This next-gen simulation for UE5 is insane...

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  • Опубліковано 21 лис 2024

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  • @ImaginaryBlend
    @ImaginaryBlend 24 дні тому +1759

    Thank you for trying the demo and for your kind words! I already invested 3 years of my life into this project and I don't plan to stop on this. Fluid Flux 3.0 is coming soon, and you can expect even better performance, more effects, and higher quality! Stay tuned :)

    • @farloux
      @farloux 24 дні тому +102

      Jesus dude this plugin is probably the absolute best one available for UE5. I can't believe it. Better than anything Epic can do probably. I wouldn't be surprised if they copied it and ran you out of business. They probably wouldn't be nice enough to buy it off you.

    • @thundergroup
      @thundergroup 24 дні тому +5

      im excited! awesome work!!

    • @201crunt6
      @201crunt6 24 дні тому +5

      Minecraft 2.0 please

    • @ujugamestudio
      @ujugamestudio 24 дні тому +11

      Man, 3 years 😱
      You've specialized this area ❤❤❤

    • @jeremiahshields7827
      @jeremiahshields7827 24 дні тому +3

      Awesome work.

  • @maestro-zq8gu
    @maestro-zq8gu 24 дні тому +1063

    It feels like we've been seeing these amazing demonstrations for years now but still waiting for games to use any of it.

    • @PMoney-sk7kb
      @PMoney-sk7kb 24 дні тому +109

      I feel like there haven’t been any games that came out on UE5 with all this shit enabled yet, prob waiting for this next gen hardware to come out and then another few years after that to develop the games

    • @Billy-bc8pk
      @Billy-bc8pk 24 дні тому +49

      @@PMoney-sk7kb Pretty much. We also saw a ton of unique and awesome features in UE3 and UE4 that were never utilised in games either. Anyone remember The Samaritan demo from way back in the day?

    • @ImaginaryBlend
      @ImaginaryBlend 24 дні тому +68

      It was actually used in Senua's Saga: Hellblade II :)

    • @SkyDawg91
      @SkyDawg91 24 дні тому +10

      Genuinely curious how many people in the world right now would even be able to run it and for it to be stable.

    • @ImaginaryBlend
      @ImaginaryBlend 24 дні тому +27

      @@SkyDawg91 My 10 years old notebook (Lenovo Y50 - GTX 960M) says 'at least 25FPS on every map'.

  • @nuclearmouse6354
    @nuclearmouse6354 23 дні тому +256

    dude imagine flood games now, like a sandbox city where you can survive floods with friends in multiplayer, and imagine like doors breaking and the water seeping in or a tsunami hitting, or an underground facility with leaks or even a ship survival (might be a bit harder but still) the potential is insane

    • @nuclearmouse6354
      @nuclearmouse6354 23 дні тому +4

      meant underwater facility

    • @FordHoard
      @FordHoard 23 дні тому +3

      Titanic: Honor and Glory was supposed to have this. I think they said it won't have it anymore.

    • @samuelalvarez_art
      @samuelalvarez_art 18 днів тому

      Exactly, there must be a catch. Something that isn't being said. ATM is talked about like a dream scenario, yet it must clearly not be.

    • @chagaze7199
      @chagaze7199 13 днів тому +3

      but it is a simulation, so I think it s not replicated and is processed on each client separatly, meaning each client wont see exactly the same thing. It could impact any multiplayer experience if the gameplay is based on the simulation.

    • @StaYUTI420
      @StaYUTI420 9 днів тому

      You have a good idea here, how do we microtransaction every part of the gameplay, is the only thing you left out. Otherwise the shareholders are onboard!

  • @CallardAndBowser
    @CallardAndBowser 24 дні тому +109

    People who Surf are going to want a Surf Simulator Game made out of this !
    Build a replica of Honolulu, the beach and Ocean and have multiplayer Surfing !!

    • @dainjah
      @dainjah 21 день тому +1

      in VR ! :)

    • @Casey_N7
      @Casey_N7 14 днів тому +2

      Only the current problem with VR is smoothly handling fidelity vs physics. VR at its current capabilities is throttled by high demand visual development engines. The tech isn't there yet.

    • @Kholaslittlespot1
      @Kholaslittlespot1 11 днів тому +1

      ​@@Casey_N7hmm I'm not so sure. Feels like we're breaking away from that. With modern GPUs basically anything is playable in VR at 90hz+

  • @KCM25NJL
    @KCM25NJL 23 дні тому +162

    I can't even begin to imagine the complexity of VRAM management for something like this. $350 isn't a steal...... that's literally giving it away.

    • @BenjaminDelmas-v1o
      @BenjaminDelmas-v1o 23 дні тому +17

      ya it's huge for a person but it's nothing for a studio.

    • @o_o9039
      @o_o9039 21 день тому +11

      ​@@BenjaminDelmas-v1o yeah Nvidia has realtime water simulation much better than this and I'm pretty sure it's open source (literally free) but that's also a massive company

    • @CallumCarmicheal
      @CallumCarmicheal 20 днів тому +2

      @@o_o9039 Yes but you will need to integrated it with the graphics yourself if you want something that looks nice.

    • @OreoRobDog
      @OreoRobDog 14 днів тому +2

      speak for yourself. its a steal its not giving it away. its 350$

    • @TheImbeseal
      @TheImbeseal 8 днів тому

      @@OreoRobDog brother if you pay a company to build a system like this it would cost and infinite amount more, I get that its a lot for a person but he could charge 10k and companies would love that price still

  • @VALLANCEGAMING
    @VALLANCEGAMING 24 дні тому +186

    Very cool, now we just need those rocks to become darker where water has touched it

    • @dakaodo
      @dakaodo 24 дні тому +24

      That's just a texture thing. Games and demos have done mud/blood/wet textures and decals for a long time now.

    • @VALLANCEGAMING
      @VALLANCEGAMING 24 дні тому +26

      @@dakaodo Oh yea I am aware of that, I just mean this particular demo needs to implement it

    • @dakaodo
      @dakaodo 23 дні тому +2

      @@VALLANCEGAMING Gotcha. I don't mind giving a specific tech demo a pass. :D
      For instance, my personal "I wish they had X" moment was watching the stock model android avatar doing its momentumless running and jumping.
      That actually prompted me to search for any UE5 demos of modules or whatever where people have done work on a player character's physics interactions with its environment and movements. Like sinking and bending the knees, chest and head dipping and leaning forward after landing a jump, or the little weight shifts to start or stop running. Bouncing and catching itself with its hands against nearby rocks, the boat, etc.
      I found hit momentum demos, but nothing else. Maybe I'm just missing the right keywords to search. :P

    • @VALLANCEGAMING
      @VALLANCEGAMING 23 дні тому +1

      @dakaodo Those exist, that's how games have better player controllers than the standard UE5 tech demo, the foundation was expanded upon. This tech demo of water physics is indeed a tech demo that shows a wide variety of properties and the purchasable version will have further accessibility I'm sure, it might also be expanded upon to include more features, an oversight would be the example I mentioned.

    • @privatebryan1924
      @privatebryan1924 6 днів тому

      Do you guys think that realism is a good thing for gaming? I have my own reservations, I mean playing Elden Ring with real physics might be either really good, or really bad because it's no different from reality. Isn't a game meant to be a distraction from reality?

  • @nottoogoo
    @nottoogoo 23 дні тому +19

    Physics that are interactive are game-changing in my opinion. It's the one aspect in games that is missing. It takes a static world into a simulation. Destructable environments, weight, lighting.

  • @CC-qx7hk
    @CC-qx7hk 24 дні тому +71

    Finally. I've been saying we got the graphics and lighting down good enough now a days. They need to start working on particle fx, fluids, faces, and material deformation in way that can be used in gameplay or just in the world in general. We are damn close to nailing the uncanny out of faces too
    *Changes the water to pee color* "Wow...that is- that is really pretty."
    No but fr looked gemlike especially the bright blue was super pretty. One thing I noticed tho is it seems like currents don't affect the character.

    • @beastmasterbg
      @beastmasterbg 24 дні тому +1

      to bad if they make games the optimization will awful

    • @SIINAPB
      @SIINAPB 23 дні тому +1

      @@beastmasterbg optimization is coming, with advancing hardware and software optimizations but first they are pushing and innovating tech in many different fields.

    • @askeladden450
      @askeladden450 23 дні тому

      Imagine thinking rendering fidelity is what makes a game good. Seems like 90% of the AAA industry is focused on just the visuals because is what they can show in trailers. And then the gameplay is the same as games from 2000s. Time to forget about this gimmicky stuff and focus on improving AI behavior, animation fidelity, good gameplay loops, good art direction etc. No one should care about real time water simulation. Only 1 in a million game thats about kayaks or something will benefit from such stuff. All other games can just model them using baking/animations, like in RDR2 etc.

    • @electricdazz
      @electricdazz 23 дні тому

      Apparently Valve is working on those things with HL3/HLX

  • @perfectionbox
    @perfectionbox 24 дні тому +120

    The waves don't actually crest, which means the water is a heightmap texture and probably computed by a vertex/tesselation shader. The local momenta are probably also stored in a vector map texture to easily update the whitecap material. Quite clever, and of course will run very fast. But the main problem is that it's what they call an "expensive material", the kind of thing you can't have if you want to have 60 fps with all the other stuff a game needs to do.

    • @chrismathewsjr
      @chrismathewsjr 23 дні тому +3

      we'll see. i foresee even more bugs and microstutters in our future

    • @MadsterV
      @MadsterV 22 дні тому +29

      you mean the realtime fluid simulation of a whole beach could impact performance? who would have thought!

    •  22 дні тому +1

      Looks ugly off the bat too sadly.

    • @perfectionbox
      @perfectionbox 21 день тому +11

      I find it okay, but waterfalls could use tweaking. It looks like the heightfield in that part has a large vertical vertex delta, the momenta get huge, and the whitecap texture gets really stretched. The heightfield simply can't support a true vertical slope, let alone break up into independent pieces of falling water, and you'd need more texture resolution vertically to support slower momenta at the top.

    • @deloford
      @deloford 18 днів тому +8

      It runs at over 250fps at 7680x2160 on my PC so I suspect you could quite easily fit some other game stuff in there!

  • @Psychonaut-im3zz
    @Psychonaut-im3zz 23 дні тому +14

    I agree this is one of the most impressive things ever. Most realistic water simulation. Never thought this would be possible, but there it is. Look how realistically the foam dissapates on the rocks 12:00

  • @Omili
    @Omili 24 дні тому +19

    We are SO close getting performance friendly full scale real time physics simulation that collide with everything from small details and items up to large structures and so on. When that happens, it's new and truly life changing peak in digital world.
    Think about booting Skyrim and watching grass, flowers and trees sway in wind while dragon flies above you and stays in air because it's wings generate uplift in real simulated air/wind etc. As you walk down the road, all your items that are shown on your character are actual physical items that you can pick up, use and put back while interacting with your player model, backpack, clothes, cape and weapons. Your characters hair is rendered real time with actual physics and collide realistically with all equipment on your character while also swaying in the wind and changing depending to the random simulation of wind direction and speed. When you reach river and waterfalls you will hear it far before even being close and once there you see animals drinking from it, moving bit close animals notice you and react realistically by not instantly running random direction because they have full blown AI controlling the actions and decisions. Bandit attacks you from behind but you manage to deflect the strike with your sword and feel the heavy collision of 2 swords like in real life. But that didn't feel realistic enough so you close the game and start it again while wearing your VR headset, and continue the journey fully emerged into the world.
    Funny things is... almost all that... is kinda possible already... We have all that without the physical real time simulations but looking at this video and how well the water simulation works. I think we are damn close reaching the point where everything I said above is possible for everybody with average or better computer. And when that happens, we have reached actual simulated world and next all we can do is figuring way to go in that world like one would boot a computer and have couple hours gaming session with friends.
    Well that is far away but fun thought.

  • @Fellow_Traveller1985
    @Fellow_Traveller1985 24 дні тому +78

    I was hoping for a mega tsunami simulation.

    • @GiftFromGod
      @GiftFromGod 23 дні тому +3

      I kinda expected a 2012 or Interstellar type of scene too

    • @GardenGuy1942
      @GardenGuy1942 23 дні тому

      MAGA?? REALLY? Politics have nothing to do with this.

    • @MrMontanaNights
      @MrMontanaNights 20 днів тому +9

      @@GardenGuy1942 Lol. He said MEGA, not MAGA. As in, a "giant" tsunami.

    • @ptwon7136
      @ptwon7136 18 днів тому

      @@GardenGuy1942 facts

    • @GardenGuy1942
      @GardenGuy1942 18 днів тому

      @@MrMontanaNights ok I see now. I’m still voting for Donald Trump.

  • @mrburns366
    @mrburns366 21 день тому +20

    The part of the demo where you're behind a glass dome is SUPER COOL. Imagine a game scene in a glass tunnel that gets broken by a creature and water comes rushing in.. like that scene in Jaws 3

    • @GraveUypo
      @GraveUypo 19 днів тому

      not possible with this since you can't have water over water with it.

    • @OreoRobDog
      @OreoRobDog 14 днів тому

      @@GraveUypo i dont think you realise what he means

  • @Stonehawk
    @Stonehawk 23 дні тому +21

    I think once it calculates what the sustained flow characteristics of the geometry at a spot are, it doesn't need to *continue* calculating it. It can continue using the same calculation, and these characteristics can be somewhat pre-calculated to create a baseline state that can be modified at-need by interfering factors as they occur. As states stabilize, they can be 'parbaked'.

    • @coldreaderNETNEWS
      @coldreaderNETNEWS 19 днів тому +1

      wrong.

    • @Stonehawk
      @Stonehawk 18 днів тому

      @@coldreaderNETNEWS if that's not what they're doing, they really should, because having to recalculate the same shit to the same basic result barring some light surface-level variations that can be cheaply replicated on the fly is stupidly inefficient.

    • @Mark_badas
      @Mark_badas 11 днів тому

      ​@@Stonehawk What if the environment changes. Like someone walks through it, or a giant boulder falls in? It needs to be updated continuously.

    • @Stonehawk
      @Stonehawk 11 днів тому +1

      @@Mark_badas then only the localized exception needs to be recalculated in that moment and not the whole thing.

  • @kylek29
    @kylek29 24 дні тому +12

    It usually takes a couple years for that research development to make their way into games at playable framerates. I think we'll see some pretty cool stuff over the next few years with how much of the ML physics / light simulation / other enhancements has been getting research funding.

  • @sikliztailbunch
    @sikliztailbunch 24 дні тому +11

    15:31 the depth doesn´t cost any performance, because there is only a waterlevel grid being deformed. There are probably some helping particles or voxelfields involved but never even does this high performant sim, fll up the scene to the bottom with particles. Maybe there are some very low resolution voxels involved but even that might be limited to some area around the waterlevel in order to transfer velocities from subsystem to subsystem. The fact that textures still move, when the sim is paused, reinforces my assumption:
    My highly educated guess: It uses Houdini´s heighfields or a system, that works very similarly. It does't really "care" about how deep the water underneath is - performancewise, because only the surface moves, hence, needs simulation info to deform correctly. It is all clever displacement. Down in the depths there is literally nothing going on so there is most likely also no calculation going on. Or maybe a voxel tesselation of a 10 by 10 by 10 meters per voxel or even lower for general current at that depth level. It at all. You can easily use a single vector down there that uses a small area around the player to determine current direction, so a player can get sucked down, pushed up and so on. The depth is ultimately just a simple float value involved in the calculation deformation solver. That's why the wavegenerator demo works. But not because real particles are being pushed and meshed. That still takes ages at that scale. Even on a 4090.
    I don´t want to downplay this. It´s amazing and extremely sophisticated in terms of optimization. But there are some limitations. It cannot create separated entities like a cluster of particles that can splash off. It cannot produce waves that bend over and collapse like for a surfing game. And will not be able to fill up a container and walk around with it and spill puddles with it. But I guess, it will not take that long until we can. This is already a giant leap into the right direction.

    • @realhet
      @realhet 23 дні тому +3

      It's funny how people can be amazed of things that doesn't require actual power from the GPU.
      It's 4 cylindrical columns shaded in a dense fog. The GPU sleeps on it, 250m or 8192m, doesn't matter. :D
      And the problem with new games that they are not want to employ artists and programmers who are optimizing clever tricks that puts a realistic and optimal illusion in front of the player, they just want to brute-force all by the engine. These games lack the human touch, the creativity.
      They want to outsource LOD-s to AI, they want to outsource map generation to Finite Element Method. And they surprised that people like the games in the past better.

    • @sikliztailbunch
      @sikliztailbunch 23 дні тому

      @@realhet You are right. Now every game that uses this add-on will have the exact same water physics. Different games will feel like different skins of the same game

  • @2020Tech4U
    @2020Tech4U 24 дні тому +19

    Unreal keeps proving its name. Awesome, the water was creeping inbetween the rock crevices. Physics going on....Cannot believe it was not rendered.

    • @Jaap-Relou
      @Jaap-Relou 17 днів тому +1

      Yes, and no. Unreal has had bigger problems like multi-threaded performance and shader compilation stutters for years now, which are arguably way more important to fix than adding stuff like this because those are fundamental problems every Unreal game experiences. And yet, they prioritize stuff like this. It feels strange.

    • @2020Tech4U
      @2020Tech4U 16 днів тому +1

      @@Jaap-Relou Your right, I always run into some issue that I have to find a work around for, but eventually things get a fix, by adding more things people can find the 1 that works for their game/cinematic. But your right.

    • @edwardevans1498
      @edwardevans1498 12 днів тому +1

      @@Jaap-Relou Who the fuck is THEY!?

    • @Jaap-Relou
      @Jaap-Relou 11 днів тому

      @@edwardevans1498 Don't know why your swearing, but ok. Love is the answer brother, not hate 😅 I know now that this is another developer developing this tech for UE engine. With They I refer to the unreal team. I feel they keep prioritising new features over fundamental problems which the engine clearly has.

  • @sikliztailbunch
    @sikliztailbunch 24 дні тому +3

    To be honest, you shpwing us new tech and being amazed about it was the original reason why I started watching your channel.
    I really love Harsh Doorstop but it´s good to know you are still doing these too :-)
    Although fluid flux has been around for quite some time now. Obviously no devs are using it in games so far. It is too exepnsive as an addon to just play around with it for fun

  • @SedrikGSX
    @SedrikGSX 22 дні тому +13

    350€ for this is ridiculous. THere are models that cost hunderds or thousands, and they're just a 3D model. If you implement this in your game, it changes it completely, introducing possible new mechanics and gameplay just from this system. This is NUTS

    • @privatebryan1924
      @privatebryan1924 6 днів тому

      Wait what? Dude could become a millionaire with this only lol

  • @thecouchyeti
    @thecouchyeti 24 дні тому +4

    Aside from your camera placement, this was an amazing Demo.

  • @MyEarsHurts
    @MyEarsHurts 13 днів тому +3

    The reason it is so preformant is because it uses something called a "shallow water simulation" not an actual water simulation

  • @BlairSantos
    @BlairSantos 23 дні тому +6

    in my opinion the speed of the water should affect the force in which it pushes the player and objects, that water was going way too quick for that player to be swimming as calmly... nevertheless, it's all still quite amazing

  • @cybercat8819
    @cybercat8819 24 дні тому +3

    imagine seeing this in Operation: Harsh Doorstop like for water pipes under the ground being able to get damaged and maybe food a whole town preventing tanks and other vehicles from entering the city also forcing people out from buildings and maybe even be able to kill the electricity in the town, and even cooler would be if maybe we could have physics based materials like dirt that turns in to mud if to much water gets mixed. would be really cool to see, this physics by it self is really awesome.

  • @captain5104
    @captain5104 18 днів тому +3

    I want to see how it handles a sinking vessel....like a proper ocean liner....not a rowboat

    • @lacm81
      @lacm81 5 днів тому

      Titanic the video game TM?? 🤔

  • @sleeksky3740
    @sleeksky3740 23 дні тому +2

    Rockstar did such a good job replicating this with there engine, literally any rapids you find in game look almost exactly like this

  • @HawksNestYT
    @HawksNestYT 8 днів тому

    Would be cool to make some accurate water sim puzzle games with this!

  • @bluntonaut
    @bluntonaut 23 дні тому +3

    Incredible! It would be even more insane if you could shoot holes into the glass tunnel and the water would spill in and fill it up

  • @StalwartTirith
    @StalwartTirith 23 дні тому +10

    7:08 If you want to showcase sounds you should probably stop talking constantly. Your audio is so loud that it completely covers up all those amazing sounds you were hyping up, so I couldn't hear a single thing

  • @isayawhaat1634
    @isayawhaat1634 5 днів тому +1

    I wanted to see you throw oil in the water and then have all the oil flatten out the water that would be awesome

  • @deloford
    @deloford 18 днів тому +2

    Just tried the demo and wanted to say it runs at between 200 and 320 fps on my 4090 at a resolution of 7,680 x 2160 (dual 4k 55" OLEDs). Never seen anything close to this before.

  • @600k4l
    @600k4l 9 днів тому +2

    Considering the state of current game development and Rockstars game's budget. I have extremely high expectations for the release of grand theft auto 6. Although I have my doubts, Rockstar can pull it off. However, even if they would, then the community still wouldn't be satisfied.

  • @XeonPrototype
    @XeonPrototype 23 дні тому +2

    I want to see this in a rain demo, in the dark driving down the highway, wipers on, i'd be absolutely mind boggling

  • @alexbedwell5227
    @alexbedwell5227 7 днів тому +1

    Wow, imagine a Battlefield level, for example, where a dam explodes at the start of the round, and the complex you fight in slowly gets flooded
    Infantry zones get moved steadily upwards and new areas can be reached by swimming.
    Boats can maneouver through buildings as they fill up, and by the end of the level everyone is forced onto rooftops.

  • @Daniel-n7b7d
    @Daniel-n7b7d 11 днів тому

    Fuck me, this blown my mind mate!!! I've got over 27 years IT experience and work as an IT Consultant in the UK and I love playing games. Never got into programming or game design so my mind now says "The Computer Says NO" error because I cant compute how this is done. Its just incredible!!!! I've looked at some new games coming out and they look real and I might even say some look better than real if that makes sense. I remember the days of playing games that was 4/8/16/32 colours only and now this in a span of 30 years, just incredible... Nice video mate!!! ❤❤❤❤
    Wow, so when you then started swimming I lost it, so normally games are written by code I believe and its sort of set in stone. You can walk, run, swim, fly in certain places and that's it. Its not really fluid, its whatever was programmed and then the code needs to be changed if something is required to be changed but this seems to be a code that is "ALIVE" and changes based on what is happening on screen. So this is the opposite of programming as before because you experience what was programmed and see that on the screen, now what you see on screen and experience is writing or updating the code, hence the environment changed (flooded) making it swimmable. This is insane!!! Our lives will never be the same since AI came to play,.
    I've just installed the first AI system in the world for the Courts and Tribunal in Scotland (So the first Court and Tribunal in the world to use this 😁😁😁, so we will be a template for others to come) system to transcribe/translate court cases where in the past it took 5 humans a week to do one days video recording and cost thousands of Pounds to now on-prem AI with on-prem LLM's (due to security concerns) doing it in 106 seconds with a 96& accuracy (the 5 humans was around 92%. Saving the Courts millions a year... So yes, AI scares the shit out of me but I can also see the benefits and if it means in the end we will be wiped out by it then so be it. Reckon it will be the best thing for other life forms on this planet and maybe that is what is mean to to happen. I want to see how far we can push it and if it means we get games like this, I'm all for it!
    BTW, the water effects everything except yourself, | would have expected it to push you...

  • @Xenomystus
    @Xenomystus 21 день тому +1

    Catastrophe SImulator (A game where you have to build barriers etc. or escape (mayb in coop mode) to save before the river overflows/the tsunami gets you/the tornado/the lava destroys your house) would be cool...

  • @TheDman131
    @TheDman131 24 дні тому +2

    13:43 you can see that this also makes parts of the environment wet you can see the sand is wet from the water! Though my only question is can it make characters show signs of being wet its hard to tell if the robot is wet because of how shiny and white it is!

    • @CynHicks
      @CynHicks 16 днів тому

      That would be dependent upon the material physics. Not the liquid physics itself.

  • @Harddiskfail
    @Harddiskfail 23 дні тому +4

    This video has more slow motion actions then the 300 movies. But a great video non the less.

  • @paddleman3131
    @paddleman3131 10 днів тому +1

    I can already tell it heavily uses a surface mesh for rendering and simulating. If you watch the waves here 10:00 you'll notice that there is no overhang, just really steep slopes. clever shaders is what really sells it.

  • @artfx9
    @artfx9 4 дні тому +1

    I can't believe it automatically comes with plastic trash in the water! So realistic! 😮😮😮

    • @leminsc8
      @leminsc8 4 дні тому

      just for the demo. but yes... now e canm simulate climachange in unrel in future...

  • @dahah7683
    @dahah7683 23 дні тому +2

    I think this is just an animation, when the water flows from above it is something that is already animated but then they add physics to the objects “carried by the water current, they also add water wave animation when our feet touch the water, the way to prove that water is physics is to make some kind of barrier in the river so that it makes the water flow in different places

    • @nuztuz903
      @nuztuz903 23 дні тому +2

      yeah it does look pretty baked. I would like to see it in a non prepped environment and see how it does

  • @Hamilton_Gilpin
    @Hamilton_Gilpin 10 днів тому +1

    A tsunami survival game would be dope with this

  • @sonatine3266
    @sonatine3266 23 дні тому +2

    And now think about upcoming games like Cyberpunk 2 Orion, Witcher 4 (+ the whole new trilogy) and all these games being developed in UE5. I hope so much that Bethesda will drop the CA and go for UE5 for TES6.

  • @TankUni
    @TankUni 8 днів тому

    Running the world map is the first time I've seen convincing rolling surf on a beach in a game environment. Every other engine typically has waves clip through the sand, rather than run up and down the beach. And it runs on my crappy old Nvidia GTX1060 in 1080p at +50fps. Amazing.

  • @milkdawgmcgee7498
    @milkdawgmcgee7498 3 дні тому

    As sick as this is, YOU made this video exciting the whole way through. Your enthusiasm and the way that you speak seriously makes you THE GUY to talk about this kind of stuff. Never seen you before, but I'll keep an eye on what you're posting! Also, your beard is literally perfect. I've been trying to get the angles on mine right for like 6 months, and I think I'm gonna steal your style lol

  • @arthurdsjrjbr
    @arthurdsjrjbr 13 днів тому

    Love to see you coming back to tech demos and game simulations!

  • @jkasar
    @jkasar 11 днів тому

    It's so awesome how altering and combining some code just the right way results such a massive increase in computational efficiency.

  • @bobhawkey3783
    @bobhawkey3783 11 днів тому +1

    Astonishing. Dev needs a ton of recognition for all the hard work I know this required.

  • @joeshill3667
    @joeshill3667 23 дні тому +2

    The only thing I liked was the physics and water effects. This is Assassin Origin, Assassin Odyssey.

  • @0IHasanI0
    @0IHasanI0 23 дні тому +1

    Very awesome stuff!
    But towards the end of the video you can see the texture of water droplets where it is submerged. I dont think it is that far optimized unless there was water inside the Tunnel

  • @fooboomoo
    @fooboomoo 23 дні тому +6

    damn, i want to jump down a waterfall in vr now

  • @Hipporider
    @Hipporider 24 дні тому +11

    I've still not seen a decent accurate physics based scuba diving simulation game, with Boyle's Law, Henry's Law in it, Nitrogen Narcosis, Decompression Sickness, and more. This physics model would certainly be a good basis to start from.

  • @SpankeyMcCheeks
    @SpankeyMcCheeks 10 днів тому

    Looks fantastic, and being so computationally cheap is very impressive. The biggest thing missing from making this look properly GOOD is more splashing and particle effects around where the water hits the rocks and having some dynamic mist appear around the larger water falls. THEN we're talking some serious shit. Right now it looks almost a bit too viscous since it doesn't cause much slashing.

  • @scott-richardson
    @scott-richardson 15 днів тому

    I'd love to see if you could apply a wind source and have the wind direction affect how the waves and ocean looks. Classically, wind blowing from the land towards the ocean will make for the best water conditions, and smooth out the turbulence of the water while maintaining the waves - most likely to create 'barrels'. Meanwhile wind coming from the ocean towards the land makes for choppy and messy waves.

  • @neoqueto
    @neoqueto 5 днів тому

    This is one of the most impressive things I have ever seen. And Bluedrake makes an amazing job showcasing and explaining it.

  • @EviLLivEClan
    @EviLLivEClan 8 днів тому

    The boat takes like no collision when the water runs into it. It just starts to float instead of being pushed too.

  • @ryankoch504
    @ryankoch504 16 днів тому

    Damn, the water physics are huge to me - I'm imagining battlefield maps where a Dam explodes and changes the game (or other structures affecting the map), a castlebuilder or like a Valheim where you can use the water to change the map. Survival games as well, terraforming games, etc. This has massive potential.

  • @seanc6754
    @seanc6754 23 дні тому +4

    I mean yes it's very cool but You said "it's running in a game".. no it's not.. it's running in the engine with no NPC ai going or environment simulation or weather simulation or animal simulation there's no complex building structures stuff like that so yeah I'm not surprised it runs really well.. put that water simulation in RDR2 on a large scale and let's see how it works

  • @The.Pickle
    @The.Pickle 23 дні тому +6

    You know what we were all waiting to see...a humongous tsunami.

  • @TheGoobMeista
    @TheGoobMeista 23 дні тому +2

    I've been seeing these fascinating Tech Demo's for like 5 years now and i still have yet to see any of the tech used in a game. (Although imagine Sea of Thieves with this tech)

  • @kurisu7885
    @kurisu7885 24 дні тому +2

    I would love to see this stuff in games. If hurricane type weather is indeed in GTA6 like rumored this would be awesome to see for flooding.

  • @Libertas_P77
    @Libertas_P77 18 днів тому

    That fluid dynamics demo is a glimpse into the future of VR and gaming in around 5-10yrs time. Love it.

  • @R1PPA-C
    @R1PPA-C 6 днів тому +1

    I do a lot of intense and very accurate fluid sims..
    And yes you're right some can take a week to calculate even before rendering but that's down to accuracy, voxel count and scale, and secondary particles like foam, splash and mist, and the file sizes that go with all this data ...
    This Unreal sim is great, but it's not doing anything special really, that's why it's also resource friendly.
    I just hope that more games incorporate more sims and extra mechanics to calculate in their games so they start utilising more cores. Unless of course this software is using the GPU instead like Liquigen and Embergen does.
    At the minute anything over 4 cores / 8 threads is more or less wasted on games is it not?..

  • @romulusxyz6722
    @romulusxyz6722 21 день тому

    BeesWithGuns.
    Miss you dude. Thrilled to see you thriving!

  • @Nasrul260
    @Nasrul260 24 дні тому +1

    If one person was able to simulate an entire ocean in Unreal Engine, I can only imagine what this tech would look like if it was made with a thousand people!
    Absolutely excited to see the future of gaming !

  • @alanfi7646
    @alanfi7646 6 днів тому

    Volumetric water is one of those effects I've waited ages for. Simply amazing, my mind is actually blown right now.

  • @GVlVG
    @GVlVG 7 годин тому

    We’ve now passed “simulator” and now just have straight up simulations. The level this could be applied. Imagine crime scene recreation. Data recovery. Plane crash analyzation. Submarine testing. Like literally could actually change the world lmao

  • @colintibor
    @colintibor 24 дні тому +16

    As impressive as this is unfortunately it’s not FULLY simulated. It takes a lot of planning to make the water go down waterfalls and fill up pools etc. like you can’t just make a map and have the water simulation automatically work. But that would still work in a game like subnautica and I honestly hope they do this.

    • @briananderson1246
      @briananderson1246 23 дні тому +1

      8:22

    • @colintibor
      @colintibor 23 дні тому +3

      @@briananderson1246like I said LOTS of planning. That map is just really well made.

    • @FurlongStrongPersonal
      @FurlongStrongPersonal 22 дні тому +7

      I don’t understand what makes you say that it isn’t fully simulated? Everything I’ve found online about it, says it is tricky to get it perfect but it IS fully simulated, can’t do caves yet , but bridges work fine “ for the algorithm” based on 2d fluid physics somehow.
      Not bing argumentative, just trying to understand.

  • @austinbergeron7150
    @austinbergeron7150 3 дні тому

    Imagine the survival games we are going to have, for example an island survival game would be absolutely beautiful with this, could have things wash up on shore with waves, giant storms, difference in high and low tide, fishing, diving and having current affect your speed in the water. Maybe rain causing floods and pools of fresh water. Games are going to get absolutely insane in the next 10 years and I'm all here for it

  • @Baleur
    @Baleur 23 дні тому +3

    More UE5 tech tests and yet we wont see any games using this for another 10 years, like with Nanite or Lumen.
    Why? idk why. Ive done UE5 prototypes with Lumen, Nanite and water sim.
    Idk why actual full games opt out of using these systems.
    Are they just too buggy at scale or impossible to optimize?

  • @MCRaptok
    @MCRaptok 23 дні тому

    I wonder if you could modify this to work as an atmosphere for space games.
    I also wonder if he’s working on a system for water pressure at depths. If so it wouldn’t be far fetched to see it become more than just a fluid sim but an atmospheric simulation too.
    Extremely cool stuff, keep up the amazing work 🫡

  • @NollieFlipX
    @NollieFlipX 22 дні тому

    Man I'm speechless, this is completely mind blowing! And you can see how close this tech is from even simulating full barrel wave. I think people don't realize how absurdly difficult is to pull what this dude just did! This programmer deserves some kind of prize, I would risk saying he deserves a tech nobel. It is that insane! I wonder how far will this go, specially for multi density fluids

  • @briananderson1246
    @briananderson1246 23 дні тому +1

    Dictionary
    Definitions from Oxford Languages ·
    Adjective
    ( ☆ 1. ~ Able to burn or corrode organic tissue by chemical action. "a caustic cleaner"
    Similar: corrosive, corroding, mordant, acid, alkaline, burning, stinging, acrid, harsh, destructive
    ( ☆ 2. ~ Sarcastic in a scathing and bitter way. "the players were making caustic comments about the refereeing"
    Similar: sarcastic,cutting, biting, mordant, stinging, sharp, bitter, scathing, derisive, sardonic, ironic, scornful, trenchant, acerbic, vitriolic, tart, acid pungent, acrimonious,astringent, rapierlike, razor-edged, critical, polemic,, virulent, venomous, waspish, sarky, mordacious, acidulous
    Opposite: Kind
    Noun
    1. A caustic substance.
    ☆☆☆2. Physics : A caustic surface or curve. ☆☆☆ ⬅️ 👀 😬👍 🫡

  • @onlyarandomusername
    @onlyarandomusername 20 днів тому +1

    15:00 my thalassophobia kicks in

  • @Samuraiii62
    @Samuraiii62 9 днів тому

    What? Operation Harshstop is from you? Sick, I bought the supporters Edition. Keep on!

  • @TropicBlunder
    @TropicBlunder 15 днів тому

    I just don't understand how this is possible? The amount of math calculations ever second I would assume be enough to melt down an array of 4090s.Of all the demos I have seen UE5 do, this is by far the most impressive. And it is not even close.

  • @Suzuki_Hiakura
    @Suzuki_Hiakura 14 днів тому

    the coolest thing about that water, at least for me, is how areas that would have less flow, have less flow. Around the edge off the beaten path at 1:13 the water slows as the course of flow changes and the area behind the fall in 1:19 is near completely stagnant as the water cannot flow away from there, but has been filled. Its amazing. Still not sure how I would use any of this stuff, or for what reason lol. Would be nice to go back to game dev, but I tend to enjoy making text based or 2d games (like classic GBA Zelda lol)

  • @scorpius666999
    @scorpius666999 23 дні тому +1

    Umm, this isn't simulation in a classical sense, I mean, it's not "deep ocean water" (pretty cool post-processing though) and I don't think this will fill caves the way you described, but it looks cool regardless. I saw the first version of this I think a year or so ago, I do remember that first map you showed. It's cool the whole thing is being developed over time.

  • @denischen8196
    @denischen8196 13 днів тому

    Does the fluid simulate less accurately the farther away you are from it, or when you are not looking at it? Can't wait to see the first ever 3D fluid physics puzzle game!

  • @TylerRockwood
    @TylerRockwood 10 днів тому +1

    I downloaded on my 5800XT, 3060Ti mid range PC and it ran shockingly well. So impressive!

  • @Snaishi
    @Snaishi 6 днів тому

    That's actually soooooo good bro, nice work to that guy

  • @thegreywanderer8427
    @thegreywanderer8427 6 днів тому

    This simulation would be fantastic to have in survival games where people can build dams, dig the ground and alter the rock surfaces too.

  • @gavc21
    @gavc21 8 годин тому

    bro how are you only just hearing about this? it's been out for like a year or more now. I mean, for someone who is normally posting about new game changing things.

  • @TooToo246
    @TooToo246 23 дні тому

    I remember playing AC Origin for the first time, and just marveling at how good the water looks. How murky it is near the banks of the Nile river, and then it slowly gets clearer and more blue as you sail into the sea with more clear scattering of the light on its surface.......To this day, I think the AC games have the best water in games (not including this demon of course)

  • @arnaudmorel8369
    @arnaudmorel8369 16 днів тому

    In slow motion, at the beginning of the video, it was look like 10 yo effect, once you put the video on realtime it seems real, good work !

  • @real_armadillo
    @real_armadillo 22 дні тому

    It's impressive for sure, but my guess is that the fluid is pre-baked and not running in real time. After having tested the demo, I noticed that the water doesn't react to the player at all, besides for the ripples. It doesn't flow around the player if you block it, or have any impact on the waves etc. So for example, if you place a new rock in your map, you will have to re-bake the simulation. But nevertheless, it's really impressive, and I'm looking forward to see it being used in a game.

  • @greenhacker0com
    @greenhacker0com 21 день тому +3

    The closer simulation becomes to reality, the closer i wonder if reality is a simulation.

    • @natedisrud
      @natedisrud 19 днів тому

      I was thinking this the whole video lol

    • @tr1pmine
      @tr1pmine 6 днів тому

      you are not the thinker lil bro 😭 🙏🏻

  • @barmanchiche
    @barmanchiche 12 днів тому

    it's impossible to me not to think about how much we are advancing in tech. how games are going to be in 10 years? 20 years? 200 years??? I always have that feeling of wonder if we are or we will in a complex-ultra-advanced simulation. Thans for the vid!

  • @Pandarah
    @Pandarah 18 днів тому

    Every time I see an update on this simulation, I'm left in awe. I just can't believe that this is real time, yet I'm watching it happen!

  • @stoched
    @stoched 24 дні тому +1

    Not sure how performant it is in the context of a full game with a lot of other stuff going on at the same time but it would be sick if the new Subnautica had this haha

  • @skorne7682
    @skorne7682 5 днів тому

    Whoever came up with the algorithm and GPU compute code to run this this fast in real time is a genius.

  • @onerimeuse
    @onerimeuse 23 дні тому

    My dude! Welcome home!
    /Edit holy shit, time to remake bloodwake.

  • @davem981
    @davem981 7 днів тому +1

    This guy is so excited. Saw this a year ago

  • @l_ost8333
    @l_ost8333 13 днів тому

    I've just tried it and im insanely impressed on how optimized the demo is, my laptop even though it does have good specs, its still a laptop but it had 0 problems to run it at 100+ frames at all times, and it looks just amazing

  • @Pilot--
    @Pilot-- 7 днів тому +1

    "Listen to the sounds!"
    Continues incessant rambling over the sounds.

  • @notthemessiah9243
    @notthemessiah9243 9 днів тому

    The possibilities are endless.
    You could have a town that is behind a dam and break it if you want and then the things in the town get washed away randomly so when you try to find them they are always in a different place with each play through perhaps even buried

  • @TruthIsKey369
    @TruthIsKey369 23 дні тому +1

    About time......... where's all the destruction at?

  • @RQUKOfficial
    @RQUKOfficial 9 днів тому

    I remember when Ark Ascended was rumoured to be using Fluid Ninja for UE5. The tech demo blew my mind. Imagine my excitement/disappointment when we found out it does indeed use it. Just a shame it's used very sparsely. Could be a tech limitation or just an artistic choice.

  • @mikedytham9996
    @mikedytham9996 23 дні тому

    It's amazing to think that we've moved from 8-bit 2d sprites in Space Invaders to this. Makes you wonder where we will be in another 10 years.

  • @chopchopofficiel
    @chopchopofficiel 23 дні тому +2

    This tech will make the first surf game

    • @user-ne9sd4ow1o
      @user-ne9sd4ow1o 20 днів тому

      There was PS2 surf games if i remember correctly

  • @Crux_Riajuu
    @Crux_Riajuu 24 дні тому +3

    I just came here cause I wanted to hear you say “water” over and over again. Don’t turn it into a drinking game guys - you’ll die. Also make more Johari and collab again with Andromida.

    • @Agret
      @Agret 23 дні тому +1

      take a shot every time he says "crazy" or "insane"