Looks amazing, but one thing bothers me. Not the grass, like everyone seems to be hung up on, but that the meteor impact isn't "displacing" the ground it hits, but merely erases a sphere of ground. Would be cool to make the impact erase a sphere where it lands and then "add" a ring of extruded ground around it, making it look as if the mass was displaced rather than disintegrated into nothingness. Currently the impacts look like implosions, when they should look like explosions.
VFX will come after to give you the effect you're lookin for. The whole purpose of this makes it easier for a lot of artist to work on if, let's say, there was meteors hitting the ground in a game. You're expecting UE5 ti be able to do EVERYTHING, that's not the point.
@@blueowlz Should have made clear in my comment that I understand that it's not something that's up to the engine, but the creator. Just like people complaining about the grass movement being too dramatic, I was simply commenting about something that could make the meteor impacts specifically look better. I understand that the video is just to showcase functionality, and I just came with an idea on how to make those impacts look better, nothing more. I'm not expecting UE5 to do "EVERYTHING", neither did I ever imply such a thing. The meteor impacts is programmatically set to remove one sphere on impact, so it's not outlandish to believe that the creator can programmatically make it create a donut of ground around the impact as well. :)
There's an excellent youtube channel named Sebastian Lague, they have a video of a fairly overview process of how to do something like this, fair warning he writes code in Unity and shader language to achieve it, but it's definitely worth a look! Video is called Coding Adventure: Procedural Moons and Planets
i dont see why that isnt possible. as far as setting up a quick cheap demo of deformable terrain though it would be impractical to go out of his way to implement such a thing. i agree though that would be next level terrain manipulation.
The reality of Unreal Engine 5's destructibility potential is what we all thought we were getting with Battlefield 4 back in the day. I demand a remake.
Performance is the issue. Battlefield 4 back in the day ran at 20-30fps on the xbox 360 and ps3 and still only ~50fps on the ps4 and xbox one. You put terrain deformation like that and the game will run at 3 to 5 fps.
Imagine a War game there. Over the course of the fight you see how it grinds on the landscape, how smoke makes it harder and harder to see stuff and how the bodie counts go higher. Games have now even greater opportunities to capture the narative in their overall world design. What a time to be alive
@@picklechin2716 I avoided Battlefield because that game died 3 times now and the Necromancers at dice just keep reanimating it : ( Imagine what Battlefield 3 or 4 could have been with UE 5 and propper smoke
The craziest thing to me is the sense of distance, size. The mountains look so life like, i can feel how far away they are and how big they are, maybe because it's actually there and not some jpeg put in by the devs.
@@fitzorpercy2884 I guess it's the difference between the smooth, play-doh distant landscapes we're used to getting (or the baked in skybox textures) and full detail, full lighting models. Like the nanite stuff has been cool to see, but the real benefit imo isn't so much the higher quality close up models but the ability to leave all the models at max quality, all the time rather than having to decrease LOD over distances. It means everything can be the same visual quality and actually fit the scene.
@@helplmchoking You know the models still decrease LOD over distances. It's true that the designer places the models at max quality, but nanite automatically decreases LOD over distances. It's what the tech does. You could still achieve the same thing before, just with a lot more manual effort.
@@human-ft3wk The difference is that you can only have so many manual LODs, so there's snap in. Nanite does it automatically, like how things in real life aren't as detailed from as far away. And mountains in the background of Nanite don't look like Play-Doh.
@@SwarumtheForum Hmm.. you're right, perhaps it wouldn't be possible to achieve the same thing before, even with a lot of manual effort. You'd have to make quite a few LOD's for every single model.
90% of what youre seeing is just dynamically created skyboxes. at 1:12 you can see how far the actual draw distance is, as grass and massive rocks start to pop into existence. this shit literally has a lower draw distance than oblivion, and close to that of morrowind.
This is absolutely incredible. Would love to see a tutorial on setting this up if you have the time. Even if not, this is great to see what's possible!
There is a game idea I've been holding on to for over a decade now and honestly, it moves me to see that the tech I'd need to even START making it is finally realizable. Now I just need a team large enough to bring it to life.
@@hmvaa fairly sure it’s about dev team size. In that you don’t need a large studio and workforce to make big games. Hello games who made No mans sky had a pretty small team at the start at least if I remember correctly
I don't think people understand how revolutionary UE5 really is. It's literally a game changer. It's like we hopped into a time machine, stole a game engine from the future, and brought it back to our time. UE5 also cuts out an entire crew creating a game as some of its features are one click options. Basically, this engine is so simple and user friendly, a single person could create a very high quality game by themselves without a need for an entire development team. This engine is absolutely nuts!!! we are in for a future full of incredible games that we will soon play.
yes I had to rescale the grass for the voxel landscape, so I had to tweak the wind movement.. I made it too aggressive in retrospect. I will try to improve on this in the future.
And This Ladies and Gentleman is the reason why i wish i had More Talent and skill to do and entire Development Cycle all by myself. Or atleast the Resource / Budget to have a Team for it. Just looking at this Video gives me so much Motivation and Passion for different game Concepts again even when they never come in play. Well done Joe, Thanks for this little uplifitng Video Hope you have a good time in the Future.
I'm more and more convinced the Devs choice in name for the Engine was 100% appropriate, considering the visuals the thing can create simply is unreal.
"This lighting setup works out the box" This is the golden point that makes unreal engine stand out. Can't wait for Dragon Ball Z fight simulators with full destructable environments!
theyll do the same thing they do with every iteration of this bottom tier engine : make a buggy mess of a game that barely works because UE is really for making movies, not games.
I was looking to see if someone had said this yet-everything looks great but the grass movement just looks wrong! I couldn’t figure out how to describe it, but “like water” is about right.
You can say it about RTX or u know... Matrix) but realtime Matrix - the revolution (will be) and no matter what ideas have been invented earlier on this topic. "Conceptually new" - is absolutely nothing in our galaxy. The truth is that things are divided into two types: you either can or you can't
Mate this looks amazing. If you could make a video which explains everything step by step how you created this inside Unreal Engine 5 that would be an amazing tutorial video to watch. Please make the video.
This just blows my mind. I started in 3D back at Art Institute in 95. Used Max and Lightwave. I just cannot wrap my head around how far things have come. So amazing.
This is amazing! i love how it's not super demanding to run but i imagine when developers get their hands on it they'll find a way to make it difficult to run. Distance scaling and grass textures etc have always been really demanding on systems so this is awesome! I can't wait to see this engine used in games to see how they look and perform :).
This makes me hopeful we may be close to two things I've been wanting to see in games for a while. One is destructible environments; not just explosions making big holes, but things like bullets slowly and realistically breaking down barriers. The second is things like water erosion, where adding or redirecting a water source slowly and naturally changes the environment over time.
if you haven't already, check out "From Dust" great little game that does water erosion really well and is basically the main mechanic of the game @Frederico ground only so much though
So excited about how quickly triple-a-like titles will be able to be developed by indie developers. They will be the ones that truly show how powerful this new tech can be.
Yea. Sure. AAA.... More like *waiting room for 1-2 years after they sell you the game at launch for them to fix bugs so it might be playable but by then will have lost its playerbase* like most AAA games....
This touchy emotional BG song really sells the speech haha nice video bro! Im just diving into this UE world. Starting to know the basic stuff. Im looking foward to use it mainly for filmmaking. Loving it already!
@@Kaiserschmarrnic just watching that the other day. Could've been better but certainly not a bad movie. It could've rebooted the entire Alien franchise.
Hi guys, thanks so much for the kind comments on this demo. I also appreciate your feedback and it helps me to improve for my future videos. To clarify this was put together in just a couple of weeks and I worked on this solo, so it's not 100% polished or representative of a finished product. The main complaints on this demo have been Grass animations and Rocks popping in. Luckily both of those are simply oversights on my part and are not an inherent drawback of the technology itself. In future I may do a longer video showing this project in more detail and of course will make efforts to fix those issues! Thanks for watching and making this channel great! Cheers, Joe
Thanks for working on this Joe. Yeah I thought it was strange to have such dramatic pop-in when also using Nanite. It made me think it's a limitation of the plugin itself.
Thank YOU, Joe. You're delivering high-quality content to us. About the specific issues you mentioned: - the pop-in rocks, I thought it was done of purpose to not make this demo performance heavy since the main scope of the video was not to explore the world, so for me it's a very minor "problem" - about the grass, I was not that bothered by the "idle/wind" animation instead I was amazed when the meteors were hitting the ground and the wind-animation of the grass was sped up.
i use your brushify tools and these 2 complaints are minor and so simple and easy to fix that i wouldnt even call these complaints. Personally i think the grass looks good and the rocks issue is just a foliage cull distance tweak. I know you always prefer performance over graphical fidelity...but i think even if the video is capped at 30fps with all things cranked up to max and at 1440p....this will look mind blowing. Love your tools Joe, cant wait to see what more you do with UE5.
@@edgesvideogames5582 yes after all this is just a quickly thrown together demo. but given the attention it's receiving i'm likely to further polish something.
Hey Joe, I was going to comment on the popping as well. I was actually surprised it was happening at all. I assumed Nanite would just wipe that out. Aren't the rocks static? Could you speak to what is causing that just a little?
Imagine the things people can do in a minecraft world this dynamic. Plus it'll look much nicer. You can totally create realistic cities and buildings with this.
"running on a 1080ti" HOLY SHIT. Just think about what a 3070 can do. Now imagine the next gen GPUs and 1 year of refinements on the engine side. Can't wait
One of the most unconfortable things in games is that objects have no really properties. You look at the ground, at a table, at a tree, and you feel those are just the same ideal solid objects but with different textures.
According to animators and movie buffs, high framerates and resolutions make it look fake and cheap; like a soap opera. Movie magic is low framerates so you can't tell that the animation is bad, that the mask the actor is wearing is made of silicone rubber and the actors don't know how to do sword play. Also, did you know that pops, scratches and severe distortion makes LPs sound much better than CDs? Just say you prefer good old 240p x 30 FPS youtube and you won't have terrible internet access; you'll be a trend setter.
How far computer generated graphics have come in the last 20 years is utterly insane. Even the advances in the last few years put the past tech to shame, I can't wait to see where games end up going over the next 10 years!
The graphical fidelity of games didnt do anything to improve gameplay, I would even go as far to say it hinders it (lower framerate, resources deviation, etc). At this point so many triple-BUDGET-A titles look almost identical bcs practicaly all of them want to look as realistic as possible with so little else to seperate them from other titles in the same budget category.
@@zydian_ Ahh yes that is EXACTLY what I said better graphics means better games...smh. I'm more about what the technology is enabling, you seen what DLSS 2.0 is capable of and ray tracing etc? ''I would even go as far to say it hinders it (lower framerate, resources deviation, etc)'' Yeah it CAN be like that but a lot of the time it isn't. Do you think they could have made Red Dead Redemption 2 with the tech we had 20 years ago? I think not...
Love it, Only thing that I don't like is the grass. It moves like there is a friggin tornado in the area. short grass like that require a lot of windforce to move. I think it would look much better if the grass was mostly almost static and sometimes a strong wind comes and bend all the grass.
More like 20-30 years for full dive tech, 7-10 years for realistic NPC AI, and as for the graphics they are already at photorealistic levels they just need better performance (hardware) so that they are accessible to everyone (unless we are talking about simulated graphics/worlds at the atomic scale [light, water, wind, physics, etc.] for ultra realism, this will probably need 20+ years).
@@mythologue In games, the developers are using methods to simulate real-world phenomena (physics, light, weather, fluid simulations, etc.) in a computationally cheap way, but that is not how the real world works. In the real world everything is the result of the interactions of atoms and particles, but to use these for games is impossible with today's hardware, I don't know if even supercomputers today can do that in a large scale. Ultra realism is simulating everything in a game using real-world physics (atomic and particle interactions using the four fundamental forces), from the destruction of objects, to water/fluid simulations, wind, realistic weather (rain that makes the water flow and gather realistically), gravity, etc. This will probably need computational power that will exist for personal use in 20-30 years from now. Is this required for a realistic game world? No. Will it make games even better if it becomes possible? Probably yes, but it's my personal wish to see fully realistic game-world in the future.
Yep even RTGI was be based on voxel cone tracing global illumination (VXGI) - it evolves a lot into different forms (Sometimes its just something similar). Damn voxels are everywhere in 3d graphics, I always be exited about new technologies what use voxels, especially sparse voxel octree rendering of geometry (its kinda similar to UE Nanite, but not realy) it feels like point cloud meshes but they are voxels and closer you get more detailed image be (fit same amount of geometry into resolution of a screen [voxel geometry]).....
@@gytispranskunas4984 Being from a 3rd world country, I can prove it otherwise. Sure they're not very extremely expensive even here, but still, there are laptops too. Any laptop with less than 1TB of hard drive will be completely useless for AAA games as of next year... I'd even say 2TB , given the fact that the game companies may like the idea of putting their models right from Zbrush to UE
"look how realistic the rocks, grass and clouds look and how they interact with the different shades of colour to their surroundings!" Planet earth: am I joke to you?
I mean yeah... But not like bf games use the engines destruction capabilities to their full potential. You see all these cool tech-demos but they are not used over a large networks of players. To actually make such thing work reliably and playable over a network of 50+ players you have to make compromises
@@EJM07 THIS. So many people see tiny demo scenes and think that's what games built on this engine will actually look like. No. Once you add a load of features like enemy AI, multiplayer, general game logic etc, you can't keep the graphics looking this nice unless you want to run at 5 fps
This is the future! Welcome to the 2020s, oh my. The graphics look so close to real life, it's insane. The next 20 years should just be working on the fps and resolution and we should have authentic simulators that are life-like!
I think destruction is what next gen truly needs to make it impressive. Also just better AI. But I played and finished Ratchet and Clank Rift Apart and I didn't get why people were so impressed with it. Sure it looked all fancy and shiny but it didn't feel new. It felt like a game I've played before with a new shiny coat of paint. I want to experience things on a whole new level. Everything needs to be destructible and NPCs need to have smart enough AI to react correctly to it. I just want something that truly wows me, not in terms of graphics because that no longer feels impressive really, but in terms of believable worlds and NPCs that actually shock you with how random their actions can be. It feels like games have been nothing more than interactive movies for over a decade now. Hopefully with UE5 we get more randomness. Anyway thanks for this video.
Couldn’t have said your last paragraph any better. We need something like that to really reignite the magic of gaming, at least for me. I’d really like to see games push physics this gen and UE5 looks like a great tool for developers. I want to be able to interact with everything in a game like an improvement on games like Half life 2. I want to play a game like Skyrim where like you said the AI is smart enough to react to what’s going on. Dragons flying over a giant city blasting the tops of tall buildings with fire and watching them collapse while the citizens run and try to escape. Massive tsunamis towering over NYC and completely wiping it out in real time and watch the water fill up the land. Be able to actually go into any door in game. Chemistry reactions in game. Etc etc etc Games sure do look pretty these days but feel hollow, take Cyberpunk for the latest example. I want more than an interactive screen shot game now. No Mans Sky gave me a taste of real exploration into the unknown I want to see what these upcoming tools can do to make it one step closer to the game of my dreams
You hit the nail on the head there. If you want innovation and something new coming down the pipeline then take a look at Cloud Imperium Games and their Starcitizen universe. It's in alpha, but the scope is huge and they want to make th3 best AI ever in a game, and ofc seamless universe from planet to space and moving around an actual solarsystem in real time. Other than that I don't see ONE known developer push the envelope and give us better AI, truly bigg worlds and destructible environment. I'm tired of the same old in a different wrapping, and happily someone wants to change that.
@@TruthIsKey369 I’ve been following star citizen on and off for the past 10 years lol long before NMS I hope they achieve everything they promised and more. I heard they were in alpha a while ago but I hadn’t tried it out, I did watch a UA-cam video on it a few days ago though
@@sunskist patience is key when following any development that is as open as them, and the only developer that is doing it this way. I would recommend trying out the next patch or maybe wait until end of the year, because they are implementing a lot of backend stuff that will make things break more often that not. If you just want to see how things look now and try it for fun, then go right ahead. I myself jump in every patch and take a look and then come back to next patch. I'm a fps gamer and want the Theatres of War part of the game, until they make the PU (Persistent Universe = Starcitizen) good enough without the crashes and lag I'll jump in full time. It is all coming together and it is fun and impressive to follow their development.
All of this would be great for future next generation... but the big thing that will need to be done in the future before ANYTHING else in my opinion is space optimization and compression of massive files. Think about taking a super massive game of about 300GB-500GB and being able to reduce that to a fraction of the size. I think if they find a way to do this (and with no downscaling) then we have truly reached Next-Gen.
I really just wanted longer render distance on already existing technologies. Good job on having this voxel stuff in unreal engine 5. Its exactly like valheim in respects to how far it renders. You have a small area around you but in long distance anything you did to the environment doesnt load up. I want big fights in the sky that can be seen from far away. This is just your typical 30 meters of good render around you and hope the hills around you hide the lack of rocks further away. This isnt all that great. Unless you can apply all this to whole kilometers its not that good.
Maybe instead of looking for out of the box solutions, you should learn how to implement these thing yourself. You seem to want very specific things for your game, and someone else to do the majority of the work for you
I love volumetric clouds. I wonder how long it will be until we get a game that incorporates a multi-level troposphere system and we'll see clouds varying widely in height, and maybe even be able to witness a really low cloud scrape over the ground to our location and envelop us in fog.
Me too. And I can't even count the amount of time people thought "this is the pinnacle of computer graphics" or "this doesn't get more realistic". Let's speak again in 10 years. We will probably laugh at the Unreal Engine 5.^^
Think of the incredible full scale battles hundreds of beasts, castle raids. I immediately went to shadow of war with the sieges. Amazing how far we've come.
I think it's probably a texture (looks to be one of the ones from the brushify packs) with depth fade. Add a bit of flow mapping to them for that extra bit of life ;)
@@JonathanWinbush I think the basic landscape shader pack has it, probably all the others too. Brushify>Materials>Fog>Textures If I remember correctly, I'd use the textures with the M_FakeFog material and add a bit of uv panning along with a touch of flowmap-based distortion. Just scaled up the plane for distance, maybe a couple layers with different scaling/mirrored to give it some parallax depth. IIRC they aren't square textures so they tend to look better stretch horizontally to something more like a 2:1 aspect ratio.
A very common misunderstanding about Lumen is that it is not raytracing. It is in fact raytracing, it's just optimized to perform well and is supported on non-RTX cards. NVidia released a driver for non-rtx cards a while ago that allows them to emulate raytracing features on a software level at reduced performance. So to sum up, you don't need RTX to use Lumen, but the accuracy and performance of lumen is increased by having a RTX card. They refer to these different methods as Software Raytracing (non RTX), and Hardware Raytracing (RTX), in the documentation.
Its worse than seaweed - but seaweed was also my first thought. But at second thought its more fur underwater. Also this grass-behavior and plants in general under windy conditions i see since at least 8-9 years in games, and never got better since then. Wind looks on plants and grass more turbulent than in water.. therefore there is a need of a randomness-value (a bit), and more ''shakey'' movement (because grass and leaves tend to rotate because of the wind - therefore they facing less wind, therefore they bend back a little bit.. that makes adds to the ''shakey'' movement). Sure they cant make every single grass to behave individual - it would consume to much calculation. But giving kind of a randomness in movement is possible and wouldnt be much code. It wouldnt make it ''super realistic'' , but much more realistic than this ''underwater fur''
@@Mightymoose02 I would say meteors are unrealistic even in movies. They hit the atmosphere with around 30 km per hour - and if they have enough energy to come to the ground, they are bright as hell - and faster than sound (so the movement is almost invisible - when they are close to impact ... sure from far away they doesnt look very fast (thats why we can see fireballs quiet good) ...But when they are at the spot of the impact they are much closer and look therefore much more fast. And like i said: bright as hell.
Why do i feel like UE5 will give us a whole new generation of game developers...
3 роки тому+5
Mind blown, UE5 is really breaking the molds/pushing what’s possible. I’d love to see a video of how you built the scene or a similar one with the voxel plugin and how you got the grass to react to the explosions. Love the part where a huge chunk with grass on it rolls down into the hole, because it was just not a generic rock but the actual piece of the landscape.
Coming from a C4D background this is bonkers. The future of real time is indeed looking bright. Any chance you can put this level on the marketplace though. I want play with and reverse engineer it.
This is a project of epic proportions. Could you please tell me how to buy this project, I would love to apply it to my game. I have obtained your Brush assets, but I can't do the effect you demonstrated in the video.
It does look super awesome! The real question tho: do we really want a completely dynamic world? Coming from mmorpgs I know for a fact, that if a multiplayer game was to be made with a fully dynamic world, some players would dedicate their lives to just destroy everything just to make it unplayable for other players, which means you'd have to reset the world constantly if you dont want the terrain to look like you are on the moon xD!
yeah.. if they can break it apart in time.. if you were to start a multiplayer match.. I.E If you were about to fight REAL PEOPLE.. some people would come right at u.. some would hide.. some would camp.. and some would.. dig holes? It just gives it more realism.. I am sure after every match the terrain would reset.. I mean hell.. if I were against a bunch of people trying to murder me.. and I had like what.. 30 seconds to dig? I may dig a hole and bury my self.. but they could tell.. and they would kill me anyways.. it just adds MORE ways to play.
@@v-fgamer6941 Dude, no it isn't. Sure it's not high end and wont play new games on ultra going forward, but games will most definitely cater to older cards for years to come. A major part of the market is still on the 10XX series of nvidia cards and locking that massive part of the market out from being able to play your games is something only an absolute moron would do (especially considering the difficulty in getting a new card these days) unless they're somehow making a statement, as that is potentially billions of dollars in revenue you lose out on across the industry. So in terms of performance his card should remain fairly high end according to spec requirements in games for at least another couple of years and be mid to low end after that for many years to come. You have to remember that the majority of the market is never and probably never will be the people who have a 3080 or the like, the majority will always lag behind the early adopters and enthusiasts. "Sorry to burst your bubble.."
@@aintgotnophd2196 That's why I just buy a console x.x Can't be bothered to understand what these cards are and if I can run a game properly or not lol
@@ItsLofty101 Understandable, it can be confusing in the beginning and even when you've been into PC's for a while you have to build a few before you feel like you know what you're doing. In addition, it used to be possible to get a decent gaming rig for about the same price as a console and it would last for as long as the current console generation would. In the current market though, despite console scalping jacking console prices up too, I would not recommend buying a PC unless you have multiple reasons to get one. For example, I'm a fresh product and transportation designer, so I do a lot of CAD work, renderings and 3D modelling in VR, so an expensive PC pays for itself in increased productivity. I have personally seen massive benefits in time spent by deploying VR and an RTX3080 for quick rendering of models, but they are not components I would recommend for the average gamer.
@@aintgotnophd2196 Good to know, because sometimes I question myself whether I should get a gaming pc or not, but since my uni and future doesn't do much with PCs really, maybe I'll just settle with a good ol' ps. Either way, both are expensive x,x
Checkout the latest work from artists using Brushify: ua-cam.com/video/Fceqg7dJBY8/v-deo.html
s there any way to record the impacts on the landscape in sequencer? would love to use for some vfx shots.
Can I set up projectiles to destroy the ground? Or bombs impacting the ground and creating crators?
Hi, with Voxel, can you run ingame modification of the lanscape / Layers ?
What's about chaos physics being actually chaotic? How had you made rocks not fall through terrain??
Unreal Engine 5 marketing is all about rocks lol
what else would they use
@@AzmiMaulanaHamdani poo
@@sean7332 Poo tech just hasn’t reached a point worth showcasing yet
@@AzmiMaulanaHamdani ROLLS!
@@AzmiMaulanaHamdani plants?
Big thanks to all the kids using their parents credit cards to buy fortnite dances, without you all this wouldn't be possible
lmao
made my day 🤣👏
lol
Do not make jokes like that. Kids take that literally.
@@baronsengir187 ok, but some kids actually do that
Imagine realistic medieval battles in this terrain
Chivalry 3 confirmed?
stronghold crusader remake with all the old sounds and just new 3d graphics would be so cool
@@busta999 That would be, insane!
WW2 game
what bannerlord should have been
Looks amazing, but one thing bothers me.
Not the grass, like everyone seems to be hung up on, but that the meteor impact isn't "displacing" the ground it hits, but merely erases a sphere of ground. Would be cool to make the impact erase a sphere where it lands and then "add" a ring of extruded ground around it, making it look as if the mass was displaced rather than disintegrated into nothingness. Currently the impacts look like implosions, when they should look like explosions.
VFX will come after to give you the effect you're lookin for. The whole purpose of this makes it easier for a lot of artist to work on if, let's say, there was meteors hitting the ground in a game. You're expecting UE5 ti be able to do EVERYTHING, that's not the point.
@@blueowlz Should have made clear in my comment that I understand that it's not something that's up to the engine, but the creator. Just like people complaining about the grass movement being too dramatic, I was simply commenting about something that could make the meteor impacts specifically look better.
I understand that the video is just to showcase functionality, and I just came with an idea on how to make those impacts look better, nothing more.
I'm not expecting UE5 to do "EVERYTHING", neither did I ever imply such a thing.
The meteor impacts is programmatically set to remove one sphere on impact, so it's not outlandish to believe that the creator can programmatically make it create a donut of ground around the impact as well. :)
@@erikjohansson4374 then it that case, it's all good and understood :)
There's an excellent youtube channel named Sebastian Lague, they have a video of a fairly overview process of how to do something like this, fair warning he writes code in Unity and shader language to achieve it, but it's definitely worth a look! Video is called Coding Adventure: Procedural Moons and Planets
i dont see why that isnt possible. as far as setting up a quick cheap demo of deformable terrain though it would be impractical to go out of his way to implement such a thing. i agree though that would be next level terrain manipulation.
The reality of Unreal Engine 5's destructibility potential is what we all thought we were getting with Battlefield 4 back in the day. I demand a remake.
they use frostbite which is equally good imo
wait for battlefield 2042 it will be even better I have high hopes for that game
We already had this in 1994, magic carpet. EA develops for consoles, you'll never get anything ground braking from ea
@@eviltux65 idk man bf4s graphics are amazing and the performance is great for 2013
Performance is the issue. Battlefield 4 back in the day ran at 20-30fps on the xbox 360 and ps3 and still only ~50fps on the ps4 and xbox one.
You put terrain deformation like that and the game will run at 3 to 5 fps.
Imagine a War game there. Over the course of the fight you see how it grinds on the landscape, how smoke makes it harder and harder to see stuff and how the bodie counts go higher. Games have now even greater opportunities to capture the narative in their overall world design. What a time to be alive
So, battlefield?
@@picklechin2716 I avoided Battlefield because that game died 3 times now and the Necromancers at dice just keep reanimating it : (
Imagine what Battlefield 3 or 4 could have been with UE 5 and propper smoke
@@little_lord_tam bf 1
I am working on a game like this. Takes place in the 18th century. The battlefield is riddled with smoke, cannon and musket fire
The craziest thing to me is the sense of distance, size. The mountains look so life like, i can feel how far away they are and how big they are, maybe because it's actually there and not some jpeg put in by the devs.
@@fitzorpercy2884 I guess it's the difference between the smooth, play-doh distant landscapes we're used to getting (or the baked in skybox textures) and full detail, full lighting models. Like the nanite stuff has been cool to see, but the real benefit imo isn't so much the higher quality close up models but the ability to leave all the models at max quality, all the time rather than having to decrease LOD over distances. It means everything can be the same visual quality and actually fit the scene.
@@helplmchoking You know the models still decrease LOD over distances. It's true that the designer places the models at max quality, but nanite automatically decreases LOD over distances. It's what the tech does. You could still achieve the same thing before, just with a lot more manual effort.
@@human-ft3wk The difference is that you can only have so many manual LODs, so there's snap in. Nanite does it automatically, like how things in real life aren't as detailed from as far away. And mountains in the background of Nanite don't look like Play-Doh.
@@SwarumtheForum Hmm.. you're right, perhaps it wouldn't be possible to achieve the same thing before, even with a lot of manual effort. You'd have to make quite a few LOD's for every single model.
90% of what youre seeing is just dynamically created skyboxes. at 1:12 you can see how far the actual draw distance is, as grass and massive rocks start to pop into existence. this shit literally has a lower draw distance than oblivion, and close to that of morrowind.
The graphics and physics totally improved yes. But so did the amount of terrible games that look good.
Such is life.
We have a whore epidemic. (Great graphics no substance)
For every 1 good game there will always be 10 bad games.
Every generation.
And non of those terrible games use UE5
@@Knightimex that's pretty optimistic :D
Joe, excellent professional presentation. No loud thumping music and no attempts at trying to be a comedian. I'm subbed.
This is absolutely incredible. Would love to see a tutorial on setting this up if you have the time. Even if not, this is great to see what's possible!
Same
same
Same.
There is a game idea I've been holding on to for over a decade now and honestly, it moves me to see that the tech I'd need to even START making it is finally realizable. Now I just need a team large enough to bring it to life.
Uh, check out No Man's Sky.
Same idea. About gaming and real life physics
It will take that shit into another level.
What's the idea? Sounds cool
@@maidenhead6661 What does your comment mean? Like what’s the context with NMS?
@@hmvaa fairly sure it’s about dev team size. In that you don’t need a large studio and workforce to make big games. Hello games who made No mans sky had a pretty small team at the start at least if I remember correctly
I don't think people understand how revolutionary UE5 really is. It's literally a game changer. It's like we hopped into a time machine, stole a game engine from the future, and brought it back to our time. UE5 also cuts out an entire crew creating a game as some of its features are one click options. Basically, this engine is so simple and user friendly, a single person could create a very high quality game by themselves without a need for an entire development team. This engine is absolutely nuts!!! we are in for a future full of incredible games that we will soon play.
Game changer
single person dev teams have been largely neglected. I'm glad to see some catering towards these kinds of people.
UE5 is not a time machine
because we already are in the future
I knew there was a lot of new features in it but I didn't realize how game changing it was until I really starting looking into it.
The age of: _make your own game_ will soon be upon us.
Eventually, It will be like DeviantArt, but for video games.
Everything is worthy, but the grass "sways" like river algae!
yes I had to rescale the grass for the voxel landscape, so I had to tweak the wind movement.. I made it too aggressive in retrospect. I will try to improve on this in the future.
also notice that the grass moves through the rocks no collisions set for them.
@@danielsmyth189 bro it'd take so much power & time to set collisions for literal grass lmfao i dont think its worth it
@@lluck
True, although maybe they shouldn't sway as much if next to rocks, so it's not as weird or clips through
its like a waterbed
And This Ladies and Gentleman is the reason why i wish i had More Talent and skill to do and entire Development Cycle all by myself. Or atleast the Resource / Budget to have a Team for it. Just looking at this Video gives me so much Motivation and Passion for different game Concepts again even when they never come in play.
Well done Joe, Thanks for this little uplifitng Video Hope you have a good time in the Future.
1px size voxels with full simulated physic is the future. UE5 knows that way.
I'm more and more convinced the Devs choice in name for the Engine was 100% appropriate, considering the visuals the thing can create simply is unreal.
The name comes from the game Unreal
Unreal tournament
@@itdobelikedattho8112 The very first Unreal was a singleplayer game. Unreal Tournament was made out of the single player game.
Everyone replying to me: *whoooosh*
"This lighting setup works out the box"
This is the golden point that makes unreal engine stand out. Can't wait for Dragon Ball Z fight simulators with full destructable environments!
my god all we need
Literally the game I been working in for over a year solo. Soon my friends. Soon
Naruto*
i thought the same thing, fully destroyable environment in these kind of games will shine
I'm not sure if UE5 will allow to blow up entire planets ^^
Amazing, can't wait to see what developers do with this technology.
a new boring game that looks good, and will make you play your old favorites more and more
theyll do the same thing they do with every iteration of this bottom tier engine : make a buggy mess of a game that barely works because UE is really for making movies, not games.
Another shit Ubisoft type game :(
@@FingerinUrDaughterwat
the only thing that give it away that its not reality is the grass
i mean the draw distance is pretty low, shitton of poppin
Yes, the way the grass moves in the wind is strange. It looks like the ground below is moving.
@D K What is outside? Sounds scary... ;-))))))))))))))))
@D K says the person watching this video, and commenting just like everyone else.
@thatdudefromearth lol
Interesting, although the grass does not need to move like W a t e r.
It imitates wind waves, kinda
thanks for the feedback, this will be something I will improve on next time. see my pinned comment above.
I was looking to see if someone had said this yet-everything looks great but the grass movement just looks wrong! I couldn’t figure out how to describe it, but “like water” is about right.
The grass looks more bended towards the ground and moves like water
its wind waves??? you never seen a field before?? in a windy day??? thats how they act smh
Nothing here is conceptually new, but it takes ideas that already existed and simply does them really fucking well. Great job.
You can say it about RTX or u know... Matrix) but realtime Matrix - the revolution (will be) and no matter what ideas have been invented earlier on this topic. "Conceptually new" - is absolutely nothing in our galaxy.
The truth is that things are divided into two types: you either can or you can't
At last, the once fabled thought has become a reality
Realistic Minecraft
Ubisoft: *Sees volumetric clouds running well*
"Wait, that's illegal."
That was one hell of a demonstration. Thanks for taking the time to thoughtfully explain this :)
Finally we can dig again like in Red Faction.
"Get back to work, Miner!"
try it, miner!
I am not the only one who remembered
@@D-One666 I can't wrap my head around the lack of destruction of worlds ever since.. Miss that game.
@@dthewave9466 agree... But what about the game Worms 3D?) But without physics...
@@D-One666 true, but I would have loved something like ArmA with fully destructible maps.
All I want is a battlefield game with this kind of destructive enviroment
bf 2042 is typing...
Bad Company 2 is typing...
I bet the next Battlefield (after 2042) will have this kind of terrain destruction.
that would be very cool
@Hannibal Barca Nobody knows what kind of physics BF2042 is going to have yet to stop hyping it up for no reason.
Mate this looks amazing. If you could make a video which explains everything step by step how you created this inside Unreal Engine 5 that would be an amazing tutorial video to watch. Please make the video.
Imagine a Dragon Ball game with this type of terrain, the world would become a cheese
and my PC would melt like cheese
maybe the reason xenoverse 3 is taking so long is because they were waiting for this to finish development lmao
00:40 was the moment of this video in which I had the same idea of yours...it would be awsome.
@@jacobhafar538 don’t get your hopes up 🤣
This just blows my mind. I started in 3D back at Art Institute in 95. Used Max and Lightwave. I just cannot wrap my head around how far things have come. So amazing.
As someone who's been waiting on Star Citizen's development for 8 years...im fucking kicking myself seeing this
@@Xekazii yeah orison looks hella good. Just their planets/moons that are in need of something like this
That's beyond words, Thanks! 👌
The grass reacting to the hole creations is such a nice detail
That was pretty damn sweet
Glad you noticed that! it's all hooked up to the new Brushify wind system :)
@@HavokSage Oh that's awesome!! It really makes the grass look so realistic
Just re-watched haha wish I could add multiple likes to this video! Sooo good Joe :D
This is amazing! i love how it's not super demanding to run but i imagine when developers get their hands on it they'll find a way to make it difficult to run. Distance scaling and grass textures etc have always been really demanding on systems so this is awesome! I can't wait to see this engine used in games to see how they look and perform :).
This makes me hopeful we may be close to two things I've been wanting to see in games for a while. One is destructible environments; not just explosions making big holes, but things like bullets slowly and realistically breaking down barriers. The second is things like water erosion, where adding or redirecting a water source slowly and naturally changes the environment over time.
Battlefield buildings fall apart and walls gets destroyed. Since BF4, and to me that's much more than just holes
@@0Freguenedy0 ground only so much though
if you haven't already, check out "From Dust" great little game that does water erosion really well and is basically the main mechanic of the game
@Frederico ground only so much though
So excited about how quickly triple-a-like titles will be able to be developed by indie developers. They will be the ones that truly show how powerful this new tech can be.
Yea. Sure. AAA....
More like *waiting room for 1-2 years after they sell you the game at launch for them to fix bugs so it might be playable but by then will have lost its playerbase* like most AAA games....
I just want to see old games remastered on UE5.
I mean this is insane. I'd love to see the entire Fallout series remastered on UE5.
for some reason, when I saw him digging a hole, I was like "huh, that's pretty cool"
But then, when he bore a hole right through? mind blown.
This touchy emotional BG song really sells the speech haha nice video bro! Im just diving into this UE world. Starting to know the basic stuff. Im looking foward to use it mainly for filmmaking. Loving it already!
Reminds me of Prometheus
such an underrated movie :(
@@Kaiserschmarrnic just watching that the other day. Could've been better but certainly not a bad movie. It could've rebooted the entire Alien franchise.
Bruh, yes
@Jimjim My thoughts exactly 👍 And Death Stranding 😉
True!! It has the same vibes
Hi guys, thanks so much for the kind comments on this demo. I also appreciate your feedback and it helps me to improve for my future videos. To clarify this was put together in just a couple of weeks and I worked on this solo, so it's not 100% polished or representative of a finished product.
The main complaints on this demo have been Grass animations and Rocks popping in. Luckily both of those are simply oversights on my part and are not an inherent drawback of the technology itself.
In future I may do a longer video showing this project in more detail and of course will make efforts to fix those issues!
Thanks for watching and making this channel great!
Cheers,
Joe
Thanks for working on this Joe. Yeah I thought it was strange to have such dramatic pop-in when also using Nanite. It made me think it's a limitation of the plugin itself.
Thank YOU, Joe. You're delivering high-quality content to us.
About the specific issues you mentioned:
- the pop-in rocks, I thought it was done of purpose to not make this demo performance heavy since the main scope of the video was not to explore the world, so for me it's a very minor "problem"
- about the grass, I was not that bothered by the "idle/wind" animation instead I was amazed when the meteors were hitting the ground and the wind-animation of the grass was sped up.
i use your brushify tools and these 2 complaints are minor and so simple and easy to fix that i wouldnt even call these complaints. Personally i think the grass looks good and the rocks issue is just a foliage cull distance tweak. I know you always prefer performance over graphical fidelity...but i think even if the video is capped at 30fps with all things cranked up to max and at 1440p....this will look mind blowing. Love your tools Joe, cant wait to see what more you do with UE5.
@@edgesvideogames5582 yes after all this is just a quickly thrown together demo. but given the attention it's receiving i'm likely to further polish something.
Hey Joe, I was going to comment on the popping as well. I was actually surprised it was happening at all. I assumed Nanite would just wipe that out. Aren't the rocks static? Could you speak to what is causing that just a little?
My brain is burning with the ammount of ideas rushing to my head
Imagine the things people can do in a minecraft world this dynamic. Plus it'll look much nicer. You can totally create realistic cities and buildings with this.
like sims?!
Totally ,Upcoming games build in Ue5 going to be Mental.
And thanks for the advice.
I feel like the grass is a little too animated but other than that this looks amazing
"running on a 1080ti"
HOLY SHIT.
Just think about what a 3070 can do. Now imagine the next gen GPUs and 1 year of refinements on the engine side. Can't wait
Just a 3070? lol
Can't wait to watch it on yt because I won't be able to afford it lol
@@PSPMHaestros same
@@CornerCamper I mean it’s a mid range card so quite a few people should have it / are getting it
@@thegaminghobo4693 I know what it is
Me- summoning meteors in Archviz,
clients- what in the hellll...
Lmao. I laughed to hard.
NATURAL SURVIVAL TESTS WILL RLLY SELL SOME BUILDINGS
🤣🤣
I know some architect firms use VR goggles for their clients, so... heh heh heh.
A tear came out of my eye with emotion
One of the most unconfortable things in games is that objects have no really properties. You look at the ground, at a table, at a tree, and you feel those are just the same ideal solid objects but with different textures.
Unreal Engine: *5*
*Me watching this on 240p to conserve data* : Yes, so this is the next gen.
Lol. R.I.P. bro 😭
Hilarious and original.
According to animators and movie buffs, high framerates and resolutions make it look fake and cheap; like a soap opera. Movie magic is low framerates so you can't tell that the animation is bad, that the mask the actor is wearing is made of silicone rubber and the actors don't know how to do sword play. Also, did you know that pops, scratches and severe distortion makes LPs sound much better than CDs? Just say you prefer good old 240p x 30 FPS youtube and you won't have terrible internet access; you'll be a trend setter.
Grass should be stiffer, this looks like you are under water or something
Grass fields can look that way, especially in stronger wind. You can search for "Grass blowing in the wind." on YT
Have you ever seen fields of grass?
kinda agree they can improve further but I've been on fields like those and they actually kinda like that
Always one that has to moan 😒
I agree, Also the rocks look like they have no weight to them, Like theyre foam movie props. not 500kg boulders
How far computer generated graphics have come in the last 20 years is utterly insane. Even the advances in the last few years put the past tech to shame, I can't wait to see where games end up going over the next 10 years!
The graphical fidelity of games didnt do anything to improve gameplay, I would even go as far to say it hinders it (lower framerate, resources deviation, etc). At this point so many triple-BUDGET-A titles look almost identical bcs practicaly all of them want to look as realistic as possible with so little else to seperate them from other titles in the same budget category.
@@zydian_ Ahh yes that is EXACTLY what I said better graphics means better games...smh. I'm more about what the technology is enabling, you seen what DLSS 2.0 is capable of and ray tracing etc? ''I would even go as far to say it hinders it (lower framerate, resources deviation, etc)'' Yeah it CAN be like that but a lot of the time it isn't. Do you think they could have made Red Dead Redemption 2 with the tech we had 20 years ago? I think not...
youre really onto something, i definitely should make a Minecraft-like game
Love it, Only thing that I don't like is the grass. It moves like there is a friggin tornado in the area. short grass like that require a lot of windforce to move.
I think it would look much better if the grass was mostly almost static and sometimes a strong wind comes and bend all the grass.
I'd love to see No Man's Sky 2 running on Unreal Engine 5.
Me : Looking with excitement !
My laptop : *Sweating profusely*
My wallet : *_Absent_*
I don't think you understand why this is a big deal...
This in 50 years + Full dive + Realistic NPC's= SAO Real life
More like 20-30 years for full dive tech, 7-10 years for realistic NPC AI, and as for the graphics they are already at photorealistic levels they just need better performance (hardware) so that they are accessible to everyone (unless we are talking about simulated graphics/worlds at the atomic scale [light, water, wind, physics, etc.] for ultra realism, this will probably need 20+ years).
@@OnigoroshiZero why did i born in this century ? aaaaah i will be hella old ! xD
@@OnigoroshiZero or dead, who knows
@@OnigoroshiZero What's ultra realism?
@@mythologue In games, the developers are using methods to simulate real-world phenomena (physics, light, weather, fluid simulations, etc.) in a computationally cheap way, but that is not how the real world works.
In the real world everything is the result of the interactions of atoms and particles, but to use these for games is impossible with today's hardware, I don't know if even supercomputers today can do that in a large scale.
Ultra realism is simulating everything in a game using real-world physics (atomic and particle interactions using the four fundamental forces), from the destruction of objects, to water/fluid simulations, wind, realistic weather (rain that makes the water flow and gather realistically), gravity, etc.
This will probably need computational power that will exist for personal use in 20-30 years from now.
Is this required for a realistic game world?
No.
Will it make games even better if it becomes possible?
Probably yes, but it's my personal wish to see fully realistic game-world in the future.
I was, I am, and I will be thinking... that Voxel rendering is THE FUTURE OF GAMES.
Yep even RTGI was be based on voxel cone tracing global illumination (VXGI) - it evolves a lot into different forms (Sometimes its just something similar). Damn voxels are everywhere in 3d graphics, I always be exited about new technologies what use voxels, especially sparse voxel octree rendering of geometry (its kinda similar to UE Nanite, but not realy) it feels like point cloud meshes but they are voxels and closer you get more detailed image be (fit same amount of geometry into resolution of a screen [voxel geometry]).....
Rip the PCs with less than 1TB hard drive
@@saeedbarari2207 well 1 terabyte SSD's are pretty cheap.
@@gytispranskunas4984 Being from a 3rd world country, I can prove it otherwise. Sure they're not very extremely expensive even here, but still, there are laptops too. Any laptop with less than 1TB of hard drive will be completely useless for AAA games as of next year... I'd even say 2TB , given the fact that the game companies may like the idea of putting their models right from Zbrush to UE
@@saeedbarari2207 I'm myself from Lithuania... It's 4th world country.
Can't wait for 2050 Sao like VR is definitely coming
There's one coming in 2030 by mihoyo....but idk just hoping it would be goodV●ᴥ●V
this is so beautiful. I cant wait to become a 60 year old retired man spending rainy days gaming
is there a tutorial on setting this up. including the nanite setup ?
It's a checkbox, other vids explain it really well
This looks like Death Stranding but with more realistic graphics
@San Cho wot
@San Cho bruh... 😣
@SphereofChaos 13 Hehe adhd go brrrrrrrrrrrrrr
I have to say, Brushify has some of the best assets on the Marketplace, your very skilled Joe 👍🏻
Ok Joe! This is insane! Smashed it.... literally!
This makes me think of Rust, But light years better in graphics.
STOP POSTING ABOUT AMONG US
Wow! Im really jeaoleos of you! You're amazing!!!
"look how realistic the rocks, grass and clouds look and how they interact with the different shades of colour to their surroundings!"
Planet earth: am I joke to you?
This game would put Battlefield's Destructible environments to shame.
Battlefield with this destructible environments put real life destructible environments to shame
Red Faction (released 20 years ago) still puts any Battlefield destructible environment to shame.
@@__goat__ true
I mean yeah... But not like bf games use the engines destruction capabilities to their full potential. You see all these cool tech-demos but they are not used over a large networks of players. To actually make such thing work reliably and playable over a network of 50+ players you have to make compromises
@@EJM07 THIS. So many people see tiny demo scenes and think that's what games built on this engine will actually look like. No. Once you add a load of features like enemy AI, multiplayer, general game logic etc, you can't keep the graphics looking this nice unless you want to run at 5 fps
This is the future! Welcome to the 2020s, oh my. The graphics look so close to real life, it's insane.
The next 20 years should just be working on the fps and resolution and we should have authentic simulators that are life-like!
0:11 needs Noble 6's helmet, 11/10
I think destruction is what next gen truly needs to make it impressive. Also just better AI. But I played and finished Ratchet and Clank Rift Apart and I didn't get why people were so impressed with it. Sure it looked all fancy and shiny but it didn't feel new. It felt like a game I've played before with a new shiny coat of paint.
I want to experience things on a whole new level. Everything needs to be destructible and NPCs need to have smart enough AI to react correctly to it. I just want something that truly wows me, not in terms of graphics because that no longer feels impressive really, but in terms of believable worlds and NPCs that actually shock you with how random their actions can be. It feels like games have been nothing more than interactive movies for over a decade now. Hopefully with UE5 we get more randomness. Anyway thanks for this video.
Couldn’t have said your last paragraph any better. We need something like that to really reignite the magic of gaming, at least for me. I’d really like to see games push physics this gen and UE5 looks like a great tool for developers. I want to be able to interact with everything in a game like an improvement on games like Half life 2. I want to play a game like Skyrim where like you said the AI is smart enough to react to what’s going on. Dragons flying over a giant city blasting the tops of tall buildings with fire and watching them collapse while the citizens run and try to escape. Massive tsunamis towering over NYC and completely wiping it out in real time and watch the water fill up the land. Be able to actually go into any door in game. Chemistry reactions in game. Etc etc etc
Games sure do look pretty these days but feel hollow, take Cyberpunk for the latest example. I want more than an interactive screen shot game now. No Mans Sky gave me a taste of real exploration into the unknown I want to see what these upcoming tools can do to make it one step closer to the game of my dreams
You hit the nail on the head there. If you want innovation and something new coming down the pipeline then take a look at Cloud Imperium Games and their Starcitizen universe. It's in alpha, but the scope is huge and they want to make th3 best AI ever in a game, and ofc seamless universe from planet to space and moving around an actual solarsystem in real time.
Other than that I don't see ONE known developer push the envelope and give us better AI, truly bigg worlds and destructible environment.
I'm tired of the same old in a different wrapping, and happily someone wants to change that.
@@TruthIsKey369 I’ve been following star citizen on and off for the past 10 years lol long before NMS I hope they achieve everything they promised and more. I heard they were in alpha a while ago but I hadn’t tried it out, I did watch a UA-cam video on it a few days ago though
@@sunskist patience is key when following any development that is as open as them, and the only developer that is doing it this way. I would recommend trying out the next patch or maybe wait until end of the year, because they are implementing a lot of backend stuff that will make things break more often that not. If you just want to see how things look now and try it for fun, then go right ahead. I myself jump in every patch and take a look and then come back to next patch. I'm a fps gamer and want the Theatres of War part of the game, until they make the PU (Persistent Universe = Starcitizen) good enough without the crashes and lag I'll jump in full time.
It is all coming together and it is fun and impressive to follow their development.
All of this would be great for future next generation... but the big thing that will need to be done in the future before ANYTHING else in my opinion is space optimization and compression of massive files. Think about taking a super massive game of about 300GB-500GB and being able to reduce that to a fraction of the size. I think if they find a way to do this (and with no downscaling) then we have truly reached Next-Gen.
You're a beast keep it up
Any gamer not excited about Unreal Engine 5 needs to get a new hobby.
Yea, how dare some people enjoy Super Mario or Zelda, fuck those guys. >:(
#Gatekeeping4Ever
@@NtoTheM why mention the Nintendo community specifically? UE5 will benefit all games no matter the art style or genre.
gamer moment
@@Et-an because some people think the switch cant handle unreal engine 5
@@raptorzeraora2632 yeah, it's kinda funny because one of the main selling points of
Ue5 is to handle more with less
I really just wanted longer render distance on already existing technologies. Good job on having this voxel stuff in unreal engine 5. Its exactly like valheim in respects to how far it renders. You have a small area around you but in long distance anything you did to the environment doesnt load up. I want big fights in the sky that can be seen from far away. This is just your typical 30 meters of good render around you and hope the hills around you hide the lack of rocks further away. This isnt all that great. Unless you can apply all this to whole kilometers its not that good.
Maybe instead of looking for out of the box solutions, you should learn how to implement these thing yourself. You seem to want very specific things for your game, and someone else to do the majority of the work for you
Yeah ok.
Agree
@@generichuman_ It's almost like he is a consumer!
@@tuckinthemuffin1906 I prefer the term "paint by number game developer".
Absolutely amazing to have gone from Asteroids and Lunar Lander to this within my lifetime.
I love volumetric clouds. I wonder how long it will be until we get a game that incorporates a multi-level troposphere system and we'll see clouds varying widely in height, and maybe even be able to witness a really low cloud scrape over the ground to our location and envelop us in fog.
The first scene looked so much like Death Stranding it's crazy
Death Stranding must be ahead of it's time then. ;D
@@ERrnesST It's a stunning game, definitely worth a shot.
This is beautiful, I'm amazed by the realness of it
I’m old enough to remember all that mattered was triangles
Me too. And I can't even count the amount of time people thought "this is the pinnacle of computer graphics" or "this doesn't get more realistic". Let's speak again in 10 years. We will probably laugh at the Unreal Engine 5.^^
Think of the incredible full scale battles hundreds of beasts, castle raids.
I immediately went to shadow of war with the sieges.
Amazing how far we've come.
I’m so happy that photorealistic graphics and physics are now something that even non-specced computers can easily run
Would love to see a LOTR open world on this engine
@@Fabio-ql5yf Lord of the Rings 💍
@@Fabio-ql5yf what's ATLA and TLOK?
@@sadkritx6200 Avatar The Last Airbender and The Legend of Korra
@@expallesco ouu, never heard about the legend of korra before
The Clouds you have in the mountainsides in the distances is that a 2d texture or a volume? Looking good all around.
Shut up
@@justinmacarrhur1924 😂
I think it's probably a texture (looks to be one of the ones from the brushify packs) with depth fade. Add a bit of flow mapping to them for that extra bit of life ;)
@@g10118 Makes sense I didn't realize one of the packs had these. Do you know which one I own a few.
@@JonathanWinbush I think the basic landscape shader pack has it, probably all the others too.
Brushify>Materials>Fog>Textures
If I remember correctly, I'd use the textures with the M_FakeFog material and add a bit of uv panning along with a touch of flowmap-based distortion. Just scaled up the plane for distance, maybe a couple layers with different scaling/mirrored to give it some parallax depth. IIRC they aren't square textures so they tend to look better stretch horizontally to something more like a 2:1 aspect ratio.
My good sir, you have solved the problem to the question "how can we make a successor to Space Engineers, Minecraft, and Empyrion", this is amazing!
A very common misunderstanding about Lumen is that it is not raytracing. It is in fact raytracing, it's just optimized to perform well and is supported on non-RTX cards. NVidia released a driver for non-rtx cards a while ago that allows them to emulate raytracing features on a software level at reduced performance. So to sum up, you don't need RTX to use Lumen, but the accuracy and performance of lumen is increased by having a RTX card. They refer to these different methods as Software Raytracing (non RTX), and Hardware Raytracing (RTX), in the documentation.
I think that the movement of the grass should be improve. It seems like seaweed instead of grass :(
Its worse than seaweed - but seaweed was also my first thought. But at second thought its more fur underwater.
Also this grass-behavior and plants in general under windy conditions i see since at least 8-9 years in games, and never got better since then.
Wind looks on plants and grass more turbulent than in water.. therefore there is a need of a randomness-value (a bit), and more ''shakey'' movement (because grass and leaves tend to rotate because of the wind - therefore they facing less wind, therefore they bend back a little bit.. that makes adds to the ''shakey'' movement). Sure they cant make every single grass to behave individual - it would consume to much calculation. But giving kind of a randomness in movement is possible and wouldnt be much code. It wouldnt make it ''super realistic'' , but much more realistic than this ''underwater fur''
Can't agree more. Also the meteors are totally unrealistic when impacting the ground...
@@Mightymoose02 I would say meteors are unrealistic even in movies. They hit the atmosphere with around 30 km per hour - and if they have enough energy to come to the ground, they are bright as hell - and faster than sound (so the movement is almost invisible - when they are close to impact ... sure from far away they doesnt look very fast (thats why we can see fireballs quiet good) ...But when they are at the spot of the impact they are much closer and look therefore much more fast. And like i said: bright as hell.
It does looks like its underwater, I've seen better foliage physics.
The future of game dev is bright. I was recently surprised by a plugin called Naatur plugin but now I am speechless!😳
That voxel based terrain manipulation makes me think…
Could we get Space Engineers/Medieval Engineers ported to UE5? That would be wild
Someone make mt. everest with this and let people climb it.
ok
@@o23522 sounds good
Why do i feel like UE5 will give us a whole new generation of game developers...
Mind blown, UE5 is really breaking the molds/pushing what’s possible. I’d love to see a video of how you built the scene or a similar one with the voxel plugin and how you got the grass to react to the explosions. Love the part where a huge chunk with grass on it rolls down into the hole, because it was just not a generic rock but the actual piece of the landscape.
Coming from a C4D background this is bonkers. The future of real time is indeed looking bright.
Any chance you can put this level on the marketplace though. I want play with and reverse engineer it.
This is a project of epic proportions. Could you please tell me how to buy this project, I would love to apply it to my game. I have obtained your Brush assets, but I can't do the effect you demonstrated in the video.
Imagine a battle simulator with the grenades and bombs hitting the ground creating creaters
Have you ever played battlefield before?
Have you ever played battlefield before?
try battlefield 1,it's good
Would be perfect for a next-next gen Battlefield game... total environment and building destruction... voxels are awesome
Except that's Frostbite... not Unreal Engine
@@kajmak64bit76 Keyword *would*
Running in real time on a single 1080ti? That's impressive!
That nanite tech really is a game changer.
It does look super awesome! The real question tho: do we really want a completely dynamic world? Coming from mmorpgs I know for a fact, that if a multiplayer game was to be made with a fully dynamic world, some players would dedicate their lives to just destroy everything just to make it unplayable for other players, which means you'd have to reset the world constantly if you dont want the terrain to look like you are on the moon xD!
yeah.. if they can break it apart in time.. if you were to start a multiplayer match.. I.E If you were about to fight REAL PEOPLE.. some people would come right at u.. some would hide.. some would camp.. and some would.. dig holes? It just gives it more realism.. I am sure after every match the terrain would reset.. I mean hell.. if I were against a bunch of people trying to murder me.. and I had like what.. 30 seconds to dig? I may dig a hole and bury my self.. but they could tell.. and they would kill me anyways.. it just adds MORE ways to play.
What devs hear: "Endless possibilities!"
What I hear: "My RTX2070 ain't gettin' fried too soon by new games, yay!"
Your card is already old news buddy sorry to burst your bubble..
@@v-fgamer6941 Dude, no it isn't. Sure it's not high end and wont play new games on ultra going forward, but games will most definitely cater to older cards for years to come. A major part of the market is still on the 10XX series of nvidia cards and locking that massive part of the market out from being able to play your games is something only an absolute moron would do (especially considering the difficulty in getting a new card these days) unless they're somehow making a statement, as that is potentially billions of dollars in revenue you lose out on across the industry. So in terms of performance his card should remain fairly high end according to spec requirements in games for at least another couple of years and be mid to low end after that for many years to come. You have to remember that the majority of the market is never and probably never will be the people who have a 3080 or the like, the majority will always lag behind the early adopters and enthusiasts. "Sorry to burst your bubble.."
@@aintgotnophd2196 That's why I just buy a console x.x Can't be bothered to understand what these cards are and if I can run a game properly or not lol
@@ItsLofty101 Understandable, it can be confusing in the beginning and even when you've been into PC's for a while you have to build a few before you feel like you know what you're doing.
In addition, it used to be possible to get a decent gaming rig for about the same price as a console and it would last for as long as the current console generation would. In the current market though, despite console scalping jacking console prices up too, I would not recommend buying a PC unless you have multiple reasons to get one. For example, I'm a fresh product and transportation designer, so I do a lot of CAD work, renderings and 3D modelling in VR, so an expensive PC pays for itself in increased productivity. I have personally seen massive benefits in time spent by deploying VR and an RTX3080 for quick rendering of models, but they are not components I would recommend for the average gamer.
@@aintgotnophd2196 Good to know, because sometimes I question myself whether I should get a gaming pc or not, but since my uni and future doesn't do much with PCs really, maybe I'll just settle with a good ol' ps. Either way, both are expensive x,x
Best thing I've seen in years! I will single-handedly fund you to continue this work