Unreal Engine 5.4 vs 5.0
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- Опубліковано 25 тра 2024
- Unreal Engine 5.4 vs 5.0
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@UnrealEngine #unrealengine5 #lumen #rtx4090 #ue5 - Фільми й анімація
I'm mostly looking forward to the nanite skeletal meshes for denser crowds.
Same
The thought of this just blew my mind.
Same, I made procedural NPC crowds which was free in december and this will help my customers have extra fps easily.
This might make Metahuman animation more performany. You have 5 skel mesh animation ticks per metahuman - so I hope this solves it.
Great comparison video, thanks for breaking things down and showing/explaining differences.
yw dude how its helpful
I just don't know why they removed ray tracing GI
cool comparison and its cool to see how things improve but it is still blurry, ghosting, flickering and those grills on the cars are literally smudges. Is there a way to get clear images in realtime at all?
Yeah. I think we'll have to wait a bit. Seems like you can only have either a small amount of very high quality objects or a big amount of decent quality objects.
Thanks - definitely seeing the massive improvements to Lumen and Reflections as they roll out each 5.x release. I think it's time Epic revamp their docs on "Rendering High Quality Frames with Movie Render Queue" (specifically the AA and CVARs section) to reflect all the changes since 4.25 when that documentation was initially created.
I'm sure the recommended settings would be significantly different in the 5.4 / 5.5 world.
I updated my game while working on it from 5.1 to 5.2.1 before release and the reflection change was phenomenal. I have a level with glass floors and it's so cool to see all those sweet reflections. I'm sure 5.4 would be notably better.
congrats on 100k !
Thank you!!
"Is it worth" porting? That's a really loaded question. It depends entirely on how much work it will take to port your game forward. How much custom code is there, how many of your features have been deprecated? How much "dust-off" will you need to do to get everything working? How much improvement will you see with the base port, and how much tweaking will you need to do to get the features you want to take advantage of working?
Each project and developer has a different assessment here.
For example, I'm considering a 5.2 -> 5..4 port and my project is still in an early state. I am also considering dropping one interaction system for another, so honestly it's probably better for me to just start over in 5.4. Ultimately, the main gain I'm looking to leverage is just the performance increases in 5.4.
honestly hold off 5.4 is buggy
Looks great! Is the reflection popping and flickering ever going to be tackled in Unreal? It's the main/ pretty much only reason keeping me rendering with Cycles. I love the poly amount that Unreal can handle but the flickering.... :)
There are third party ray tracing plugins you can try
Hey man! You're the goat!!! Happy to see that channel growing!!
Reflections look a lot better, still lacking when compared to render engines like V-Ray, Corona, etc. One thing that was weird though, I am getting something I can only call camera based reflections. In my scene when I am near certain objects, half of the scene is reflected like an overlay in my camera. Really odd.
Thanks Jay! Been waiting for an update comparison. Figured you'd be the one to do it... again.
So many improvements have been made, and even though some of the improvements come at a performance cost, when compared to the original engine state, it results in a huge visual AND performance gain.
In a recent keynote, the Epic did state that if they were to run the original demo in Unreal 5.4, the performance optimizations alone(with no graphical improvements, implied) would have been significant. For instance, I imagine if the original demo had been released on consoles in 5.4, the frame rate might have been somewhere between 40 and 60 fps. Epic's internal goal, as I understood, was to be able to get that (original) fidelity at 60fps.
yup
every now and then i get a video in my home feed from JSFILMZ and he's 20k subscribers bigger lol
LOL
You sharpened the thumbnail bruh. 😂
ive been blasting you in the past, idk if u remember my comments. But ur a cool dude, sorry if i was rude
Cool videos 🤝
Bruh... theres a guy on YT who just made real lenses with blueprints, you simply attch it to your cam and you get a real feel of how cams look and react irl.
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Yo thanks for the comparison! I wanted to ask you how did you managed to get UE5.5? I looked for it in Github but no trace.
catwoman: "i feel like i have a wedgie".
I am not verify knowledgeable about this topic. But I have a hunch that in the next few years the way graphics are generated will make a dramatic switch from intense ray calculations, to AI generated reflections. Sorta like jumping from actually solving a problem with math, to guessing the outcome with AI learning. My oversimplified guess.
I can't wait to see how the next cyberpunk game will look
After i created CitySample project for 5.4 and run the game I realized that all cars are flying 1 meter over the ground. There is no issues with 5.3 version although
awesome as allways
Need a new PC asap 😅 Good video
Why I can’t open this demo I have a great workstation and Nvidia 4070 ti 16 g
why nanite dose not work with my lap ... in evry UE5V ... 5.0 TO 5.4 ... I updated drivers and tried evry thing ... is it the CPU ? MY CPU is ... (I7gen6)
Please!!! By any chance guys, do you know why my objects disappear in edit mode when I move close to them?
Everything seems normal, when I simulate level...
always best tips ever
can you give link for download of this version (because i am have some problem with Unrealengine5.4 its shading character one half with purple and other with yellow to check if it my engine issue or my system and i am making mobile game on ue5)
5.5? Holy crap, slow down unreal I'm nearly getting my hands wet with 5.4.
fortnite is already 5.5 actually
@@Jsfilmz is this the reason of extreme frame drops and stutters
Where can i download this demo that you're playing??
The difference is crazy, the 5.0 reflections looklike playdough in comparison
agreed
what are features in 5.5 that seem interesting?
I still wonder why Epic didn't hire you?no one can never better than you can advertise this engine and its features,they must be your sponsor
haahhaha im too honest sometimes man i talk shit about unreal too
@@Jsfilmz hey, bro. Maybe think about widening your toolset to Unity, Godot, Blender, Maya, etc, and make comparisons of those? Since Unreal won't pay you, maybe someone will))
"whats changed?" ... everything?
I gave up on using unreal engine my dream of doing animation in unreal engine died I can't learn this capiroto program at all
The education deparment is complete crap. people have to look at the source code sometimes just do they can see what’s going on. In my experience, I want to slap someone in the face every time I use UE. It’s truly frustrating.
i feel like 5.3 vs 5.4 comparison would be very useful
not much changed tbh visualwise
@@Jsfilmz no I mean performance they got some multithreaded stuff or sum in 5.4
aaaaaye this is cool
*Will 5.5 release 1 year after 5.4?*
no cos UEFN is already 5.5
Whats new in 5.5?
it sucks since I worked on project for 5.0 all the way to 5.3 now 5.4 doesn't work with my project just way too much to adapt it seems like so guess ill just save these new epic features for a new title I had a feeling 5.3 would be the magic number of completion for me but kind of sad I missed the mark on all these well done changes and I wish I did world composition before I started making my map
Which game?
5:35 Is it just me or the reflections on the building's windows still not amazing?
Windows use 2d planes still images thats why it looks bad
@@th-redattack Are you talking about the yellowish/beige reflection?
for me the complete video looks not amazing. reflection, textures etc
@@markmuller7962 im talking about windows who look like they have lights and interiors
ok