The best thing about this next-gen tech is it's actually cutting man-hours to make games. Ray tracing + global illumination changes save so much time in the lighting pipeline. Nanite makes the mesh / asset pipeline so much faster considering most of these assets are hand crafted at max resolution and then thrown through a blender multiple times before it gets to the game. The idea that someone might be able to model something in Z Brush and get it exported directly to Unreal Engine 5 and have it "just work" is amazing. This should cascade to level design as well as the engine will ideally handle the performance details and let the level layout artist slam down what they want.
Draanor agreed, it’s insane the changes this will make to the art pipelines. Having the engine just automatically build the lighting, and the removal of the need to retopologise and UV unwrap assets is crazy. It’s just insane
Yeah, agree. The graphic quality will be not really have big difference (aside from ray tracing), but (at least i hope) there will be big difference in level design, interactivity, etc from more simplified workflow
2 most impressive things in the demo:
-her scarf didn’t clip through her body.
-the audio sound of the rocks falling.
Yup! I watched that scarf the entire demo, and not ONCE did I see any clipping at all! :D
This tech demo had more gameplay trailer than the assassin's creed gameplay trailer. talk about unreal.
Shows more gameplay than Valhalla even though its a tech demo.
@Valhalla Rising You do know this demo was in 1440p 30fps right? If you didn't then you need to watch the video...lol
I can't wait to see a future dark raining city environment with a busy lively crowded atmosphere.
The biggest thing with this is how much load it takes off developers. Dev teams keep ballooning out of control with more and more complex visuals. This actually seems to focus on making things simpler for developers and reducing iteration time while increasing visual quality. A lot of technical steps are eliminated where you don't have to bake down your models or your lighting. Artists can use assets directly as they made them and the level designers and just throw them in and use lights directly. You might potentially be able to make AAA quality games with smaller teams with UE5 compared to the last 2 generations.
I guess, any game performance issue should be sorted out after running through the game engine's profiler
There are still a lot of what if's that would need to be answered first.
Authoring meshes with 35+ million tris is a pretty messy affair and would only create more headaches if you needed to rig it for animation or do a destruction pass. The improvements to lighting, rendering, and LOD management will help speed things up; but I'm not fully convinced it would speed up asset creation all that much.
IMO developers would be better off authoring their assets the same way but instead, utilize displacement for up-close detail like Bluepoint did on Demon Souls.
I'd love to be proven wrong, but it's too early to say rn
10:29 "next gen PC", you heard it here first bois, PC2 is soon to come.
Also, love the Crysis shrine.
@@jamezxh next gen pc will have an ssd in its gpu. Mark my words.
@@nomoredistraction329 Well they already have that. AMD created one with if I remember right a 1TB SSD onboard as a cache to greatly speed up certain applications like video editing raw files. It's beneficial in that it just stores all the data on board so the GPU doesn't have to ask the CPU for data, CPU get that data from memory, memory to fetch, memory to return, and then the CPU send every bit over the PCI pipeline to the GPU.
So yeah it just basically sent the entire raw file to the SSD onboard once then was done and was used a basically L4 Cache.
0:43 That Crysis shrine at the back is ever-present.
Lol, I heard they are developing ray tracing for all , so who knows maybe they will Remake Crisis with thier new engine for next gen using new global illumination system just like what we saw in unreal 5
@@ludologian they are already making a crysis remastered with ray traced reflections. Its been officially announced a while back. And add far as global illumination goes, cryengine has had fully dynamic voxel ray traced global illumination since long ago. And obviously crysis remastered will use that. Unreal engine also tried to make a fully dynamic voxel ray traced global illumination, built they failed to do it without causing a massive performance hit, they even admitted this and also admitted that cryengine was able to do it. There is some nice competition going on here. I love it.
@@ludologian Whatever they do, cryengine had always a more realistic look than unreal engine.
@@ludologian
Crysis Remake wont need Unreal's implementation as CryEngine's solution is superior, Crytek's SVOGI is the only lighting technique that can get slightly close to RTGI (Ray Traced Global Illumination) , in the end, both are inferior to RTGI but Unreal's solution is far inferior, Crytek's solution is not THAT much worse.
If RTX 3000 series truly has a 400% performance boost in Ray Tracing over 2000 series, then all of these rasterization lighting techniques will essentially become obsolete, as the Ampere GPU's will allow devs to use fully RT'd lighting without losing almost any performance, so my conclusion is that all of these solutions will be almost exclusively console-aimed , particularly the PS5 since the XSX will be able to Ray Trace a lot better than the PS5.
I seriously hope Sony's first party devs figure out a way to achieve a similar end result as either UE5 or CE5 (almost impossible though).
can we take a moment to respect this man for still using the ps4 earbud
those and the vita headbuds are so good, the vita ones got discontinued and go as high as $50 on Amazon now
@PlayStation gamer that cheap ps4 earbuds actually have a quite surprisingly good microphone. Very reliable for voice recording such as in this video.
digital foundry is not the same without The Legend Richard being in it.
UE5 is actually a god-sent gift we devs have been aching for.
Imagine hours saved to adjust lights instead of baking Every Single One, just to realise your Renderfarm has 1 stupid slave that can't keep up and wreck the whole process.
Imagine not having needs to buy expensive assets and break them down or scaling down your megascan just to keep the game stay consistent while sacrificing so many beautiful edges and textures.
And Imagine tons of profits and man dates saved to produce games - even movies - under faster pace !
Thank you DF for another amazing analysis yet again !
If you save hours of worked hours, your costs fall, and also accordingly the price you can charge. Profits are directly linked to exploited human work. Less human work, less hours you can exploit, and less profits, in the average production and distribution economic cycle. This is basical Marx.
Agreed with everything except the last sentence - you know that as we get more time-efficient in our processes, that time saved is never returned to the workers, it just means that the next project can start sooner. Expect to be exploited, just with better tools. Tons of profits for sure.
Honestly, I think the high poly tech is too good to be true for now. Don't you think?
I want to believe it's true but having billions of polygons with no restrictions and 8K textures and just running fine doesn't sound right.. hahaha
Leo M im not a developer but i am a producer. So im assuming devs will be credited for these games, surely being able to develop more games in less time would make for more advanced payments, and then more royalties in less time?
The thing I find most fascinating about this--and it's the thing I didn't really expect--is how much easier developers' jobs will be with this tech (at least on some levels and in some departments). Not having to spend time baking lighting is huge, being able to load in assets without having to worry so much about LOD is HUGE. I had always worried that the more we increase fidelity, the more the budgets and development time will inflate. That's gotta still be the case to some extent but I hadn't considered how much these robust real time tools could actually save dev time.
Indeed, for several years now, one has been able to create 3rd-generation console games with only art tools (no programming skills required). And later this year, perhaps 4th-generation console games as well.
Perhaps by the 2030s, we'll have game design so automated that even AAA games will become ridiculously fast, easy, and cheap to produce!
Unreal 4 itself was already a quantum leap, especially for artists. The game I worked on prior to a UE4 title was on an in-house engine at a small indie studio so usability was utter gash compared to what things like the material editor afford you. Can't wait to get my mitts on this!
Demos are not the same as games. Game performance and demo performance are not 1:1. Games have hundreds or thousands of different scripts, models, animations, deformations etc. Dumping assets with millions of polys into games is not a good practice, and the processing power used on rendering objects with unnecessarily high poly-counts can be used elsewhere much better.
Would be nice if they could pump out twice as many games but if its this easy like they say i doubt it. As if nobody had this idea before, it probably brings difficulties they havnt mentioned that has put people off. Pc has had over 10 teraflop gpus for years and has had pc only games developed without using this method so its not due to gpu power.
And AAA developers like Activision/EA/Ubisoft are gonna continue bitching about how games are more expensive to make every year, just as an excuse to put their lootboxes and MTs in their games. Heck I can even see a future where games are all made entirely by AI and companies like EA are still gonna push for microtransactions citing "development costs" as the reason lol. No matter how cheap it gets to make them, we the players won't see the benefits, just more trash games coming out faster than ever.
"The man, the myth, the legend himself"
Me: *Witchard!!*
He: No.
Me: 😢
He might be "the man, the myth, the legend," but is he still your *friend and colleague*, John???
I’m ready to give up on reality all together.
ephphatha230 I feel like we're not quite there yet. This is a big leap for tech but in possibly 2 future generations we won't be able to tell reality from pc generated graphics in real time, not just static images
Working daily with Unreal Engine 4 myself, this got me excited like a child again - I am looking forward to what else they unveil for UE5.
There is an announced that Epic is waiving fees for less than a million dolars.
My office who works with Unreal was giddy as a kid as well. We definitely got less work done today because of this demo.
I don't think people fully understand how this new tech just opened the floodgates for so many things. I play in Unreal Engine, but most of my work is on the pre-rendered side of things. If what this tech does as advertised, that line between real-time and pre-rendered pipelines is going to get hazy in a way previously unheard of. There's been buzz-word style examples in the past of game engines getting on the same-par as pre-rendered, but the barrier of optimization and working high-poly models to something workable in an engine has been the divide and norm since the beginning of time. To be able to just drag and drop a high-quality photogrammetry scanned object into a game environment and call it a day without checking for topology is... I have no words for that. To see that many high-poly Z-Brush models just happening to be in the same environment literally made me stand-up from my chair.
356 geologists thumbs downed when he said "not everything is rocks"
wow, coming from offline rendering with Redshift, its quite impressive to see realtime micro-polygon rendering!
People who say stupid crap like "Games won't look like this" pretty much ignored every amazing part of how this streamlines content creation. The features talked about in the video lay out how devs will spend less time programming stuff like multiple LODs and baking in illumination, and more time on the game itself.
I love how development blew up through the ages and only now developers get stuff like this and Vulkan, making their job easier and giving us more performance
If the publisher is greedy enough to use those "easier way" as excuse to release subpar game sooner, i think the dev will have the same amount time to focus on the game itself
@@swordsman1137 I think that's a cynical way of looking at games. Not every game is going to be for everyone.
"UE5 is a game changer" Setting it side to side with FF7R in UE4....Its a reskin!
@@BleedForTheWorld I'm not saying about subjective taste of game, but the overall quality. Game can be pretty and have alot of glitch or broken mechanic at the same time
I got a feeling Richard is at a secret meeting with SONY!!!!!
Well not in person but for sure he is talking to Cerny. Witchard always has the magic touch.
@@xcidgaf I just imagine wichard gesturing wildly in front of a minority report hologram computer.
@@Gravy1255 wichard is the best. He weally analysizes evewy game to the nth degwee
My reaction: FILE SIZE, how is this going to affect the already bloated game files we're seeing these days, if we're introducing uncompressed models into the equation?
Probably less. This is a render technique of just HQ assets not a multi-asset swap thing including HQ and LQ assets. My guess. Unless of course the game has the "Low" quality options that translates to legacy techniques where all of the above still has to be included.
@@tylernol1566 Was just thinking along the same lines. In the current method, you still have some massively detailed models (though not to "billions of triangles" level), but also all the LoD models as well. "Billions" though is a *big* step - you could have a thousand LoD models for a 3-orders increase.
file size of what? a tech demo? youtubers should be the ones to explain how this bares little meaning but that wouldn t give them views. but if you like tech demos just go around youtube videos, you can find really old tech demos even more impressive
But game files are only bloated from the perspective of limited storage and poor Wi-Fi, right? If the storage on the PS5 is bigger and Wi-Fi gets better, then I don't see a problem.
"The hairs in John's goatee are all imported straight from Z Brush, no baked normal maps, no authored LODs"
And his voice sounds so nice in this video. It is very crisp and natural, with an "in front of you" kind of sound. Could this be the PS5's audio processing? XP
still same feeling on ps4 pro or xbox x... but let hope the developer can do better job in building stable open world..
This looks absolutely incredible, just one of those rocks would freeze up my computer in unreal engine 4. I can't believe how big of a graphical leap this is, and the global illumination is amazing too
@@goldensperm7182 depends on the pc. 90% of pcs, yes, the new consoles are more powerful. The 2080ti gpu beats them and there ARE higher powered cpus but they reach into the enthusiest category with a price point to match. Even if they price the next gen consoles at 700 dollars (they wont) it would be a screaming deal over a desktop
@@dr._breens_beard it would be a screaming deal over a desktop with current gen components, but PC is getting some nice stuff soon as well
@@edgyboi1995 ....you do know 3000 series graphics cards are coming out later this year as well as Big Navi. Not to mention Ryzen/Threadrippers that are already out. PS5/XBox is not going to be more powerful than 99% of the pc's lol pure silliness. I am just glad they have caught up now I can get some sweet sweet ports.
Wearing a Wrath shirt while talking about billions of polygons on a single scene... That's... some stark contrast xD
Seriously. That characters left nostril has as many polygons as an entire scene in Wrath :)
The crysis shrine with the candles in the background :D
I think anyone who works in graphics department of video games appreciates it's achievement, crysis was so good when it came it literally came up with new graphical sittings, it invented SSAO for god sake .
That CRYSIS shrine is still GOLD, haha.
The greatest thing about UE5 is that every single gamer wins does not matter where you get your gaming fix from PC, PS5 ir XBOX all of them will have games running on this engine will be a great year for gamer's
Samuel Gomes I agree it’s nice that it’s representing the engine more than it is the ps5 since it will be available on all platforms
Yeah including android and iphone.. can't believe this will work with my android like it is with xbox..
@@oliverbrooks3088 Its running on PS5 .. If you listen its all about that SSD!!! XBox is out dated already ..Hint xbox wont look as good as that sorry!! Look at the xbox one more powerful then pro yes!! But guess what pro kills the one!! NO game on the one looks as good as it does on the PRo and thats facts!!! Same goes for this gen sorry facts SSD baby!!
@@sopor0 Please use /s at the end of sarcastic posts on the internet. You dont want people to think you're actually brain dead.
16:00 games like God of War, Tomb Raider, Uncharted which are not open world (have hub areas at most) can benefit this type of fidelity but AC Odyssey for example have to share that fidelity / quality to its assets because of its massive world and design. But, still, open world games like these can use it closeup views or photo modes which would be good.
I think semi-open world games like Metro:Exodus would benefit really well from the new engine.
@@DC-yh1on Hi, The only problem being that the Metro games are built on the 4A game engine not Unreal, The 4A Engine's a good one though so I imagine they'll have their own versions & upgrades for whatever's next from the Metro Universe.
Hi, The demo has a solid Tomb Raider\Unchartered vibe about it & I imagine that was done on purpose, At the moment the Tomb Raider games use tweaked versions of the Crystal engine that they call the Foundation Engine & the Unchartered series uses the in house Naughty Dog Engine so if EPIC was able to persuade big franchise's like these move to Unreal it would be quite the coup, this demo shows that the new version of Unreal is more thsn capable of running such games, my only issue with that is how they'll likely end up with timed exclusivity to the Epic Games Store on release.
@İlkercan Karakuyulu Hi, The demo has a solid Tomb Raider\Unchartered vibe about it & I imagine that was done on purpose, At the moment the Tomb Raider games use tweaked versions of the Crystal engine that they call the Foundation Engine & the Unchartered series uses the in house Naughty Dog Engine so if EPIC was able to persuade big franchise's like these move to Unreal it would be quite the coup, this demo shows that the new version of Unreal is more thsn capable of running such games, my only issue with that is how they'll likely end up with timed exclusivity to the Epic Games Store on release.
Hey guys, your camera footage is looking SO good!! Awesome job stepping it up!
Deus Ex music never gets old, even now it starts the video on the latest tech nicely
Oh you are right xD i thought first you are on crack or something like that but jeah... its definetly the unatco theme. Deus ex with the timeless ambient music...
I love the two vitas on his table, plus he’s got a sleek looking sound system AND a CRT for retro games!
lol John uses that CRT for modern games, it looks amazing at nearly any resolution, DF have made videos about it.
@@aidenCBR94 Guy's delusional tho, no crt in existence will look any better than oleds, period.
And the crysis shrine on the other guys (sorry don't know their names) table?
Appreciating the background music choice at the start of this video.
This looks awesome, though I'm more excited for VRS and DLSS as they significantly improve performance at minimal cost of graphics fidelity
The "no lod" and real time GI are hyping me so much
Remember they said no more crawling through small spaces to help with loading theres a crawl space in the demo which seams to be just for that
@@Lelinty that was for lighting and seeing the rock up close.
There is no reason to load parts of the map now with SSD ESPECIALLY in a tech demo, mate.
@@Lelinty im not sure,i think it was to show certain fidelity... i bet the chracter couldve turned back in real time and get out of the tunnel
@@Lelinty yeah I think that was just to emphasize close up details like climbing was to show of animations
Those PS Vitas sitting at table, real stars of the show.
I hope that the developers remember the most important thing, the fun, because 4K walking simulators are still boring, that's why street of rage 4 had such an impact and it's a 2D game that would run even on a previous generation console.
All types of games are fun, including big open world cinematics like rdr2 and ghost of Tsushima....its the execution and quality of the game, not the type of game it is.
I can’t take my eyes from the little Crysis altar tho’
I'm so glad i have that physical version in my shelves too 😅
One of my most beloved games on PC, and some day Crysis on disc + box+ manual will totally deserve a special place in gaming museums 😊
Tbh the overrall graphics quality and visual effects of this demo do not look that different from current pre rendered graphics. Yeah sure some of it is real time and more optimized, but they still have a long way to go before they can actually achieve what cryengine did back in the day.
I'm pretty sure it's intentional its there, given what Crysis meant for visual fidelity of games
At this point it should be called the Real Engine XD
Now this is the REAL NEXT GEN GRAPHICS AN GAME, SONY IS JUST ALL TO THEMSELVES WITH GAMES AN DELIVERING TO THERE FANS AN CUSTOMER'S.. IM FEELING SO DAM GOOD RIGHT NOW.. MS please take note an this is next gen
@@lenordpark870 This is a tech demo, if you want Sony and MS to show you what you are NOT going to get in a full game then just keep asking for these.
Epic makes a remake of the 1998 unreal game. now it is... REAL.
God damn it now I really want a remake of Unreal, that would be so sick.
The only thing that ticked me was, when he said 'it just works'.
As a software developer, I felt several thousand hours of hard toil and unpaid overtime behind this blithe assertion.
Hello. Thank you for the great and excellent work you are doing.That is why I have so much confidence in your information and analysis
Can only imagine how the next god of war gonna looks like damn
6ixshots he just said he was wondering how the next gow is gonna look. Didn’t say anything about unreal engine 5..
Imagine how Sony bend next game going look like because their would be using ue5.
Keen for that deep dive breakdown Alex!
I just want to see the end of screen space effects. I noticed ssr on the water & that brief example of fluid dynamics wasn't impressive. Water, sand, snow simulation etc & particles still have a long way to go to be more accurate.
*Never click so fast in my life on df video*
Christ that part at the end where she's jumping through the world gave me chills. Seeing literally no pop in and no stutter at that level of fidelity is incredible. The audio sounds awesome too. That's the first thing that jumped out to me.
@@TheArtOfKrieg Exactly. I'm going to say late games in the PS5 generation might look this good and if its sooner, then I'll be pleasantly supersized.
No shitty Motion Blur to mask poor performance either. Looking at you Just Cause.
It is interesting to point out that all high detail objects are actually static and not animated (rocks, architecture, etc...) There is also a lot of object cloning (where exactly same object is copied multiple times in the scene). This is probably used to same memory space.
For some reason, this all reminds me of voxel technology from 20 years ago when you were able to create very high detail terrain, compared to what polygons were able to do at that time.
I'm also interested in what effects this engine will have on VR
Put it this way: the original UE4 engine demo for current gen systems was running on a high spec pc and games never really reached that demo in terms of lighting, effects, geometry. This demo is purportedly running already on a PS5. Serious game changer. Can't underestimate the power of good software optimized for good hardware. And it will just keep getting better. With that said, let's see some games running it and know for sure
exactly ..the difference is that ur4 engine demo was never running on the ps4. This is running on ps5. The specs are way higher i don't know why people don't believe the new systems are capable of this. John and Alex both think they are their questions were about how will it scale.
@@CC42_ people are let down in other places of their lives and project it onto their hobbies lol. Yes - it will be interesting to see how it scales. Given the new systems have so much more memory and processing power to work with I think we will see some very impressive results. I think we all need to remember too that this is the first wave of games, and that you will see game engines really squeeze every ounce out of these systems in the coming years.
There was a version of that UE4 demo running on PS4 hardware... And did you forget about Driveclub which wasn't even using UE4 and I think pushed well beyond what we saw in that demo all at 30FPS in 1080p.
Granted UE4 games didn't push graphics on the current PS4/XO consoles anywhere near as far as they initially showcased.
@@CC42_ Disappointing that DF never really talked about the instant streaming from the SSD, which no other system can do and this was mentioned in the Unreal video by the devs.
@@Rufnek2014 that's a different solution to the same issue though. You can get the ssme result with a better GPU and more power in general. It's not a game changer. It just helps supplement the lack of power compared to say, the series x.
And again, as he said, its optimized for all hardware across the board. Which means it wont be optimized primarily for that ssd. Because that isnt standard on the rest of the next gen platforms.
11:23 Says "Epic", points at self. 😄
Seriously though, I loved this discussion. Definitely got the next-gen hype train rolling! 🙌
He's was just preparing his very next gesticulation.
You must be madly fun at parties bro.
I love Alex's salutations 😎🤟 great work as usual gents! My birthday is in a few days so i will drop by and donate 😁
That stuff is truely nerdgasmic... holy shit the use of the super highpoly assets, the new animationsystem and the multibounce GI... Glorious!
No.... pop.... in.....
Imagine that? My biggest turn off in any game is excessive pop in. Cant wait to see this in a couple years.
3rd Way this engine is actually going to be cutting hours in development, the ray tracing and the nanite system is actually going to make it easier to make games look good
Glorious indeed. Don't forget the sound. And multiple sound sources interacting with each other.
@@shadw008 The more you dig the more goodies there are, good lord. No wonder Cryengine just has no fucking chance at wider adoption.
@@shadw008 And now we also know why sony, went the route with audio! Sony made all the smart decisions!
19:01 ah my man Chad Warden and his PS Tripple... Good old days when youtube was still young LMFAO
The best thing about Lumen i think is that by decoupling the (propably raytraced) lighting information from screen into voxelspace and then rendering it out in a traditional rasterized way you avoid the Ghosting present in most current realtime fully raytraced implementations
Loving the subble on John. Would love to see a mullet with it. Anyway sweet tech.
This is the best thing I’ve ever seen! All in engine on the PS5 ??? That’s insane!! 🔥🔥🔥
NineLives210 Not as much probably since most of this is down to the speed of the SSD and the ability to load and stream these super detailed assets.
Tech demo and real games have a bad habit of not looking anything like each other in the retail release, seen this in every tech demo for each gen on PlayStation and Xbox.
@@Quazzi not true. You'll still need a powerful GPU to render it. Xbox series x will have a clear advantage here.
The details in this game is so real that when I went outside I was extremely disappointed
Tommek461991 The real amazing thing is the instant map loading while she’s flying. That’s not possible on PS4.
A whole bunch of remakes incoming with this generation again then. I'm calling it now.
Yea, probably a lot of "ray-traced" or some other software "dynamic lightning" option. Since they really change the look and feel of a game more then most people realize. And many current gen PS4 games would scale really well I think.
I've been waiting for Crash Team Racing with real bandicoots and tigers driving sedans my whole life.
I noticed evident noise in the illumination (I don't think it's a film grain filter applied, it wouldn't make sense for a technical demo)
I believe that that real time GI is using some form of path tracing.
But, even with that, the poligonal details makes up for it.
I just love how in this video the two of them really listen to each other's expressed thoughts, acknowledge them and add their own opinions, instead of trying to "hijack" the conversation and pretty much ignore the other person, like was sometimes the case in past videos!
Probably because it's segmented footage. They aren't talking live to each other, they've just scripted it to to attempt to maintain that feel.
@@Nicholas_Steel Oh, now you have destroyed the magic illusion, you monster! xP
@@Nicholas_Steel I think it's live on a call but they independently record HD video separately. It's still a live conversation. They just have good manners.
The demo looks like we are getting a new tomb raider haha
We can only hope
@@Quatuux I think he was talking about the exploration and setting style reminiscent of tomb raider and uncharted on the whole. That said, the light ball and gliding are an amazing showcase that could translate into a torch or flashlight and glider/wing suit easily.
it makes sense because she is raiding a tomb, first game that came to my mind was horizon zero dawn 2 and later journey 2 lol
This has me nearly as hyped as the 2004 Killzone E3 ‘demo.’ 💯🔥
Prince Groove oooooooooooooooooooh that’s some high quality top tier shitposting right there.
I see... The Blast processing power!👌
Unreal Engine 5 = feels like you're watching a movie.
You could accomplish this with even the Unreal engine 3, a movie render. Not as high quality but still...And with the Cryengine 2 you could already create photorealistic scenes...if it's not too dense.
Not saying I'm not impressed...just reminiscing the mid 2000 tech leap.
@@Jayme_Roy anyone remember Samaritan tech demo ? That was on UE3 same engine which PS3 and X360 used
Remember the days when we thought PS1 FMV looked amazing? That was an awfully long time ago 😭
Coombesy yes I remember seeing Tekken Fmv on ps1 at a friends house and being disappointed with the actual graphics in the game but I was a Nintendo fanboy then rocking Turok on N64 😁
Ff7 cgi was the best in the world at that time! Edit: I remember killing emerald then ruby! Wow what a true worriers time!
Just the UE4 demo that was shown at the end of the video looked kinda potato, but I remember I was really really impressed when I saw it back in the day and it's not even that long ago! It's insane how far we have gone.
Multiplayer game with those graphics, would be freaking awsome.
"The Portal, its open now, Don't fail me now" Referring to next gen =)
I am more impressed with how fast you uploaded this after the UE5 announcement than the actual gameplay: this is a real time Digital Foundry upload!
@@Jay-jb2vr Probably because they are one of the few UA-cam channels that aren't full of shit coughmysticcough.
They probably rendered the video in real time with UE5 to get it uploaded fast
IGN: Lower your expectations on next-gen graphics
Unreal engine 5: Whose Man's is THIS?!?!
I think IGN was talking about cross-gen games which look like ass on next gen.
Giuliano López Raffo well they still look good, just not like a big leap outside of better resolution and frame rates.
@@RockyRacoon5 These days everyone needs a step by step explanation of everything what is being said. Otherwise it goes over their heads it seems....
"Now this is next-gen!"
This title is my thoughts exactly upon seeing that demo
Thats curious and interesting. A very good point.
The sound was just as incredible as the gfx. I can see why Sonys tempest engine is a big deal.
The Rocks crumbling down behind you at the passage felt really 3d
John has two Vitas on his coffee table! He really is the best DF got.
Came to the comments to see if someone mentioned them.
There is a Vita in my pocket right now.
I wonder if this will have a heavy influence on level design the same way we got used to segmented, walled environments. The best use of this tech seems to me would be when some parts are close, some at a medium distance and some far away. Did they talk at all about if this tech can be switched on the fly with traditional geometry and textures?
Looks very impressive.That’s the first thing I’ve seen to actually get me excited about next gen. Stay safe, everyone.
Holy hell this looks good
@Equinox Man AAA games Will ir even surprass from mid to end of the nextgen.
I wouldnt doubt Horizon 2 is looking on par with this already. Decima Engine is insane, so is the talent of guerrilha games when It comes to graphics
Decima on PS5. This is the demo I want to see.
Horizon zero dawn 2 infamous and God of war 5 is the games I want to see on ps5.
@@autisticwhale2968 I want to see Ghost, love the art they having going on in that game.
18:57 - Chad Warden cameo 😂
Does anyone know if they were utilizing the tempest engine the sound was incredible
I don't think so, if u watch the original video, 3 minutes in, they mentioned how they achieved the sounds u hear in the demo, i believe they are utilizing everything from their own engine.
It was epics audio but combine that with the tempest engine, if tempest actually works then its another step to realism
it was tempest, they said it was (in the original..., Unreal devs said it)
Just imagine the first party developers at Sony and what they’re developing
Fr, these next Naughty Dog games are going to look fucking insaaaaaaaaane
Yes, but remember that this is in engine, not in game. It has a striking difference between the two. Expect what you saw but downscaled.
nersoparanaense this is a better showcase of next gen than what we saw last week let’s just appreciate that
Probably big devs would still “bake” some things to have extra gpu for other features. I guess that they will try to find a balance.
But I’m sure the time needed to develop a game will decrease.
Agreed, situations like cutscenes where camera angles are generally fixed may still use baked in lighting in order to save resources for other aspects of the scene.
While that is undoubtedly an advantage, I am afraid "Last gen" mistakes are being made all over again here. Now the consoles actually have the hardware to push 60fps on more cinematic games and up to 120/140 on others, but it again looks like developers are gonna use the extra power to unnecessarily up the graphics (and save time while they do it) and instead be fine with 30fps. As a PC player I couldn't care less in theory, but these games usually do end up on the PC and just don't run very well.
@@HansLollo exactly. Looks like it's gonna be a repeat of the 7th gen where people were overwhelmed by the new graphical possibilities and cut down on performance greatly.
@@HansLollo well graphics are still easier to sell than gameplay. I hope we eventually will get to a point where the different in graphics start to give smaller and smaller returns thus people will be less and less wow'd by it and we all can go back to playing games where not the graphics are front and center.
I’m excited for the day when fire looks anywhere approaching reality.
Normal maps in CG are great for bringing out subtle details, but have typically been used in games as a Height Map substitute. Because storage is still an issue, I foresee geometry still being baked down to a lower polygon asset, with Height Maps and live Subdivision being utilized. With this much CPU power, it might even make sense to do booleans on the fly for additional visual variety of assets, like these repeated statues. Staying within a 100GB limit for games that look like this demo sounds like a tall order.
As someone who works in a game studio, this is all we are talking about today haha XD
@@HesselFolkertsma Yeah, for future projects using UE5 this would save us soo much more time and would allow us to produce so many more assets. I work for a small studio in Portland, Oregon called Super Genius. We don't produce any of our own IPs unfortunately but we do work closely with other large developers ^_^
@@HesselFolkertsma Also if you're a 3D or VFX artist we are usually hiring in case you're interested!
This just screams mesh shaders to me :p
Also, remember the hellblade trailer with all that geometric density? Seems alot more plausible after seeing this
I was thinking the same thing after seeing this. I see Xbox guys and Sony guys going at it on social media and nobody is bringing that up. This is huge in reassuring next gen is going to look ridiculous. I am pretty sure that dev team uses unreal anyways.
@@Richbroth An equivalent of a vertical slice. Standard tech demos might be stuff like The Samaritan for UE3 or The Heretic for Unity earlier this year, basically animations. This is not an animation, you can play it - move the character and camera around, go through the level and interact with the world. The Epic devs confirmed it in the interview with Keighley, and also confirmed the video is a direct capture from live code on a PS5 devkit.
Awesome video!
I appreciate this video opening up with the UNATCO theme
UNATCO music from Deus Ex playing in the background. ☺️👍
Still it makes me goosebumps after 20 years!Holly crap I was 10 years old I just realised it... And that game is still my favourite!no game can surpass that epic plot and story!
Absolutely, totally incredible! I believe that time will come when people now laughing at Mark Cerny talking about the importance of the ultra-fast SSD integrated into PS5 will realize this is really a big step towards the true next gen. It’s all just more complex than TFLOPs alone and significant part of the next gen may really come from an unexpected direction. So, seems like we’re really starting to understand what games of the future are going to offer to us. This is truly awesome!
It’s not just the super fast SSD though. It’s also the removal of all the other bottlenecks which will allow the SSD’s bandwidth to be utilised. The PS5 will be a lot quicker than people think in many ways.
@@amnril Correct. That custom memory controller will do wonders. But I'm more interested in what they're doing with audio. It honestly haven't changed drastically since the early 2000s and this might be a huge leap forward.
One thing that impressed me was that I was amazed with this demo, but I only saw it on a 1080p UA-cam stream. Image composition, not resolution is going to matter most. This was a perfect example why TFLOPs aren't everything. Being able to stream high quality assets is a huge deal. Oh and that demo sounded totally bad ass. Tempest engine will be no joke.
Just because they showed an example where detail is often one triangle per pixel, it doesn't mean the engine is targeting that. I have a feeling this system scales based on system performance, rather than any pixel targets. Think of it like dynamic resolution, where instead of scaling screen resolution per frame, you scale LODs.
And yes I do think LODs are being used here. I think what this system actually is at the core level is a form of automating LOD. So instead of developers needing to design their own LODs, the system handles that for you in a fully automated sense. It has LODs generated going all the way to the full quality model you imported, and the engine, in real time, blends between those LODs, by using tesselation as a transition between two LOD levels. It may also be using partial LODs. Such as using a higher quality LODs for parts of the model and lower quality LODs for other parts, again using tessellation as an intermediate transition between the two.
As such, this system should scale very well to any hardware target, as it targets a performance level. So you tell it: I want a target of 4K30, and it automatically scales the LODs however necessary to hit that target, per frame. All you would need to do to get it to run on PS4. This would automatically run on other hardware, just at different LOD levels, although you could change the resolution target to improve geometric detail.
As for the lighting model, I have a feeling that will just automatically switch to the existing UE4 lighting model on any hardware that doesn't have RTX, as I do believe lumen will be at least partially accelerated by raytracing. What they're doing there is in fact a form of raytracing, so it wouldn't make sense not to use that hardware available to them to ensure top performance.
It is raytracing just not hardware accelerated. It would run better if it did
@@josuem7398 I know. I'm saying every single kind of game raytracing, software or hardware, would work better if it is used to supplement screen space reflections. Let the screen space handle the majority of the burden, and then only fill in the gaps by raytracing the stuff screen space can't cover. That way you can have much better performance, and that gives developers on consoles more room to improve graphics in other areas as well.
@@AndyGilleand Screen space reflections are very limiting and worse than raytraced reflections by a huge margin. I prefer raytraced shadows/reflections/audio with raytraced lighting turned off to save on performance. The biggest performance killer is lighting and resolution. I'd rather have 4k 60fps with baked lighting and screen spaced reflections than raytracing.
@@josuem7398 screen space reflections can be nearly perfect when they're reflecting things visible on screen. I'm saying let them do what they're good at, and let raytracing fill in for the stuff they can't do. So you wouldn't have those weird artifacts when the player passes in front of the reflections for example, because raytracing would fill in for those spots and it would look great.
We're getting close to creating a simulation that's indistinguishable from reality. Not sure if that's a good thing
I'm surprised his desk can run that 'Crysis' shrine.
1 thing about the demo: almost zero reflections.
My guess is that those RT cores were fully in use to aid Lumen, not to actually render path-traced pixels.
As for Nanite, my guess is that it takes a performance hit that smaller studios are going to love, but those rich triple-A studios might brute-force their way with LODs to have better visuals and also to support older systems.
Fun Fact: John and Alex were rendered in real-time by Unreal Engine 5 for the making of this video.
Might be true
It rendered his English indecipherable!
(I'm kidding! His English is way better than my French)
such technology.
Whoa dude
John Alex - reverse it - coincidence ? Bush did 9/11