The Matrix demo is close but the facial expressions are still a bit off like the person who's doing mocap is wearing a mask even if they're not. It'll be quite interesting when they finally get those issues resolved and when developers also try to make more unreal (pun intended) looking effects that interact more with realistic looking settings or characters. Having the freedom to make such a disjointed thing in a 3d renderer like how surrealists use to do with oil paints and the like it something underutilized in cinema and games imo.
> First off, there’s Lumen—a fully dynamic global illumination solution that enables you to create believable scenes where indirect lighting adapts on the fly to changes to direct lighting or geometry—for example, changing the sun’s angle with the time of day, turning on a flashlight, or opening an exterior door. With Lumen, you no longer have to author lightmap UVs, wait for lightmaps to bake, or place reflection captures; you can simply create and edit lights inside the Unreal Editor and see the same final lighting your players will see when the game or experience is run on the target platform.<p>Please correct me if I'm wrong, but isn't this basically a software-based implementation of NVIDIA's hardware-based RTX?
Can someone that has experience with Unreal Engine give some sort of approximation of what is required to sort of achieve minimum competency as a developer in it? Like, with web stuff, you can get up and running fairly quickly and slowly scaffold your way to more intricate projects... can the same be done with something like this or is the initial learning curve a bit steeper?
From an art workflow perspective nothing even comes close. Just put down your models in the scene, place the lights and your done. All the additional scene setup and art passes that are no longer required really set artists free to actually work on the art instead of optimization and fake lighting. No baking lightmaps, no baking LODs, no hours spent placing 'fake lights' to simulate GI.
“Large World Coordinates (LWC)” - fantastic.<p>My projects use Unity and any time the camera gets 1800m from the world (0,0,0) the camera begins to shake. By 2000m the shake is too violent to use.<p>So you have to reset the coordinates by a hack if you want a world scale 1:1 map
Has anyone spotted discussion of WebGL render targets?<p>UE4 could target WebGL but for UE5 I'm just finding a few hobby/fanboy forum posts not anything official from Unreal.
The keynote presentation that came out today covers all the new features:<p><a href="https://www.youtube.com/watch?v=7ZLibi6s_ew" rel="nofollow">https://www.youtube.com/watch?v=7ZLibi6s_ew</a>
If Epic were public, I’d park all of my retirement funds in there. I’ve watched this UE5 development and actively developed in it as a non-gaming dev! They’re thinking 5-10 years ahead.
This sort of engine is a vast new vista of computing possibilities- apart from games and films, the opportunities for such 3D environments in many businesses is large (maybe huge!)<p>So as someone who has never touched game dev, what is the learning curve like - exponential? What is "basic competence" once past "hello world"?<p>Thanks :-)
The matrix demo project requires 100GB of disk space!<p>While uninstalling games to free up space to download the project, I noticed that there was no correlation between a game's disk space usage and the amount of fun it provided.
I'm confused. I downloaded UE5. Created starter fpp project. Built it and ran it as standalone onn dx12. Switched to fullscreen, showed fps counter (120fps on 120hz oled tv) but the "game" doesn't feel like 120fps. It feels like at most 60. And before I turned off motion blur it was really smudgy and after I turned if it's really choppy.<p>What's happening?
Brilliant! I've been waiting for them to release this together with the Matrix sample. It looks like they have done so but have stripped a lot of the Matrix-specific assets.
The Quixel integration is going to help devs quickly build out gorgeous concepts. It will also usher in a new era of asset flippers building garbage that also looks beautiful.