Unreal Engine 5.3 | Nanite VR Is Here, and It's Incredible!

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  • Опубліковано 2 лис 2023
  • With the release of Unreal Engine 5.3, Nanite finally works with VR! And its absolutely fantastic! In this quick video, I play around with an old Mars City project, and build a few levels to test out the capabilities of Nanite. As a bonus, I try the level using an Oculus Quest 3 and PCVR, which looks absolutely incredible!
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КОМЕНТАРІ • 162

  • @waifu_enjoyer
    @waifu_enjoyer 7 місяців тому +89

    Looking forward to seeing more VR support. Using praydog’s mod in everything UE5 till now it really does take a small glimpse at the future!

    • @AlistairHume
      @AlistairHume  7 місяців тому +11

      Oh wow that looks like a cool mod! I might have to pick up a 4090 and spend a few hours checking out awesome looking worlds :D

    • @X862go
      @X862go 7 місяців тому +1

      Agreed it's pretty sharp 👌

    • @abunknown234t7
      @abunknown234t7 7 місяців тому +1

      dude pls tell me how to use that mod injector 😭

    • @waifu_enjoyer
      @waifu_enjoyer 7 місяців тому

      @@abunknown234t7 will be hopefully released this year for free. Pretty easy, just pick a running UE 4/5 game and click inject :)

    • @ibrews
      @ibrews 6 місяців тому

      @@AlistairHume it's incredible!

  • @Nynex
    @Nynex 7 місяців тому +4

    Ive been playing around with VR in UE for the past couple years also running on a mid-potato chasing the latest nanite/lumen implementation on UE Github while balancing the Quest 2 and now 3 processors. Slowly waiting to make my move to strike and make something.
    Fantastic video. The voice, the music, and inspiration is spot on. Keep making more videos please.
    Also doing the parallax shader technique with building windows like in the Matrix demos really help a story . Best.

  • @JohannAlbrecht
    @JohannAlbrecht 7 місяців тому +32

    Looks great would love to see you do more VR combined with Nanite videos.

    • @AlistairHume
      @AlistairHume  7 місяців тому +2

      Thanks very much :) Nanite's finally here, so there will be more fun to be had with it!

  • @ibrews
    @ibrews 6 місяців тому +7

    excellent video Alistair!! thanks for continuing to evangelize VR with your awesome projects and I appreciate the visual shout-out to a few of my vids at the beginning.
    one thing to be aware of : when you bake lighting with nanite meshes, the baked lighting goes onto the proxy meshes (the lowest LOD ones). Won't notice for the most part with this city view, but getting close to, say, nanite furniture you'll see some funky shadows.

    • @AlistairHume
      @AlistairHume  6 місяців тому +1

      Thanks a lot :) Same to you! Your videos are always such a great guide for what's possible in UE5 - and its always months before anyone else! Looking forward to seeing what comes next :)
      And yes, that's one of the more annoying limitations on static lighting for Nanite at the moment. There is a workaround that is fine for mid-poly workflows though. If you adjust the relative error for the fallback mesh down to 0 (or a smaller figure for more complex organic meshes), then the fallback mesh that is used for the bake, is the same is the Nanite mesh. Its not ideal, as the entire scene is now a lot heavier for non-nanite platforms. Ideally, there would be an option to 'Use Nanite Mesh for Static Lighting' that gets included in future versions. I haven't requested a feature like that yet, but I also haven't checked if anyone else has. Other workarounds we're looking into include:
      a) Changing the fallback mesh at build time back to defaults.
      b) Having a more explicit workflow that builds simplified levels for non-nanite platforms (mostly mobile).
      Both come with drawbacks, but in the short term we're fine with the current setup, as we can still keep building our projects :)

    • @ibrews
      @ibrews 6 місяців тому

      @@AlistairHume great point!!

  • @1979nige
    @1979nige 6 місяців тому

    Thanks for this Alistair will be having a go at this to test our VR project

  • @scanx6163
    @scanx6163 7 місяців тому +2

    If every VR Devs could be like you....

  • @notaspectator
    @notaspectator 5 місяців тому +1

    As an artist and a software engineer, I am enjoying deeply your thoughts and effort and passion.

  • @thesystemera
    @thesystemera 6 місяців тому +1

    Bro! Love your videos! Long time. Hope all is awesome 💜🤓

  • @konstantinzolozhkov9241
    @konstantinzolozhkov9241 7 місяців тому +1

    Quality content. Future is promising. We need this to get polished and micorOLEDs in our headsets.

  • @MrLozzinator
    @MrLozzinator 7 місяців тому +1

    Another great video! Excited to see more

  • @jf0314
    @jf0314 7 місяців тому +7

    This looks fascinating and, as someone with a 2080 Super/Quest3, looks like it's running very well. I can't wait to see what you're developing. Hopefully something story-focused.

    • @AlistairHume
      @AlistairHume  5 місяців тому

      Story, environmental exploration and some scifi mystery themes across the game :)

  • @triggerfishgames
    @triggerfishgames 7 місяців тому +16

    Nice Video! We tried using Nanite and DX12 with our latest VR project, but in the end the framerate was just too slow, so we had to revert back to DX11 which is a real shame, but it is still a heck of a lot faster!

    • @AlistairHume
      @AlistairHume  7 місяців тому +22

      Ah, sorry to hear that! I've had the same experience with UE5 as well. Its been really frustrating and a little scary to see how slow UE5 can run with VR when you even try to 'look' at the new features. But 5.3, to my testing, has been incredibly fast across the board. It takes a few minutes to balance and optimize settings, but once there, it rips. I believe that a small team that loves VR inside Epic Games put a lot of work to get it this far, and I'm incredibly grateful to them :)

    • @financelician3564
      @financelician3564 7 місяців тому

      Very cool, maybe change from Unity to UE5 now

    • @kidzorro
      @kidzorro 7 місяців тому +2

      I've had similar results with the low frame rate and had to revert to DX11. It makes me wonder where PCVR will be in a few years, considering the current trend of increased resolution in VR headsets. It only makes it more challenging to create high-fidelity games that can run smoothly. Will software eventually solve the optimization problem, or will we need to wait for midrange GPUs to reach the performance level of the 4090, making it more accessible to most people?

    • @triggerfishgames
      @triggerfishgames 7 місяців тому +2

      @@kidzorro We completely agree. and think that the resolution of the Valve Index Headset is probably the sweetspot. Any resolutions higher than that is really not going to be helping VR developers atm!

  • @ChrisM541
    @ChrisM541 7 місяців тому +3

    It's fantastic how UE is advancing. Of course, even an AAA VR experience doesn't need huge volumes of assets. I'd be more interested in focusing on the game, then, the asset package/balance since these can be fine tuned later. We really do need more AAA class games/experiences to really sell VR, and focussing too much on the tech can, and frequently does, detract from the end product.
    Still, and as always, yes, it would be nice to 'have it all' - and you've done well in demonstrating what might be possible.

  • @evolicious
    @evolicious 5 місяців тому +2

    As a fellow Deckard believer, I must say, that kit is the only hope of PCVR surviving in the next 5 years. Mobile XR2 Quest is the vast majority market (80%+ marketshare that is growing every second), and no respectable studio with a sense of business would dare to make a PCVR game. It's a dead platform, unfortunately.
    Meanwhile, Valve has added steamlink that works with Quest, which is the first big PCVR support software we have seen in 7 years other than steamvr.
    Here's hoping that more devs can see the light, a huge market of PCVR owners that have given up becasue Half Life Alyx was literally the first and last AAA PCVR game.

    • @AlistairHume
      @AlistairHume  5 місяців тому +2

      A worrying but accurate assessment, I think. Especially since my studio is making a PCVR game that absolutely could not run on Quest - even the 3. Its a small team, but a very cool project. It uses Nanite, millions of triangles and tries to push for next gen visuals at every turn, without requiring a 4090 to play. We're targeting PS5/Xbox Series X performance as our benchmark, with FSR to boost perf on lower end machines.
      These days, its best to program it to run on flatscreen as well as VR, to make up the numbers and access a wider player base, which is our approach to justify targeting high-end VR. PSVR 2 also helps, though its still quite niche.
      We think we can pull off a successful game without the Deckard, but I want to see the high-end industry thrive. That's where the excitement is, as well as the true frontier of immersive gaming! I'd rather do a series of high end games than pivot to mobile, as most of my peers have done.
      I guess we'll see :) Wish us luck lol! Worst case, we'll port it to the quest 5 in 2028

  • @sub-jec-tiv
    @sub-jec-tiv 7 місяців тому +1

    Wow. I would looove to be able to walk through a city like that at night in VR. Jeez i better get a move on and learn UE5.

  • @brettcameratraveler
    @brettcameratraveler 7 місяців тому +2

    Really been enjoying your exploration of this topic for over a year now. Curious what features and different practices would you employ if you knew your target audience was strictly 3080 - 4080. An updated video testing the absolute limits of the different lighting techs, dynamic effects and Nanite in 5.3 with VR would be great. Doesn't have to be a complex, crafted world but something quick that aims to reveal the most effective techniques and technologies for the highest end VR.

    • @AlistairHume
      @AlistairHume  7 місяців тому +5

      That's a great question! To be honest, I'd probably just do a few things:
      Design slightly larger levels
      Use a few more dynamic lights, that cast shadows
      Feel safer using a few more 4k textures
      Have optional settings for users with more powerful GPUs to enable screen space effects like Lumen Reflections (which work without needing the GI component as of 5.3), Ambient Occlusion, etc etc.
      Add a lot more props and tiny details to the level
      Use more atmospherics and particles
      If I knew that a 4090 upwards was my benchmark for a future game, I'd begin to completely re-scope the way I design VR games, and look into environments with a lot more complexity, day/night cycles, etc. You can totally pull that sort of stuff off this generation. A good example is Assassins Creed VR, which is coming out soon. But to do it at the level I'd like to see, I would want to crank the detail upwards a lot. The biggest problem is that more complex assets take longer to make (usually), so there's always a sweet spot.
      When I finally get a 4090 or similar, I'll do some tests going absolutely nuts. Probably won't be something like The Matrix Demo, as that runs rough even on flatscreen. But something large, dynamic and detailed will be the aim :)

    • @brettcameratraveler
      @brettcameratraveler 7 місяців тому +1

      @AlistairHume Thank you for the detailed response. Using Unreal to teach virtual production and VR for immersive education and a virtual location scouting so always looking to push the realism to make it believable. Thanks for the perspective. Get that 4090. Your work deserves it.

  • @Johnduhh
    @Johnduhh 4 місяці тому +1

    Nice one, you are THE bob ross of ue 🎉

  • @VRDivision
    @VRDivision 7 місяців тому +2

    good stuff bro!

    • @AlistairHume
      @AlistairHume  7 місяців тому +1

      Thanks a lot :) Great to see some the awesome stuff you've built!

  • @Roughpaws_Studio
    @Roughpaws_Studio 7 місяців тому

    Can't wait to see them bringing Nanite to mobile platforms, I'm working on a Quest 2/3 game atm. It's on their roadmap but no idea when to expect it.

  • @henrybear4600
    @henrybear4600 Місяць тому

    I watch your video again as I continue build my first few levels. I was thinking it would be sweet to see hover crafts flying throughout the level. The night scene would be sweet. I wonder what kind of load it would put on the gpu. Just admire your detail.

  • @flameknight7
    @flameknight7 6 місяців тому +5

    As a vr enthusiast, I'm excited to see the potential for proper nanite usage in vr games.

  • @waitumusprime
    @waitumusprime 5 місяців тому +1

    You should look into using level instances and packed level actors so that you can get better performance with instanced static meshes. Noticed all of your "cities" are one big group of normal meshes.
    And changing some of those lights to spotlights 😄

  • @LittleFellaDynamics
    @LittleFellaDynamics 7 місяців тому +1

    Really great sci-fi city scape looks fabulous and the interior design is very pleasing 🌟good to see you testing the nanite with an RTX 2080 to proove that developers with older GPU's can have a go at working with these types of environments 🌟I have a 3080 coupled with a Ryzen 3950x and was very much in need of the nanite development to even consider a personal project that I would like to develop. 🌟Subbed and look forward to your videos expanding on this particular creative project >> great work and channel here perfect 👌💯👀🎯😎🌠

  • @kamaracso
    @kamaracso 7 місяців тому

    Nice job

  • @TheUnrider
    @TheUnrider 7 місяців тому +8

    High fidelity VR MMOs just feel like being a lot closer now

    • @rhadiem
      @rhadiem 7 місяців тому +2

      Yep high resolution screens and 4090 tech that will trickle down to the masses is getting really good.

    • @cryingsurrogate
      @cryingsurrogate Місяць тому

      It's all in our hands now

  • @zeblanoue2642
    @zeblanoue2642 7 місяців тому

    Can’t wait to see what naught dog will do with something like this

  • @NicoleSummer8
    @NicoleSummer8 6 місяців тому

    Woo,Awesome!👍💪👏

  • @amorgan5844
    @amorgan5844 7 місяців тому +1

    That map!! Jet packs and big team battles, you have a top selling game on steam guaranteed! No maps look anything close to as fun as what you created here! Any plans to release on sidequest so we can take a look?

  • @trashman1358
    @trashman1358 7 місяців тому +1

    That's a 2080? Oh man. That's awesome!

  • @henrybear4600
    @henrybear4600 2 місяці тому

    Sweet, love the work you have been doing. Was this city used in a VR program called "Air Car".

  • @jdigi78
    @jdigi78 6 місяців тому

    Honestly all I could think of while looking at the result was how passable a simple prerendered skybox would have been

  • @blackphysicalexperimentation
    @blackphysicalexperimentation 7 місяців тому

    Wooow! Yeah!!!🥰😆😆😆😂😝😎😄😄😁. Im excited

  • @savmass
    @savmass 7 місяців тому

    Nice video! What systems specs are you running to be able to run this at 90 fps at 4k?

  • @Duckamoly
    @Duckamoly 7 місяців тому +2

    These tools are awesome, but my 1660 already doesn't like running ue5 and playing in VR, let alone with Nanite or Lumen. Excited to see VR tools improve though.

  • @Dylan-yl2ok
    @Dylan-yl2ok 6 місяців тому

    i`m imagining what vtol vr could look like with this level of detail...

  • @pistolao_vr
    @pistolao_vr 7 місяців тому +1

    Time for Bathesda to launch Skyrim for the 20th time but now in UE5 😂

    • @DaddyVader87
      @DaddyVader87 6 місяців тому +2

      I think I would actually rebuy it at that point..but everything in the game would have to be re done.

  • @alexandrelamarre7586
    @alexandrelamarre7586 5 місяців тому

    This makes me want to replay Aircar a bunch.

    • @AlistairHume
      @AlistairHume  5 місяців тому

      I did play it again recently, and it is still brilliant :)

  • @justindressler5992
    @justindressler5992 7 місяців тому

    Will you be providing a sample of this VR project on marketplace? How did you generate the city?

  • @vloggingwithmichael7635
    @vloggingwithmichael7635 Місяць тому +1

    While im watching this, i made a game in my mind

  • @balls12324
    @balls12324 4 місяці тому

    is there some kind of plugin that makes you record at 60fps or something because this looks like 45fps at 60fov

  • @MrDmonahan96
    @MrDmonahan96 7 місяців тому

    Hi
    Are you plugged in or streaming over wifi?

  • @importon
    @importon 7 місяців тому +4

    Very cool! but this looks rather low-poly already, why is nanite needed here?

    • @AlistairHume
      @AlistairHume  7 місяців тому +1

      Indeed! The assets are optimized for UE4 specced games :) The main uplift here is much larger cities and more detail on screen. I remember back in the day, I couldn't really run this at all in UE4, but it runs nicely here. UE5.3 is finally really fast for VR!

  • @thevrhubnetwork
    @thevrhubnetwork 7 місяців тому

    ima check it out is it on steam

  • @rodneyabrett
    @rodneyabrett 6 місяців тому

    Nice to not have to worry about making imposters or LODs. I'm sure that will still be applicable in some circumstances, but I think it'll eventually be one of those things in the pipeline that goes the way of manual UV unwrapping or entering skinning weight values using a table instead of a brush. With each game engine advancement, more busy work is removed which liberates the artist more. My only concern is that the first couple of commercial games that use Nanite tend to make environments way too noisy and busy just because they can, however, it doesn't always equate to good design.

  • @tomoprime217
    @tomoprime217 7 місяців тому

    One day you might be able to recreate AirCar (2017) which was my favorite experience in VR back in the day. By then Unreal 6 might be out. 😅

  • @Dietahvr
    @Dietahvr 7 місяців тому

    would be interesting to see fpsvr in scenes like this. to give an idea how performacne light or heavy things are.

    • @spidermonkeynr1
      @spidermonkeynr1 7 місяців тому

      Hiya. Fun to meet you here. It looks awsome

  • @joeysipos
    @joeysipos 7 місяців тому +2

    Now if you got this working in standalone I’d be impressed. I haven’t seen much UE5 projects on standalone Quest with Nanite running. I am not sure if it’s possible?

    • @AlistairHume
      @AlistairHume  7 місяців тому +4

      I've see some people get Nanite working on the Quest 2 back in the day. But back then, it was barely working at all. Also, I'm not sure whether they'd even made it run properly or just claim they did, as it was early into UE5, and no one really knew the tech yet.
      We're getting closer to Nanite on Standalone with the Quest 3, but to my knowledge, it currently isn't supported on Android at all. They've put a lot of work getting it to run on Apple's M2 chips, so I would guess its a software architecture issue, as well as a performance issue.
      I wouldn't be surprised if we see some Nanite stuff on Mobile in the next few years. It is fast, but there's still a base cost to using the system, that's approximately 4ms on modern PC hardware. Until Mobile VR is ripping fast, I think a really optimized UE4 workflow, that doesn't use Nanite at all, will still get some amazing results.
      I'm personally curious to see what Valve is cooking up, as the rumours suggest that it brings the best of PC and Mobile VR together. I have a lot more interest in building for powerful devices, as you can pull a lot of amazing visuals off, but the Quest 3 is a really nice headset, and its power is really impressive. I guess my dream would be a solution that lets you scale Nanite assets between Mobile and PCVR, for example by reducing the mesh complexity for simpler platforms. No extra building or level swapping, just sliding a scale in the editor. If we can hit that, I will do a backflip :)

  • @DaddyVader87
    @DaddyVader87 6 місяців тому

    This scene looks great in the day light id suggest maybe something slightly different for the night time maybe. This is however not me bashing it as a vr gamer and an unreal engine wanna be dev this is perfect.

  • @TimsFPVundROVfootage
    @TimsFPVundROVfootage 7 місяців тому +2

    So , do you think it might be possible to see games popping up with good textures soon?

    • @AlistairHume
      @AlistairHume  7 місяців тому +1

      With some luck. If you use Virtual Textures, which is a way of storing higher resolution textures without blowing your GPU's memory, then its possible to have more 4k and 8k textures so everything looks really high detail. But you still have to model, light and texture things well from an artistic perspective. For VR, I still use them a little sparingly, because performance has to be top priority. But there's definitely an uplift, and things are starting to look sharper and crisper than I've ever seen before in VR :)

    • @TimsFPVundROVfootage
      @TimsFPVundROVfootage 7 місяців тому

      @@AlistairHume sounds good, I love VR no question about that , but i feel like its time that it stops to look like gaming from 2005 , whenever i tried to get friends into VR they got turned off by the graphics/model details and stuff.

  • @Dirk2006Neu
    @Dirk2006Neu 7 місяців тому

    Great Video. Thank You. 👍 . Is it possible to get this Scene/Datafile from the City from you or is it CopyRight/Commercial ? 🙂

    • @AlistairHume
      @AlistairHume  7 місяців тому

      To memory, a few of the textures can't be shared. But if I have time in the future, I will look into re-authoring the scene and getting it up somewhere :) No promises in the short run, but it would be cool to see it out there

  • @kevinkev1530
    @kevinkev1530 7 місяців тому

    👍🏾👍🏾👍🏾 subbed

  • @Alexcolin12-kw5gn
    @Alexcolin12-kw5gn 6 місяців тому

    VR need great games

  • @ricepony33
    @ricepony33 6 місяців тому

    Foveated rendering in effect?

  • @idb7261
    @idb7261 7 місяців тому +3

    Nice vid, but curious, what was the framerate ? For VR it is so important and I am wondering if this runs high enough for a good time ?

    • @AlistairHume
      @AlistairHume  7 місяців тому +3

      So in the headset, the frames held at a solid 90FPS on the Quest 3 using PCVR. That was at full resolution. But its possible to reduce the pixel density a little, and use upscaling (TAAU) to still get a pretty crisp image if your frames drop a little. You can also do strong foveated rendering to get an extra few frames. I reckon I could boost it to 120 FPS with some tweaks to settings. But as a general point, it runs super nicely. The screencap didn't quite pick up the smoothness, but it felt really nice :)

    • @joeysipos
      @joeysipos 7 місяців тому

      ⁠​⁠@@AlistairHumeQuest 3 doesn’t support foveated rendering. Only headsets that have eye tracking.

    • @Myosos
      @Myosos 7 місяців тому +1

      ​@@joeysipos you can have fixed foveated rendering on almost any headset, it's just not following the eye movements but rather having full res only at the center, which is clearly not something I'd use personnally, but you can do it

    • @r.m8146
      @r.m8146 7 місяців тому

      @@joeysipos Eye-tracking enables DFR (dynamic fovated rendering); whereas, any headset is capable of doing FFR (fixed fovated rendering). DFR is incomparably better than FFR.

    • @TheBaldrickk
      @TheBaldrickk 7 місяців тому

      @@AlistairHume Is that 90fps after ASW? because it looks less fluid in the video (quite stuttery in fact), so it's hard to tell.
      I use an Index, and run at 120 when I record, to try and get a smooth 60fps video.
      I'd love to get a hands on demo, to see how well it runs locally.
      And do keep us informed about the "commercial project" as and when you can.

  • @immortal3164
    @immortal3164 5 місяців тому

    Do you know how i can disable physical movement for my character while im playing?
    I mean, when i move in the physical world, the player in game also moves.
    How i can disable that?
    (You are my last hope)

  • @mastercylinderPL
    @mastercylinderPL 7 місяців тому

    Need to see actual framerate stats before I get too excited. I have yet to get nanite + VR to a shippable framerate. Motion smoothing will help hide the low frame rate, but you can't rely on that to ship. Still seems like a non-starter to me.

  • @natemorga
    @natemorga 7 місяців тому +1

    Do you have any solutions how to Fix the Open XR error? I try to package the VR Template in 5.3 and it cant even package! :( Thanks for the video.

    • @AlistairHume
      @AlistairHume  7 місяців тому +5

      I typically don't use the template, but instead build VR projects from my own codebase (or use the UE4VR codebase, which is excellent). Without seeing the error, its hard to know for sure what's happening. If its a common one that I'm not aware, of, I would hope that it will be resolved by the team at some point soon. If its a strange one, there might be someone else that's experienced something similar in the forum. As a wildcard, ChatGPT is actually surprisingly good at helping to diagnose errors. Could be worth pasting the key parts of the error message, and asking :)

    • @natemorga
      @natemorga 7 місяців тому

      Visual Stuido needed to be updated @@AlistairHume

    • @scarter9447
      @scarter9447 7 місяців тому

      Very good. Is lumen now working in VR too?

  • @JB-fh1bb
    @JB-fh1bb 7 місяців тому +1

    Can we pay some dollars just to get the exe file of this level? I’d love to see the results first-hand

  • @ummerfarooq5383
    @ummerfarooq5383 7 місяців тому

    Vr nanite starfield. Nasapunk in vr. With orbiting planets, moons, global illumination from stars.

  • @ruudboek
    @ruudboek 7 місяців тому

    Will this become available for development of Android standalone games as well?

  • @CHoWorlds
    @CHoWorlds 2 місяці тому

    I don't understand why people who make these types of videos don't compile these demos and upload them so we can all try them.

  • @manuelbarreto7032
    @manuelbarreto7032 7 місяців тому +1

    Foveated rendering intensifies.

    • @AlistairHume
      @AlistairHume  7 місяців тому +1

      GPU screaming intensifies...

  • @houthandelonline
    @houthandelonline 5 місяців тому

    time to buy out Praydog UE injector? maybe?

  • @ReanCombrinck
    @ReanCombrinck 7 місяців тому +1

    THIS IS AWESOME! Can you release this as a demo? nothing polished...

    • @AlistairHume
      @AlistairHume  7 місяців тому +1

      If I find some time, I'll definitely pull something together :)

    • @ReanCombrinck
      @ReanCombrinck 7 місяців тому

      @@AlistairHume that would be awesome! Many have pcvr but not the skills to setup a quick tech demo of nanite in vr in UE5.3

  • @R34L17Y
    @R34L17Y 6 місяців тому

    What is the reason that this requires PCVR?

  • @kostihouse
    @kostihouse 7 місяців тому

    I dont think its wise to use ue5 for vr, since the only vr game which uses this engine, that i tried on my 3080, ran at about 40 fps.. at lowest settings.
    And i dont know if this changed in quest3, but for quest2, you need to put the resolution slider all the way to the right for it to look native, because of the lense curvature or something, which is ofc much harder to run, but the 1,0 resolution looks like total crap.

  • @P3d3r0s0
    @P3d3r0s0 7 місяців тому +1

    This looked great, the performance looked pretty bad though, was it just a capture issue?

    • @AlistairHume
      @AlistairHume  7 місяців тому +2

      Big time capture issue - it was running nicely at 90fps with the equivalent of Epic settings. I'll play around with a better capture solution next time:)

    • @P3d3r0s0
      @P3d3r0s0 7 місяців тому

      @@AlistairHume Ah i see, thank you for letting me know.

  • @DayTrip10
    @DayTrip10 7 місяців тому

    Gimmie dat city

  • @superextranoob370
    @superextranoob370 6 місяців тому

    3:22 what is the title of this music ?

  • @TheFunDimension
    @TheFunDimension 5 місяців тому

    I just started learning how to develop in vr with UE, and the education department is extremely poor, I simply can’t find the information I need it order to begin. More new features more confusion

  • @danielgiambattistelli7380
    @danielgiambattistelli7380 Місяць тому

    is that lumen or forward rendering?

    • @AlistairHume
      @AlistairHume  Місяць тому

      It's neither - it is deferred rendering (more flexible than Forward if you know what you're doing), but doesn't use Lumen. It uses baked lighting. Some Lumen experiments to come soon, using 5.4 and a very beefy GPU :)

  • @talljake
    @talljake 7 місяців тому

    Very dece video Ali

  • @user-ct8my8rv9c
    @user-ct8my8rv9c 7 місяців тому +1

    I was expecting another "Look how amazing this looks using my $1500 4090 card" video. Nice to have a more realistic representation of what most people are running.

  • @MiljanBojovic
    @MiljanBojovic 7 місяців тому +1

    I really wanna makea VR Game but I'm still stuck with my NON VR game and having a full time job is a huge slow down for me :\

  • @KarmaChoedakAcharya
    @KarmaChoedakAcharya 7 місяців тому +1

    Every VR related video that you have uploaded so far is f**king amazing, I consider that is my bench mark of vr tech, but this time Meta Quest 3 + RTX 4080 + UE5.3, all these power house together I was expecting something more from you. Apart from Nanite capability there is nothing much i can see. You have throw some way too old City wid extremely limited details as u said. Real clarity, next gen graphic and stuff, i did not see any of those. None the less, thanks for your effort and surely waiting for something more in next video!

    • @emotionalrobot1602
      @emotionalrobot1602 6 місяців тому

      Hello mate >> yeah he was running it on a 2080 in this video >> just to see how well that would perform for those with older builds 👍

  • @XCanG
    @XCanG 6 місяців тому

    Watching your video make me think about one thing. If you gonna record some voices, your voice would be suitable for announcer/narrator.

  • @breckharrison
    @breckharrison 7 місяців тому

    That lag is so bad it breaks my heart, I guess we're just not there yet for VR 😥

  • @myfrankfurt
    @myfrankfurt 5 місяців тому

    Amazing! Can you please work for Rockstar Games and bring GTA to psvr2? :)

    • @AlistairHume
      @AlistairHume  5 місяців тому

      I have some friends working at Rockstar - I will scream at them to add VR next time I catch up :)

  • @Revo2Evo
    @Revo2Evo 5 місяців тому

    music?

  • @user-dz6on9or5d
    @user-dz6on9or5d 6 місяців тому

    Can rtx 3050 run unreal engine 5.3??

  • @MetalDeathHead
    @MetalDeathHead 6 місяців тому +1

    It looks ok but it still needs FAR more detail to be realistic in VR.

  • @rhadiem
    @rhadiem 7 місяців тому +3

    Bold move using a 2080. As a dev I'd recommend targeting more powerful hardware so you're ahead of the curve, not behind it. That way when you ship you aren't already dated based on low cost development investment. Get a 4090 brother. Plus it's a writeoff. Cheers.

    • @aapje
      @aapje 7 місяців тому

      The progress in price/performance of GPUs is slowing down, so I wouldn't make games for 4090-level hardware right now, unless you plan to ship your game in 2030.

    • @rhadiem
      @rhadiem 7 місяців тому

      @@aapje Prices for everything have gone up... it's called inflation. 😉

    • @aapje
      @aapje 7 місяців тому

      ​@@rhadiem It's not even just that, but new production processes provide less gain. If people don't have as much reason to upgrade, for whatever reason, they are going to buy a new GPU less often. You're not suddenly go see the big mass of $300 buyers, go for $1000 cards.

    • @rhadiem
      @rhadiem 6 місяців тому

      @@aapje 👌 :)

  • @StephenMinkin
    @StephenMinkin 7 місяців тому +1

    Quest 3 is a really good headset. I use it almost every day.

  • @jaydavis4752
    @jaydavis4752 5 місяців тому

    No offence I couldn't really see any changes. The issue for me I think is whatever you can see in the VR headset doesn't translate across to video or seeing it on a video screen. Alot of the data in VR is unique to the lenses and the headset, so all that depth and upgrade done is not translatable on screen unless you have the headset on. Nice video 📹 though I just wish I could of seen what you can see.

  • @Warzone2Videos
    @Warzone2Videos 5 місяців тому

    All we see are tech demos for the last 10 or so years. So far when it comes to games the best graphics are probably The Last of Us 2. Spider man 2. So if they don’t translate into games what’s the point.

  • @Snack.Dragon
    @Snack.Dragon 6 місяців тому

    It's time to upgrade UnReal engine to Real engine

  • @lanata64
    @lanata64 5 місяців тому

    Idk i don't really care much for nanite at all. For me, post processing, shading, and rendering methods, such as SSAO, SSR, GI, upscaling, etc, are more important to me. God, especially SSAO - I'm not sure i know of a single VR game rendering using multiview, that has some form of SSAO.
    I see no reason to use UE5 over just man-handling something more lightweight like unity or godot, and writing my own rendering/shading methods.
    Especially with the file sizes... I'm not midas.

  • @ninjapants7688
    @ninjapants7688 7 місяців тому

    PS5s don't have the same processing power/GPU bandwidth as a 2080. No where near.

  • @arelin3578
    @arelin3578 7 місяців тому

    Argh! Why you don't use darkmode on youtube! I watched this video at night and now i am blind..

  • @pryzmgaming
    @pryzmgaming 7 місяців тому +38

    every single ue5 game released so far has been a shit show of performance. Problem is devs think nanite is a lazy way to drop massive unoptimized models into levels, it just does not scale well across different hardware. The dream is not there yet.

    • @Shadow__133
      @Shadow__133 6 місяців тому +2

      Not to mention unimpressive image quality.
      Seems overhyped af

    • @Boys-R-Boys-and-Girls-R-Girls
      @Boys-R-Boys-and-Girls-R-Girls 6 місяців тому +2

      What are some games that use it? I play a ton of VR games and wondered which ones use this. Seems like most games are poorly optimized

    • @kuromiLayfe
      @kuromiLayfe 6 місяців тому +4

      @@Shadow__133mostly due to 95% of game devs using megascans (real life 3D scans just look ugly in games/VR).
      from scratch models with a large amount of stylization looks way better.
      more vibrant and better saturated coloring etc

    • @Hadkek
      @Hadkek 5 місяців тому +4

      Robocop looked and played well

    • @Shadow__133
      @Shadow__133 5 місяців тому

      @@Hadkek The cutscenes looked good, the game ok but as I said, unimpressive. Just normal.
      And the performance was not the best, with some huge lags on certain areas (sniper scene on the mine/dump/construction map).

  • @TheSilentStar
    @TheSilentStar 6 місяців тому

    Need a play tester?

  • @johnnybigg7772
    @johnnybigg7772 7 місяців тому

    You lost me at 2090

  • @SylphidUndine
    @SylphidUndine 7 місяців тому

    but star citizen looks miles better and that's been out way longer.

  • @johanlarsson9805
    @johanlarsson9805 5 місяців тому

    A VR developer waiting for Nanite to work in VR without knowing that "Nanite" is actually 14 years old and originally called Unlimited Graphics?

  • @superkanal2013
    @superkanal2013 6 місяців тому

    Why are you whispering bro?

  • @A5tr0101
    @A5tr0101 5 місяців тому

    The performance looks really bad, i hear VR is a pain in Unreal

  • @kabargin
    @kabargin 6 місяців тому

    3fps

  • @kristinaF54
    @kristinaF54 6 місяців тому

    Always a foggy, smoggy environments, never a clear day. I wonder has any game developer/cgi artist ever seen or visited a place without smog/fog? Or maybe it's the grimy glasses they wear that makes them see everything as foggy?

  • @geroldwaefler9485
    @geroldwaefler9485 8 днів тому

    Bla bla bla bla... why no one who make VR You Tube Tutorials speak about, if this is stereoscopic 3D or only in 2D to see in the VR Glasses ?????????????????😬😬😬

  • @TheLevitatingChin
    @TheLevitatingChin 5 місяців тому

    Ue5 is the worst