's 600MB of meshes. Keep in mind this is just a demo, so
           | they can pack what would normally be an entire level into one
           | room. A whole game might end up be equivalent to a couple of
           | demos after they manually optimize even more.
        
             | 6gvONxR4sf7o wrote:
             | I was going off of this:
             | 
             | > Thus, when vertices are shared, the total amortized
             | storage required per triangle will be 12 bytes of memory
             | for the offsets (at 4 bytes for three 32-bit integer
             | offsets) plus half of the storage for one vertex--6 bytes,
             | assuming three 4-byte floats are used to store the vertex
             | position--for a total of 18 bytes per triangle.
             | 
             | From here: http://www.pbr-
             | book.org/3ed-2018/Shapes/Triangle_Meshes.html
             | 
             | And I they said hundreds of billions of triangle, not just
             | billions (timestamp 6:29), but another commenter made a
             | point that's obvious in retrospect that it's a ton of
             | reused assets, not hundreds of billions of totally
             | independent triangles.
        
           | Apofis wrote:
           | This would be awesome tech if everyone had gigabit fiber. You
           | could just stream all the assets during loading time or if
           | possible during gameplay. On second thought, 125MB per second
           | probably wouldn't be fast enough. A 30 second load time would
           | only result in 3750mb of assets at best. 4k on a Google
           | Stadia doesn't sound bad if the latency is good.
        
           | jayd16 wrote:
           | In reality its the same rock mesh 1000s of times.
        
           | xxs wrote:
           | >even if we assume just three bytes per triangle,
           | 
           | that give's you up to 16.7m (2^24) possible triangles. Your
           | napkin math is way off,
        
             | 6gvONxR4sf7o wrote:
             | I edited it to clarify I meant that as a lower bound. Even
             | if it were somehow achievable, 3 bytes per triangle times
             | hundreds (plural, so at least 200) of billions of triangles
             | is at least 600 billion bytes: 600 gigabytes.
        
           | pas wrote:
           | You can use delta compression, you can even use lossy
           | compression. It doesn't matter if a vertex is at x=1.001 or
           | x=0.998 if it looks good enough.
           | 
           | That said, yes, of course, assets are getting enormous - Call
           | of Duty: Modern Warfare - 175.2GB on PS4.
           | 
           | There was a post about the new MS Flight Simulator and how
           | it'll stream high-def textures from the "cloud" during
           | gameplay, because it has petabytes of textures.
        
         | klmadfejno wrote:
         | Wow! Quixel looks amazing!
         | 
         | I've been hobbyist in Unity for a long time. But I think I'll
         | switch to Unreal just for that.
        
         | AlunAlun wrote:
         | Unity pays lip service to AAA but its primary market segment
         | mobile game development (which is nearly half of the entire
         | gaming market).
        
           | pjmlp wrote:
           | And Hollywood, just like with Unreal, some studios are
           | adopting Unity instead.
        
           | ashtonkem wrote:
           | And indie devs. A ton of indie games are on unity on the
           | desktop.
        
           | [deleted]
        
         | airstrike wrote:
         | I'm mostly concerned about the storage and bandwidth issues
         | associated with this level of detail.
         | 
         | Are we going to download 500GB games on our Playstation 5s?
        
           | tommoor wrote:
           | Call of Duty: Warzone requires over 100Gb free on the PS4
           | disk just to download updates.
        
           | pas wrote:
           | Gears of War with updates is 250G, so yeah, looks like it.
        
       | one2know wrote:
       | I'm sorry but an unreal engine 5 video needs to start with
       | graphics, tim sweeney, or not start at all.
        
       | rubber_duck wrote:
       | The environment demo is very impressive - wonder why they didn't
       | put a bit more effort in to the character, it would have been
       | insanely impressive if the character detail was next-gen.
        
         | goldcd wrote:
         | I'd just assumed it was a "hey, wouldn't this be great if Lara
         | Croft was standing here instead" place-holder.
        
         | colordrops wrote:
         | Yes the character stuck out as much less realistic than the
         | environment. I thought it was an engine limitation but I
         | suppose it could be improved with additional effort.
        
       | LinuXY wrote:
       | Any chance we can get a scalable network backend to go along with
       | the render enhancements? Fan-out workers on actors and a KCP
       | implementation would great!
        
       | aeturnum wrote:
       | It's great to see that graphics continue to improve, but I think
       | the pipelining of reproducing physical space characteristics is
       | most interesting to me. One of the things they mention in the
       | video is using tools to measure how real spaces echo and then
       | reproducing those echo characteristics in virtual spaces.
       | Techniques like that have enormous potential for allowing us to
       | use virtual space and actual space collaboratively. We'll always
       | have games, but I'm excited to see how, in the next twenty or
       | thirty years, technology that started in games starts to allow us
       | to interact and socialize in new ways.
        
         | jondiggsit wrote:
         | As a high-end builder, I would love to integrate a wall like
         | this into a project. The ability (as shown with the Mandelorian
         | video) the screens have to produce light would be incredible in
         | interior living spaces.
        
           | keenmaster wrote:
           | Modular micro LED panels will make this easier, when they're
           | not absurdly expensive.
        
         | frabert wrote:
         | This has been done for ages in the audio production space, it's
         | called "convolution reverb". It's quite nice, but it doesn't
         | allow you to tune it very much, besides basic filtering and
         | stretching/cutting.
        
           | aeturnum wrote:
           | Yah, they said "convolution reverb," so I think they expected
           | audience to know what it was. Often it's not about creating
           | new technology, but making existing technology accessible to
           | new audiences and new creators.
        
             | neotriple wrote:
             | Honestly, convolution reverb is already highly accessible.
             | It's a feature in $50 (and probably free) reverb plug-ins
             | for anybody that does audio. They're relatively easy to
             | implement and have probably been around for a decade+. As
             | the OP said, the audio things they mentioned aren't new or
             | adding any accessibility imo
        
               | haywirez wrote:
               | You have it right now in the browser Web Audio API, for
               | free[1]
               | 
               | [1]: https://developer.mozilla.org/en-
               | US/docs/Web/API/ConvolverNo...
        
               | thewebcount wrote:
               | They were doing it in the 80s for music when samplers
               | first became big.
        
         | bkanber wrote:
         | Ah, convolution reverb. We've had it for a long time in DSP.
         | Basically what you do is pop a balloon (create an "impulse" --
         | you can also clap your hands or use an electric arc) and record
         | the echo. This gives you what's called the "impulse response"
         | of the space.
         | 
         | Reverb is really just thousands of echoes, and echoes are just
         | the original sound delayed back to you. So what you can do is
         | use the impulse response in a FIR filter, convolve it with the
         | original signal, and you've recreated the same reverb with a
         | different sound.
         | 
         | This technique has been quite accessible to audio engineers
         | (and mechanical engineers) for a few decades now. But you
         | really only go out and sample impulse responses when you really
         | need a very accurate model of the reverb. In most cases someone
         | will just use a precanned impulse response.
        
           | willis936 wrote:
           | This is one area where hardware accelerated ray-tracing has
           | me excited. I like the idea of walking sound sources to the
           | observer. Unlike light, you need to account for the speed of
           | sound through mediums, which adds an extra layer of cool imo.
           | You also don't need to update at the audio sample rate, since
           | most objects will not be moving very fast (unless you want
           | trans sonic simulations, which would be exotic and cool).
           | 
           | Forget all of the little hacks. Sound processing is cheap. In
           | 2020 it is unnecessary to select from a set of pre-baked
           | filters and applying them to some predefined volume (ie this
           | room is echoey, this room is absorbant, etc.)
           | 
           | This is one area where software has regressed then stagnated
           | [0]. It doesn't make any sense, other than it wasn't
           | prioritized. I think it's only a matter of time before
           | engines go back and finally complete the audio simulation
           | problem.
           | 
           | 0. https://www.youtube.com/watch?v=cS_Fbueh7F4
        
             | bkanber wrote:
             | I suppose it's a matter of acceptable approximations and
             | cost. If only 2% of players have a high quality surround
             | sound system, and only half of those have a good ear, then
             | you really only have 1% of users who can tell the
             | difference between raytraced audio and the heuristic
             | "hacks" that sound engineers have spent decades developing.
             | So I don't know if audio raytracing will become mainstream
             | in games anytime soon. But I also suppose that if one
             | engine does it, others will follow suit.
             | 
             | Same thing with this Unreal 5 demo. Most users would not be
             | able to tell the difference between rendering 16B vs 8B
             | triangles per frame.
        
               | willis936 wrote:
               | You don't need a high quality sound system or a good ear
               | to tell the difference though. You just need a pair of
               | headphones and to be a human with hearing. Evolution has
               | been at work for eons. Every human born is a powerful
               | audio processing machine. I can't give you a rigorous
               | proof or hand you a double blind test to try for
               | yourself, so you'll have to accept an impasse or start
               | going down a rabbit hole consisting of studies on pre-
               | baked ray-traced FIR filters of known geometries and the
               | audibility of group delay.
               | 
               | I am convinced every human can hear the difference.
               | Computation is cheap. There's no reason not to solve the
               | problem.
        
               | bkanber wrote:
               | You should submit a patch to Godot, then! Force Unreal
               | and others to implement it too.
        
       | CarVac wrote:
       | The only things I can possibly criticize is the global
       | illumination lagging behind environment changes (presumably
       | because it's iterative) and the water simulation not being movie-
       | quality.
       | 
       | Otherwise it's simply astonishing.
        
         | vmception wrote:
         | that water simulation was pretty bad and blurred out, I went
         | over it a few times. I don't think this is a limitation of the
         | engine because I have seen plenty of games use Unreal Engine 4
         | and do it differently.
        
       | flipgimble wrote:
       | Let me throw in an anecdote that may amuse some: I was working
       | for a now defunct large game company when Epic and Tim Sweeny
       | came in to demo Unreal Engine 3 very early before the PS3 and
       | XBox360 were launched. This was about 2004. Their demo blew away
       | executives in particular. They showed multicolored lights casting
       | multicolored shadows on a single high detail character. One of
       | the lights was behind a stained glass window, projecting
       | beautiful patterns. Soon after a deal was signed to use the
       | engine throughout the entire studio. In retrospect that was a
       | good decision and I have a lot of respect for Unreal Engine and
       | Epic in general.
       | 
       | Edit: found the video of the demo levels that shipped with very
       | early UE3 https://www.youtube.com/watch?v=1m7T5ay_8DI
       | 
       | However UE3-generation games that finally shipped had none of the
       | visual effects from the early demos. The multicolored shadows
       | could only be rendered with multiple passes, at least one per
       | light, which proved to be too expensive for larger dynamic game
       | scenes. It took years of work from the demo to shipped games, and
       | an army of unnamed engineers to wrestle the technology into a
       | product.
       | 
       | UE4 had a great early demo of dynamic global illumination using
       | something like voxel cone tracing if I remember correctly. To my
       | knowledge that tech demo was never incorporated into the engine
       | and never shipped.
       | 
       | Epic is famous for their demos, and I love them for it... at
       | least now that I no longer work professionally in that field. If
       | anything it charts a long term technical direction for
       | interactive entertainment.
        
         | artsyca wrote:
         | Dude I spent a large portion of my early career as a web
         | developer making rounded corners on divs using all sorts of
         | kludges
        
           | pjungwir wrote:
           | For a few years around 2001, rounded corners were a _big_
           | part of hp 's branding. I was in a dev shop that maintained
           | part of hp.com, and we had to have them everywhere. I didn't
           | work on their site very often myself, but I think that team
           | must have been experts at rounded rectangles. :-) At the time
           | it was still sort of a cool effect on the web.
        
           | waterhouse wrote:
           | Better or worse kludges than this one?
           | http://ridiculousfish.com/blog/posts/roundy.html
        
             | pix64 wrote:
             | Well I just discovered this 11 year old Firefox bug due to
             | that page
             | 
             | https://bugzilla.mozilla.org/show_bug.cgi?id=477157
        
               | artsyca wrote:
               | Make the change easy -- then make the easy change
               | 
               | They're probably waiting until it goes away on its own as
               | all epic bugs do
        
             | disease wrote:
             | Thanks for the flashbacks! I had blacked out any memories
             | of the world before 'border-radius' before seeing that!
        
               | andy_ppp wrote:
               | And now that it's easy people try to avoid using rounded
               | corners...
        
               | rodneyzeng wrote:
               | Well, I just found people still love rounded corners in
               | LaTeX templates of books nowadays...
        
               | kposehn wrote:
               | We shall not speak of those dark times!
        
             | [deleted]
        
             | rodneyzeng wrote:
             | Check color box with rounded corner in LaTeX, people are
             | still living with it nowadays...
        
           | ecoqba11 wrote:
           | Yep, fun times!
        
           | golergka wrote:
           | Bet it pays more, too.
        
             | filoleg wrote:
             | Almost definitely, but it isn't even nearly as mindblowing
             | to a casual outside observer as a cool UE demo.
        
           | hypertexthero wrote:
           | All Steve Jobs' fault: https://www.folklore.org/StoryView.py?
           | story=Round_Rects_Are_...
        
             | triceratops wrote:
             | That was really great! Thanks!
        
               | artsyca wrote:
               | Really great! This reminds me of how epic and iconic this
               | company truly was -- I lived in a constant state of
               | delight as a child using their software and software
               | developed on their platforms starting with the old BRUN
               | command on apple ][
        
           | skratlo wrote:
           | This made my day dude, thanks for that. Imma dropping
           | everything now and going to make rounded corners button with
           | WebGL canvas, using signed distance function in a fragment
           | shader.
        
           | gridlockd wrote:
           | https://www.youtube.com/watch?v=ZdqjcMmjeaA
        
             | ordinaryradical wrote:
             | Read the parent again with this playing in the background
             | for peak webdev irony.
        
           | Apofis wrote:
           | Rounded corners using tables and gifs?
        
             | rpeden wrote:
             | Or by just using Flash.
             | 
             | I never did it myself. I know there are plenty of reasons
             | to _dislike_ flash. And I know plenty of people absolutely
             | hated sites created solely using Flash.
             | 
             | But I have to admit I enjoyed the creativity I saw on many
             | Flash sites. There a generic sameness to much of the modern
             | web. I know Flash sites were useless for SEO, and probably
             | for accessibility too. So I don't think things are
             | necessarily _worse_ now. Just more generic.
             | 
             | Of course, you can create a Flash-like site using web-
             | native technologies, but it's probably more work.
        
               | ekvilibrist wrote:
               | Wasn't the problem with "Flash sites" that it was way way
               | worse than any regular website... as a website? Kinda
               | like SPAs today. You had to reinvent stuff the browser
               | already did perfectly. But as long as you made Flash
               | _APPS_ to be run embedded on websites, it was pretty
               | awesome. Animation, video, etc. No competition, hands
               | down just great tech... until HTML5 caught up.
        
               | pvorb wrote:
               | I was going to say something similar. A lot of the
               | drawbacks from flash sites also apply to current SPAs. I
               | know you can get usable and SEO friendly SPAs, but it's
               | so much work compared to plain HTML files or templating
               | in the backend.
        
             | conradfr wrote:
             | You know it. 9 cells tables, slicing your pixel-perfect
             | corners in Paint Shop Pro or Photoshop, exporting as a gif
             | with transparent color.
             | 
             | That also reminds of the transparent 1px gif "hack".
             | 
             | I'm not that nostalgic about that. Once in a while all that
             | knowledge comes in handy for troubleshooting an email
             | template...
        
               | JorgeGT wrote:
               | > in Paint Shop Pro or Photoshop
               | 
               | That's a weird way of spelling Macromedia Dreamweaver...
        
               | conradfr wrote:
               | Ah. I remember using Dreamweaver 4 a bit, and Fireworks
               | (alpha channel transparency in png ? What is this
               | sorcery?).
        
               | artsyca wrote:
               | Yea and applying a JS fix to allow transparent PNG
        
             | debaserab2 wrote:
             | That reminds me of the old trick of using a 1x1 pixel in an
             | empty table cell to ensure that internet explorer would
             | actually expand the table cell to whatever width you set it
             | to (height still needed another trick if i recall
             | correctly).   would work, too, but then the minimum
             | height of the cell would be whatever the line height was
             | set to, and the line-height property didn't behave the same
             | across browsers.
             | 
             | It's funny how old tricks make a comeback. I see a lot of
             |  's in React codebases to preserve whitespace around
             | JSX tags.
        
               | cmsefton wrote:
               | And the old trick of a 2x2 pixel gif with one colour
               | transparent, and the other a non-transparent colour
               | which, when set as a background to the table cell,
               | provided an illusion of colour transparency with the main
               | background behind the table.
        
             | Jetrel wrote:
             | To invoke the old "rule 5" of explaining things:
             | 
             | Until surprisingly recently, there was no built-in way to
             | make a rectangular element on a webpage have rounded
             | corners. People had to use all sorts of dirty hacks to make
             | a final product that "looked like" it was a native, built-
             | in feature. Usually in the old days it basically amounted
             | to various forms of "putting a picture of a rounded corner"
             | (often a gif) in each of the corners of the element you
             | were putting on the page.
             | 
             | There were a lot of different ways to do that, but one of
             | them was to use "tables" - tables these days are usually
             | only used for what their genuine, semantic intent is: for
             | drawing a literally spreadsheet-like table of data. But
             | back in the earliest days of the web, they were the only
             | controllable way to visually lay things out on any kind of
             | grid, so despite the fact that they were "supposed" to have
             | nothing to do with visual layout, they'd get used all the
             | time for that - often getting used to do visual borders and
             | stuff.
             | 
             | So to do rounded corners, you'd basically make a table that
             | was a 3x3 grid. In the corner elements of the grid, you'd
             | have tiny pictures of rounded corners; in the side elements
             | of the grid you'd basically have nothing (they'd be really
             | skinny elements, either very wide or tall). Then the middle
             | element in the grid would be gigantic, and would hold your
             | actual content.
        
               | runawaybottle wrote:
               | Let's also add the infamous sliding door div structure to
               | making expandable dynamic height divs.
        
               | artsyca wrote:
               | How about that layout with columns and a sticky footer --
        
               | sirmarksalot wrote:
               | I was about to weigh in on how 9-slicing is absolutely a
               | valid strategy for UI components, and give you an example
               | from my professional work, only to realize that I can't
               | think of a single example that wasn't, "hack around some
               | library that doesn't have border-radius".
               | 
               | I'll be glad for the day when 9-slice is a truly obscure
               | technique.
        
               | artsyca wrote:
               | Nine slice put a lot of food on the table but I started
               | to question my purpose in life
               | 
               | Border-image came and changed the game in the early
               | 2010's... Doing exactly that in essence
        
               | CydeWeys wrote:
               | And for an authentic contemporaneous example of this
               | technique, here's my website that I designed in 2002 when
               | I was in high school: http://cydeweys.com/archive/
               | 
               | You won't know it from looking at it because you'll only
               | see the rendered static HTML, but that entire site was
               | actually written in C++. Using the AP C++ libraries (yes,
               | _that_ AP).
        
               | artsyca wrote:
               | Shouts to Udephus!
        
             | atum47 wrote:
             | YES BABY!!! I use to do it all the time. =)
             | 
             | https://web.archive.org/web/20040204003135/http://www.reali
             | d...
        
               | artsyca wrote:
               | Rico Suave!
        
           | magma17 wrote:
           | here is another kludge: border-radius
        
             | artsyca wrote:
             | Yea man! Border-radius changed the game and made nine-
             | slices method legit
             | 
             | I remember using a JS poly fill with modernizr to get it to
             | work like as soon as it came out and making pixel perfect
             | images to use with it!
        
           | bredren wrote:
           | I also spent an inordinate amount of time getting rounded
           | corners on a fan site blog I ran. I forgot about this.
        
         | Lorin wrote:
         | CIG's customizations to the Lumberyard engine have been pretty
         | impressive - believe they're working on SDF now
        
           | Krasnol wrote:
           | Yeah it looks nice but the price is that it's broken
           | everywhere else and will probably be overtaken by newer
           | engines until it reaches a release. That is...if it ever
           | does.
           | 
           | Otherwise, not many games made it to release on that engine:
           | https://en.wikipedia.org/wiki/Amazon_Lumberyard
        
             | ascagnel_ wrote:
             | Lumberyard is a fork of the CryEngine, and quite a few
             | games have shipped on either CryEngine or one of its forks
             | (particularly Dunia, which Ubisoft uses extensively).
        
         | backtracking wrote:
         | It's say current UE4 games don't match the details of the UE4
         | demos they showed on release.
        
           | cdash wrote:
           | I really don't agree with that. Current games look better
           | than the UE4 demo.
           | 
           | See this for the original demo of UE4.
           | https://www.youtube.com/watch?v=dD9CPqSKjTU
        
           | rowanG077 wrote:
           | FF 7 remake comes extremely close though. That's the best
           | looking UE4 game I know. It's expected that real games do not
           | have demo levels of visual fidelity.
        
             | crammyRL wrote:
             | I will say its Gears 5. Coalition has been incredible with
             | their usage of Unreal since the original Gears of War back
             | in Xbox360 days. They peaked with Gears 5.
        
         | dazzawazza wrote:
         | Remember the PS1 dinosaur demo? Yeah the whole industry is
         | famous for this.
         | 
         | Games are more than tech demos.
        
           | philipov wrote:
           | Tell that to the VR scene.
        
           | Mirioron wrote:
           | To be fair, Epic wanted to have real-time global illumination
           | for UE4. They even had a lot of the work done, but it just
           | never quite made it. The performance impact was too great. I
           | imagine several years later they've been able to deal with
           | most of the issues, especially since we have a lot more
           | computational power available.
        
           | danbolt wrote:
           | I always wondered if that dinosaur was using the 2MB of
           | memory in the final retail unit, or 4MB often seen in arcade
           | boards using the the PS1's technology.
        
             | flatiron wrote:
             | I could swear I "played" it when I was a kid off a
             | PlayStation magazine or Pizza Hut demo disk on a retail
             | (well modded) unit
        
               | dazzawazza wrote:
               | I think it came out on a demo disk at some point. You got
               | to move the dino about and maybe the light source? It's
               | been a long time!
        
               | detritus wrote:
               | Yes, I distinctly remember rotating this model around on
               | an original PS1 many (many) years ago.
        
               | dkersten wrote:
               | Yep, I remember this too.
        
               | AlecSchueler wrote:
               | For me it came on a disk caled Demo 1 which shipped with
               | the first issue of the Playstation.
        
             | Jare wrote:
             | I recall seeing it live in a devkit but I can't for the
             | life of me remember the devkit specs. Note that that demo
             | catered very expertly to the strengths of the PS1 hardware,
             | it should run jut fine in a retail unit.
        
               | danbolt wrote:
               | Yeah, the sort of things pictured in the dinosaur demo
               | don't always match what's seen in retail PS1 games. I'd
               | love to see a dissection of it.
        
               | Jare wrote:
               | Some things I can think of:
               | 
               | - Dinos were so in vogue and so suggesting of
               | technological innovation. Jurassic Park came out what,
               | 2-3 years earlier?
               | 
               | - Very limited z-sorting requirements, could likely be
               | done with a simple bsp if sorting individual polys proved
               | too taxing.
               | 
               | - Polys of fairly regular dimensions, not overly long in
               | one direction. Helps with less visible sorting and
               | clipping artifacts.
               | 
               | - No problem with lack of perspective correction, because
               | textures are already shimmering due to the organic skin
               | animation.
               | 
               | - That black fog has always been very effective. We love
               | terrifying things emerging from the dark, which Doom3
               | tech proved again, and more recently VR.
        
           | ccktlmazeltov wrote:
           | https://www.youtube.com/watch?v=k7Lk7idveeU
        
             | proverbialbunny wrote:
             | It looks like PS2 graphics.
        
               | jansan wrote:
               | I guess they go completely to the limit in their demos,
               | so in actual games you will see it only after the next
               | version of their engine has been released.
        
           | [deleted]
        
           | [deleted]
        
         | ksec wrote:
         | Not in the industry, so pure speculation.
         | 
         | Unreal Engine's old business model were exactly that, get you
         | excited with demos and sign up ( paid ) for their engine. And
         | it was the same with UE 3 and UE 4. But in 2015 all that
         | changed. It was open sourced on Github, it has a very
         | sustainable revenue model due to the explosion of Mobile
         | Gaming, the Gaming industry as a whole is now bigger than
         | Movies and Music industry _combined_.
         | 
         | I think it is fair to say EPYC no longer has the incentive to
         | do that with UE 5. And because it is / will be open source,
         | they can now actively work with many different partners (
         | Hardware such as Sony and Microsoft and other publishers ) to
         | make sure those technology works as intended.
        
           | gfxgirl wrote:
           | FYI though, It's not open source. Open source has a meaning
           | and Unreal doesn't fit that meaning.
           | 
           | https://www.google.com/search?q=open+soruce+definition
        
             | tanilama wrote:
             | It is open source in the sense the source code is available
             | for you to see. But probably not on the usage part.
        
             | skohan wrote:
             | It would technically be "source available", no?
        
           | notaplumber wrote:
           | UE5 is not open source, it is shared source or "source
           | available". Assuming it follows the model of UE4.
           | 
           | https://en.wikipedia.org/wiki/Source-available_software
        
             | 0xCMP wrote:
             | Good point, but OP's point is that they can't hide behind
             | demos. Anyone who requests the source will most likely get
             | it and be able to see what's going on.
        
               | notaplumber wrote:
               | Indeed, that part is accurate. It would be technically
               | interesting if the tech demo was a part of UE5 source
               | release. I'm not familiar if they've done that in the
               | past.
        
           | barbecue_sauce wrote:
           | Possibly a typo, but EPYC is a processor brand. EPIC makes
           | Unreal (and Fortnite).
        
           | mtsx wrote:
           | It's not open source..
        
         | lmilcin wrote:
         | Just looking at demoscene, it is possible to create amazing
         | results with very little resources if you have right people and
         | infinite time and resources to polish couple of seconds of it.
         | 
         | This rarely transfers to a product that has a lot of content to
         | be built, an actual budget, good but not star developers and
         | conflicting requirements.
        
           | mycall wrote:
           | Is Unreal Engine at all related to Future Crew's Unreal in
           | 1992?
        
             | pas wrote:
             | Who knows, they had a hard time coming up with the name.
             | 
             | https://web.archive.org/web/20010814190955/http://www.games
             | p...
        
         | bilekas wrote:
         | Their early demos are usually really good, but the early
         | versions rarely ship with all of them, over time though to
         | their credit they do arrive, and often exceed the
         | demonstrations.
         | 
         | Some of the new lighting features in UE5 are interesting and
         | should be cheaper than RTX overall, but will be interesting to
         | see the mix and match which developers will achieve. Looking
         | forward to having a play around with it.
        
       | lumens wrote:
       | Extremely impressive.
       | 
       | That said, I am struck by how the inaccuracies in physics
       | modeling start sticking out like a sore thumb the closer the
       | visuals get to realism. After gawking at the ground and falling
       | rocks in the first scene, I kept getting stuck on the weird
       | movement of her ponytail. Also the landing of the first jump
       | across the chasm.
       | 
       | Picking nits for sure; incredible work here.
        
         | ben7799 wrote:
         | For sure, the physics once she starts rock climbing are
         | horrific and super uncanny.
         | 
         | Forearms need to be parallel to the gravity vector almost all
         | the time. Arms need to be kept straight almost all the time.
         | The only exceptions for these are the actual top of a motion to
         | move up to the next hold.
         | 
         | All stuff you would never notice if the graphics weren't
         | amazing.
         | 
         | I think I'm so used to seeing unrealistic pony tails and
         | clothes I don't even notice.
         | 
         | Other than Uncharted I don't recall playing games with
         | climbing.. I've spent enough real world climbing time since
         | then it's noticeable now.
        
         | aaanotherhnfolk wrote:
         | I got the uncanny valley sense from the footage and had to
         | watch it a few times to understand why. As you say, there are
         | still subsystems whose fidelity don't meet the quality bar that
         | the texture and lighting set.
         | 
         | Little things like the player model's hands interacting with an
         | invisible flat surface above the incredibly intricate rock
         | textures.
         | 
         | Yes, nits. With the player model acting as a locus for these
         | uncanny interactions, I wonder if there will be a wave of first
         | person games that can take full advantage of the photorealism.
        
         | naikrovek wrote:
         | Hair is nowhere near realism, yet.
         | 
         | This is masked by using hairstyles which are either not
         | intended to move or which are intended to display limited
         | movement.
         | 
         | Her hair isn't in a true ponytail, anyway. Even with more
         | restricted movement of the hairstyle she has, it still doesn't
         | look right at all.
        
         | xsmasher wrote:
         | The more accurate the rendering is, the more accuracy you
         | expect of everything else.
         | 
         | A game with cartoonish or simplified rendering can get away
         | with one attack animation, one "working" animation etc; but
         | once the rendering becomes realistic, you need better
         | animations and physics, etc.
        
       | johncoogan wrote:
       | Does anyone have any theories as to how Nanite actually works?
       | I've never heard of virtualized micropolygon geometry before and
       | it sounds a bit buzzwordy. Do we think they are just loading the
       | full model into GPU memory, or are they baking down various LODs
       | and normal maps at compile time through some automatic process?
       | Either way, it's a huge workflow improvement. It's just unclear
       | what's actually happening...
        
         | alkonaut wrote:
         | "Micropolygon" I assume means Reyes rendering, I.e that the
         | polygons are created on demand from underlying geometry.
         | Instead of various LODs you tessellate when rendering,
         | specifically for the view so each pixel has ~1 vertex. Walk
         | closer to the statue and it gets more triangles in tesselation.
        
           | Miraste wrote:
           | But how is it running so quickly? I've seen adaptive
           | rendering implementations before, but they couldn't run in
           | real time. If they are really using billions of polys they
           | can't store them all in VRAM. Is the PS5 SSD fast enough to
           | recalculate polys for every model in the scene every frame
           | (Or even every few frames)?
        
       | micheljansen wrote:
       | Interesting how these demos used to be about how awesome
       | everything looks. That still matters, of course, but previous gen
       | engines already achieved cinematic photorealism. Now it's all
       | about ease of use and workflow. No more need to worry about poly
       | counts, normal maps etc.
        
       | cryptozeus wrote:
       | What a Demo ! Hopefully PS5 delivers this level of gaming.
        
       | wildpeaks wrote:
       | It's a total game changer.
       | 
       | Time for everyone to learn Unreal, Houdini, and Mari.
        
         | Pfhreak wrote:
         | It'd be my default engine if it had language bindings other
         | than C++.
        
       | alkonaut wrote:
       | Are there any technical details available for nanite and lumen
       | works?
        
       | surfsvammel wrote:
       | For someone with zero insight into these kinds of things. What
       | happened with Id software delivering game engines? Do they have
       | competing software or are they not doing that sort of thing?
        
         | alibert wrote:
         | They are still doing in house engine. id Tech is now at version
         | 7 and is used by their latest game Doom Eternal (running on
         | Vulkan exclusively). Extremely well optimized for any
         | configuration spec and run great especially on AMD GPU.
        
       | DenisM wrote:
       | For all the advancements the demo is still essentially
       | monochromatic.
       | 
       | As I recall this is done to avoid the difficulties of rendering
       | how two adjacent differently colored objects bleed their colors
       | onto each other. No color - no bleeding.
       | 
       | I'd prefer color over pixel accuracy.
        
         | jeffbee wrote:
         | That my reaction to this recent UE4 demo. The whole world is
         | monochromatic, and this seems to be an adaptation to the limits
         | of the technology.
         | 
         | https://www.youtube.com/watch?v=zKu1Y-LlfNQ
        
       | PossiblyKyle wrote:
       | Multiple comments here agree that the water is not the engine's
       | strong suit, but the thing that bothers me the most these days is
       | not the water, but the wetness (or lack thereof). Why can't
       | nobody do wetness well? In most games you'll play, you can dive
       | deep into the water and when you go out your model will stay
       | completely dry. If Naughty Dog managed to do it well on a PS3, so
       | can the game engine as a feature on the PS5.
        
       | VikingCoder wrote:
       | I've been wondering for a while Unreal doesn't just make the
       | Unreal Browser.
       | 
       | You download and install it.
       | 
       | Then you give it a URL, and it streams down a map, and downloads
       | DLLs containing behavior custom to that map. While you're in a
       | map, you can walk through a portal to another map. Or you can
       | just keep moving in a direction, which streams more and more map.
       | 
       | If you're in a multi-player environment, you connect to a server
       | for that environment. If you're in a solo area, you're just
       | running locally.
       | 
       | Isn't this what the Oasis (from "Ready Player One") is supposed
       | to be like? What stops them from doing this?
        
         | yodon wrote:
         | They did. It's called Fortnite. It's been fairly distuptive.
        
           | chupasaurus wrote:
           | UE4 supports dynamic multiple maps. Fortnite maps are static
           | ones, even though they could be done using that feature.
        
             | yodon wrote:
             | The hard part of the multiverse is the business model.
             | Features like dynamic maps are just that, features. If you
             | have a business model that works you can bring all the tech
             | features to play. If you bring the tech to play without a
             | business model you just crater spectacularly. This is why
             | Fortnite is important.
             | 
             | It may not be the feature list you thought the multiverse
             | would launch with but in hindsight it will be the feature
             | list that the multiverse did launch with.
        
               | VikingCoder wrote:
               | For me, if the content is compelling, I'm paying a
               | monthly membership. I expect the multiverse to pay
               | content creators based on how much time I linger in their
               | content.
               | 
               | Did HTML / HTTP have a business model? Or were they a
               | platform upon which other things were built?
        
               | yodon wrote:
               | The business model for HTML/HTTP was and is advertising.
               | 
               | People initially tried subscription models for HTML
               | content but it didn't work so everyone went to
               | advertising based models. Observationally, subscription
               | HTML content models have continued to not work (yes,
               | Netflix, but Netflix is more about video content than
               | HTML content).
        
               | VikingCoder wrote:
               | There was no business model for HTML/HTTP.
               | 
               | It was a set of technologies. Advertising later came to
               | it.
               | 
               | There are tons of subscription models for HTML content
               | that you're ignoring. Patreon, YouTube, online news. Some
               | small, some large.
        
               | [deleted]
        
         | friendlybus wrote:
         | Similar to the concept being attempted at Core, though it's
         | packaged as a game modding platform. https://www.coregames.com/
         | 
         | Yes you can make unending worlds in UE4.
        
         | freeone3000 wrote:
         | How do you make money from this? Who would buy it? Why would
         | anyone use it? Is there a point beyond "this is a cool thing",
         | which is pretty well captured by Roblox and Second Life and
         | VRChat
        
           | VikingCoder wrote:
           | 1) How do you make money from this?
           | 
           | How do you make money from anything on computers? With Ads,
           | with Paid Memberships, Paid Access to content.
           | 
           | 2) Who would buy it? Why would anyone use it?
           | 
           | Isn't that kind of like asking "who would buy the internet?
           | Why would anyone use the internet?"
           | 
           | Remember when Chromebooks were announced and everyone laughed
           | because it's "just a browser?!"
           | 
           | Well, imagine if you were browsing, except it looked like
           | Unreal engine when you got to 3D content. Rather than looking
           | like crappy WebGL content.
           | 
           | 3) Is there a point beyond "this is a cool thing", which is
           | pretty well captured by Roblox and Second Life and VRChat
           | 
           | Do you think Roblox, Second Life, and VRChat look as good as
           | Unreal Engine 5?
           | 
           | Would you enjoy playing content in Unreal Engine 5 without
           | having to install an entire game first?
        
             | hobofan wrote:
             | > Do you think Roblox, Second Life, and VRChat look as good
             | as Unreal Engine 5?
             | 
             | The main bottleneck is the price of asset production.
             | Producing assets on the level of this demo videos is
             | magnitudes more expensive than what you would see in those
             | other platforms. So for someone to be able to turn a profit
             | with that, there would need to be either a bigger
             | willingness to spend, or an explosion in player base.
             | 
             | There are also likely technical challenges. I'd imagine
             | that very few people have both the storage capacity and
             | bandwidth to sustain such a system. You see people on here
             | complaining about websites being a few MB heavy. In such a
             | high quality 3D browser, you would need to load multiple
             | GBs per scene.
        
               | VikingCoder wrote:
               | I think there's a chance the player base would grow if
               | there were one app you launch, and then you're in 3D
               | world. I think it would help in discovery.
               | 
               | On the technical challenges, yes, you need bandwidth.
               | Just like you need electricity to play a console game.
               | Yes.
               | 
               | But maybe Stadia is a good way to limit how much
               | bandwidth you really need? Load the data on the server,
               | and stream the rendered views.
        
         | gamblor956 wrote:
         | Nothing is stopping them from doing this.
         | 
         | At the same time, nothing is motivating them to do this either.
        
           | VikingCoder wrote:
           | Isn't that kind of like saying that "we can all just keep
           | using Postscript files. There's no need for this HTTP / HTML
           | thing. Why would I want to stay in the 'browser'? I just use
           | FTP to fetch content, and use my favorite Postscript renderer
           | to view content."
        
         | vvilliam0 wrote:
         | Not unreal engine, but you might be interested in
         | https://aframe.io/
        
       | willis936 wrote:
       | I think it is interesting that the first thing they talk about is
       | LOD. UE4 is famous for its bad LOD implementation. Look at FFVII
       | Remake [0]. It's an insanely high budget game made in UE4 with
       | top-of-the-line assets, yet some textures never load in to their
       | high resolution versions. UE4 has earned this stain. Since
       | they're talking LOD first and foremost, maybe Epic actually fixed
       | their UE LOD issues this time around.
       | 
       | 0. https://www.youtube.com/watch?v=qyGl5C3Uwak&t=10m40s
        
       | underdeserver wrote:
       | Holy forking shirtballs, that looks amazing.
       | 
       | There's still some weirdness - I found the water movement (around
       | 4:10) a bit odd, and the lightball in the cave seemed to be
       | directional even though it was a ball. But my god, that's
       | beautiful.
       | 
       | The end scene with the flying reminded me of the (fully rendered)
       | Avatar ride at Disney World. I stood in line for two hours for
       | that.
        
         | AlunAlun wrote:
         | I agree the water was weak point, which is why they didn't
         | spend much time looking at it!
        
         | mthoms wrote:
         | Watch the characters' hand. When she first reveals the ball, it
         | glows in every direction. Then she moves her hand position to
         | "focus" the light forward.
        
           | underdeserver wrote:
           | Yeah, but I don't see 100% sync between where she moves her
           | hand and where the ball glows.
        
       | Priem19 wrote:
       | While this is completely amazing, a caveat: graphics are way less
       | important than we think it is. I still remember every nook and
       | cranny from Tomb Raider 3's jungle level, and when I think about
       | it I imagine being deep inside a real jungle. It didn't matter
       | that everything looked jagged; my imagination could go wild.
       | 
       | This is probably a flawed opinion, but sometimes I think the more
       | realistic games become, the less work for our imagination. I
       | don't mean to say that we should stop upgrading graphics. What I
       | do wish to say is this: if you have to choose between optimizing
       | gameplay or graphics, choose gameplay. If you can do both, do
       | both. Having access to a ridiculously powerful easy to use engine
       | does not automatically mean you can do both by just jumbling high
       | detailed props, foliage, terrain together and be done with it.
       | It's counterintuitive, but it takes even more skill and a keen
       | eye to create beautiful and immersive environments in a nearly
       | photo realistic engine than those used 20 years ago. Why? We live
       | in a perfect photorealistic real world, so we immediately spot
       | things that just look weird and unnatural in game. Whereas in old
       | engines our imagination corrected for all those things.
        
         | rland wrote:
         | I have a sister opinion to this take, which is that artstyle is
         | far more important than graphics, and there is a very important
         | difference between the two that is often ignored by large game
         | studios. \\*
         | 
         | Your graphical capability can push a hundred million triangles,
         | but choosing the color, composition, and visual coherence of
         | those triangles is more important to how people interpret your
         | world than anything else. Humans have an extremely attuned
         | visual processor that infers so much about the way the world
         | behaves solely by the way it looks.
         | 
         | The reason that classic games can be immersive despite a low
         | poly count is because the artists have made the visuals behave
         | in a way that is coherent with our internal model of the game
         | world.
         | 
         | An example of this is Portal. The portal gun is an interesting
         | gameplay tool, but the game was able to fully take advantage of
         | it because the artstyle of the game was very tightly coupled
         | with the mechanics. They did a great job of making sure that
         | the visual environment offered clues to how the game mechanics
         | worked, which made it so easy for people to quickly grasp how
         | the portal gun operated in complex environments. Had the
         | artists failed, Portal would have been "oh yeah, I remember
         | that game -- the portal gun was a neat gimmick but it felt
         | clunky."
         | 
         | The easy way out is to just try to make your environments and
         | game mechanics as realistic as possible, essentially borrowing
         | that creation of intuition from the real world. But the most
         | creative games have worlds whose completely novel or alien
         | mechanics are coupled with art direction that preserves this
         | coherence, which makes the world just "click." Putting more
         | triangles on screen makes for much prettier art, but the true
         | substance of a game is something completely different.
         | 
         | \\* not on purpose; it's just extremely difficult to pull off.
        
         | audleman wrote:
         | In a post about a new piece of graphics technology might not be
         | the best place to have this conversation, but I'm glad it
         | popped up. I recently decided to start playing Dwarf Fortress,
         | a game with such terrible graphics it literally takes an act of
         | will to get past them. Seriously, people post a screenshot full
         | of commas and equal signs and say "epic battle, lol!"
         | 
         | Yet, something anazubg happened once I dedicated myself to
         | deciphering the ascii characters: my imagination sprung to life
         | to fill in the gaps. From those bland a-z characters came
         | vaulting ceilings with intricate wall designs. Epic twisting
         | caves. The oddest looking characters.
         | 
         | I compare it to a game of RimWorld, where the graphics make a
         | lot more sense, but turns out limits my need to imagine it
         | being different.
        
         | antonios wrote:
         | Exactly why I find good roguelikes to offer the most immersive
         | gaming experiences. Just the input you need to let your
         | imagination go wild. But not many friends share that sentiment,
         | unfortunately.
        
         | hutzlibu wrote:
         | Yeah, when all graphic is blocky, your imagination does the
         | rest. But when you have blocky graphics together with shining
         | water animation like in Morrowind (I think) it breaks
         | immersion.
         | 
         | Still though, that demo was impressive (even though there were
         | maybe some tiny things not perfectly balanced with the shining
         | other effect)
         | 
         | I want to play games that look like that, now.
        
       | apelin wrote:
       | I guess we'll have to see if Unity will havea response on that.
       | Have to say thou, having billions of triangles without
       | sacrificing FPS is exciting.
        
       | jerome-jh wrote:
       | OK there are N=10^6 triangles and that shows the raw GPU power.
       | True indirect lighting would be N^2: this is both impossible and
       | not worth the cost in terms of realism. So maybe they do it on a
       | low LOD geometry or even a dirtier trick. A low LOD is probably
       | also used for collision detection. Keep in mind that these
       | people's job is to trick you, to the letter. Maybe there is not
       | much more than a larger GPU and an simplified creation process in
       | this demo.
        
       | petercooper wrote:
       | I really, really, really want an Unreal Tournament 2021. It's a
       | shame they haven't pushed that series as a showcase for the
       | engine anymore.
        
         | ww520 wrote:
         | Still playing UT99. The original Unreal Tournament is just
         | something done right.
        
           | bloodorange wrote:
           | UT2004 was brilliant too.
        
         | ThrowawayR2 wrote:
         | Came here to say the same thing. Hopefully, we'll at least get
         | UT5 as a tech demo like UT4 was.
        
       | arminiusreturns wrote:
       | After the many fiascos of UE4 and the shit Sweeney and Epic have
       | pulled I dont really care, I'm sticking with blender and godot.
        
         | Pfhreak wrote:
         | Many fiascos? Are you talking about how epic didn't pay dancers
         | for their dances in fortnite? Or the crunch they pushed on
         | their workers to ship fortnite content?
         | 
         | I'm trying to think of others, maybe you could expand a bit?
        
           | arminiusreturns wrote:
           | Just a bit of background first. I bought in heavily to the
           | ue4 ecosystem as soon as UE4 was released, back when it was
           | $20/mo. After about 3 years I had enough and moved to godot
           | and blender and being away from that ecosystems it's
           | deficiencies grow ever more glaring.
           | 
           | It started with promises that the editor would treat linux as
           | a first class client. Those were lies, as not only did a
           | community fork do more work than epic for years because they
           | refused PRs, but the launcher still hasn't been made
           | available for linux, requiring people to use Windows just to
           | get marketplace assets. Now I get it, linux is a small subset
           | of the community and it's their choice, etc, so I moved on
           | with only a few hundred in marketplace assets lost, my
           | personal choice and not a huge deal...
           | 
           | Then there was paragon (at least I got a refund). Then they
           | completely changed fortnite. Then it was just one thing after
           | another. For example, epic was bad enough with exclusives,
           | but they actually even pulled Metro Exodus from steam even
           | after it was taking pre-orders! They promised they wouldn't
           | do it again, and then did it again with Anno 1800. Then they
           | started buying studios to remove old games from steam. They
           | even started "bribing" crowdfunded games that magically moved
           | away from steam despite originally promising steam release.
           | (Shenmue 3, Outer Wilds, Pheonix Point)
           | 
           | Their security was breached multiple times, with one single
           | breach being over 9mil accounts. Multiple people with credit
           | card issues who chargedback'ed immediately got a refund and
           | then had their accounts suspended. (epic getting around
           | chargeback fees).
           | 
           | Epic is ~%40 owned by Tencent and has been found to do
           | questionable things on systems. https://www.reddit.com/r/Phoe
           | nixPoint/comments/b0rxdq/epic_g...
           | https://www.pcgamer.com/epic-steam-data-reddit/
           | 
           | They bought easy anti cheat (EAC) and then completely stopped
           | all efforts to support linux (Valve had been in talks with
           | them and discussing the linux issue). (a pretty big deal for
           | the linux community as it affects many games present and
           | future)
           | 
           | They started paying off mods at the fortnitebr reddit sub
           | which caused a mod exodus and a lot of hubub.
           | 
           | Tim Sweeney on linux: "Installing Linux is sort of the
           | equivalent of moving to Canada when one doesn't like US
           | political trends. Nope, we've got to fight for the freedoms
           | we have today, where we have them today."
           | 
           | Tim Sweeney doesn't understand the difference between first
           | and third party: "Steam's the largest PC store and already
           | has PC exclusives such as DOTA2, Counterstrike, and Portal.
           | Valve has every right to make deals with developers and
           | publishers to secure more exclusives, just as Apple,
           | Microsoft, Sony, Nintendo, and Epic Games do!"
           | 
           | They bought "views" on youtube at least a few times (see
           | Shenmue 3 trailer)
           | 
           | There is no gifting in the epic game store, and if you use
           | the same payment on other accounts (like family) they will
           | lock that payment method.
           | 
           | They killed Rocket League on linux and macos.
           | 
           | The epic games store barely functions, with no user reviews
           | and plans for the devs to "opt in" reviews so they can select
           | only the reviews they like. They did enable OpenCritic
           | reviews though. Broken or no cloud saves, achievements, mod
           | support, forums, or wishlists.
           | 
           | This is only a partial list!
           | 
           | It wasn't until 2019 that the Fortnight dev crunch thing came
           | up, and honestly just calling it a "crunch" doesn't seem to
           | do the issue justice when contractors were under a culture of
           | fear to work 70-100 hr work weeks!
           | 
           | When someone has a repeated pattern of abuse and lies and
           | gaslighting, you can be sure thats what they will continue to
           | do in the future, and that is what both Epic and Tim Sweeney
           | have and are going to continue to do. Anybody who buys into
           | the UE4 or UE5 ecosystem is probably going to regret it...
           | unless Epic pays them off like they have plenty of times
           | before.
        
             | Pfhreak wrote:
             | Some of those are very valid concerns, others don't really
             | seem like fiascos.
             | 
             | Paragon: Epic returned all purchases and made all the
             | assets free on their marketplace. That seems like a pretty
             | consumer friendly way to shutter a product that wasn't
             | doing well.
             | 
             | Exclusives: Paid exclusivity made games like Satisfactory
             | possible, and I believe that all the exclusives are timed?
             | Making games is expensive and unpredictable, exclusives
             | ensure devs can take more risks without worrying about
             | going bankrupt.
             | 
             | Security is a serious concern for sure.
             | 
             | Acquisitions: As far as I can tell, Psyonix is the only
             | game studio they've bought, and they haven't pulled their
             | game from Steam? Are there others?
             | 
             | Tencent ownership: What's the _actual_ concern here? There
             | 's a lot of sinophobia in gaming circles these days.
             | There's plenty to be concerned about with the CCP and
             | Tencent, but what's the specific worry about them having a
             | minority stake in Epic?
             | 
             | Linux support (Rocket League, Editor, etc.). These are data
             | driven decisions. Rocket League, for instance, had 0.3%
             | playership across Mac and Linux combined. They were
             | updating their game, and fixing bugs for that small of a
             | community just doesn't make financial sense. They issued
             | 100% refunds, which seems pretty reasonable?
             | 
             | > Anybody who buys into the UE4 or UE5 ecosystem is
             | probably going to regret it
             | 
             | As someone who worked in the industry for years (but never
             | for Epic), I highly doubt this. I've worked with UE, Unity,
             | and CryEngine/Lumberyard and there's a huge difference in
             | support and tooling between them.
        
               | arminiusreturns wrote:
               | You asked for the negatives, but please don't get me
               | wrong. I really like the interface and many of the
               | features of UE, and the tech behind it. It's just a shame
               | I felt forced to move away from it. Also, please keep in
               | mind I'm not the typical person who is trying to get into
               | gamedev on the side, as I'm a RMS loving, linux-only,
               | most of my stack is gpl sorta dude.
               | 
               | On the last point, you may be right, I might have been a
               | bit hyperbolic but there are cases where I have seen it
               | play out. One of my favorite games in the potential
               | department was Mortal Online, but it constantly struggled
               | with UE3 limitations despite official Epic support and
               | moves with Atlas, etc (heres to hoping Mortal Online II
               | using UE4 is good). UE4 has great graphics but as you
               | know there is more to a game than that.
        
               | fartcannon wrote:
               | I think you were totally right. His counter-arguement
               | basically boils down to 'so what' which is pretty bad.
               | 
               | Some thing's are more important than others. Buying and
               | removing support for already supported systems is an
               | incredibly anticompetitive move and shouldn't be
               | forgotten.
        
       | rydre wrote:
       | https://youtu.be/00gAbgBu8R4 - did Epic manage to pull off what
       | Euclideon Holographics could not?
        
       | rydre wrote:
       | Looks impressive. Lets see what Unity has upcoming.
        
         | rasz wrote:
         | Who knows, maybe they will finally fix freezes in Escape from
         | Tarkov (confirmed by devs as engine problem) after 4 years of
         | promises.
        
       | cdolan wrote:
       | Is it just me or does water still look terrible?
       | 
       | UE5 has better water than this, but not by much in my opinion
       | (Halo 3, a 10 year old game):
       | https://www.youtube.com/watch?v=T4eFg-lnpDM
        
         | nailer wrote:
         | I'd say the Halo 5 video is better, but it's likely due to the
         | artist.
        
           | cdolan wrote:
           | The artist at Epic using UE5 didnt do the best job on the
           | water, you mean?
        
       | seemslegit wrote:
       | "Virtualized micropolygon geometry" sounds like a laundry
       | detergent ad.
        
       | seanwilson wrote:
       | What's going on behind the scenes to explain the jump in graphics
       | quality? Hardware? Algorithmic?
       | 
       | Does this involve some breakthrough somewhere or is this
       | incremental?
        
         | random_ind_dude wrote:
         | The graphics look good because of two things: Quixel and global
         | illumination. Quixel is Swedish company that Epic acquired in
         | 2019. Quixel does high-resolution scans of actual physical
         | objects(photogrammetry) and makes them available as textures in
         | Unreal Engine. The sheer rock faces that you see in the demo
         | are Quixel megascans of actual rocks.
         | 
         | The other thing that makes the graphics look impressive is
         | global illumination, which provides real time dynamic lighting
         | of the environment, instead of baked in (pre-rendered)
         | lighting. The demo seems to only have a single light source -
         | sunlight in the cave, light from the crystal looking thing in
         | her hand while inside the room. I am not sure how well it look
         | like in actual games when there are multiple light sources.
         | 
         | The rest of the stuff doesn't look too different from current
         | gen games.
        
       | vasili111 wrote:
       | All this for sure looks amazing. But I do not think it will bring
       | anything new to gameplay. There is no big gameplay changes in
       | past 15 years. All shooters, all MMORPG, all strategy games and
       | etc are based on the ideas of 2003-2005 years. Graphics are
       | improving but most games have similar gameplay. I think the
       | biggest next impact to gameplay and game industry will be engine
       | that will be able to have huge zoom ability + ability to handle
       | more than 30 000 players on the same map (of course that also
       | depend on server software and not only game engine). Like
       | traveling from space on ship to planet and after landing and play
       | as a regular 1st person game but all of this with lots of players
       | on the same world (more than 30 000). I think that is next big
       | thing that will change game industry.
        
         | aerovistae wrote:
         | No new ideas in the last 15 years? Have you _played_ Return of
         | the Obra Dinn? Or Overcooked? Or Spiderman for PS4? Idk, I
         | think these are bringing whole new levels of gameplay to the
         | table just in the past year.
        
         | jayd16 wrote:
         | This ignores AR, VR, and other recent genres. We just had No
         | Man's Sky come out doing exactly what you describe. Other
         | procedural infinite space games exist.
        
           | vasili111 wrote:
           | > This ignores AR, VR, and other recent genres.
           | 
           | They sounded promising but they did not made actual
           | revolution in games. They are not mass product used by most
           | players.
           | 
           | > No Man's Sky come out doing exactly what you describe.
           | Other procedural infinite space games exist.
           | 
           | I said "able to have huge zoom ability + ability to handle
           | more than 30 000 players on the same map". There are no games
           | that have those both at the same time. Only those 2 in one
           | game is what I am saying.
        
             | keenmaster wrote:
             | Play Half Life: Alyx and you might change your mind about
             | VR. I think it convincingly shows that VR is the future.
             | 
             | My setup:
             | 
             | - OG Vive with deluxe audio kit and the wireless kits.
             | (Both kits completely change the Vive and are in my opinion
             | critical)
             | 
             | - GTX 1080 Strix (factory overclocked)
             | 
             | - 7th 6700k
             | 
             | If I'm having this much fun on first gen hardware, then
             | imagine next gen headsets with higher resolution, wider
             | FOV, eye tracking, foveated rendering (enabling graphical
             | fidelity more similar to big budget 2D games), a better
             | developer ecosystem, more extensive haptics, built in
             | wireless, more players (for social experiences and
             | multiplayer), and increased comfort.
        
       | liamcardenas wrote:
       | Game Devs: Is Unreal Engine the premiere game engine at this
       | point? UE has been a popular engine for a long time and with the
       | recent _massive_ success of Epic Games, I have a hard time
       | imagining Unity or even in-house engines are able to match the
       | engineering that goes into this. That said, I am not familiar
       | with this at all -- which is why I'm asking.
        
         | jayd16 wrote:
         | When you say "At the point" do you mean now with UE4 or what we
         | think UE5 will bring? Unity will probably be a bit behind
         | because they seem to focus on mobile more but they're not
         | usually significantly behind.
         | 
         | UE sort of seems to have a technical advantage on some
         | platforms and Unity sort of has more of an outreach to smaller
         | teams. Most games are not trying to be on the cutting edge
         | though.
         | 
         | You can ship a game on either engine just fine. In my
         | experience, licensing plays the biggest role in the decision.
        
       | gigatexal wrote:
       | This is insane. The next decade of gaming is going to be amazing.
        
       | gfxgirl wrote:
       | So I'm going to join the naysayers here and say while the
       | graphics look absolutely phenomenal the game itself looks the the
       | same game I've been playing for 20-25 years.
       | 
       | A 3rd person character who walks through caves, canyons, ruins,
       | slides through tight places where the camera moves in close, can
       | only climb on areas painted with the "you can climb here color"
       | and then pushes or pulls a few knobs for "puzzles"
       | 
       | It could be the original Tomb Raider (1996) or God of War (2005)
       | or any Uncharted or all the other similar games in between. I'm
       | sure others can name the same game that's been skinned over and
       | over and over.
       | 
       | I love pretty graphics but I'd really like to see the tech used
       | to give me a new game, not just an old game with prettier images.
        
         | thysultan wrote:
         | I'm hoping games shift to a physics realism approach once we
         | catch to what ever graphics goal the industry sees as "good
         | enough". I'd prefer if 90% of the environment was "tangible".
        
         | unnouinceput wrote:
         | this is a demo. and i prefer graphics at engine level and let
         | the games win or lose due to their quest/lore/immersion of
         | storyline rather than a poor choice of graphics that looks
         | clunky.
        
         | dougmwne wrote:
         | This is a tech demo. Epic will be able to demonstrate their
         | engine more effectively in a familiar genre. If they were to
         | showcase this using a completely original game genre concept it
         | would distract from where the focus should rightly be, the
         | pretty graphics. As far as I know, this is not a game that's
         | being developed or released. If you are not interested in 3rd
         | person action games, don't buy them.
        
         | redxdev wrote:
         | This seems like a silly complaint to me. Epic's engine team
         | isn't the one coming up with game mechanics - that's largely up
         | to teams actually making games. Unreal may have some
         | functionality related to commonly implemented mechanics but
         | anything truly unique isn't coming from the code in a generic
         | engine anyway - it's coming from the studios building on top of
         | it.
         | 
         | This is a demo showing off tech. Any "game" that exists in the
         | demo is purely to sell the realtime aspect and making it in a
         | familiar environment or with familiar mechanics is just to show
         | how the tech might be implemented in an otherwise known area.
        
         | bredren wrote:
         | This was also what I thought of. I get the "this is a demo" but
         | my first consideration after realizing the stale example
         | gameplay was to think about what UE 5 would be most awesome for
         | and it is VR / AR.
         | 
         | These flat "3D" experiences are like Duck Hunt to the kids in
         | the retro bar in Back to the Future 2.
        
       | choeger wrote:
       | Hundreds of billions of triangles? How much main memory has the
       | PlayStation 5?
        
         | bluegreyred wrote:
         | i believe the latest rumors suggest 16GB unified GDDR6, but the
         | relevant tech here might be sophisticated caching technology
         | that also leverages a fast PCIe 4.0 SSD
        
       | guevara wrote:
       | I really liked the fluid simulations. It's always been something
       | hard to get right in games. Albeit, it did look pretty janky in
       | the demo but I hope we can get some quality fluid simulations in
       | games soon.
        
       | fxtentacle wrote:
       | Wow, we'll soon be down to only one game engine.
       | 
       | Crytek has financial worries. Plus it's the most difficult to
       | use, because it's almost all C++.
       | 
       | Unity is very accessible thanks to C# scripting, but has bug
       | issues (and no source code).
       | 
       | Unreal Engine looks amazing, is cheap or free for indie studios,
       | and has source code included.
       | 
       | If they can make UE slightly easier to develop for, they'll
       | dominate the market.
        
         | CyberDildonics wrote:
         | Unity doesn't really overlap with Unreal. Unreal is big and
         | cutting edge for AAA titles. Unity is much more simplified. The
         | path of least resistance is usually pretty clear for someone
         | starting a project.
        
           | brundolf wrote:
           | For a while there they really tried to overlap. Unity's been
           | making a huge graphics push over the last five years - it
           | actually had realtime GI before Unreal did, and wasted no
           | time telling the whole world about it:
           | https://www.youtube.com/watch?v=dk8gpz0o5TU
           | 
           | More recently it's been making a lot of noise about its new
           | scriptable render pipeline and shader graph. Of course these
           | are still playing catch-up with Unreal, but they're doing an
           | admirable job.
           | 
           | Meanwhile Unreal totally changed its pricing model ~5 years
           | ago to be much more similar to Unity's and affordable for
           | indies/individuals, as well as adding native support for
           | mobile platforms, etc.
           | 
           | For some customers there may be a clear choice, but for now
           | at least there's also a ton of overlap between their markets.
           | We'll see where things go in the future.
        
         | swalsh wrote:
         | There's a possibility Valve might release Source 2
        
           | unixhero wrote:
           | Half Life 3 confirmed.
        
             | chupasaurus wrote:
             | Dota 2 Reborn is the first game on it, full release was in
             | September 2015. Also Dota 3 was a joke over 7.0.0 patch
             | which had changed all of the core mechanics in the game,
             | but to be fair it had breaked the chains from WC3 map
             | mechanics.
        
           | outworlder wrote:
           | It would be a shame if they didn't. Alyx is a pretty good
           | showcase.
        
         | [deleted]
        
         | TheRealDunkirk wrote:
         | Wait. What about id Tech?
        
           | dralley wrote:
           | And Frostbite, although it's specific to EA.
        
           | theandrewbailey wrote:
           | Not licensed to third party studios. The last one that was
           | open sourced was id tech 4 (Doom 3).
        
             | Miraste wrote:
             | Other Bethesda studios can still use them. I remember
             | Arkane got ahold of id tech 5 for Dishonored 2, and then
             | renamed it "Void Engine" and added a bunch of bugs.
        
         | gamblor956 wrote:
         | Both Unity and Unreal Engine offer their source code on
         | Github...
         | 
         | Both engines have bugs, and one of the biggest complaints about
         | Unreal Engine is that any feature not used by Fortnite is half-
         | baked until Fortnite uses it. With Unity, the biggest
         | complaints are about the relatively transitory lifetimes of
         | some of their biggest-marketed features, like rendering
         | pipelines or networking code.
        
           | fxtentacle wrote:
           | No, Unity only has the C# part on GitHub, but it also has a
           | huge proprietary C++ code base.
        
             | pjmlp wrote:
             | The C++ part is being slowly replaced by C#, written in the
             | HPC# subset.
             | 
             | And then there is always the possibility to pay for the
             | source code anyway.
             | 
             | This is a business after all.
        
             | SeanBoocock wrote:
             | Indeed. However, they do offer a commercial license to big
             | developers/publishers will full source access.
             | Substantially cheaper than the non-royalty, commercial Epic
             | license too (but at the AAA level they're both rounding
             | errors).
        
         | synunlimited wrote:
         | Crytek is living a second life as Amazon's Lumberyard (though
         | they say they have revamped the vast majority of the code)
        
         | pjmlp wrote:
         | All engines have bugs.
         | 
         | Unity source code is partially available on github, and full
         | available on commercial license, which is fair.
         | 
         | Then there are plenty of other engines out there, for example
         | Cocos2d-x is number one in Asia for 2D mobile games.
        
         | chupasaurus wrote:
         | You forgot to mention the greatest editor there is, UnrealEd.
         | Unity has a good one, Crytek has a horrible one.
        
         | timdorr wrote:
         | Not really: https://en.wikipedia.org/wiki/List_of_game_engines
         | 
         | Plenty of proprietary engines are in use today. And you've got
         | FOSS options like Godot and Blender. UE's definitely the
         | biggest, but other options aren't going away any time soon.
        
           | slezyr wrote:
           | Blender Game Engine has been removed from the 2.8 release.
        
             | Miraste wrote:
             | The Blender Foundation endorsed Godot as the modern open
             | source option.
        
         | brundolf wrote:
         | For a while we pretty much only had UDK (Unreal 3). Unity sort
         | of invented the idea of an omni-platform game engine that's
         | affordable and accessible for indies. Then Unreal slightly
         | shifted its strategy to compete with that rising market, and
         | Crytek... jumped in too.
         | 
         | I think Unity is too valuable to low-medium end indies to go
         | anywhere (you really don't need most of these new features if
         | you aren't going for a photorealistic look anyway), but we
         | could see a partitioning of the market as Unity takes over the
         | low-mid and Unreal takes over the high-end. Unity actually _no
         | longer_ has the (partially) realtime global illumination they
         | were so proud of just a couple years ago, because of licensing
         | woes: https://blogs.unity3d.com/2019/07/03/enlighten-will-be-
         | repla...
        
           | runevault wrote:
           | You aren't wrong about features, but the fact it's now free
           | until $1 million USD in sales means by the time you own Epic
           | a cent you've made a LOT of money, in Indie terms. Depending
           | on how tight you think your budget will be that could be
           | important.
        
         | axlee wrote:
         | Amazon is getting in the engine game as well, with Lumberyard.
         | And there is always the possibility of other studios making
         | their proprietary engine available if there is a profit
         | opportunity. RAGE and Anvil come to mind.
        
           | [deleted]
        
       | gok wrote:
       | Demos are always beautiful but how about fixing some of the stuff
       | that makes playing UE games unpleasant? The ridiculous load
       | times, the random stutters and pop-ins, crazy high memory
       | usage...
        
       | mcphage wrote:
       | > Unreal Engine 5 will be available in preview in early 2021, and
       | in full release late in 2021, supporting next-generation
       | consoles, current-generation consoles, PC, Mac, iOS, and Android.
       | 
       | I wonder if they consider the Switch a current-generation
       | console.
        
         | badRNG wrote:
         | I'd sure hope so if iOS and Android are on the list.
        
           | mcphage wrote:
           | I'm pretty sure that most high-end iOS and Android devices
           | are significantly more powerful than the switch--I mean, they
           | generally cost hundreds of dollars more.
        
             | sk0g wrote:
             | High end smartphones now cost around the same as the new
             | Xbox and PlayStation combined would, or about as much as a
             | solid mid range gaming PC...
        
             | BiteCode_dev wrote:
             | Yes but they don't have specialized hardware and have the
             | highest power consumption constraints.
        
         | hombre_fatal wrote:
         | Too bad. I'm always curious about gains in cross-platform
         | target productivity. The dream being that you build a high
         | fidelity game and just need to drag a slider down to create a
         | build that runs at 30fps+ on the, for example, Switch.
         | 
         | Of course what we normally see is a lot of work to port down
         | games. A good example being all the work that went into getting
         | Witcher 3 to run on the Switch:
         | https://developer.nvidia.com/gtc/2020/video/s22697
        
       | ksec wrote:
       | In the past, I have always looked at Demos from Games and thought
       | this is very good and getting _close_ to movie quality. But that
       | "close to" remained "close to" for quite some time. Even though
       | It is improving every year but you can still tell it is gaming
       | graphics. Even if some of the shots are not real time and pre
       | rendered, they are still gaming like.
       | 
       | That Unreal 5 Demo was the first time ever I thought this is
       | Hollywood Movie quality GFX ..... ( Apart from the Character ).
       | IT IS STUNNING! And this is done Real time on PS5!
       | 
       | Edit: I am sorry for the tone and block capitals.... I am
       | seriously geeking out.
        
         | swalsh wrote:
         | Unreal is now starting to be used in place of green screens in
         | some movies. (there's a lot more that goes into it, but
         | essentially it seems like unreal is one of the core software
         | pieces)
         | 
         | Here is an example: https://www.youtube.com/watch?v=Hjb-AqMD-a4
        
           | bilekas wrote:
           | This is really cool, I just wonder for this particular demo,
           | would it be cheaper to film in a real world location! :)
        
             | ksec wrote:
             | For movies industry, a lot of the cost are actors and time
             | involved. Having everything filmed with pre made scenes
             | saves you lots of time comparing to green screen back and
             | forth with VFX. Real world location also means lots of
             | travelling.
        
               | atonse wrote:
               | Traveling with lots of heavy, expensive equipment,
               | setting up, tearing down, then all the unpredictability
               | of outdoor anything (weather, etc).
               | 
               | Also one amazing thing was the guy talking about
               | "shooting a 10-hour dawn" - I can imagine a lot of time
               | is wasted trying to recreate a certain time of day. With
               | this, you don't waste that time. You can do as many takes
               | as you need. The sun stays right where it is.
               | 
               | Absolutely mind-boggling.
        
               | bilekas wrote:
               | > Also one amazing thing was the guy talking about
               | "shooting a 10-hour dawn"
               | 
               | I watched the whole video on the MAnchurian example, and
               | it sold it obviously for me, but I was only initially
               | thinking of the first demo.
               | 
               | Clearly its hugely beneficial.
               | 
               | What I find interesting is, naughty dog had a bit of a
               | staff turnover for designers and hired film animators (in
               | this case it was a crunch), cgi etc.. Funny how they're
               | now almost cross skillset now. Have to admit, makes me
               | feel older every day.
               | 
               | REF:
               | https://www.eurogamer.net/articles/2020-03-14-crunch-
               | once-ag...
        
           | jotm wrote:
           | Amazing, the future of this tech is just exciting
        
           | alufers wrote:
           | This is really cool, looks like HDR environments in real
           | life. Makes me wonder if this could be used in conjunction
           | with cameras and some clever image processing algorithms as a
           | camouflage method.
        
           | centimeter wrote:
           | The Mandalorian filmed a lot of scenes with UE4 doing real-
           | time rendering onto large LED screens like in that demo.
           | Looked pretty good! Probably more fun and easier for the
           | actors too.
        
             | nabla9 wrote:
             | If you can afford to put one or more GPU's per LED screen,
             | there is little limit what you can render real-time,
             | especially when the camera is so far away.
             | 
             | I wonder how many GPU's that system had.
        
               | skohan wrote:
               | That's true for simple rasterization, but many effects
               | don't scale that way
        
               | Scaevolus wrote:
               | It used four synchronized PCs with a total cost of
               | ~$20,000 to render three 4K panels, which is pocket
               | change for a large production. The LED walls or a single
               | lens costs more than that!
               | 
               | This goes into way more technical details:
               | https://ascmag.com/articles/the-Mandalorian Particularly
               | interesting is how the system had ~10 frames of latency,
               | so excessively fast camera turns would show lower quality
               | renders.
        
               | nabla9 wrote:
               | Ah. of course. The system tracked camera and rendered
               | what the camera saw and little around it accurately. Rest
               | was rendered just for lightning.
        
               | erichocean wrote:
               | The guy who developed the tracked camera invented the
               | Roomba (maybe with others? not sure). Pretty cool dude.
        
               | penagwin wrote:
               | > If you can afford to put one or more GPU's per LED
               | screen, there is little limit what you can render real-
               | time
               | 
               | Umm, Ray tracing would love to have a word :P
               | 
               | In all seriousness, typical animated frames for big
               | budget films easily take hours or longer _per frame_. It
               | really depends on what looks you're trying to achieve.
               | Game engines have come a long way in terms of realistic
               | graphics with realtime rendering, but it's worth noting
               | that it's still not the same quality as a fully ray
               | traced scene (whether that matters depends on the content
               | I guess)
        
               | nabla9 wrote:
               | Yes, of course. But fully animated CGI traces everything
               | back to camera and single screen in movie quality. This
               | setup has 1,326 individual screens, 123,904 px/m2 filmed
               | from several meters away for 180 degree view. None of
               | those screens were rendered even close to movie quality.
               | 
               | btw. Only about 50% of the scenes were made with this
               | setup. rest was traditional ray-tracing.
        
               | basch wrote:
               | A lot of what/why they are doing it this way, is
               | realistic lighting and reflections. Im not sure the
               | difference between a realtime game engine and ray tracing
               | matters that much when you are using it as faux ambient
               | light.
               | 
               | After it is filmed, they can still go back and touchup
               | the backgrounds. Someday with ray tracing they can do
               | real time finished products, but for now the tech works
               | great at what its intended to do.
        
               | jl6 wrote:
               | If a scene has been filmed in this setup, how easy is it
               | to separate the physical foreground from the background
               | screen if they want to re-composite the foreground with a
               | more detailed rey traced background?
        
               | scrumbledober wrote:
               | I imagine with the advancements in consumer level tech
               | with portrait mode in cameras and zoom backgrounds that
               | the tech ILM has could make easy work of this.
        
               | basch wrote:
               | Imagine if the screen flickered at 120hz and half of them
               | were green and the other half were the cgi, and you were
               | able to capture and separate both.
        
               | ygra wrote:
               | The system allows you to insert a dynamic greenscreen
               | around a foreground element (while also retaining the
               | option to preview how things will look after everything).
               | So you can retain most of the virtual set for reflections
               | and lighting, while still having a greenscreen.
        
             | miohtama wrote:
             | Here is how the production looked
             | 
             | https://youtu.be/gUnxzVOs3rk
        
               | diimdeep wrote:
               | Incredible. Replace green screen with real time rendered
               | scene. Truman Show IRL.
        
               | ngold wrote:
               | We are getting closer to wallpaper and screen meaning the
               | same thing.
        
         | elihu wrote:
         | I think it's the global illumination that really makes the
         | difference. You can't get to realism just by drawing more
         | polygons, but if light acts in believable ways (especially when
         | the scene changes or lights move around) it really starts to
         | look like real life.
        
         | driverdan wrote:
         | Keep in mind it's contending with YouTube compression too. A
         | lot of the artifacts you see around the character and other
         | moving objects are likely compression artifacts.
        
           | davidhyde wrote:
           | The video was hosted on Vimeo which is generally less
           | aggressive with quality and banding but this is still a good
           | point.
        
             | driverdan wrote:
             | I didn't realize the provided link was for Vimeo. I had
             | watched the video earlier on YT.
        
         | Shivetya wrote:
         | the water effects just after the four minute mark looked odd.
         | while the fixed assets like the statues and such later on
         | looked great. however I kept going back to the water and
         | questioning some of the lighting effects too.
         | 
         | don't get me wrong, the fixed assets look amazing and I look
         | forward to seeing more done with this system
        
           | explorigin wrote:
           | Water, dust, cloth and hair physics are all still in the
           | uncanny valley...not to take away from the tremendous
           | progress with triangles and lighting!
        
             | bt1a wrote:
             | I thought the scarf movement looked great.
        
               | explorigin wrote:
               | Not to me. It was too stiff which caused it to move in
               | some unnatural ways.
        
               | robotdongs wrote:
               | It didn't seem to reflect well the way cloth moves when
               | sliding across another piece of cloth. When she was
               | climbing, I'd expect the scarf to sort of wrinkle/bunch
               | up, then fall to her side, not just cleanly slide off.
               | 
               | However I could see them adjusting the physics for the
               | demo to ensure the cloth actually fell by her side so we
               | could see it swaying as she climbed.
        
               | SahAssar wrote:
               | Really? To me it felt like it was in the uncanny valley
               | for cloth. When climbing it seemed to cling to at certain
               | distance from the body at all times, like it had a
               | certain range it could swing to/from the body but could
               | not exceed.
        
           | bt1a wrote:
           | I noticed this too. They briefly showed it because it's
           | probably still being worked on (guess). The flow didn't look
           | very natural at all.
        
           | twoquestions wrote:
           | It's not so much that the water looked off (which it did
           | compared to the rock), it's that the character was completely
           | unencumbered by the water. If you're walking through ankle-
           | deep water, your feet are going to slow down as they drag
           | through the water and go faster through air, and the
           | character's stride didn't account for the increased drag.
           | It'd be the same as if you put that super-realistic character
           | in a stylized game like Hollow Knight without adapting her
           | animation to 15fps like the rest of the characters are.
           | 
           | The animation was great, but the graphics were _much_ better,
           | and one can 't help but notice the quality difference even
           | though both are awesome works of art.
        
           | Mirioron wrote:
           | From what I've seen the look of water is usually not provided
           | by the engine itself. Water is really hard to make look good
           | and a lot of it depends on the specific needs of a game.
        
         | simias wrote:
         | At the risk of sounding a bit negative I personally find that
         | graphics have plateaued since about the PS3. Sure, there are
         | more polys, sure, there are higher res textures, sure, there
         | are more complex and dynamic lights. But you don't really have
         | the kind of gap we used to have between, say, the PS1 and PS2
         | for instance. Diminishing returns and all that. The problem is
         | that, in my experience, this eye candy only matters for about
         | 10 minutes when you get into a game, then you stop really
         | paying attention to how it looks and you focus on the gameplay
         | and story etc...
         | 
         | Meanwhile all the dynamic stuff is still fairly primitive IMO.
         | At around 4 minute in the video they briefly mention the water
         | effects. They don't really spend a lot of time on them and for
         | a good reason, they don't look particularly good.
         | 
         | When I was a kid in the 90s I definitely expected future games
         | to look a lot better, but I also expect gameplay and world
         | interaction to progress massively. Fully interactive
         | environments you can interact with like in the real world. You
         | could destroy everything, dig holes, build things, have
         | advanced physics, great AI for NPCs etc...
         | 
         | It saddens me that the AAA video game industry is almost
         | entirely focused on eye candy first and foremost. That being
         | said I concede that I'm clearly in the minority, after all the
         | Uncharted games are generally considered to be good games when
         | I find them incredibly boring.
         | 
         | I hope that now that we can reach near-photorealism in games
         | they'll have to come up with something new to keep pushing the
         | envelope.
        
           | ksec wrote:
           | I agree that Story telling and Game Play is still the top
           | priorities. Look at Nintendo! I enjoy Zelda,( not exactly the
           | best graphics looking game ) more so than most
           | "photorealistic" game in recent years. ( I will also admit I
           | am now a lot older and dont have time for serious gaming )
           | 
           | But still, the graphics in UE5 is stunning. The last time I
           | was stunned by 3D Graphics was Crysis, and that was I think
           | over 10 years ago.
        
           | skohan wrote:
           | I think raytracing has the potential to be a big leap
           | forward. Real-time lighting and shadows are still incredibly
           | limited, and most games are only able handle dynamic shadows
           | from a hand-full of light-sources at a time. I think we don't
           | see the difference yet because baked lighting gets a really
           | good result, but I think after we live for a while in a world
           | where every flickering candle, and every emissive texture in
           | a game is a fully-fleged, shadow-casting, dymamic light
           | source, then we are going to look back at current gen games
           | and see how static and artificial the lighting is.
           | 
           | But I do agree with you in general that more advanced
           | simulation is a huge, largely untouched opportunity in games.
        
           | danso wrote:
           | That's funny you bring up the PS3, because my first reaction
           | to the parent commenter and the OP video was how I remember
           | thinking things couldn't get much better than the PS3 demos
           | [0] - which now look comparatively primitive - but I've had
           | that same feeling with PS4 and now PS5. But PS5 really does
           | seem to be getting close to real-time interactive realism.
           | 
           | But I agree with you that I expected games to be much
           | "better" by 2020, back when I was a kid playing 7th Guest. I
           | guess I couldn't understand back then how much manual, hard-
           | to-scale labor and budget would have to go into story,
           | dialogue, art, acting (plus salaries of A-list movie stars),
           | mo-cap, etc. I expected in-depth scripted NPC behavior, like
           | in 1992's Ultima VII [1], to be extremely commonplace and
           | basic by now, but I obviously didn't understand back then
           | what actual AI and emergent simulation requires (versus
           | manual scripting, and testing of that scripting)
           | 
           | [0] https://www.youtube.com/watch?v=pzvOgTABwr0
           | 
           | [1] https://www.filfre.net/2019/02/ultima-vii/
        
             | sergeykish wrote:
             | Final Fantasy VII Remake characters are amazing - skin
             | tone, hair, animation. Beautiful, beautiful sets. I can't
             | imagine anything better.
        
             | renewiltord wrote:
             | I lost my mind when I saw the announcement for Killzone
             | https://youtu.be/PDfu1mYQXEg
        
               | hombre_fatal wrote:
               | The video that reignited Xbox360 vs PS3 forum battles
               | around the internet.
        
               | esoterica wrote:
               | That was the Killzone 2 trailer, not the Killzone: Shadow
               | Fall trailer the parent posted.
        
               | hombre_fatal wrote:
               | Yeah, you're right. 2005. Good times.
               | 
               | https://www.youtube.com/watch?v=eHFqOat79Cg
        
           | BorisTheBrave wrote:
           | The UE5 demo show realtime GI. Current systems often rely on
           | baking. So this feature really allows games to have more
           | dynamic environments at the same visual quality as last gen.
           | That's surely a win for gameplay.
        
           | [deleted]
        
           | setpatchaddress wrote:
           | I find that the best PS4 games look and play markedly better
           | than the best PS3 games.
        
           | hombre_fatal wrote:
           | Your only commentary here is that it doesn't live up to your
           | expectations. You wanted more.
           | 
           | And then you wonder why AAA studios focus on graphics?
           | 
           | > That being said I concede that I'm clearly in the minority
           | 
           | You definitely aren't in the minority. r/gaming is full of
           | people racing to be most unimpressed by a good looking game.
           | 
           | All the HN comments pointing out flaws with "don't get me
           | wrong, it looks decent!" could be predicted the second I read
           | the submission title.
        
             | skohan wrote:
             | Maybe it's just because I am old enough to remember playing
             | Super Mario on a CRT, but that attitude sometimes astounds
             | me. Like I have read many assessments that the latest Doom
             | game's incredible framerates are nothing to be impressed
             | by, because the game is "visually underwhelming". I think a
             | lot of people don't understand how difficult real-time
             | computer graphics are to implement, and I have difficulty
             | viewing the world through their eyes.
        
               | geddy wrote:
               | You can appreciate the technology behind it, but once the
               | graphics in a game (which you play to escape real life)
               | begin to mimic real life, it can feel underwhelming.
               | 
               | For instance, a game like Okami on PS2 is far more
               | impressive to me than some 4K tech demo. When it comes
               | down to actually playing a game, I don't give a shit
               | about the polygon count, I give a shit if it's fun to
               | play.
        
             | cargoshipit wrote:
             | It's the usual HN: pretentiousness abound. Can't even be
             | excited about a wonderful tech demo.
        
               | TeMPOraL wrote:
               | Or maybe it takes thoughtfulness to read that comment for
               | what it is: an opinion about priorities of game studios.
               | 
               | And it resonates with me. I like eye candy like almost
               | everyone and can appreciate technological marvels in CGI
               | (and currently working with UE4 after hours, creating my
               | own assets, I can appreciate how much work goes into
               | modern game graphics). At the same time, I do feel many
               | games these days try to use high-resolution textures and
               | pretty shaders to paper over incoherent storylines and
               | lack of gameplay depth. I think it's an entirely valid
               | point to make.
        
             | simias wrote:
             | I must have expressed myself poorly, my point was not that
             | I don't think it looks good, my point is that I feel like
             | all this effort is focused on a single metric, making stuff
             | look good in trailers.
             | 
             | Remember when HL2 was announced you had this super fancy
             | physics engine? How objects would bounce and realistic
             | react with each other, how you could stack things and come
             | up with puzzles that would just use the physics engine
             | without hardcoded scripts? HL2 was gorgeous looking but it
             | was more than bump-mapping and complicated light models.
             | You couldn't port HL2 to goldsrc and have it play the same.
             | 
             | Meanwhile almost 2 decades later we're back to fully
             | scripted puzzles, mostly non-interactive environments and
             | AI that's generally limited to a glorified A* algorithm.
             | 
             | This tech demo doesn't look decent, it looks really good,
             | there's no arguing about it.
        
           | cargoshipit wrote:
           | Not sure what you're on about. While playing Horizon: Zero
           | Dawn and God of War I was constantly admiring and enjoying
           | the visuals.
        
           | staticassertion wrote:
           | I think there's just an obvious law of diminishing returns on
           | certain things.
           | 
           | If you double the number of triangles, it doesn't take long
           | to get to a clean looking circle - the next time you double
           | it, it doesn't look _that much better_ unless you 're zooming
           | way in on it.
           | 
           | So there's two things here, I think:
           | 
           | * There are tons of other improvements, like dynamic
           | lighting. This turns into more of an immersion/ realism
           | thing, and less of a "detail" thing. It's weird when your
           | characters shadow doesn't move the way you expect with the
           | light sources, it's weird when one part of the room is
           | totally dark because a block is just slightly in the way of a
           | light source, and the light isn't bouncing around it.
           | 
           | * With VR, this will all matter way more. You're going to
           | have people taking objects in the game and putting them right
           | up to their face - suddenly the difference between X
           | triangles and 2X triangles is really noticeable again,
           | relative to a 3rd person view on a monitor that's at least a
           | foot or two away from you, where objects are always at a
           | distance. Immersion is an extremely important factor for VR,
           | so optimizing there makes a lot of sense.
           | 
           | So while todays mediums may not demonstrate these wins, they
           | open up possibilities for new mediums.
        
         | eslaught wrote:
         | The graphics are better, but camera and animations are a dead
         | giveaway. It was fine when the camera was relatively static and
         | far away, but shots with more movement became really
         | noticeable. (Watch carefully, you can see the character's hand
         | go through the rock in some places, or not make full contact in
         | others. Once you notice it's hard to un-see.)
         | 
         | I'm sure this is all fixable, but some part of me wonders how
         | much larger game budgets will have to become (or
         | correspondingly, how much less content will be offered) in
         | order to achieve the new standard in production qualities.
        
           | grogenaut wrote:
           | - no shadows on the scarabs
           | 
           | - obvious SSAO when hand touched the rock wall
           | 
           | - odd reflections on the bird sculptures
           | 
           | - down-resing of textures and motion blur when she flew
           | 
           | - obvious uncanny valley face (pancake makeup, no subsurface
           | scattering) on face closeup
           | 
           | - dust sprite clouds
           | 
           | were some of the things I noticed on my first watch
           | 
           | but it was still quite pretty. like what I'd expect uncharted
           | 5 on the pc to look like
        
         | jfoster wrote:
         | It's strange that the character wasn't more photorealistic in
         | this demo. If you Google Image search you can find more
         | photorealistic characters from previous versions of the Unreal
         | Engine. I wonder if there might be some trade-off being made
         | between photorealistic character and lifelike character
         | movement.
        
           | skohan wrote:
           | I suspect it's a way to avoid the uncanny valley, and serves
           | to highlight the photo realistic quality of the environments
           | even more.
        
             | onli wrote:
             | I assumed the same. If you also make the character more
             | realistic you run into the risk of making the demo eve more
             | unbelievable. Now there are some hints that underline their
             | claim that it runs on a PS5, like some videogame like
             | animation transitions, character movements and the
             | character model itself.
        
           | extesy wrote:
           | It was done on purpose, similar to how Pixar movies have
           | obviously cartoony and unrealistic characters in an otherwise
           | photo-realistic environment.
        
         | guilamu wrote:
         | Well, I may be wrong, but I was under the impression that the
         | Unreal Engine will also work on the next XBOX (and any PC) and
         | that the PS5 was less powerfull than the next XBOX.
        
           | ksec wrote:
           | Yes, it isn't specific to PS5. I was only mentioning PS5
           | because it is not the most powerful machine of all and we are
           | already capable of that.
        
           | ingenieros wrote:
           | "As for Microsoft's Xbox Series X, Sweeney isn't saying the
           | new Xbox won't be able to achieve something similar; both are
           | using custom SSDs that promise blazing speeds. But he says
           | Epic's strong relationship with Sony means the company is
           | working more closely with the PlayStation creator than it
           | does with Microsoft on this specific area."
        
             | rasz wrote:
             | That just means they got paid to say it.
        
           | skohan wrote:
           | It remains to be seen how the PS5 and the new XBox compare in
           | terms of performance.
           | 
           | The specs of the new XBox are slightly higher on paper, but
           | the PS5 is doing some really interesting things in terms of
           | optimization. Basically the XBox is going for high constant
           | clock speeds, and the PS5 is shifting priority between the
           | CPU and GPU components of the SOC so each gets boosted
           | performance when it's most relevant.
           | 
           | Both consoles are doing very interesting things with asset
           | streaming and decompression of assets directly from the SSD
           | to video memory which are going to open up new opportunities
           | not only in visual quality, but in terms of how flexibly game
           | worlds can be designed.
           | 
           | Probably we will have to wait and see how all of this plays
           | out in terms of real-world performance.
        
             | rowanG077 wrote:
             | Highly dangerous of the PS people to build non-
             | deterministic performance into their console. Developers
             | who try to push every ounce of power out of it will hate
             | it.
             | 
             | edit: Maybe deterministic isn't the correct word. What I
             | mean is that you can design a physics system that you can
             | ensure runs on the PS5 CPU. But then the graphics boys make
             | an upgrade and suddenly some power is diverted to the
             | graphics and the physics system is no longer working
             | correctly. This is still deterministic. But a nightmare to
             | work with when optimizing for hard-real time requirements.
             | The only way this can be done sanely is if the developers
             | can fix this power budget and thus restore "determinism".
        
               | uryga wrote:
               | does it have to be non-deterministic? couldn't they add
               | an option to hint which should be prioritized? maybe
               | hint_prioritize_cpu_begin()       ...
               | hint_prioritize_cpu_end()
               | 
               | or something?
        
               | didibus wrote:
               | It sounded like they managed to make it deterministic by
               | keeping the power draw always the same and fixing the
               | cooling solution to handle max load.
               | 
               | So developer can expect it to perform identical to
               | whatever balance they've set between CPU/GPU. That's my
               | understanding at least.
        
               | rowanG077 wrote:
               | If the developer can control the balance then it's fine.
               | If this balance cannot be controlled by the developers
               | then it's a nightmare. It's not clear to me this is
               | developer controlled.
        
               | iMark wrote:
               | Mark Cerny's tech talk emphasised that performance is
               | determistic:
               | 
               | 'So how does boost work in this case? Put simply, the
               | PlayStation 5 is given a set power budget tied to the
               | thermal limits of the cooling assembly. "It's a
               | completely different paradigm," says Cerny. "Rather than
               | running at constant frequency and letting the power vary
               | based on the workload, we run at essentially constant
               | power and let the frequency vary based on the workload."'
               | 
               | https://www.eurogamer.net/articles/digitalfoundry-2020-pl
               | ays...
        
               | rowanG077 wrote:
               | It's clear from the presentation that it's not possible
               | to run the CPU at full power and the GPU at full power at
               | once. This means the CPU will be stealing performance
               | from the GPU or vice versa when the system is pushed to
               | it's limits. This means the things you can graphically do
               | are directly connected to how much the CPU is loaded.
               | This will be very hard to optimize for. Since seemingly
               | unconnected physical pieces of hardware are influencing
               | eachother.
               | 
               | The only way I can see this going well if this balance is
               | fixed by the developer. E.g. the developer specifies I
               | want 60% of the power budget to go to the GPU and 40% to
               | the CPU. If this is handled dynamically by the PS5... oh
               | boy.
        
               | skohan wrote:
               | > the CPU will be stealing performance from the GPU or
               | vice versa
               | 
               | Another way to think about it is that very few games are
               | using 100% CPU capacity and 100% CPU capacity at the same
               | time. This model gives the developer a combined compute
               | budget, which can be allocated as required for the task.
        
               | omni wrote:
               | > Developers who try to push every ounce of power out of
               | it will hate it.
               | 
               | How common is this though in an era where most releases
               | are multi-platform?
        
               | danso wrote:
               | The PS still sells itself heavily based on console
               | exclusives (Uncharted, The Last of Us, Horizon Zero Dawn)
               | that are ostensibly well-tuned to the hardware. Guess
               | we'll have to wait until HZD's makes it to PCs to see how
               | easily it's ported.
        
               | barbecue_sauce wrote:
               | I think Death Stranding is on the docket first for a PC
               | port; that uses the Decima engine as well.
        
               | skohan wrote:
               | I don't know to what degree it is deterministic or
               | controlled by the developer. It might be interesting if,
               | for instance, graphically heavy games can essentially
               | trade CPU performance they're not using for additional
               | GPU headroom in an intentional, explicit way.
        
           | [deleted]
        
         | sevencolors wrote:
         | Maybe i just don't play many games where a camera tracks a
         | single player like the demo. But the camera tracking felt
         | jerky. Is that normal?
        
           | barbecue_sauce wrote:
           | Depends on the game, and camera logic is usually up to
           | developers rather than the game engine so sensitivity can be
           | fairly flexible.
        
         | Cthulhu_ wrote:
         | I think with every engine- or console generation people will go
         | "this is photorealistic!", but in practice / real games it
         | doesn't look / feel that way, or (maybe more likely) you get
         | used to it until you run into the next best thing.
         | 
         | That said, The Mandalorian has used the Unreal engine to render
         | real-time backgrounds for scenes, so it's good enough for that
         | at least.
         | 
         | And in films they don't need to do real-time, they can take
         | their time to render a scene.
        
           | datasage wrote:
           | Often there are choices made to support a larger range of
           | devices that require comprises on graphic quality. It doesn't
           | make a lot of sense to build a game only 5% of your customers
           | can afford to run.
           | 
           | Next-gen consoles will have to become more ubiquitous before
           | the previous gen consoles are left out of game releases.
        
           | jfoster wrote:
           | In this demo I thought it "didn't feel that way" more due to
           | the camera positioning and character than anything else,
           | though. The environment seemed quite indistinguishable from
           | pre-rendered CGI.
        
             | skohan wrote:
             | A highly scripted tech demo is also not such an accurate
             | representation of what real-world results are going to look
             | like.
             | 
             | Yes they can render it in-engine, but they can use bespoke
             | character animations which don't have any blending
             | artifacts, and they can put the camera on a rail and tune
             | the assets and particle effects until they are certain
             | every single frame can be rendered in under 16ms. They can
             | hide billboards and other rendering tricks and be certain
             | the camera is never going to hit them at an angle which
             | gives them away.
             | 
             | Real-world game play scenarios are much more unpredictable,
             | and the results are likely to fall well shy of this mark.
        
             | MrScruff wrote:
             | It definitely wasn't indistinguishable from pre-rendered
             | CGI, there are a lot of shadow artifacts for one thing. It
             | looks great but we get this ever few years from the real
             | time people - they're amazing at picking off the low
             | hanging fruit of offline rendering and finding a quality
             | compromised solution that can work in realtime, but they're
             | chasing a moving target.
        
             | ubercow13 wrote:
             | It's definitely impressive but kind of obviously not pre-
             | rendered still. There is quite some aliasing in smaller
             | details of the more complex objects and the edges of
             | shadows aren't soft. The water effects looked quite bad
             | still.
        
               | emn13 wrote:
               | Also, the character model's hands+feet commonly clipped
               | the walls slightly, and sometimes had that odd sliding
               | motion in which the overall limb seems approximately
               | stationary with respect to the surface they're touching,
               | but the actual edge does not, it slides about a little.
               | 
               | I mean... that lighting was really, really good, and I
               | think this is the first triangle-based demo where the
               | surfaces really don't look oddly angular almost anywhere
               | (maybe with exception of the stalactites). But it's a far
               | cry from the hand-tuned look of something prerendered.
        
           | swalsh wrote:
           | There are definitely diminishing returns at this point.
           | However, I think there's a lot of room for impressive Physics
           | demos.
        
         | nabla9 wrote:
         | Triangles that are just one pixel in the screen, dynamic
         | lightning and overall rendering this close to photorealism,
         | it's the all the other aspects of the games that limit the
         | experience.
         | 
         | Physics engine, character movement, etc. could still be
         | improved.
        
           | majora2007 wrote:
           | Did you watch the video? Because they also have improved the
           | audio system, chaos engine and animations drastically.
        
             | globular-toast wrote:
             | The quality of the graphics make the lack of realism in the
             | animations more jarring for me. When the character touches
             | a surface it just doesn't look in the slightest. It's quite
             | frustrating actually. My brain seems ready to see realistic
             | contact but instead sees a body moving around unnaturally
             | near a surface that its supposed to be in contact with.
        
             | nabla9 wrote:
             | Yes, and you can clearly see that they have not reached at
             | the same level of realism as the rendering.
        
       | rplnt wrote:
       | > you can download and use Unreal Engine to build games for free
       | as you always have
       | 
       | That's a very stretched-out definition of always. Unreal used to
       | be one of the most expensive, if not the most expensive, game
       | engines you could license. It's been only few years they adopted
       | this free model.
        
         | asutekku wrote:
         | It's been six years already. While not necessarily "always",
         | that still pretty much covers the current generation.
        
       | agumonkey wrote:
       | It's a tech demo so I cannot expect more but it feels bland to
       | me. More like a live interactive movie. I see no potential for
       | gaming.. the visual and geometric complexity dwarfs the usual
       | gameplay IMO.
        
         | ohitsdom wrote:
         | > no potential for gaming
         | 
         | I'm very confused by this. This demo gameplay is pretty
         | representative of a few genres of games like Tomb Raider. It
         | also translates well to different types of gameplay, so I don't
         | get your dismissal.
        
           | agumonkey wrote:
           | But I fail to distinguish what more this new gen will give to
           | the latest TR game. At this point it's gpu porn, more rocks
           | that one can ever count.
        
       | throwawaysea wrote:
       | I've always been excited to see these demos over the years, from
       | childhood until now. Although they may not be what is actually
       | implemented in a real game, Unreal, id, Nvidia, etc. have always
       | managed to spark that feeling of giddy euphoria, a glimpse into
       | the future, with these demos.
        
       | Thaxll wrote:
       | For people not working in video games in might seems super
       | impresive but I can assure you that major publisher have similar
       | rendering visual in there in-house engine. Super cool none the
       | less!
        
       | OctopusSandwich wrote:
       | That looks so good! I hope they add few VR related features. I
       | tried running the default VR scene with Unreal 4 and couldn't get
       | it to work.
       | 
       | Unreal looks better than Unity but I found it difficult to get
       | started.
        
         | etaioinshrdlu wrote:
         | It took a good deal of fiddling but I was able to get this
         | starter project working with Valve Index:
         | https://www.unrealengine.com/marketplace/en-US/product/steam...
         | 
         | It included teleporting and picking up objects, full hand
         | tracking and finger positioning.
         | 
         | Overall, it seemed like a decent foundation but clearly needed
         | a LOT of work to be ready for a full game. The skillset and
         | toolset is very different than what web/app devs and backend
         | devs use.
        
         | IshKebab wrote:
         | I've got the default VR scene running on my Quest. It works
         | pretty well - there's just a slight bug with the teleport
         | texture.
         | 
         | The Unreal Editor was not as easy to use as I thought it might
         | be, but it isn't too bad. I wish it didn't take an hour to
         | recompile shaders all the time though.
        
       | aswanson wrote:
       | holy...This is crazy. I really want to learn game engine
       | architecture. Anyone have any links/recommendations for starting
       | developers?
        
         | kmfrick_ wrote:
         | Read the Game Engine Black Books by Fabien Sanglard at
         | fabiensanglard.net ! They are among the most beautiful books on
         | game engine I've ever read. I read the PDF and then bought them
         | both to support him because he really, really deserves it. The
         | other articles on his website are also really well-written and
         | super interesting!
        
           | aswanson wrote:
           | Thank you.
        
       | klmadfejno wrote:
       | Can someone help me articulate my issue with this? Looking at a
       | lot objects, they seem unnaturally detailed. Like the bugs, or
       | the statue at around 6 minutes. Something about it makes me
       | really uncomfortable feeling physically.
       | 
       | Is this like a weird infinite depth of field kind of thing?
        
         | friendlybus wrote:
         | There's limited places for your eyes to rest. The end scene
         | with heavily detailed architecture surrounded by smooth desert,
         | does it feel more comfortable than the earlier footage?
        
         | zokier wrote:
         | There are all sorts of weird (temporal?) artifacts in the demo,
         | I think especially visible in the climbing scene. Look at this
         | cropped capture for example:
         | 
         | https://ibb.co/PrYT6pq
         | 
         | The region below her arm is much sharper/detailed (missing
         | dof/motion blur?) than surrounding area. It seems to be somehow
         | related how stuff is revealed, as her arm was moving up in this
         | bit, so the overly sharp region was covered in previous frames.
         | 
         | Also the shadow (e.g. her fingers) has very sharp pixelated
         | edges which can contribute to the feeling of oversharpness.
         | There are some other lesser artifacts also abound, so yeah, its
         | obvious that the engine cuts corners. But of course that is to
         | be expected, realtime graphics is all about compromises.
        
         | freeone3000 wrote:
         | There's no distance blur and the entire shot is "in focus".
         | These shots would be impossible to take with a camera. In
         | addition, if you game a bunch, you'd expect LOD to drop with
         | distance, but here it doesn't.
        
         | kart23 wrote:
         | it's too sharp for me. I don't think there's much antialiasing
         | going on.
        
       | hpoe wrote:
       | So I don't care much for graphics quality, I started moving
       | towards the terminal and CLI for most everything in my life about
       | ten years ago, ultimately I feel that graphics falls under
       | unnecessary fluff and eyecandy that distracts from "real" data,
       | gameplay, etc.
       | 
       | But that flight scene at the end of the demo, how realistic it
       | was, how it was seamless, how detailed it produced a physical
       | reaction in me, a feeling of like "WOW" throughout my entire body
       | as I watched it. That was amazing.
        
         | dx87 wrote:
         | Graphical quality can be a way of conveying "real" data. Here's
         | a video where they cover the importance of graphics in fighting
         | games, such as allowing characters to have larger move sets
         | because the better graphics allows moves to be visually
         | distinct to players.
         | 
         | https://www.youtube.com/watch?v=dSxk7THBnxY&t=2s
        
           | hpoe wrote:
           | You kids are spoiled nowadays with all your fancy graphics
           | that substitute flash for performance, I played Warcraft Orcs
           | and Humans for weeks, in all of it's beautiful pixelated, 8
           | bit glory. Now get off my lawn, zug zug.
           | 
           | mild \s
        
       | Razengan wrote:
       | Graphics tech has been good enough for a while. I wish developers
       | would start giving more love to improving other areas like
       | physics, AI, and speech synthesis, that can make a game actually
       | _feel_ and play more realistic than just eye candy would.
       | 
       | But I guess those other technologies depend more on the CPU/RAM
       | etc. which consoles lack in, so they don't want to bother with
       | that.
       | 
       | Here's an example of how games have actually been going backwards
       | in almost all other areas except graphics:
       | 
       | Far Cry 2 vs. Far Cry 5:
       | https://www.youtube.com/watch?v=FCeEvQ68jY8
        
         | Wesxdz wrote:
         | Woah! The AI and physics in Far Cry 2 is an order of magnitude
         | better. It makes me wonder how the games regressed to be so bad
         | (maybe devs just don't care as much anymore?), given that Dunia
         | Engine is used by both games. 'the game's director, Clint
         | Hocking, noted that internally, much of the design of Far Cry 2
         | was haphazard'
        
           | Razengan wrote:
           | > _It makes me wonder how the games regressed to be so bad
           | (maybe devs just don 't care as much anymore?)_
           | 
           | Console limitations might be one reason. Apparently
           | everything has to run on every platform under the sun or you
           | might die impoverished in a dark alley, a mindset that has
           | inflicted other horrors, like Electron, upon us.
        
       | muststopmyths wrote:
       | This looks nice, but I'm not sure what the practical gameplay
       | consequences for the new tech are. I sure as shit am not going to
       | ship a terabyte of original-quality assets in my game.
       | 
       | It would help me produce cinematics more easily though, I
       | suppose.
       | 
       | Real-time global illumination looks dope. No more overnight
       | lighting builds :)
        
         | randyrand wrote:
         | why not? PS5 can download/delete as you go.
        
           | muststopmyths wrote:
           | Bandwidth ? someone has to pay for it. users might have
           | bandwidth caps and/or have to pay as well.
           | 
           | Not to mention that streaming high-quality assets from the
           | network is not going to be fast.
        
         | quotemstr wrote:
         | If I understand the geometry images paper correctly, you don't
         | have to ship the original assets. The technique uses fancy
         | topology to encode a mesh as an image --- x, y, z of each
         | vertex being the r, g, and b channels of the image --- and
         | pages the images into the GPU on demand. You can downsample the
         | images as much as you want
        
       | ngz00 wrote:
       | That is pretty impressive, but I was distracted by the lack of
       | anti-aliasing and the rough edges on all the models when back-
       | lit.
        
       | madrox wrote:
       | The lede seems somewhat buried here. The tech they spend most of
       | their time talking about has more to do with development
       | iteration than graphics. Not having to optimize LODs or light
       | maps mean more time spent generating models and iterating on a
       | scene. As with software development, quality is all about how
       | quickly you can iterate. As for the rest, this demo says more
       | about the PlayStation 5 than Unreal.
       | 
       | As a consumer, I'm expecting to see a graphics jump in the next
       | generation of games (as you would expect) and some fun new
       | physics details (yo, RTX!), but not much beyond that. However,
       | this will likely lower the cost of developing cinematic games
       | like Uncharted or RDR.
        
       | ben7799 wrote:
       | It mostly looks amazing but also very uncanny valley.
       | 
       | The development process improvements sound most promising.
       | 
       | I was amazed until the the character started climbing the rocks.
       | 
       | Seems like no one at Epic has ever climbed a rock in their life..
       | it sent the whole demo back to PS1 land. It doesn't even look
       | like a super hero rock climbing, just looks totally wrong. Almost
       | no part of the body ever looks angled correctly to reflect
       | gravity being a thing, like the physics engine switches off.
       | 
       | That and her ankles are fused and never plantar flex so the
       | walking looks bizarre. Again, it's all amazing but now it becomes
       | uncanny valley cause you notice the weird remaining stuff.
        
         | impalallama wrote:
         | I Noticed that they panned up within seconds of showing water
         | because (I assume) of how wacky the fluid dynamics look.
        
         | starpilot wrote:
         | The environment looks great, the anime-eyes character with
         | porcelain skin definitely looks UV. The climbing motion is uhhh
         | a little floaty? In any real rock climbing video, you can see
         | that the effort is much more labored.
        
         | xxs wrote:
         | Similar feeling but starting off with the initial leap. The
         | animation of the interaction/grab with the cliff edge looked
         | very off - climbing without the feet touching the rocks.
         | 
         | Creating a scenery with a lot of details depth is fine but it
         | doesn't even come close to having proper animation/character
         | models and especially realistic physics.
        
       | neogodless wrote:
       | Somewhat tangential - I was hoping I could download and run a
       | demo to see how things look on my hardware. What are your
       | favorite downloadable graphics demos?
        
         | [deleted]
        
       | forgot_again wrote:
       | I guess this might sound unreal, but I literally have not looked
       | at AAA game graphics in over 10 years, so this looks absolutely
       | stunning.
       | 
       | Back in 2009 my 360 died. I had been an avid console gamer before
       | that, but I never replaced the Xbox and in 2010 went off to
       | college, where I mainly played N64 with friends as well as games
       | on my phone.
       | 
       | After I graduated I was busy with work and life and never got
       | back into the gaming cutting edge. Sure I played StarCraft once
       | in a while for old times' sake as well as different old Total War
       | games cause they're awesome, but never the sort of major AAA
       | release I used to play all the time as a kid.
       | 
       | I also never really looked at modern graphics since I didn't have
       | friends who played modern games and never watched videos
       | showcasing what games looked like.
       | 
       | So coming from 2009, this is absurdly good.
        
       | LockAndLol wrote:
       | I hope they name the authors of the theses that they used to
       | achieve this. It's inconceivable to me that some dude sat down
       | and decided how everything should be coded.
        
       | bovermyer wrote:
       | And now I need to pick my jaw up off the floor...
       | 
       | That is some seriously impressive tech. The developers should be
       | VERY proud of themselves.
        
       | mathnode wrote:
       | Epic Online Services; this is the big take away for UE5, graphics
       | will always improve, but user experience is key to long term
       | success.
       | 
       | We can now all sit back and watch Epic eat Valve's and
       | Microsoft's Lunch right in front of them, like some kind of
       | sordid picnic.
       | 
       | I look forward to seeing the pricing details and revenue options
       | based on player base and time.
        
       | soulofmischief wrote:
       | Whatever the tech actually delivers, as braggadocios as the
       | claims are (they would render hundreds of utilities and workflows
       | obsolete), I am astounded by their licensing update.
       | 
       | I'd long migrated to Unreal for technical and workflow reasons as
       | well as having an open engine, but this just seals the deal. A
       | lot of indie studios could get their big break self-publishing
       | this way.
        
       | crangos wrote:
       | Looks impressive, especially the reduced friction for artists.
       | The demo hints at several shortcomings of the engine, though,
       | especially the nanite componet. Stepping through the feature
       | highlight (whatever the youtube compression lets through), during
       | dense scenes geometry often gets washed out, looking less
       | detailed then an authored model would probably look. Hard edges
       | often appear fuzzy, and the fuzziness is not temporally stable.
        
       | Geee wrote:
       | The tech here is impressive but so is the content they have
       | created or it. Even more so. It's kind of insane that game art
       | isn't usually given the credit it deserves. Everyone seems to
       | think that the engine just produces these images somehow. Look,
       | the artists had to actually design all this architecture and
       | statues etc. It's not an easier job than actually being an
       | architect... Producing content at such level of detail is very
       | expensive and time-consuming and it just doesn't come
       | automatically with the engine.
        
       | dt3ft wrote:
       | This is history in the making. Just leaving my trace here :)
        
       | knorker wrote:
       | Here it is on youtube, so that you can play it without it
       | stalling: https://www.youtube.com/watch?v=qC5KtatMcUw
        
       | vmception wrote:
       | so PC gamers, with 8K textures and UE5, what would you like to
       | see aside from pushed framerates?
        
         | freeone3000 wrote:
         | Removal of motion blur as the default. It's even present in the
         | demo!
        
           | vmception wrote:
           | I don't actually hate motion blur, I really like the
           | cinematic feel of in-engine graphics.
           | 
           | I went through a phase where I wanted things sharper and
           | sharper to showcase technical ability (mostly in consumer
           | grade video and photography), but then once THAT was
           | ubiquitous I found myself focusing on deteriorating the
           | quality for its uniqueness and allure. Forcing the viewer to
           | find focal points themselves and increasing interest.
           | 
           | I feel like gamers don't really have an opinion one way or
           | the other, but have been told not to like blur? I'm not
           | really sure I just haven't seen the arguments and have gone
           | full circle on the meme myself. At the end of the day I enjoy
           | it.
        
         | modeless wrote:
         | Physics and character animation haven't kept up with the
         | improvements in graphics. Especially for VR we need big
         | advancements in both.
        
         | ebg13 wrote:
         | My #1 desire for the future of game graphics is universal
         | support for foveated rendering.
        
           | vmception wrote:
           | why do you want that, out of curiosity. The description seems
           | to mimic human eye and reduce load on rendering processor,
           | but it seems like less information for the player at once
        
             | ebg13 wrote:
             | It's not less information if you have eye tracking VR
             | hardware, because you literally cannot see where you aren't
             | looking. If anything it gives you the ability to dedicate
             | more resources where it actually matters.
        
         | ThrowawayR2 wrote:
         | Better physics. It's 2020 and still doors, walls, and even
         | windows can be struck by a rocket without anything other than a
         | scorch decal left behind.
        
           | vmception wrote:
           | there have been a couple games over the decades that do this
           | well, I too am surprised how this isn't built right into the
           | engines for everyone to independently opt for doing that
        
           | tiborsaas wrote:
           | It's not a technical limitation, but more like a game design
           | limitation.
           | 
           | If you can punch holes in any wall, then the designers
           | suddenly have an infinite cases to handle. It could still
           | cause problems with open world games.
           | 
           | I'm with you btw, 100% destructible world is my childhood
           | dream for games.
        
         | Leherenn wrote:
         | Active worlds.
         | 
         | I've played open world games like the Witcher 3, or Assassin's
         | Creed Odissey; and damn they're impressive games. Assassin's
         | creed in particular was really amazing, you could wander
         | through ancient Greece and just enjoy the sights, visit the
         | cities.
         | 
         | With the kind of things demoed here it will be even more
         | amazing.
         | 
         | But the games feel somehow lifeless, as if you're the only one
         | really living in there. Sure there are some NPCs, but they are
         | all reactive, not active. You can roam the countryside for a
         | while and come back to civilization, nothing will have changed,
         | except maybe the town will be governed by blue instead of red.
         | 
         | There's some premises, on Odissey, you have some patrols for
         | both sides moving around, and if they encounter each other they
         | start fighting. But that's small scale, and partly scripted at
         | that, there will always be the same patrols going through the
         | same paths.
         | 
         | What's missing is that you cannot walk on a battle in progress
         | unless it is in the story. You won't see a city patching up its
         | walls after a siege, merchants running a real economy, people
         | going on with their lives in general. But meaningfully, not
         | just walking around the town and going back to their house at
         | night.
         | 
         | I assume it's really difficult though. First technically, it's
         | a lot of CPU power. And a lot of work to create AI that
         | meaningfully impact the world.
         | 
         | Then it's how to design a game in a world you cannot really
         | predict. It could be purely open box, a la mount and blade, but
         | I think it could be more, with an underlying story line that
         | would adapt to the changing world.
         | 
         | Of course you don't need to do everything at once. In this
         | case, simply having the 2 armies stateful (e.g. a set number of
         | troops with some replenishments, but not always the same
         | soldiers in the places), with troops moving across the
         | countryside, and 2 AIs vying for power across the land would be
         | fantastic
        
           | vmception wrote:
           | yeah, all the economy stuff in games is because you are the
           | only one amassing wealth, stealing and looting from everyone
           | and everything. it is pretty ridiculous.
           | 
           | even that skyrim patch that lets you invest and makes shop
           | owners have more money was still only influenced by you and
           | you alone
        
       | SketchySeaBeast wrote:
       | Everyone should just keep in mind the first look at Unreal Engine
       | 4 all those years ago before getting too too excited. Big step
       | forward, absolutely, but it won't be as seen here.
        
         | technovader wrote:
         | Should I not be impressed then? I thought this was cool.
        
           | SketchySeaBeast wrote:
           | It is cool, absolutely, and really neat tech, but it always
           | looks cooler in the demo than in the games that are produced
           | by it.
        
         | the_duke wrote:
         | All I could find with a quick search is this Unreal 4 tech demo
         | from 2012: [1]
         | 
         | A lot of it actually looks subpar 2020 standards.
         | 
         | [1] https://www.youtube.com/watch?v=OZmRt8gCsC0
        
           | r1nkgrl wrote:
           | Games built on Unreal 4 in the last couple of years look way
           | better than that 2012 UE4 demo. The first few years of games
           | on UE5 might not look like the UE5 demo today, but in a few
           | years they will catch up.
        
         | the_pwner224 wrote:
         | I'm not sure whether your comment was about a time delay before
         | release of the engine, or whether you're implying that computer
         | hardware won't be fast enough anytime soon.
         | 
         | In the video they said it was running on a PlayStation 5. There
         | was a section in the demo where they had interactive gamepad
         | controls so it appears it might have actually been running
         | real-time on a PS5?
         | 
         | I never thought I would be saying this but storage might
         | actually end up being a bigger issue than CPU/GPU performance.
         | The new MS Flight Simulator has to stream the world over the
         | internet because the entire map is 10 petabytes. In the UE5
         | video they said the demo scene was 13 or 16 billion
         | triangles... I imagine that will take up a huge amount of disk
         | space.
         | 
         | Modern AAA games are already 50-150 gigabytes each, and this is
         | only going to grow as models and scenes become increasingly
         | detailed.
         | 
         | Edit: finding holes in their demo - this may be a video
         | compression artifact, but the big open scene at the end
         | appeared to be of much lower quality. This is something current
         | AMD GPUs can do where if you move around it dynamically lowers
         | the resolution to prevent FPS from decreasing. Perhaps they
         | also dynamically lower resolution in the big open areas? IDK
         | how much of a benefit that would make, but you can never trust
         | these marketing videos...
        
           | seba_dos1 wrote:
           | This is a demo. You can easily see that it's structured in a
           | way that allows to easily mask loading of the new scenes and
           | that there's not a lot of interaction going on - pretty much
           | the only interactive thing they shown was dynamic
           | illumination (which is something they were promising since
           | early UE4 demos, and I believe that's what GP mostly meant)
           | and particle system.
           | 
           | You can be sure that demos like that (especially early ones)
           | make tons of compromises that are neatly hidden on the video
           | but that usually wouldn't be viable in context of a regular
           | video game - at least without severely limiting your game
           | design choices.
        
             | Spivak wrote:
             | But real games have always and will continue to use the
             | same tricks. This demo could be put directly into a Tomb
             | Raider game and would be fantastic.
        
               | nsxwolf wrote:
               | The Tomb Raider-esque parts where the character is
               | jumping and climbing didn't look right. She's missing
               | some kind of "weight" or something in her animation that
               | makes it look like she's not really doing those things.
               | Lara Croft's animations are much more convincing.
        
               | doikor wrote:
               | This isn't supposed to be a real game but a tech demo of
               | engine capabilities. Expecting them to spend as much
               | money on getting climbing animations as good as a AAA
               | game is kind of crazy.
               | 
               | When it comes to animation the interesting stuff were the
               | "automated" hand/foot placement animations like the hand
               | on the door they mentioned.
        
               | nsxwolf wrote:
               | Fair. It certainly makes me appreciate the little details
               | in games like Tomb Raider and Uncharted more.
        
               | rasz wrote:
               | looked pretty realistic .. for a spider-woman
        
               | seba_dos1 wrote:
               | Of course. However, you have a much wider choice of
               | tricks to use and where to put them in a demo that
               | doesn't even make an attempt at gameplay.
        
               | ska wrote:
               | Wasn't their point that real games never quite reached
               | the promise of UE4 demos, implying that the same will be
               | true of this generation?
        
           | konart wrote:
           | I think the comment above was about the fact that U4 demos
           | where also very realistic, and also real time. Still, how
           | many U4 based games can you name that look nearly as good as
           | those demos? I can name zero.
        
         | Trasmatta wrote:
         | I remember the first UE4 thing I saw was Fortnite, which didn't
         | seem that impressive...that might have just been the first UE4
         | game though, and not the first UE4 footage, I can't remember.
         | 
         | (Just a reminder, this was back when Fortnite was not a Battle
         | Royale game, and nobody in the world knew about the it. That
         | game was in development / early access for ages before it
         | became the biggest thing in the world.)
        
       | cosmotic wrote:
       | Even with all the amazing lighting and polygon counts, they still
       | have screenshake from a 2001 game, only now even more uncanny.
       | "Is this a video game or real li.... never mind"
        
       | gautamcgoel wrote:
       | What a magical demo! That made my day. I had largely written off
       | console gaming as a never-ending sequence of brain-dead first
       | person shooters. I'm glad to see real innovation in the graphics
       | space - coupled with advances in AI and NLP, I think we could see
       | a crop of incredibly realistic and meaningful games in the next
       | few years.
       | 
       | IMHO, a key innovation that still needs to occur is a shift away
       | from flunky and unintuitive hand-held controllers to a more
       | natural and vibrant method of input. I really liked the scene in
       | the movie Her, for example, where the protagonist is playing a
       | video game and uses hand gestures to control his avatar, all
       | without a physical controller. Wii and Kinect were the first few
       | steps in this direction - I'm not sure what the next steps are.
       | 
       | I think voice input and NLP is an incredibly fruitful space to
       | explore - imagine what video games would be like if you could
       | actually talk to the characters, instead of merely punching and
       | shooting them.
        
         | wlesieutre wrote:
         | It certainly won't be running games that look like this, but
         | the Oculus Quest is doing neat things with hand tracking.
         | 
         | Recent demo shown on Adam Savage's TESTED:
         | https://www.youtube.com/watch?v=J0KhC1GpLSQ
        
         | modeless wrote:
         | Minority report style hand waving is a dead end. Tactile
         | feedback is a hard requirement for a decent hand controlled
         | interface. But that doesn't mean we need to stick with
         | traditional game controllers. Valve Index controllers give you
         | buttons without the requirement to hold anything, plus far
         | better tracking than any controller free tracking system.
        
         | m12k wrote:
         | To play devil's advocate - games with this kind of production
         | value require a huge investment in asset production, which
         | means they tend to be very conservative when it comes to
         | gameplay, because they want to be damn sure it doesn't flop. So
         | until the production of something like this comes way down in
         | price, the games that look like this are likely to be clones of
         | existing successful games, e.g. Uncharted, brain-dead first
         | person shooters, etc.
        
           | moultano wrote:
           | Maybe, but photogrammetry is a _waaaay_ cheaper way of
           | producing assets, and being able to directly ingest high res
           | models from a scan could actually drop the art costs of games
           | a great deal.
        
           | dvtrn wrote:
           | I thought Horizon Zero Dawn hit the right balance across
           | gameplay, visuals and story narrative in this current
           | generation of gaming and received all the praise it deserved.
           | Now, I'll say in my opinion, not one thing was overwhelmingly
           | novel in comparison to the rest, but the attention to detail
           | given to each of those elements elevated the collective
           | experience in that particular title, the result was a game
           | that felt incredibly fresh and easily replayable.
        
           | Panoramix wrote:
           | This demo looks more like a somewhat interactive movie than a
           | videogame.
        
         | utexaspunk wrote:
         | That was my first thought- it's a shame all we have to interact
         | with such a complex, richly rendered world is a couple of
         | analog sticks and some buttons.
        
           | ccvannorman wrote:
           | You're going to absolutely love what Oculus is working on.
        
             | TeMPOraL wrote:
             | What are they working on? New hardware?
        
         | mortenjorck wrote:
         | I kept expecting the demo to fall back into some kind of
         | traditional combat scenario as the player character explored
         | the environment, but I love that Epic decided to make the
         | hypothetical game in this tech demo exclusively about
         | exploration.
         | 
         | I would absolutely love to play a game like this, combining the
         | sensibilities of indie walking-sims with the epic scale of
         | triple-A productions.
        
       | VMG wrote:
       | does it run on linux?
        
         | acomjean wrote:
         | Unreal engine 4 does, so I suspect yes.
         | 
         | You'll probably have to compile it yourself, but it isn't hard.
         | (I did it).
         | 
         | https://docs.unrealengine.com/en-US/Platforms/Linux/Beginner...
        
         | kgraves wrote:
         | which one?
        
       | soygul wrote:
       | I wonder if the background in the flight scene is pre-rendered.
       | If not, then PlayStation 5 (which the demo is running on) is
       | going to be a beast of a console.
        
       | theandrewbailey wrote:
       | I have to wonder how much of this requires ray tracing hardware.
       | I've noticed for many, many years that the quality of models and
       | textures has been 'good enough', but lighting, for the most part,
       | still sucked. Ray tracing seems to solve a lot of lighting
       | problems.
        
       | skohan wrote:
       | The real-time GI is amazing. Ray tracing is going to be a game
       | changer, not only in terms of visual quality, but also because
       | it's one of those rare times in computer graphics where the more
       | advanced solution is actually making it easier on graphics
       | programmers by replacing a bag of dirty tricks with a unified,
       | physically based solution.
       | 
       | One interesting note: they say the GI is "instant" but you can
       | actually see that they are using temporal stabilization to
       | achieve this effect, and there's a slight lag between when the
       | light changes and when the GI finds its resting point. I suspect
       | removing this lag will be one of the things which makes graphics
       | feel "next gen" when GPUs can handle enough rays per pixel to
       | handle GI in one or two frames instead of a few dozen.
        
         | brundolf wrote:
         | I tried to figure out whether the new GI used raytracing, and
         | it doesn't seem like it is? If it is using raytracing hardware
         | it isn't nearly as impressive. If it _isn 't_, then it's sheer
         | magic.
        
           | [deleted]
        
           | skohan wrote:
           | I'm almost certain they are. HW raytracing is of the big
           | selling points of the new console generations, and if they
           | achieved these kinds of results without it, then I would have
           | to reconsider my skepticism of the occult.
        
             | paavohtl wrote:
             | It was confirmed[1] in a Digital Foundry interview that the
             | demo is NOT using HW raytracing.
             | 
             | [1] https://www.eurogamer.net/articles/digitalfoundry-2020-
             | this-...
        
               | skohan wrote:
               | That's incredible. I look forward to learning more about
               | how they do it
        
             | [deleted]
        
           | olavgg wrote:
           | Shadows are too sharp, so I don't think they use raytracing.
        
             | brundolf wrote:
             | It certainly isn't _completely_ raytraced, because current
             | hardware can 't support that. If they use the new hardware,
             | they're using it in some kind of mixed mode. Whether that
             | means only for certain materials, or whether they're able
             | to use it to do "fat rays" that approximate only the
             | general direction for indirect light, or whatever else. But
             | direct, hard shadows are quite cheap (comparatively) on
             | today's regular, rasterization-based rendering systems, so
             | that part isn't surprising.
        
               | skohan wrote:
               | It certainly isn't fully path traced, but the result does
               | look to me like they are using ray-traced GI. You can
               | tell by some of the details, like colored bounce lighting
               | which I am not sure can be achieved with this level of
               | detail using other methods.
               | 
               | The current standard for getting real-time performance
               | for ray tracing is to limit the number of rays and
               | bounces, and stabilize the results temporally.
               | 
               | I.e. to get a "physically accurate" result you would have
               | to send hundreds, or thousands of rays per pixel, and
               | bounce them up dozens or hundreds of times. With this
               | method, instead you send maybe even one or two rays per
               | pixel, which gives you a noisy result. But you store the
               | result, and accumulate it over a number of frames, and
               | apply de-noising, and over time you end up with a high-
               | quality result.
               | 
               | I believe that is why when the light moves, the GI lags
               | for a fraction of a second in this demo.
        
               | longtom wrote:
               | Another trick is in stead of tracing multiple bounces per
               | ray at once, to compute one indirect bounce every n-th
               | frame using intermediate results from the previous (not
               | the current) frame and then spatio-temporally smooth the
               | results, possibly with on-screen bilateral filtering of
               | the past few frames. I think one can see they do this
               | when they move the light source. It takes a while for the
               | indirect bounces to fade out. Perhaps they use screen
               | space ray tracing for this (meaning no indirect bounces
               | for occluded geometry).
        
             | skohan wrote:
             | Why would sharp shadows rule out raytracing? And how would
             | they achieve this quality of GI without it?
        
               | longtom wrote:
               | Because softer shadows add to the realism, so they would
               | have used them if they had invented a new efficient ray
               | tracing method! Look at 5:12 in the video. The shadows
               | are way too sharp. It's probably good old shadow mapping
               | for the first bounce and then screen space(?) global
               | illumination.
        
         | rasz wrote:
         | Ray tracing is a scam to push more hardware we dont need.
         | 
         | https://www.youtube.com/watch?v=RNRp9Y33xWE Can you spot the
         | difference worth >2-3x performance drop?
        
           | waltpad wrote:
           | It seems to me that this game doesn't actually take in
           | account all the _seemingly_ existing light sources when
           | computing the shadows: see for instance at around 7:45, there
           | is an obvious light source in the bottom right region
           | (actually a bunch of synchronized pulsating lights on some
           | sort of cylinders) which clearly should affect the surfaces
           | close to it, but it doesn 't in either mode! In the next
           | comparison, there's a fire burning close to a wall, and
           | likewise the fire doesn't seem to emit any light on the wall.
           | Actually, the commentators do mention that there isn't that
           | much dynamic lights handled in the game, limiting the effect
           | of RTX.
           | 
           | I don't know how that RTX tech is working, but from what I've
           | seen of the port of Quake2, it looked much more convincing -
           | did you see it before making that judgement?
        
             | anchpop wrote:
             | Current games that use raytracing often only use it for 1
             | light. For example, Metro Exodus only uses it for the sun.
             | This means parts that take place underground look virtually
             | identical with or without RT turned on. It's possible that
             | they do the same thing in this game
        
           | skohan wrote:
           | Real-time ray tracing is not impressive in the current
           | generation of games because they're optimized to maximize the
           | quality of traditional lighting solutions. Most games use
           | mostly static assets and lighting, because baked lighting can
           | get a nearly photorealistic result as long as nothing moves.
           | 
           | Highly dynamic environments are where the technology shines,
           | because it can achieve results which traditional solutions
           | simply can't. I think ray-traced Minecraft is the best
           | current example of the potential of this technology.
        
           | naikrovek wrote:
           | This is a very ignorant comment.
           | 
           | For some tasks, ray tracing already outperforms traditional
           | rasterization.
           | 
           | All "photorealistic" 3D renderers are trying to produce
           | output on par with a true ray tracing renderer, and because
           | the computation required is so high, tons of bodges and hacks
           | are employed to approach that level of quality. The resulting
           | complexity of a traditional rasterizer is astronomical
           | compared to the complexity of a ray traced renderer.
           | 
           | Ray traced graphics has been the goal the entire time
           | computer graphics have been a thing; for the past 40 years,
           | at least. That's always been the goal. I can't remember a
           | time when it wasn't.
           | 
           | It's only now that hardware fabrication technology has put us
           | in a place where we're able to slightly open the door to the
           | rendering techniques we've desired for so long. It's an
           | exciting time.
           | 
           | It is not a scam. It may not perform well in most situations
           | currently, but I can promise you, that will change
           | significantly as time goes on.
           | 
           | Just like how early CPU hardware was slow and expensive,
           | early ray tracing hardware is slow and expensive. Over time,
           | CPU hardware has gotten cheaper and faster, and the same will
           | happen with ray tracing hardware.
        
           | bob1029 wrote:
           | IMO, ray tracing is a scam as currently presented by Nvidia,
           | et. al. GPUs are not the correct way to approach this
           | problem. RTX is an approximation at best and a complete joke
           | at worst. That said, I do believe ray tracing is the future
           | and can become the standard way in which we engage with all
           | 3D graphics concerns.
           | 
           | Contrast the GPU with the newest generation of x86 CPUs. They
           | have more cores than you can typically use, provide
           | ridiculous amounts of pipelined throughput, and have
           | specialized vector instructions which can dramatically
           | accelerate common 3D graphics tasks (i.e. matrix
           | multiplication).
           | 
           | Most practical ray tracing algorithms are trivially
           | parallelized (e.g. just throw each scanline at a thread) and
           | also exhibit properties which can leverage the deep stack
           | depths and OoO execution enabled by modern CPUs. Ray tracing
           | is inherently a recursive activity with a profound number of
           | potential branching opportunities. x86 has absolutely no
           | problem dealing with this kind of scenario. This is exactly
           | what it was built for. GPUs on the other hand require yet
           | more specialized hardware that has its limitations baked-in
           | at the transistor level. x86 does not have these same kind of
           | limitations.
           | 
           | Consider the hypothetical benefits of having your entire
           | graphics pipeline implemented within 1 cache-coherent memory
           | domain and on top of a single instruction set. Imagine no
           | Direct3D/OpenGL/Vulkan/drivers/etc are involved to ruin your
           | day. What if you could fit all of your required scene,
           | texture and model data into L3 cache? How many times can you
           | fill L3 from RAM per second on a 3950x with reasonable memory
           | configuration? How many times per frame at 60fps? I feel we
           | need to take some time to look at the emerging opportunities
           | with the new hardware that is coming to market.
           | 
           | I worry that the developer community is so out of touch with
           | the hardware aspect (e.g. 22ms hello world) that we are
           | basically saying "lol no just use GPU magic graphics
           | rectangle" and calling it a day. I feel like specialization
           | of ASICs is fundamentally taking us in the wrong direction
           | now that we are able to put so many general purpose cores
           | onto a single package/die in a very cost-effective manner.
           | Maybe this is why AMD is taking so long to bring a proper
           | Nvidia killer to market. At some point there has to be a
           | certain # of cores where someone raises their hand and asks
           | "why do we still need a separate GPU?".
        
             | jayd16 wrote:
             | Fundamentally we're talking about 10-15 recursive bounces
             | but millions of independent rays. A GPU is not at a
             | disadvantage.
             | 
             | Consoles have dabbled with single memory models and high
             | memory bandwidth etc. and its nice but its not new. Mobile
             | chips are unified memory.
        
       | zarkov99 wrote:
       | This is stunning, but scary. Even if my descendants survive
       | plagues, nuclear war, climate change and malevolent AI's, they
       | might not have a chance against the allure of these simulated
       | worlds.
        
         | lotyrin wrote:
         | On the other hand, I think this probably is the least-scary
         | answer to the mystery of the great filter.
        
           | keenmaster wrote:
           | If there are other civilizations out there, I think we're
           | more likely to be visited by super-intelligent AI than we are
           | to meet their creators. Think of a small sentient spaceship
           | going the speed of light with a million IQ hive of
           | replicators on board. They wouldn't have to bother about life
           | preservation or oxygen or any of that noise. Their creator
           | species would stay in their galaxy until their AI finds
           | another ideal planet to colonize, or they could be dead and
           | their legacy lives on in the AI. The existence of
           | extraordinarily compelling virtual worlds wouldn't have much
           | of an impact in my opinion.
        
         | stjo wrote:
         | underrated comment
        
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