It was a good tech overview though i am interested on how will it effect environmental objects in the distance when a moving object is hitting them then going towards the camera. Still in games that is left in prerendered or prebaked animations due to how high detail the rest of the software can be in video settings.
But the average player can't even play it that way, due to hardware limitations. The game developer are the ones who are doing their best to let as many as possible play their games. It's not about the tools you have, it's about how you ise them.
@@Vinicius-zu3nx You may do it instead. He meant the developers of UE5, I meant the game developers. Of they really just would "check this box" to get this and that, all games would be about 5 FPS.
The Unreal Engine contains a certain _Unity_ of its tools, I don't think I need to worry about picking a _Game Maker_ any more. I can just start from _Scratch_ .
For a 0.1 update these changes are insane, nanite trees alone is a massive improvement. Really can't wait to see all these features being used in games.
Nigga wtf are you talking about "for a 0.1 update" they can name is whatever the fuck they want It's not like it's set in stone how much actual changes an update must have for it to jump from one decimal to another...
Its almost terrifying how realistic 5.1 renders can look. 10 years ago you could obviously tell the difference between a CGI render and an actual video capture, but now you can render photo realistic scenes in amazing detail. I cant wait to see the future of this and VR tech. I think it would be amazing to walk around a photo realistic CGI world in Unreal 5.1.
I'm even just thinking about a game like VRChat being on UE 5.1. Currently we deal with poorly optimized avatars and worlds. But with this tech, it would drastically increase the headroom and capability of people to create content for the game.
My hope is that other devs are actually taking note of these features and figuring out how they can recreate them, or something similar, in their own game engines. Unreal Engine is amazing enough that many companies are switching to it rather than developing their own engines in-house, which is understandable. But the last thing we should want is for Unreal to start monopolizing that space. After all, you never know how their business model will change in years to come.
It's fine Unreal Engine's source code is open for everyone to see, and both Lumen and Nanite's technology are very well documented. I don't think it will take too much for other companies to start adopting technology like this
I feel like one of the best things that came with update is that lumen and nite are now available in VR. You can create insanely good looking VR environments now!
@@Gothdir I think you mean pcvr? Games that are streamed from the pc to your headset. The only downside is you either need a decent 5ghz router setup, or a wired connection. Either way, you also need a pc that can outmatch the Quest 2 and all of its performant, eye-tricking tomfoolery.
@@andersmalmgren6528 I airlink/virtual desktop from my quest 2 and play games just fine, i literally use a 1080 ti lmao, if you have a 3070 I think you will be fine.
@@victorkreig6089Marks point is being able to do it within THIS engine IS revolutionary! There is nothing out there currently that can do that currently.
destruction is a whole other story, things have to be made in a completely different way to work with that, though Im interested to see how much can be done with these systems in a big finished game rather than just environment renders
This is true next gen. Everyone talks about graphics being maxed out but now we need destructible environments and more physics within these new games.
20 years ago I used to render this kind of environments with Brazil rendering and it took hours to render one image. Unreal engine really blows my mind... 🤯
And they would ask "but is it fun" and you'd go "meeh, sort of for few hours". Counter Strike, Quake 3 Arena, Half-Life, etc. All looked worse than today's average game but people played those for hundreds if not thousands of hours. They have a cult status. Games today improve on visuals to get you to buy new release and story is same old with a bit of a twist and majority of it locked behind DLC.
@@japie8466 I wasn't a professional dev back then - I just messed around with things like this in high school, or even jr. high in the late 90s, and on a typical home PC, it wasn't really even possible, and took hours to render just stuff with a little glass and reflective surfaces, or any slightly complex geometry. The exponential increase in computing power has been insane, but is quickly reaching the limits imposed by real physics, due to how small the circuits are getting in terms of nanometers.
going though that cut frame by frame is amazing, it's like watching the future of gaming load in as the trees go from what we're used to, to what we imagine
I messed around with reflections in 5.0, faced path-tracing decal problem just a week ago, and here are the solutions out of the box. Huge respect to all UE devs 🔥
People have been saying that exact line for 30+ years.. And as always we’ll see a gradual increase for next ten years and when ten years have passed you’ll say “oh, well that wasn’t as exciting as I thought it’d be”.. And then you’ll say it again
@@Primitive01 The jump from the 2000s to 2010s was phenomenal, but since then hasnt been that amazing. My gripe with increased tech is that modern games are harder to create, so big releases are becoming more rare as production cycles become longer. Whereas a game like Fallout New Vegas took a year or two to create, yet its more fun than some modern games that took 8 years.
@@phrog849 It’s phenomenal when you look back, it wasn’t phenomenal at the time because it was a gradual improvement… Fallout New Vegas is a crusty looking game by any standards, every Fallout game is crusty, they look and feel about 15 years old… When you say 2010s what do you mean? Do you mean “around” 2010 or up until 2019? Because Red Dead 2 was released in 2018, GoW in 2018 too and they looked amazing compared to anything that had ever been released.. Then TLOU2 came in 2020 and is hands down the best looking game out, by a MILE and still is to this day… But it was gradual, I can’t really remember too much in the early 2010s but FF15 came out in 2016, best looking game ever released, then GoW and Red Dead in 2018, then TLOU2 in 2020.. As a console gets older devs get to know it better and utilise its capabilities better.. Over the next few years we’ll see games look better and better on the whole but every couple of years we should get a “wow” game where they push the limits… But still, in 10 years it won’t be THAT impressive because in 2026 or whatever random year there will be games that you’d consider mind blowing today.. It’s all gradual, you only really notice the difference when looking about over a long period, you don’t notice the leaps as we progress into them
Dang… these renders are getting closer and closer to just being a mirror image to the real world. The foliage looks 10x better and the reflection on the glass is so unbelievable.
@@RoboWeener Well considering that this tech can be used as of right now, if a team starts working on a game today... Maybe 4-5 years until we see a finished game with this level of detail.
I have no idea why I watched this, but it was really incredible to see how much better each iteration of unreal engine is getting and this guys skills are amazing.
We seriously haven't seen much yet. Unreal engine 5 is still very new and big games take many years. I think helblade 2 will be a good showcase to what's possible
This is literally unreal! Keeping this level of detail at 60 fps is going to be insane! It reminds me of the first time I wore polarizes sunglasses lol
It's wild how insane the performance gains have been for the last five or so years. We truly have bottomed out as far as requirements go... at least for production-ready projects. Sure, there are tons of edge cases destroying your framerate, this will always be a thing with 3D applications in particular - hell, fresh devs will wreck your fps with the simplest of 2D-games because of all kinds of errors you can make. Still, with a bit of effort, games look as good as they ever will, and this time it's the truth. Compare GoW 2018 with 2022. Both gorgeous, but it's all a matter of authoring now. Even VR is closing gaps quickly. Like, really, really quickly. Foveated techniques are about to crash the party, and if UE5x didn't already provide all kinds of benefits, many more are to come. Nanite is dope, but also, funnily enough, only a tiny part of the massive revolution happening in this space. It's getting easier and more convenient by the month, and I'm super hyped to get to use it.
Visual realism like this could open up the path to so much more gameplay elements. Imagine a game where you have an accurate mirror you can use to peek around corners. Or a horror game where you see the bad guy come up to you in the cupboard reflection.
That, or simply one step closer towards realistic visuals where you're not taken out of the scene by screen space reflections that come and go. Little things like that can really add up and creative people can put them to good use
I used to make my hobby games in Unity, but Unreal Engine are doing so many cool things I'm considering swapping over. This is mindblowing. The future is bright for gaming immersion.
Unreal sparked joy in my game dev workflow. Unity feels so damn outdated by comparison. The complexity level for implementing basic game features in UE is so much lower, as they provide many useful abstractions in their library. No dull coding for hours, I just go anc implement the mechanics I want with blueprints.
@@Teddy_Graham The faster the better, but anything from the last 5-10 years WILL work it just may be painfully slow. You definitely want as much RAM as possible too.
@Snoozy Pretty much everything. Programming, environment creation, materials, lighting, 3D Modeling, animation, and particle effects. There are also advanced chapters on landscapes and lighting, as well as a course showing how to create a game step by step
@@taranhase4396 It's very difficult to create a copy of reality because of the fact that there are so many infinite variables. For example, if you see a leaf fall on the ground in real life, there's literally infinite possibilities to how that can happen and what influences that. Now imagine recreating that in a game...
@@JUNGLY108 arrh now I understand yes they would have to code all possibilities which in our generation is probably not possible, maybe in 2050 though ??
@@taranhase4396 Sooner, just ask Ray Kurzweil. Seriously, technology advances in a somewhat chaotic, but exponential fashion. Like how nanites replacing the LOD's is just a total game changer, and is totally game breaking. Rarely in life you get something better, at a lower cost(GPU wise). Now, consider how this will work in other fields. If we hit a point where AI can improve itself in 2031, by 2035 we will have kids creating their own digital worlds the size of the observable universe.
When I got myself a new rig with an RTX card I was surprised how modern games still struggle with HORRIBLE Lod pop-in issues. There is nothing more annoying than objects literally appearing before your eyes. This feature is simply mind blowing. Generating all these objects with dynamic level of detail without any performance drop. WOW. Future games will look amazing.
Yeah, it's so surprising and just unreal. Usually something must give when you increase to that level of detail, but this thing even increases performance.
Don't forget it will use less install space for textures, now that it's only 1 texture rather than like 5+ LOD textures used. I can see a space savings of at least a good few gigs up to about 10+ given the game.
@@KindNine maybe its a big map? i didn't download it yet, gotta make room on my full C drive because epic games is installed there... even if the maps are saved on another drive.
I still remember playing the original game unreal and being blown away by reflective floor textures. This shit is beautiful and frightening, challenging my reality. Great vid
I do appreciate that they went with the name Unreal from the start, since they’re continuing to make aspects that were previously thought unreal…real. 🤯
i appreciate it as well. i was a gamer kid in the early 90s and i played unreal games from the very start aboard the Vortex Rikers... right up to the latest tournaments, and now my favorite games are built on the platform they developed! Unreal is ironically the most real contributor to good games for us to play!
I remember picking up my first copy of Unreal, playing a game, and almost immediately diving into the engine. I almost failed CS because I spent an entire year building and testing levels instead of learning autocad, but I was finally able to convince the admins that just as much, if not more, work went into building good levels. It really sparked a lifelong passion, and as you said, they have continued to impress.
People outside of the game industry (and even many in it) still don't realize just how big of a deal Unreal's nanite tech is. It will go down as the single biggest "leap" in quality and development optimization in the industry's history. As an artist you used to have to go through a tremendous amount of trouble to keep poly count low and make LOD's which is extremely time consuming, nanite gives you the possibility to eliminate all of those steps. I've been working in the game industry almost 10 years now, and I wish I had this 10 years ago. On another topic they also eliminated the importance of draw calls in Unreal 5, which is often ignored and not talked about, but that alone is another huge factor in game performance and development.
On the other hand, expect to see game storage size skyrocket again as every item in the game gets the 48k hyperreal treatment since it doesnt affect frame rates as much
Combine this and neural learning systems like DLSS 3 and FSR 3 means next-gen worlds are on the horizon running on current hardware. We didn’t really see a visual jump from last gen to this gen. I have a feeling we’ll see a large jump in the next few years, but it will be software leading the charge.
I worked on a similar technique back in the 90s, we called it dynamic mesh sampling but it is essentially the same concept, we used it to simplify models for ray traced rendering. Back then it was just research as the processing power required was beyond reasonable back then. Good to see the concept has now become mainstream, they have done some great work here to get this kind of thing working so smoothly and seamlessly.
@@_Refurbished_ I'm not sure we'll see a HUGE jump in how realistic stuff is on its own (just because things can only get so realistic), but what we will see a huge jump in is file sizes, world sizes, how good worlds look from far away, rendering techniques, and animations. The real thing that visually needs to be improved is physics and animation triggers, that's where games have a long way to go.
I nearly choked on my coffee when i saw that. In a single line thats like going from a drive to a friends house in the next city, to half the distance to the sun.
While it seems a huge change in reality it is just a doubling of the precision, eg change the datatype from float to double. Good change but also very easy to do :)
@@mercior I understand what you are saying. But I am not sure term "doubling" is a right choice of word here. Yeah, the presicion went from 7 to 15 decimal places but that is 8 orders of magnitude. Calling that a double because (double the numbers) is interesting way of explaining it. And I kinda like your approach here, nice way of simplifying it in a simple way without going into much detail.
@@_sky_3123 I refer to doubling the precision of the datatype, ie going from 4 bytes to 8 bytes, which yes will increase the actual decimal numbers you can store with those bytes by many orders of magnitude. In the actual code you are just swapping that datatype.
It's amazing to see that Epic is really working to bring the new innovations in software research to their engine, I remember seeing papers about those techniques and technology some years ago but no game engine was implementing them, and now Epic is doing exactly that! We entered a phase were hardware won't get better exponentially anymore, but software is still in the that phase, better software is fundamental
This is insane.. It's hard to comprehend that it runs so smoothly in real time with this amount of detail. I'm a huge fan of the Mafia series and recently I found out that the next game is being made using UE5 so seeing this makes me really excited for how good it's gonna look. Let's hope the gameplay will be as good as the visuals.
@@gronlud The thing is, there were 2 mining booms back-to-back, so a lot of gamers are still stuck on GTX 900, 700 or even older. GTX 1060 3GB was also very popular, but it's essentially a GTX 970. That's why even if GTX 1080 may be old, its performance level is still out of reach for many gamers. If you think about it, RX 6600 is still the only somewhat decent GPU that can be found at a fair price consistently.
Omg this is so cool so now buildings, floiage won't tax the engine as hard as traditional methods have for all these years. Nanite is the biggest gaming tech we have seen in 20 years
@@deluxo2901 they’ve been saying these things about the ue5 for a couple years now and I’m not seeing it. Their demos always look incredible but this stuff hasn’t actually made it into real games yet
@@HieronymousLex Games can take years to develop and UE5 has only been out for around a year IIRC. Along with that , many large game studios use their own engine (Frostbite for Battlefield, RED for CP2077, etc.) and switching to a new engine is a time consuming and labor intensive process that prevents them from working on games and therefore making money.
@@HieronymousLex Do you not know how long AAA games take to develop? And we don't take Ubishit and Activision games as AAA because they are just copy paste of their previous games.
It's always the smaller details that make the most drastic leap towards photorealism. Can't wait to see some games that harness 5.1 to it's absolute fullest.
can't wait to 5.2, 5.3, 5.5 and 6.0. If they still in 5.0 and can get all this, think about the next ones. They will get more realistic than my life lol.
that tear may also be for another reason. I learned the hard way that its way too easy to get sucked into game development with high expectations and keep trying to make games that are way beyond your ability. though yes, its really impressive and I wanna see these things used to their full potential
While it looks amazing, yes, it's Unreal so implementation will be super convoluted and likely incompatible with other things that are either already implemented into an existing game, or with certain features or details that you deem more important for your game. Unreal Engine is by far the most Unuser-friendly of the public game engines out there which is why a lot of developers, especially indie developers prefer Unity. Plus Unity uses C# scripting which is much more game development-friendly.
@@leeroyjenkins0 C# was pushed by Microsoft a couple decades ago to be the go to language for indie game development; so much that Unity adopted it as their scripting language as did several other engines. The language has evolved over time with some updates to the framework specifically having game development in mind. As such, there is so much more support, community help, online courses, references, code snippets, etc for game dev in C# than in C++. C++ is technically faster, but not to any degree noticeable by a human or to any degree that would make any significant difference in your game (if it does then more than what language being used should be considered as to why your performance is bad).
@@TwistedSisler Microsofts decision to create C# did not have anything to do with game development. Microsoft created C# because Java creators didn't want Microsoft to make their own version out of it to fit their needs. The main reason for C# is Web development. While C# can be and is used by some engines, it is NOT the primary use for it. Actually, there is no primary use. C# is just an high level language with potential to program nearly everything in a short timespan. Microsoft did never push any update where game development was a specific focus. While engines like unity are using the language as a script language, the Framework behind it (.Net) isn't even used. I'll be more precise later. C# does not have more community help and online courses than C++. Even tho C# has a really large community, C++ is around a much longer time and still has a large community especially in game development. Most game engines still are working with C++ directly or underneath, like Unreal Engine, Frostbite, Cryengine and even Unity engine itself. C++ is faster than C# when both are in their supposed environment. C++ compiles to native code, while C# is compiled to an assembler like language (IL-Code) and is then run in a framework (.NET) to be just-in-time-compiled to native code while runtime. Also C# uses a system called "Garbage Collector", which manages the memory, more specific the object lifetime, of your application. This way the programmer doesn't have to care about memory management most of the time on his own, which leads to less programming errors and easier programming. The performance comparison between C# and C++ is immense. In some cases C# takes the doubled time of C++ for the same task. In most software application this is not noticable for the user, which is true, BUT it would be noticable in performance relying programs like games. HOWEVER, for an engine like Unity this performance comparison isn't necessary true. Unity has two compilers. Mono and IL2CPP. With Mono it also runs with JIT-Compiler and comes with the performance overhead. In this case it runs in a similar environment like .NET from Microsoft. With IL2CPP C# gets transpiled to C++, and then fully compiled to native code, which cut's out the performance overhead, but can reduce compatibility with 3rd party C# libraries. But no matter which one you use, the C# part only matters for backend scripts, which most of the time aren't the performance relevant ones, even tho it's possible to mess it up there. The tricky and technical part is how the engine works, how it renders different things and how it manages the data it get's provided by the backend. And this part of the engine is written in C++.
@@leeroyjenkins0 C# isn't necessary more "game-development-friendly", it's generally more "developer-friendly". It's easier to learn for programmers, and it generally is considered less error-prone, because technical pitfalls are hidden or abstracted away from the developer.
It actually boggles my mind how this hasn't been done before. I mean, you'd want to see everything in your viewport to get a coherent scenery. Everything far away should just use less polygons, much like how movies use miniatures for some scenes where detail isn't important. Hope this technology will catch on, because it definitely opens some doors for creative world building
The screen space reflections where the state of the art for such a long time in the most games, with the problems that come with it. And now it is a side improvement of UE5.1 to get rid of ALL problems about reflection. This really blows my mind.
It really is but basically every not AAA or AA game on steam - lets say game for 20 - 30€ have some old unity crap engine. Never saw for example game like ANNO, cities skylines, transport fever on unreal engine. I got the impression this engine is not for these games. It seems this engine is for the FPS and action games? Maybe I saw it in Tomb raider games?
@@Izmael1310 Unreal 5 is still new in the grand scheme of things. It will take time before you see a bunch of products on the market made with it, keep in mind games, large or small, can take years to make. Indie developers aren't developing their first game full time, sometimes they get a couple hours a day or even week to work on their projects. In a couple years I'm sure we will see a ton of this in the wild.
@@Izmael1310 Dont think any of those games need the power/capabilites of unreal. Cities Skylines works perfectly fine on Unity and it allows more users to make content with an engine thats way less demanding of pc specs. Not to worried about the LOD quality or lighting reflection on that or Anno
@@super8bitvideos well I made little error with the anno game to put it there. It is listed as an example of game type not game with bad engine which can't utilize modern hardware. Transport fever and anno looks much superior over CSL and I have better performance in these games over CSL. Of course csl is great thanks to huge assets and mods library, but I really don't like the game engine. It basically does not matter what gpu or cpu you have if you have 32-64gb of ram and SSD for the game and pagefile. This unreal 5 engine would be awesome to see in open world games like Witcher or Assassin's Creed, but I doubt it.
the LOD and lighting calculation distance are so game changing. could you imagine playing No Man's Sky raytraced and the light is actually coming from a planetary sun??? that's so cool. sub surface refraction is also insane. so important and subtle.
Taking the time to jump into different versions of the engine and loading up scenes is awesome. I logged in just to upvote this video. And I don't even use Unreal (yet).
Holyshit that zoomout on trees was mind blowing. Someone who doesn't understand how this has been done all these years will not be able to appreciate how incredible this is.
That's what i was thinking. It's crazy at all to even see another solution for this, especially one that increases fps while looking even better and also saving time?? Jesus
It actually makes sense though, to be fair. Nanite is essentially dynamically selecting the most optimal LOD as far as having polygons map to pixels is concerned (ie it tries to have 1 polygon _roughly_ map to a few pixels), so it's able to optimise the poly count on-the-fly to a significantly better degree than traditional LODs. Essentially imagine if you had an unlimited amount of LODs for your mesh, so that the engine is able to select the best LOD and _only_ the best LOD. That's effectively what Nanite is doing, except on-the-fly.
I don't do anything related to game development, but this is EPIC. Even as a game consumer, this is so exciting to see. I can't wait to play on UE 5.1 developed games
yeah what sucks is huge companies take years to switch to new versions of software. AAA games will still be a few years off from using this as they still need to finish projects they're working on.
@@parkerwinton5661 One thing that will encourage them will be the amount of money that could be saved. Of cause many companies will need to develope their own version of this technology in house and apply it to their own game engines.
Gotta love when someone talks about performance and "gained 5 fps" without showing the fps anywhere on screen or mentioning the overkill hardware they're using.
Games are already very addicting, so this will be a very interesting direction that I'm keen to see. Games are about to be a whole lot more immersive, that's for sure.
Actually, the more you play, the less your prone to getting addicted because your starting to notice repetitions in gameplay mechanics and the limits of mainstream or AAA story telling.
The changes to foliage have been on my wishlist since UE5 was first released, and even more so when Quixel started making trees. I'm very excited for this new version
I can remember working on dynamic mesh sampling algorithms back in the 90s but back then it was very much just research, good to see the concept is finally hitting mainstream with nanites.
The nanite foliage is incredible! This update had a lot of other great features as well, I'm personally excited for the UMG MVVM support. So nice, especially since I was about to start working on a new UI system!
This improvement is amazing, there is still a bit of lod-like degradation in the first scene, like a sudden drop in shadow calculation, but the effect is still great
I think that’s the AO range, since it seems to affect the shadowing intensity from a distance. I’m sure that would hardly be noticeable in game, but I did notice that as well
Yep, I saw that too. The transition is smoother but you can still see how at a distance, all the trees start to look bright green. Still good progress though
The LOD change to nanite for trees is something i wanted for decades in every game without knowing it would be nanite technology :). I always hated those 2D background trees.
The fact that computer graphics relies on old tech can sometimes hold us back. If we wiped everyones memory of how we did 3D graphics and just built 3D graphics engine from scratch with todays technology I think it would look amazing and run fairly smooth. We rarely reinvent the wheel because we are comfortable. But in this case the Unreal developers said "Fuck it! Lets reinvent the wheel and do it right" and boy did it turn out great...
Many years ago I did all the computer graphics classes available in my Computer Science curriculum, most were optional. Got a homegrown raytracer out of the deal. I was impressed when I figured out shadows by myself (it wasn't part of the course literature, the renders just looked wrong). Had a hard time trying to make it work with translucent objects and gave up. Still kept a healthy interest in improvements in global illumination. Watching this video... this is alien technology. If you came back in time and told me that in a matter of years all this would be possible in real time I'd have laughed you out of the room. Also, the way Unreal engineers designed features to work together is phenomenal. I guess it's time to learn this thing properly.
Also, with 5.1 Nanite and Lumen are being brought to forward rendering. The features are not fully implemented yet, but there's already sample projects and videos all over youtube of people using these amazing net-gen features in VR. Nanite is a massive step in the quality of VR games!
Not worked with Unreal for a looong time. Does deferred have too much overhead for VR or is it like in Unity, where you can use deferred in VR, but the lack of MSAA just makes it look miserable?
The only thing that I worry about is that file sizes for lush, immersive games are going to EXPLODE soon. It's absolutely fantastic and a huge step forward that the game engine allows our processors to at least handle the load, but the data needed for all these high-poly meshes has to be kept somewhere. However, I think that a solution may be right under our noses: AI algorithms and dedicated AI hardware. I think that we could shrink the overall game size tremendously by incorporating single-purpose analog AI chips into our computer setups. The game developer could create a high-poly design in the game engine, then reduce a large amount of the poly count to a "seed" for the algorithm to reconstruct in-game. They could use this for fleshing out polygons _and_ textures. And the tech is already there. There are a couple companies out there that already manufacture AI accelerator chips on little M.2 cards. We'd just be waiting for a game studio to bridge that gap and utilize it, to showcase the massive potential.
@@christophervanzetta From what I've seen, they're already compressed to hell and back. That's always going to be step #1 in the process, but I think they're getting seriously diminishing returns at this point.
Thank you brother! Your video about Unreal Engine is one of the reasons i chose to go with unreal, and i learned a LOT from your tutorials. It even got me to a point where i decided to develop a Full ARPG Game my self and i even uploaded a Devlog to record it and help others as you help me. It really as thanks to you, keep doing good and good luck!
I remember watching the trailer for Gran Turismo 7 and being impressed with everything except for the foliage. You could still see tons of flat 2d trees and it was just crazy to me that 20 years later they still couldn't make it work. Its amazing that those days are finally going to be over.
Great video! I know nothing about game design, engines, textures, programming, or anything like that but your video did an amazing job explaining what Nanite is and what it does without being confusing to people who don’t know what’s happening (like me). Too bad I’m still rocking a 970 so new games aren’t really an option, looking to upgrade soon
Wow, when I first started gaming on my NES I was 6 ish... maybe 7. I'm 38 now and it's absolutely insane to see how things have progressed over the years. 5.1 is movie quality graphics running real time.
@@actuallynotsteve right? I remember watching the original toy story in theaters, dreaming if games would ever look that good. Well we've passed that, infact I'd say 5.1 has many movies made in the last 3-5 years looking pretty piss poor lol.
Just WOW! Having been around since the days of Pong, PacMan, Donkey Kong and Dragon's Lair (among a host of others as well) I am just in awe at how far video games and especially the engines have now gone. It's truly amazing to see this progress over the years and this video was incredible to watch and see the details that are now available.
Unreal is not only technically better but it's also free up to 1M in revenues... Honestly the only logical I'd see someone use Unity would be because there's a shitton of tutorials online since it used to be considered more accessible to beginners for a long time. But if they want to catch up on the technical side they're gonna have to do some serious catch-up
@@blackbird8837 UE 6 will be insane (if it ever get created) and it will probably come out in 2027. They’re coming out with a new UE engine every 5 years so in 2040 I expect to see UE 8 or 9. If it scales like it has, in 2040 we won’t be able to tell the difference between a game and real life 😮
Fully agree, however, don't forget that to achieve these "insane" graphics about 80% of budget goes into 3D modeling, leaving about 5% for story and world building
This is WILD. I grew up playing Super Mario Bros on my NES. Hit and Run was a massive upgrade for me. Skyrim blew my mind. Here we are, changing what’s possible yet again.
I love the way you have taken this graphics engine. By far the most competent one. Don't shy away from things that take faster processing stay ahead of the game.
This is absolutely mind blowing. Honestly, if I was a game developer in UE4 or 5 I would halt producing until I was sure everything was redone in 5.1 before release, even if it means a delay
We're losing money, so time is of the essence. Oh and we'll also add micro transactions to get back the development costs immediately. You finish this within a month deadline, don't sleep if you have to.
@@boldone66 yeah it is.. but for companies like Rockstar.. thats a geat investment to keep their works contained only in their own company and not depending upon any other gaming engine for more games in future.
The more I see Unreal Engine improve the more im convinced we like in a simulation created by a super computer / AI. Imagine what Unreal Engine will look like in 10-20 years. The fact that we have already come so far in 40 years from pac man and tetris is mind boggling.
Basically you're saying the fact there is complexity in the real environment and we're slowly being able to mimic it to about 2% in realistic terms, but get away with that mimicry via computer screens, that means the original environment is also super imposed or artificially generated. I don't get your logic. I mean we live in a world which abides by certain universal laws of physics and light scattering and our eyes are able to perceive the light and our brains process it, that is the world we live in. Yes it is created, it is created by god. Maybe that is your definition of a 'simulation'.
We are truly living in the best age. I was born in 1983. Old enough to appreciate the world before the internet, but nostalgic to the core with games. I will literally be gaming in an old age home one day until my last breath. Imagine the games in another 40+ years!
I remember how i went from a MSX1 system to Commodore Amiga 500, that was the first leap in evolution regarding graphics and sound. then we had PC 3DFX Voodoo cards with Soundblaster / Gravis Ultrasound and the first unreal engine which was another leap in evolution, and now we have this and raytracing :) We will live in the Matrix soon, for real i think.
Last week I finished your tutorial on how to build a castle, and I learned A LOT of stuff with your guidance, I'm looking forward to try your masterclass in the future when I have enough money, but your tutorial really sparked the flame in me to start learning UE5! Thank you so much! I remember in the video you were saying: if you are in the future when foliage nanite is supported, you might try to use it. And now is the future :)
As far as animations go, the new constraint system is absolutely huge. It was a nightmare to animate without it in 5.0 but I got creative. Making weapon reload animations in engine instead of maya is now way easier.
The Lod change is nuts. No obvious transition from high to low quality based on distance is crazy after almost 25 years of 3d gaming. Once games come out with this engine and is fully utielized, competition can pack up their bags and leave.
This is fascinating. I'm surprised that other big tech channels don't talk about this type of thing much like Linus, GamersNexus and so on. This just popped up as recommended video and found it fascinating. I love hearing about new technology like this to make games look much more realistic. Something to look forward to in the future.
The reason you don't see this as much on channels like Linus and GamersNexus is because they tend to be more hardware focused companies. Not to say that they don't cover software from time to time, but even then mostly the software is a pairing for something hardware related.
Not seeing that classic lod pop in when zooming away from trees was surreal. This looks like a fantastic step ahead in technology!
Should i pull up an ancient Unity version like Unity 3 and do the exact same zoom away? It's not even difficult.
Ikr?! That was amazing
@@Kanakotka with 100 000 high quality trees and maintaining decent fps?
It was a good tech overview though i am interested on how will it effect environmental objects in the distance when a moving object is hitting them then going towards the camera. Still in games that is left in prerendered or prebaked animations due to how high detail the rest of the software can be in video settings.
@@Kanakotka Great, and now you have your game running at 3fps. 👍
It's a testament to the skill of the engineers who built this that it's as simple as "check this box and everything looks way better"
But the average player can't even play it that way, due to hardware limitations. The game developer are the ones who are doing their best to let as many as possible play their games. It's not about the tools you have, it's about how you ise them.
@@labrats3d Read the comment again
@@Vinicius-zu3nx You may do it instead. He meant the developers of UE5, I meant the game developers. Of they really just would "check this box" to get this and that, all games would be about 5 FPS.
@@labrats3d he said it actually increased performance by 5 fps.
@@labrats3d wtf why do you always have to 'but' others?
The fact that this performs even better than LOD is seriously impressive given how much better it looks.
Probably the most mind blowing part about this. I'm really interested to see how that is possible.
@@victorkreig6089 who made nanite
@@victorkreig6089 Huh?
@@victorkreig6089 what are you talking about victor
@@victorkreig6089 could you link a source? If what you say is true, it's an interesting argument
It's just insane how detailed this is. In fact, some would say it's...unreal.
😅👍
i see what u did there
ba dum tsss......
@@sunnythegreat9617 *Applauses*
The Unreal Engine contains a certain _Unity_ of its tools, I don't think I need to worry about picking a _Game Maker_ any more. I can just start from _Scratch_ .
For a 0.1 update these changes are insane, nanite trees alone is a massive improvement. Really can't wait to see all these features being used in games.
I hope developers will take the extra time to activate the thing for every individual tree tho :)
the 5.1 update is what the 5.0 update should have been,
Those are mainly unfinished cut out feature of the 5.0.
@@norbertherterich4750 they can just ctrl c+v it or ctrl+d
And now think about that UE4 has 27. Now look at the first update of UE5 and imagine what can they do with 26 more...
Nigga wtf are you talking about "for a 0.1 update" they can name is whatever the fuck they want
It's not like it's set in stone how much actual changes an update must have for it to jump from one decimal to another...
That bit where you can now see entire rooms reflected in glass is astonishing.
i can't wait for this to be common in games, imagine mirrors actually being helpfull in pvp shooters.
I can imagine it being a hit with horror games
It's insane, as if you're watching a video
Imagine that in VR... but I don't think Lumen works in VR yet. Hopefully soon.
I said "Jeeeeez" out loud to myself when I saw that. 🤯
Its almost terrifying how realistic 5.1 renders can look. 10 years ago you could obviously tell the difference between a CGI render and an actual video capture, but now you can render photo realistic scenes in amazing detail. I cant wait to see the future of this and VR tech. I think it would be amazing to walk around a photo realistic CGI world in Unreal 5.1.
I'm even just thinking about a game like VRChat being on UE 5.1. Currently we deal with poorly optimized avatars and worlds. But with this tech, it would drastically increase the headroom and capability of people to create content for the game.
*In real time* too!
Seeing this, I have zero doubt unreal engine renders will be completely indistinguishable from real world 10 years from now. Less than that even.
You can already
@@TechyBen there are already videos of 3090/3090 ti doing this, bet now with a 4090
My hope is that other devs are actually taking note of these features and figuring out how they can recreate them, or something similar, in their own game engines. Unreal Engine is amazing enough that many companies are switching to it rather than developing their own engines in-house, which is understandable. But the last thing we should want is for Unreal to start monopolizing that space. After all, you never know how their business model will change in years to come.
You are entirely right. People dont see that this could also be a bad thing.
It's fine Unreal Engine's source code is open for everyone to see, and both Lumen and Nanite's technology are very well documented. I don't think it will take too much for other companies to start adopting technology like this
agreed, game engines alone give games a very specific feel, mostly source tbh lol but itd be sad for everything to be on one engine
@@AsperTheDog That's good to know. Thanks for the information.
Unreal actually has lower market share than Unity so it's nowher close to a monopoly.
The fact that this somehow also makes performance better is blowing my mind.
that's engineering for you
It's memory. Swapping meshes uses texture memory bus on gpu. If you aren't swapping meshes, you don't have to wait on them to load
@@SpaceDodo anyway its still going to lag in my 7 year old Toshiba Laptop
I mean, it's like in reality: less you make efforts doing something, more energy you have in the process ^^
he is definitely lying and hide fps count for reason
I feel like one of the best things that came with update is that lumen and nite are now available in VR. You can create insanely good looking VR environments now!
it'd be really cool if ue5 worked with the oculus quest 2
@@hutch1010 I mean you airlink the quest.
@@Gothdir I think you mean pcvr? Games that are streamed from the pc to your headset. The only downside is you either need a decent 5ghz router setup, or a wired connection. Either way, you also need a pc that can outmatch the Quest 2 and all of its performant, eye-tricking tomfoolery.
How is performance can you get 90 fps out of a avarage VR PC let's say a Nvidia 3070 and a previous gen AMD Ryzen 5
@@andersmalmgren6528 I airlink/virtual desktop from my quest 2 and play games just fine, i literally use a 1080 ti lmao, if you have a 3070 I think you will be fine.
This game engine is so far ahead of the competition that it's absolutely insane.
And its also *free* ?? Wtf LMAOO
@@typorium Free until like 1 million in sales, with megascans, metahumans, and I think the sample projects all usable in productions.
@@owenb6499 You're right, but still, its a realllly good offer I think :)
@@typorium extremely good package I love unreal! It seems like they actually care about indies / making the engine as usable as possible.
Naughty Dog engine is incredible too
This is incredible, these renders are starting to look indistinguishable from reality.
That is insane. Imagine having worlds that are this detailed, and fully destructible. That would be truly revolutionary.
Not even remotely
Unreal didn't invent this
@@victorkreig6089Marks point is being able to do it within THIS engine IS revolutionary! There is nothing out there currently that can do that currently.
Nanites are not deformable...
destruction is a whole other story, things have to be made in a completely different way to work with that, though Im interested to see how much can be done with these systems in a big finished game rather than just environment renders
This is true next gen. Everyone talks about graphics being maxed out but now we need destructible environments and more physics within these new games.
Imagine showing this to someone 20 years ago. Incredible technology, absolutely mind-blowing levels of depth.
20 years ago I used to render this kind of environments with Brazil rendering and it took hours to render one image. Unreal engine really blows my mind... 🤯
And they would ask "but is it fun" and you'd go "meeh, sort of for few hours". Counter Strike, Quake 3 Arena, Half-Life, etc. All looked worse than today's average game but people played those for hundreds if not thousands of hours. They have a cult status. Games today improve on visuals to get you to buy new release and story is same old with a bit of a twist and majority of it locked behind DLC.
@@japie8466 I wasn't a professional dev back then - I just messed around with things like this in high school, or even jr. high in the late 90s, and on a typical home PC, it wasn't really even possible, and took hours to render just stuff with a little glass and reflective surfaces, or any slightly complex geometry.
The exponential increase in computing power has been insane, but is quickly reaching the limits imposed by real physics, due to how small the circuits are getting in terms of nanometers.
hello ex-geometry dash youtuber SEA
If you show this to most people above 60 years of age you will see what showing to someone 20 years ago would look like.
3:00 It's insane that you can simply enable Nanite for the foliage and get MUCH BETTER rendering result without losing any performance!
going though that cut frame by frame is amazing, it's like watching the future of gaming load in as the trees go from what we're used to, to what we imagine
Its insane that the mad lads at epic literally made the "enhance" button from CSI
Wow totally unreal, love it
but still not enough triangles!
Thank white people for this technological breakthrough, yet the 4antiwh1te diversity crew still says that white people are evil.
I messed around with reflections in 5.0, faced path-tracing decal problem just a week ago, and here are the solutions out of the box. Huge respect to all UE devs 🔥
it's crazy how advanced this techonology is getting. imagine what gaming will look like 10 years from now
People have been saying that exact line for 30+ years.. And as always we’ll see a gradual increase for next ten years and when ten years have passed you’ll say “oh, well that wasn’t as exciting as I thought it’d be”.. And then you’ll say it again
@@Primitive01 techonolgies are advancing exponentially, so we don't really know what we'll have in 10 years
@@RP-wk6ge We don’t know but it’ll be a gradual journey, it won’t just jump out like BLAM!
@@Primitive01 The jump from the 2000s to 2010s was phenomenal, but since then hasnt been that amazing. My gripe with increased tech is that modern games are harder to create, so big releases are becoming more rare as production cycles become longer. Whereas a game like Fallout New Vegas took a year or two to create, yet its more fun than some modern games that took 8 years.
@@phrog849 It’s phenomenal when you look back, it wasn’t phenomenal at the time because it was a gradual improvement… Fallout New Vegas is a crusty looking game by any standards, every Fallout game is crusty, they look and feel about 15 years old…
When you say 2010s what do you mean? Do you mean “around” 2010 or up until 2019? Because Red Dead 2 was released in 2018, GoW in 2018 too and they looked amazing compared to anything that had ever been released.. Then TLOU2 came in 2020 and is hands down the best looking game out, by a MILE and still is to this day… But it was gradual, I can’t really remember too much in the early 2010s but FF15 came out in 2016, best looking game ever released, then GoW and Red Dead in 2018, then TLOU2 in 2020.. As a console gets older devs get to know it better and utilise its capabilities better.. Over the next few years we’ll see games look better and better on the whole but every couple of years we should get a “wow” game where they push the limits… But still, in 10 years it won’t be THAT impressive because in 2026 or whatever random year there will be games that you’d consider mind blowing today.. It’s all gradual, you only really notice the difference when looking about over a long period, you don’t notice the leaps as we progress into them
the leaf scattering is definitely the most impressive part of this imo
True photorealism in the most complex scenes that nature can produce. Beautiful technology.
The layer bars were more difficult to do, the development team said so. You are stupid to think otherwise.
@@GardenGuy1942 ok
@@vladpalets ok
@@EXRDaBeasta ok
Dang… these renders are getting closer and closer to just being a mirror image to the real world. The foliage looks 10x better and the reflection on the glass is so unbelievable.
The LOD change to nanite for trees is freaking huge.
Cant wait to play a game with this feature.
It looks amazing.
Its hilarious how they basically snuck a complete revolution into a .1. It's such a huge leap forward it should be Unreal engine 6.
@@presidentresident right? a release level with these changes can only mean a much bigger change in 6 (at least that's what I hope for...)
How long will it be before we can expect to see these techniques used in games?
@@RoboWeener Well considering that this tech can be used as of right now, if a team starts working on a game today... Maybe 4-5 years until we see a finished game with this level of detail.
@@MrMaKeMeDiNnEr Wouldn't they be able to implement this tech into games already in development currently?
I have no idea why I watched this, but it was really incredible to see how much better each iteration of unreal engine is getting and this guys skills are amazing.
I find this stuff more fascinating than actual games - I'm just randomly a nerd for increased graphic processing technology
haha same here
x2
It’s actually insane how realistic games are now.
this is not a videogame , this thing will take a least10 years to start show in some games
Go play NFS hot pursuit 2010.
We seriously haven't seen much yet. Unreal engine 5 is still very new and big games take many years. I think helblade 2 will be a good showcase to what's possible
Not realistic, not yet...
Atari 2600 games are close
This is literally unreal! Keeping this level of detail at 60 fps is going to be insane! It reminds me of the first time I wore polarizes sunglasses lol
working with reflections in 5.0 has been driving me insane lately, I'm so happy to see these improvements. thanks for the vid
Nanite really is a massive game changer.
It's wild how insane the performance gains have been for the last five or so years. We truly have bottomed out as far as requirements go... at least for production-ready projects. Sure, there are tons of edge cases destroying your framerate, this will always be a thing with 3D applications in particular - hell, fresh devs will wreck your fps with the simplest of 2D-games because of all kinds of errors you can make. Still, with a bit of effort, games look as good as they ever will, and this time it's the truth. Compare GoW 2018 with 2022. Both gorgeous, but it's all a matter of authoring now. Even VR is closing gaps quickly. Like, really, really quickly. Foveated techniques are about to crash the party, and if UE5x didn't already provide all kinds of benefits, many more are to come.
Nanite is dope, but also, funnily enough, only a tiny part of the massive revolution happening in this space. It's getting easier and more convenient by the month, and I'm super hyped to get to use it.
I'm really happy John Carmack's MegaTexture/Virtual Texturing tech has a spiritual successor, it was really impressive
I see what you did there
such things as nanite should be in a gpu drivers not in game engines.
@@shulehr I'm a programmer and (former) game dev and what you just said is certifiably stupid and you should probably delete that comment
Visual realism like this could open up the path to so much more gameplay elements. Imagine a game where you have an accurate mirror you can use to peek around corners. Or a horror game where you see the bad guy come up to you in the cupboard reflection.
A greek mythology themed game where you fight medusa just by looking at your shield reflection
Could be used in more creative ways than generic fighting/battle stuff.
It would be like in FEAR where you see the enemy walking, by looking at the shadow cast from him, just taken way further.
That, or simply one step closer towards realistic visuals where you're not taken out of the scene by screen space reflections that come and go. Little things like that can really add up and creative people can put them to good use
I want a mirror to see what the guards are doing as I lockpick.
I used to make my hobby games in Unity, but Unreal Engine are doing so many cool things I'm considering swapping over. This is mindblowing. The future is bright for gaming immersion.
Honestly, Blueprints make everything so fun that I would recommend trying it for that reason anyways.
Unreal sparked joy in my game dev workflow. Unity feels so damn outdated by comparison. The complexity level for implementing basic game features in UE is so much lower, as they provide many useful abstractions in their library. No dull coding for hours, I just go anc implement the mechanics I want with blueprints.
@@leo8292 I felt the same.
@@Teddy_Graham The faster the better, but anything from the last 5-10 years WILL work it just may be painfully slow. You definitely want as much RAM as possible too.
UE5 continues to blow my mind. Love these updates, and your Masterclass is incredible. I highly recommend it to anyone wanting to learn Unreal Engine
What does the master class cover?
@Snoozy Pretty much everything. Programming, environment creation, materials, lighting, 3D Modeling, animation, and particle effects. There are also advanced chapters on landscapes and lighting, as well as a course showing how to create a game step by step
@@GamingGrenade1 What is the minimum required Computer hardware one needs in order to learn UE 5.
Getting this far is such an achievement. You gotta appreciate that the closer you get to reality the harder it gets to replicate.
What do u mean harder it gets to replicate
@@taranhase4396 It's very difficult to create a copy of reality because of the fact that there are so many infinite variables. For example, if you see a leaf fall on the ground in real life, there's literally infinite possibilities to how that can happen and what influences that. Now imagine recreating that in a game...
@@JUNGLY108 arrh now I understand yes they would have to code all possibilities which in our generation is probably not possible, maybe in 2050 though ??
@@taranhase4396 Sooner, just ask Ray Kurzweil. Seriously, technology advances in a somewhat chaotic, but exponential fashion. Like how nanites replacing the LOD's is just a total game changer, and is totally game breaking. Rarely in life you get something better, at a lower cost(GPU wise). Now, consider how this will work in other fields. If we hit a point where AI can improve itself in 2031, by 2035 we will have kids creating their own digital worlds the size of the observable universe.
@@taranhase4396 It’s definitely possible and way closer than 2050
When I got myself a new rig with an RTX card I was surprised how modern games still struggle with HORRIBLE Lod pop-in issues. There is nothing more annoying than objects literally appearing before your eyes.
This feature is simply mind blowing. Generating all these objects with dynamic level of detail without any performance drop. WOW. Future games will look amazing.
Yeah, it's so surprising and just unreal. Usually something must give when you increase to that level of detail, but this thing even increases performance.
Don't forget it will use less install space for textures, now that it's only 1 texture rather than like 5+ LOD textures used. I can see a space savings of at least a good few gigs up to about 10+ given the game.
@@Atixtasy i dunno if you have tried to download any of these but that desert landscape is like 130gbs or something crazy. this detail isn't free.
@@0xsergy Jesus...why so big?
@@KindNine maybe its a big map? i didn't download it yet, gotta make room on my full C drive because epic games is installed there... even if the maps are saved on another drive.
I still remember playing the original game unreal and being blown away by reflective floor textures. This shit is beautiful and frightening, challenging my reality. Great vid
I do appreciate that they went with the name Unreal from the start, since they’re continuing to make aspects that were previously thought unreal…real. 🤯
i appreciate it as well. i was a gamer kid in the early 90s and i played unreal games from the very start aboard the Vortex Rikers... right up to the latest tournaments, and now my favorite games are built on the platform they developed! Unreal is ironically the most real contributor to good games for us to play!
I remember picking up my first copy of Unreal, playing a game, and almost immediately diving into the engine. I almost failed CS because I spent an entire year building and testing levels instead of learning autocad, but I was finally able to convince the admins that just as much, if not more, work went into building good levels. It really sparked a lifelong passion, and as you said, they have continued to impress.
People outside of the game industry (and even many in it) still don't realize just how big of a deal Unreal's nanite tech is. It will go down as the single biggest "leap" in quality and development optimization in the industry's history. As an artist you used to have to go through a tremendous amount of trouble to keep poly count low and make LOD's which is extremely time consuming, nanite gives you the possibility to eliminate all of those steps. I've been working in the game industry almost 10 years now, and I wish I had this 10 years ago. On another topic they also eliminated the importance of draw calls in Unreal 5, which is often ignored and not talked about, but that alone is another huge factor in game performance and development.
On the other hand, expect to see game storage size skyrocket again as every item in the game gets the 48k hyperreal treatment since it doesnt affect frame rates as much
everyone in any industry wishes they had ten years ago what they have now.
Combine this and neural learning systems like DLSS 3 and FSR 3 means next-gen worlds are on the horizon running on current hardware. We didn’t really see a visual jump from last gen to this gen. I have a feeling we’ll see a large jump in the next few years, but it will be software leading the charge.
I worked on a similar technique back in the 90s, we called it dynamic mesh sampling but it is essentially the same concept, we used it to simplify models for ray traced rendering. Back then it was just research as the processing power required was beyond reasonable back then. Good to see the concept has now become mainstream, they have done some great work here to get this kind of thing working so smoothly and seamlessly.
@@_Refurbished_ I'm not sure we'll see a HUGE jump in how realistic stuff is on its own (just because things can only get so realistic), but what we will see a huge jump in is file sizes, world sizes, how good worlds look from far away, rendering techniques, and animations. The real thing that visually needs to be improved is physics and animation triggers, that's where games have a long way to go.
The lod and lighting are impressive beyond words, but expanding from 22km to 88,000,000 is just next level insane!
I nearly choked on my coffee when i saw that. In a single line thats like going from a drive to a friends house in the next city, to half the distance to the sun.
While it seems a huge change in reality it is just a doubling of the precision, eg change the datatype from float to double. Good change but also very easy to do :)
@@mercior I understand what you are saying. But I am not sure term "doubling" is a right choice of word here. Yeah, the presicion went from 7 to 15 decimal places but that is 8 orders of magnitude. Calling that a double because (double the numbers) is interesting way of explaining it. And I kinda like your approach here, nice way of simplifying it in a simple way without going into much detail.
@@_sky_3123 right, if it was a literal string "doubling" makes sense lol.
@@_sky_3123 I refer to doubling the precision of the datatype, ie going from 4 bytes to 8 bytes, which yes will increase the actual decimal numbers you can store with those bytes by many orders of magnitude. In the actual code you are just swapping that datatype.
It's amazing to see that Epic is really working to bring the new innovations in software research to their engine, I remember seeing papers about those techniques and technology some years ago but no game engine was implementing them, and now Epic is doing exactly that!
We entered a phase were hardware won't get better exponentially anymore, but software is still in the that phase, better software is fundamental
When this guy created a UA-cam account, UA-cam accepted his terms and conditions.
Truer word have never been written!
The FACT
And it’s an actual blessing!
When you typed your comment. Thought was conveyed to others.
That’s a nice profile pic
This is insane.. It's hard to comprehend that it runs so smoothly in real time with this amount of detail. I'm a huge fan of the Mafia series and recently I found out that the next game is being made using UE5 so seeing this makes me really excited for how good it's gonna look. Let's hope the gameplay will be as good as the visuals.
@@eye776 doesn't sound like that's a new problem though... i've never upgraded my GPU until the games started to require it.
You need a 3K pc to run this in real time
@@eye776 my 3060 is hopefully enough
@@eye776 GTX 1080 is kinda old though, it makes sense that you'd need that *at the very least*
@@gronlud The thing is, there were 2 mining booms back-to-back, so a lot of gamers are still stuck on GTX 900, 700 or even older. GTX 1060 3GB was also very popular, but it's essentially a GTX 970.
That's why even if GTX 1080 may be old, its performance level is still out of reach for many gamers.
If you think about it, RX 6600 is still the only somewhat decent GPU that can be found at a fair price consistently.
Nanite Foliage is a huge game changer.
Omg this is so cool so now buildings, floiage won't tax the engine as hard as traditional methods have for all these years. Nanite is the biggest gaming tech we have seen in 20 years
@@deluxo2901 they’ve been saying these things about the ue5 for a couple years now and I’m not seeing it. Their demos always look incredible but this stuff hasn’t actually made it into real games yet
@@HieronymousLex Games can take years to develop and UE5 has only been out for around a year IIRC. Along with that , many large game studios use their own engine (Frostbite for Battlefield, RED for CP2077, etc.) and switching to a new engine is a time consuming and labor intensive process that prevents them from working on games and therefore making money.
Literally
@@HieronymousLex Do you not know how long AAA games take to develop? And we don't take Ubishit and Activision games as AAA because they are just copy paste of their previous games.
Waiting for the ue 5.2 video😁
Just FYI for anyone who reads this, Bulk Edit feature can be used to turn on nanite for multiple assets at once. So no need to do it one by one.
That helped thanks!
If someone needs extra steps: select all -> right click -> asset actions -> bulk edit via property matrix
It's always the smaller details that make the most drastic leap towards photorealism. Can't wait to see some games that harness 5.1 to it's absolute fullest.
从阿凡达视频复制黏贴是吧
@@蔡偶像 No, this was my own original comment. Must've been a coincidence.
Not until next 10 years
can't wait to 5.2, 5.3, 5.5 and 6.0. If they still in 5.0 and can get all this, think about the next ones. They will get more realistic than my life lol.
See you in like 6 years
If I was a game dev, im sure this would bring a tear in my eye. this is absolutely incredible.
that tear may also be for another reason. I learned the hard way that its way too easy to get sucked into game development with high expectations and keep trying to make games that are way beyond your ability. though yes, its really impressive and I wanna see these things used to their full potential
While it looks amazing, yes, it's Unreal so implementation will be super convoluted and likely incompatible with other things that are either already implemented into an existing game, or with certain features or details that you deem more important for your game. Unreal Engine is by far the most Unuser-friendly of the public game engines out there which is why a lot of developers, especially indie developers prefer Unity. Plus Unity uses C# scripting which is much more game development-friendly.
@@leeroyjenkins0 C# was pushed by Microsoft a couple decades ago to be the go to language for indie game development; so much that Unity adopted it as their scripting language as did several other engines. The language has evolved over time with some updates to the framework specifically having game development in mind. As such, there is so much more support, community help, online courses, references, code snippets, etc for game dev in C# than in C++. C++ is technically faster, but not to any degree noticeable by a human or to any degree that would make any significant difference in your game (if it does then more than what language being used should be considered as to why your performance is bad).
@@TwistedSisler Microsofts decision to create C# did not have anything to do with game development. Microsoft created C# because Java creators didn't want Microsoft to make their own version out of it to fit their needs. The main reason for C# is Web development. While C# can be and is used by some engines, it is NOT the primary use for it. Actually, there is no primary use. C# is just an high level language with potential to program nearly everything in a short timespan.
Microsoft did never push any update where game development was a specific focus. While engines like unity are using the language as a script language, the Framework behind it (.Net) isn't even used. I'll be more precise later.
C# does not have more community help and online courses than C++. Even tho C# has a really large community, C++ is around a much longer time and still has a large community especially in game development. Most game engines still are working with C++ directly or underneath, like Unreal Engine, Frostbite, Cryengine and even Unity engine itself.
C++ is faster than C# when both are in their supposed environment. C++ compiles to native code, while C# is compiled to an assembler like language (IL-Code) and is then run in a framework (.NET) to be just-in-time-compiled to native code while runtime. Also C# uses a system called "Garbage Collector", which manages the memory, more specific the object lifetime, of your application. This way the programmer doesn't have to care about memory management most of the time on his own, which leads to less programming errors and easier programming. The performance comparison between C# and C++ is immense. In some cases C# takes the doubled time of C++ for the same task. In most software application this is not noticable for the user, which is true, BUT it would be noticable in performance relying programs like games.
HOWEVER, for an engine like Unity this performance comparison isn't necessary true. Unity has two compilers. Mono and IL2CPP. With Mono it also runs with JIT-Compiler and comes with the performance overhead. In this case it runs in a similar environment like .NET from Microsoft.
With IL2CPP C# gets transpiled to C++, and then fully compiled to native code, which cut's out the performance overhead, but can reduce compatibility with 3rd party C# libraries. But no matter which one you use, the C# part only matters for backend scripts, which most of the time aren't the performance relevant ones, even tho it's possible to mess it up there. The tricky and technical part is how the engine works, how it renders different things and how it manages the data it get's provided by the backend. And this part of the engine is written in C++.
@@leeroyjenkins0 C# isn't necessary more "game-development-friendly", it's generally more "developer-friendly". It's easier to learn for programmers, and it generally is considered less error-prone, because technical pitfalls are hidden or abstracted away from the developer.
It actually boggles my mind how this hasn't been done before. I mean, you'd want to see everything in your viewport to get a coherent scenery. Everything far away should just use less polygons, much like how movies use miniatures for some scenes where detail isn't important. Hope this technology will catch on, because it definitely opens some doors for creative world building
It's inevitable. Unreal is the leader so it has already "catched up"
Reflections and lumen noise were my biggest gripes with 5.0
This update is insane!
Any time i see any unreal updates these days, my jaw just drops, its all just so stunning.
The screen space reflections where the state of the art for such a long time in the most games, with the problems that come with it. And now it is a side improvement of UE5.1 to get rid of ALL problems about reflection. This really blows my mind.
I'm sorry... I paused the video at 0:02 and couldn't finish the video because this scene is so beautiful..
I can see why a lot of studios are switching from in house engines to this. These tools are impressive.
It really is but basically every not AAA or AA game on steam - lets say game for 20 - 30€ have some old unity crap engine. Never saw for example game like ANNO, cities skylines, transport fever on unreal engine. I got the impression this engine is not for these games. It seems this engine is for the FPS and action games? Maybe I saw it in Tomb raider games?
@@Izmael1310 there are a number of rpg and mmo games using unreal 5. Ashes of creation for example.
@@Izmael1310 Unreal 5 is still new in the grand scheme of things. It will take time before you see a bunch of products on the market made with it, keep in mind games, large or small, can take years to make. Indie developers aren't developing their first game full time, sometimes they get a couple hours a day or even week to work on their projects. In a couple years I'm sure we will see a ton of this in the wild.
@@Izmael1310 Dont think any of those games need the power/capabilites of unreal. Cities Skylines works perfectly fine on Unity and it allows more users to make content with an engine thats way less demanding of pc specs. Not to worried about the LOD quality or lighting reflection on that or Anno
@@super8bitvideos well I made little error with the anno game to put it there. It is listed as an example of game type not game with bad engine which can't utilize modern hardware. Transport fever and anno looks much superior over CSL and I have better performance in these games over CSL. Of course csl is great thanks to huge assets and mods library, but I really don't like the game engine. It basically does not matter what gpu or cpu you have if you have 32-64gb of ram and SSD for the game and pagefile. This unreal 5 engine would be awesome to see in open world games like Witcher or Assassin's Creed, but I doubt it.
the LOD and lighting calculation distance are so game changing.
could you imagine playing No Man's Sky raytraced and the light is actually coming from a planetary sun??? that's so cool.
sub surface refraction is also insane. so important and subtle.
Oh man thank you so much for showing direct comparisons, everyone showcases the new features but does not compare the before and after
Taking the time to jump into different versions of the engine and loading up scenes is awesome. I logged in just to upvote this video. And I don't even use Unreal (yet).
Unreal engine is way ahead of it's competition, Epic never fails to amaze me.
This is insane. As someone that was flabbergasted by 8-bit as a kid, this looks better than real-life. Unbelievable.
Now you never need to go outside to get great graphics ever again...
@@thothheartmaat2833 screw reality
@@thatguyyoudontknow You should have said Unreal lol
@@dddripz I failed you all. Hah
VR games are about to be too realistic
Holyshit that zoomout on trees was mind blowing. Someone who doesn't understand how this has been done all these years will not be able to appreciate how incredible this is.
That's what i was thinking. It's crazy at all to even see another solution for this, especially one that increases fps while looking even better and also saving time?? Jesus
Prety much my biggest issue with games has been the awful pop-in textures of trees.
@@AlexSchwartzATV Yeah it's counter intuitive as fuck
It actually makes sense though, to be fair. Nanite is essentially dynamically selecting the most optimal LOD as far as having polygons map to pixels is concerned (ie it tries to have 1 polygon _roughly_ map to a few pixels), so it's able to optimise the poly count on-the-fly to a significantly better degree than traditional LODs. Essentially imagine if you had an unlimited amount of LODs for your mesh, so that the engine is able to select the best LOD and _only_ the best LOD. That's effectively what Nanite is doing, except on-the-fly.
5:22 The reflection of the room when you look in the glass cupboard is amazing.
Just made it so easy to understand.
I don't do anything related to game development, but this is EPIC. Even as a game consumer, this is so exciting to see. I can't wait to play on UE 5.1 developed games
EPIC is the name of a company made an unreal engine.
yeah what sucks is huge companies take years to switch to new versions of software. AAA games will still be a few years off from using this as they still need to finish projects they're working on.
@@parkerwinton5661 One thing that will encourage them will be the amount of money that could be saved. Of cause many companies will need to develope their own version of this technology in house and apply it to their own game engines.
Gotta love when someone talks about performance and "gained 5 fps" without showing the fps anywhere on screen or mentioning the overkill hardware they're using.
This. Dude is probably using a 3090 or 4090. It remains to be seen how performance will be on console
Games are already very addicting, so this will be a very interesting direction that I'm keen to see. Games are about to be a whole lot more immersive, that's for sure.
Do u like Epicgames?
I'm so jealous, I haven't gotten addicted to any game since 2003.
@@i-am-the-slime why though? What's your hobby?
Actually, the more you play, the less your prone to getting addicted because your starting to notice repetitions in gameplay mechanics and the limits of mainstream or AAA story telling.
@@i-am-the-slimesame here. I can’t remember the last video game that actually really drew me in
That’s some nice “Foe Ledge” 🤔
The changes to foliage have been on my wishlist since UE5 was first released, and even more so when Quixel started making trees. I'm very excited for this new version
I love when games have lots of grass and foliage. Great to see that it's getting even better.
I can remember working on dynamic mesh sampling algorithms back in the 90s but back then it was very much just research, good to see the concept is finally hitting mainstream with nanites.
I am impressed with the "it's real life" videos emerging. I am curious to see what game developers do with this over the next few years.
The nanite foliage is incredible! This update had a lot of other great features as well, I'm personally excited for the UMG MVVM support. So nice, especially since I was about to start working on a new UI system!
This improvement is amazing, there is still a bit of lod-like degradation in the first scene, like a sudden drop in shadow calculation, but the effect is still great
I think that’s the AO range, since it seems to affect the shadowing intensity from a distance. I’m sure that would hardly be noticeable in game, but I did notice that as well
Yep, I saw that too. The transition is smoother but you can still see how at a distance, all the trees start to look bright green. Still good progress though
The LOD change to nanite for trees is something i wanted for decades in every game without knowing it would be nanite technology :). I always hated those 2D background trees.
The fact that computer graphics relies on old tech can sometimes hold us back. If we wiped everyones memory of how we did 3D graphics and just built 3D graphics engine from scratch with todays technology I think it would look amazing and run fairly smooth. We rarely reinvent the wheel because we are comfortable. But in this case the Unreal developers said "Fuck it! Lets reinvent the wheel and do it right" and boy did it turn out great...
1:44 Polygons on polygons
2:50 Eg 2
4:00 Foliage
5:00 lighting and reflections
8:10 Bigger worlds
8:20 Sequencer
9:35 Future of gaming
He already has time stamps
@@Cephandrius-Maxtori yeah but these are for my personal use....
Many years ago I did all the computer graphics classes available in my Computer Science curriculum, most were optional. Got a homegrown raytracer out of the deal. I was impressed when I figured out shadows by myself (it wasn't part of the course literature, the renders just looked wrong). Had a hard time trying to make it work with translucent objects and gave up. Still kept a healthy interest in improvements in global illumination. Watching this video... this is alien technology. If you came back in time and told me that in a matter of years all this would be possible in real time I'd have laughed you out of the room.
Also, the way Unreal engineers designed features to work together is phenomenal.
I guess it's time to learn this thing properly.
Also, with 5.1 Nanite and Lumen are being brought to forward rendering. The features are not fully implemented yet, but there's already sample projects and videos all over youtube of people using these amazing net-gen features in VR. Nanite is a massive step in the quality of VR games!
Not worked with Unreal for a looong time. Does deferred have too much overhead for VR or is it like in Unity, where you can use deferred in VR, but the lack of MSAA just makes it look miserable?
@@DarthHunter5 latter i believe
The only thing that I worry about is that file sizes for lush, immersive games are going to EXPLODE soon. It's absolutely fantastic and a huge step forward that the game engine allows our processors to at least handle the load, but the data needed for all these high-poly meshes has to be kept somewhere. However, I think that a solution may be right under our noses: AI algorithms and dedicated AI hardware. I think that we could shrink the overall game size tremendously by incorporating single-purpose analog AI chips into our computer setups. The game developer could create a high-poly design in the game engine, then reduce a large amount of the poly count to a "seed" for the algorithm to reconstruct in-game. They could use this for fleshing out polygons _and_ textures. And the tech is already there. There are a couple companies out there that already manufacture AI accelerator chips on little M.2 cards. We'd just be waiting for a game studio to bridge that gap and utilize it, to showcase the massive potential.
@@pirojfmifhghek566 Either AI or game textures have to undergo a better compression method…
@@christophervanzetta From what I've seen, they're already compressed to hell and back. That's always going to be step #1 in the process, but I think they're getting seriously diminishing returns at this point.
3:38 this blows my head, this is the 5.1 version, but leaf scattering is aweasome!
Thank you brother!
Your video about Unreal Engine is one of the reasons i chose to go with unreal, and i learned a LOT from your tutorials.
It even got me to a point where i decided to develop a Full ARPG Game my self and i even uploaded a Devlog to record it and help others as you help me.
It really as thanks to you, keep doing good and good luck!
I remember watching the trailer for Gran Turismo 7 and being impressed with everything except for the foliage. You could still see tons of flat 2d trees and it was just crazy to me that 20 years later they still couldn't make it work. Its amazing that those days are finally going to be over.
Great video! I know nothing about game design, engines, textures, programming, or anything like that but your video did an amazing job explaining what Nanite is and what it does without being confusing to people who don’t know what’s happening (like me).
Too bad I’m still rocking a 970 so new games aren’t really an option, looking to upgrade soon
Black friday is here…
Future games are going to look incredible!
Wow, when I first started gaming on my NES I was 6 ish... maybe 7. I'm 38 now and it's absolutely insane to see how things have progressed over the years. 5.1 is movie quality graphics running real time.
This is basically what I dreamed of as a kid, I'm the same age as you.
@@actuallynotsteve right? I remember watching the original toy story in theaters, dreaming if games would ever look that good. Well we've passed that, infact I'd say 5.1 has many movies made in the last 3-5 years looking pretty piss poor lol.
yeah I was thinking of how shocked I was when I first saw Tomb Raider... and now, this
Just think of those of us to started in the 80s on 8-bit machines
@@capitalb5889 I was born in the 80's and started gaming on an NES... which happens to be an 8 bit machine.
Just WOW! Having been around since the days of Pong, PacMan, Donkey Kong and Dragon's Lair (among a host of others as well) I am just in awe at how far video games and especially the engines have now gone. It's truly amazing to see this progress over the years and this video was incredible to watch and see the details that are now available.
This is so impressive it's actually hard to believe.
I'm interested to see how the competition/comparison between Unreal and Unity would be like in the near future!
Unreal is not only technically better but it's also free up to 1M in revenues... Honestly the only logical I'd see someone use Unity would be because there's a shitton of tutorials online since it used to be considered more accessible to beginners for a long time. But if they want to catch up on the technical side they're gonna have to do some serious catch-up
With 5.1, Unreal Engine truly lives up to its name
By ironically being more realistic
As someone who started on 8-bit for gaming, this is mind blowing. Kids don’t know how good they’ve got it.
imagine UE in 2040
thats probably how grandparents talk about war-free times. yet we underappreciate things too little any age lol
@@cuerex8580 appreciation comes with time.
@@blackbird8837 UE 6 will be insane (if it ever get created) and it will probably come out in 2027. They’re coming out with a new UE engine every 5 years so in 2040 I expect to see UE 8 or 9. If it scales like it has, in 2040 we won’t be able to tell the difference between a game and real life 😮
Fully agree, however, don't forget that to achieve these "insane" graphics about 80% of budget goes into 3D modeling, leaving about 5% for story and world building
It's like moving from your first lousy apartment into a nice flat and you end up paying less.
This is WILD. I grew up playing Super Mario Bros on my NES. Hit and Run was a massive upgrade for me. Skyrim blew my mind. Here we are, changing what’s possible yet again.
Wall to wall /wall to ceiling 12k screens are cheep we won’t know the difference between real life in game
I remember being blown away by Donkey King Country on the SNES… 😂😂
I don't create with unreal, I just play the awesome stuff you guys create. I love seeing the process
I love the way you have taken this graphics engine. By far the most competent one. Don't shy away from things that take faster processing stay ahead of the game.
I'm 15 seconds in the video and the way you said "foliage" kills me LMFAO
This is absolutely mind blowing. Honestly, if I was a game developer in UE4 or 5 I would halt producing until I was sure everything was redone in 5.1 before release, even if it means a delay
Investors and shareholders will like to have a word with you
We're losing money, so time is of the essence. Oh and we'll also add micro transactions to get back the development costs immediately. You finish this within a month deadline, don't sleep if you have to.
Why would you need Ue5 when you make your own gaming engine (eg. Rage engine 9 thats being used in gta 6 currently will be far better than ue5)
@@FairPLAYER That requires you to have an original engine, and isn't that usually much more expensive?
@@boldone66 yeah it is.. but for companies like Rockstar.. thats a geat investment to keep their works contained only in their own company and not depending upon any other gaming engine for more games in future.
The more I see Unreal Engine improve the more im convinced we like in a simulation created by a super computer / AI. Imagine what Unreal Engine will look like in 10-20 years. The fact that we have already come so far in 40 years from pac man and tetris is mind boggling.
Matrix
20 years ago they said in 2020 the computer games would look like the real world
Basically you're saying the fact there is complexity in the real environment and we're slowly being able to mimic it to about 2% in realistic terms, but get away with that mimicry via computer screens, that means the original environment is also super imposed or artificially generated. I don't get your logic. I mean we live in a world which abides by certain universal laws of physics and light scattering and our eyes are able to perceive the light and our brains process it, that is the world we live in. Yes it is created, it is created by god. Maybe that is your definition of a 'simulation'.
This is phenomenal! The days of objects popping up and clipping are nearly over
I'm looking forward to Unreal Engine 5 being used in Airland World!
We are truly living in the best age. I was born in 1983. Old enough to appreciate the world before the internet, but nostalgic to the core with games. I will literally be gaming in an old age home one day until my last breath. Imagine the games in another 40+ years!
I was born in 1992 and I hope i'll live long enough to see a Fallout game releasing in 2077
I remember how i went from a MSX1 system to Commodore Amiga 500, that was the first leap in evolution regarding graphics and sound. then we had PC 3DFX Voodoo cards with Soundblaster / Gravis Ultrasound and the first unreal engine which was another leap in evolution, and now we have this and raytracing :) We will live in the Matrix soon, for real i think.
I was born in '88. Still waiting for Half-Life 3.
Old age? Uh... That's a lifestyle choice.
Last week I finished your tutorial on how to build a castle, and I learned A LOT of stuff with your guidance, I'm looking forward to try your masterclass in the future when I have enough money, but your tutorial really sparked the flame in me to start learning UE5! Thank you so much!
I remember in the video you were saying: if you are in the future when foliage nanite is supported, you might try to use it.
And now is the future :)
As far as animations go, the new constraint system is absolutely huge. It was a nightmare to animate without it in 5.0 but I got creative. Making weapon reload animations in engine instead of maya is now way easier.
The Lod change is nuts.
No obvious transition from high to low quality based on distance is crazy after almost 25 years of 3d gaming.
Once games come out with this engine and is fully utielized, competition can pack up their bags and leave.
This superb showcase covers the most significant improvements of the engine, exactly what I was looking for. 👍
This is fascinating. I'm surprised that other big tech channels don't talk about this type of thing much like Linus, GamersNexus and so on. This just popped up as recommended video and found it fascinating. I love hearing about new technology like this to make games look much more realistic. Something to look forward to in the future.
The reason you don't see this as much on channels like Linus and GamersNexus is because they tend to be more hardware focused companies. Not to say that they don't cover software from time to time, but even then mostly the software is a pairing for something hardware related.
As a beginning sim racer, this is excellent and I can't wait to see how this could be used in the genre.
Belgium*
This is practically a new era for all gaming
5.0 was already insane but this is WILD!!! I have no words! these little details make such a huge difference! incredible!
I cant imagine how crazy this is going to be going into the future of games