DCCs for actual animation work wont be going anywhere for a long while, at least not for serious productions in a pipeline. But the progress is impressive.
Publishers meanwhile: Making games have never been more expensive. It's why we're now laying off another 800 employees, replacing them with AI and increasing our CEO's salary to 50$ million annually.
Technically it may be mindblowing, but artistically it's terrible - the character speaks but has a dead face (especially the eyes). Yes, you can animate it by hand, but it will never be as realistic as a facial mocap where the full actor's expression is captured.
Thanks for Linux support. Ive been using Linux for my game for more than a year now. Megalights are working pretty well! And lumen performance is noticeably better! (Also some controller support has been fiked too 🙏) Thanks Epic!
@@TroutButter "traversal stutter" is what gamers call shader compilation stutter. Devs should be using the PSO precaching added in 5.1 so that there aren't so many cache misses causing stutters (Tom Looman has a good guide on this). The CPU usage reduction in 5.4 thanks to CD Projekt Red's contributions to the engine will also help. (and no, nothing in the video was related to this. The Zen streaming feature looks like it's for devs to test builds locally without having to transfer the built data to the test device first)
Nice! Thank you Epic Games Team for this fast releases and now please fix the Fab and all will be ideal🙏Especially - wishlists, reviews and something with question section!
Not a lot of details on performance improvements to Nanite or stability improvements to Substrate which was very unstable in 5.4. I hope these things are still being worked on as they are game-changing features that need years of polish.
Looks like few years ago we already came into the point where games can look almost realistic, but that final step to the complete visual realism will probably take forever, especially with characters which are still more creepy than realistic. I guess some kind of combination of AI & standard graphics will be the key to make it really convincing where realism is the goal (so artists have full control over the result and it doesn't hit the performance much).
Cool to see more features supported on Linux. I will be releasing some of my projects that I ported to Linux now that this is out of testing. Nice work!
It seems performance takes a leap with megalights and the global illumination. From a couple of others videos, they go from just a few fps to 40-45 fps just turning on the Megalights option.
@@georgejones5019 Though my computer can probably run it, most people don't have more than 4 or 8 gb vram to run this stuff. This is simply unacceptable.
New features are cool, but now I have to have one more UE version sitting on my harddrive because there is always a risk that the file from the previous version won't open in the next one and the file will be fucked. What's the problem just to make the patches?
Has there been any further optimization for Mac users? Ie: optimization for creators wanting to use Unreal Engine for design on M series Mac computers?
Not an animator, but developer so what i think is, does the performance reqirements increase by adding those? There seem to be more and more updates and games keep getting bigger and bigger with more ram, cpu and gpu drainage but not performance update
And will you do anything so that developers can develop the game in the future - an outdated version of Unreal and easily transfer it without errors to the new, latest version of the engine? Here Stalker 2 was created in 5.1, but can't they move it to 5.1? I don't understand, I'm just asking.
Is it possible downloading marketplace content on Linux? This was the biggest issue here, I don’t want using another system just to download things there. 😢
It's a pain, but you can just use Lutris to install the EGL, use symlinks to put your projects folder into the Lutris file system, and install stuff directly that way.
It just occurred to me that in 3d modeling, polygons are used to create solids, which may be smooth by adding increasingly smaller polygons. This allows perfect spheres to have an infinite number of edges. As an infinite number of infinitesimally small polygons form tangent planes across its surface. This property of infinite edging means that an active gooner is technically a sphere.
Experimental push to ps5 and other console/platform feature an absolute game changer! As is nanite for light - so cool. I would love further support for audio matching on non-metahuman characters! I'm currently developing with non-metahuman humanoid characters in 5.4-5.5 currently and to have that feature possible would expedite the difficulty of cutscenes for my current 3rd person platformer game in development. Also suggestion: Fix your weight painting import process for working with custom characters and systems like mixamo (esp the eternal root bone issue). An Auto-rerigger in the Skeletal Mesh plugin would be a game changer (Hint: make sure you can turn the character side on, and also able to bind shoulders lol). Another suggestion: Unreal should be hosting live demo recreations of parts of games (features, mechanics etc) from AAA and indie dev teams - like Genius getting producers to break down how they make their platinum tracks. Show how the other developers created their complex climbing system, or blending etc etc. Loving the support, keep pushing updates!
Thank you for all the new AMAZING features. I can't wait to use the Audio Face animations and the updated Skeletal Editor and Auto Rigger. Been waiting YEARS for this tech. Would love a system in the near future to SCULPT MODELS in VR for use in any mode or editor.
Does anyone know why Ark Ascended is the only UE 5 game that constantly crashes on my base PS5 and my PS5 PRO it also gives me corrupted save data once it hard crashes to the PlayStation home screen , no other game has ever done this on UE 5
That doesn't seem to be an Unreal issue and moreso an Ark issue as those games regardless of hardware on any platform are notoriously horrendously optimised I remember playing the first game and it ran horrible, had broken everything, looked bad, real shame too cuz had potential it's just like a slapped together in a weekend university project game
@bnbnism yeah that's exactly what I was thinking but thought I'd ask in here see if anyone was a UE dev and would know why it was happening or at least have an idea
@@crazyjoe101 yea it's a shame devs should really get better over time with the tools they use especially if said tools become easier to use while also more advanced but it seems they've not gotten better at all and it still is buggy and runs horrendous
Hi, where can I find the video head robot? Is it for sale or open source? I use it for learning. If it is open source, can you share it? Thank you very much.
Maybe stability would be a good target. Had a little tutorial project from an esrlier ue version with barely anything happening and pressing play caused immidiate crashes. The engine is able to tell me what‘s wrong but still hard crashes. Had to rebuild it in ue 5.5. but even ghen: a lot of random crashes.
I guess this will be unpopular, but it now seems like Epic is just finished offering engine features for any use cases other than high-end visual fidelity. Indies get less every patch - the marketplace is in shambles, blueprint support is diminishing, quixel is on fire, tools for RTS are basically forgotten. Lyra is a good example of a modest increase in capability with huge increases in complexity. I feel sympathy for anyone trying to onboard to Unreal in 2024. I wonder if they need to start thinking about making a second engine for indies.
AAA studios have always been their highest priority. 2D and web games support has been abandoned. They want devs to be very successful so they pay the fee. They don't bet on indies
There are more and more tools each update that helps indie devs so Im not sure what you are talking about. For example motion matching and the free 500+ free animations they gave out
How I wish I had this 3 weeks ago when I was trying to schedule face sync times with my actors for their voice overs T.T But we got it now, so next project is gonna be so much more streamlined
La función de animación en Meta Human con el audio es creo yo algo que se esperaba mucho. Aunque me gustaría ver más presunción y realismo pero esta buenísimo.
I really HOPE the lipsync tech will be used in future recent games because I'm sick of those robotic lipsync animation. I wonder how it would work coupled with plugins like Jali and other stuff that help with head mouvement, eyes/eyebrows etc...
Unreal Engine is really becoming an all-in-one solution to create animations, games, models and renders without jumping around between other programs
Well... Creating models in Unreal isn't really ideal compared to other programs such as Blender
DCCs for actual animation work wont be going anywhere for a long while, at least not for serious productions in a pipeline. But the progress is impressive.
Yes to everything except models, make them in Blender.
Publishers meanwhile: Making games have never been more expensive. It's why we're now laying off another 800 employees, replacing them with AI and increasing our CEO's salary to 50$ million annually.
@@WatchTMC trying to get an artists to change programs is almost impossible.
Oms... the audio animation tech on the Meta Human animation is nuts!! Wow!!! Mind blown 🔥
Interestingly the Witcher 3 had it, but now anyone can use it and I suspect this is a bit further ahead :p It looks so cool
@@jimmysgameclipseveryone has had it. Its just now more accessible and in engine.
Ik dude wtf its insane!!!
Technically it may be mindblowing, but artistically it's terrible - the character speaks but has a dead face (especially the eyes). Yes, you can animate it by hand, but it will never be as realistic as a facial mocap where the full actor's expression is captured.
@@pietlebrun5943its meant to be that way.
1:19 "Like French... BOWNJAUWR"
GORLOMI
@@hugomzoMagareeeeti
@@deufvelli gabagool
That audio-based facial animation generation is wild and an absolute _game-changer._
Finally AI used for something sensible.
Thanks for Linux support. Ive been using Linux for my game for more than a year now.
Megalights are working pretty well! And lumen performance is noticeably better!
(Also some controller support has been fiked too 🙏)
Thanks Epic!
These are all great new features, but we seriously need some solutions for shader compilation stutter.
There's also traversal stutter as it loads geometry and things as you move around.
Compile shaders upon game launch?
Wasn't the last point exactly about this? Compiled shaders will be shared with users via Zen.
did you even watch the video?
@@TroutButter "traversal stutter" is what gamers call shader compilation stutter. Devs should be using the PSO precaching added in 5.1 so that there aren't so many cache misses causing stutters (Tom Looman has a good guide on this). The CPU usage reduction in 5.4 thanks to CD Projekt Red's contributions to the engine will also help.
(and no, nothing in the video was related to this. The Zen streaming feature looks like it's for devs to test builds locally without having to transfer the built data to the test device first)
You forgot to highlight the death of quixel bridge!
And marketplace... To be replaced with some fab with confusing licences and without integration of the browser in the client.
@@jiwik731fab is on the content browser in Editor. Just add the plugin.
@@jiwik731 thats coming, apparently
or abandoning quixel mixer!
That happened with FAB, not Ue 5.5 release.
Nice! Thank you Epic Games Team for this fast releases and now please fix the Fab and all will be ideal🙏Especially - wishlists, reviews and something with question section!
In my web development world we still discuss how to render a drop-down
Guys, what happened to lumen? My 4k scenes have gone from 40-50 FPS to 80-100, and the quality has improved significantly. I can't believe my eyes!
Always amazing! we can't even get used to old features while you blow us up with newer ones!
That meta human audio animation is SICK!!!!🤩🤩
Finally we will get a proper lipsync animations when switching audio languages in games
The dead-eyed stare while delivering all that dialogue is really doing it for me.
That's not really the point. Not having to key all the lip sync is huge. It's up to you to add an emotion layer
@@LittleBlue42Precisely!!! If it is as good as it is showing here, then that works for me.😊
Fr 😂
Not a lot of details on performance improvements to Nanite or stability improvements to Substrate which was very unstable in 5.4.
I hope these things are still being worked on as they are game-changing features that need years of polish.
Crazy .. Congrats to the UE Team .. Thanks for the Linux support. Looking forward to official blender interop.
As soon as the plugins we use have 5.5 support, we're heading in! Looks so good 😍
You abandoned unity my friend?
@@nickdevprod3667 You found me out in the wild. I'm currently building a game in Unreal. I still love Unity though.
What are you currently using?
just a big thanks to all of you at Epic!
I hope megalights becomes battle ready. For production soon.
Looks like few years ago we already came into the point where games can look almost realistic, but that final step to the complete visual realism will probably take forever, especially with characters which are still more creepy than realistic. I guess some kind of combination of AI & standard graphics will be the key to make it really convincing where realism is the goal (so artists have full control over the result and it doesn't hit the performance much).
Congrats, awesome additions! :) I am also hoping for the Game Animation Sample continuation! :)
I love this engine!
Cool to see more features supported on Linux. I will be releasing some of my projects that I ported to Linux now that this is out of testing. Nice work!
The advancment of Unreal Engine is crazy.
Respect
Awesome! Any word when DLSS support for v5.5 will be available?
What about fixing stutter?
Super Excited to use Audio animation, saves lots of money now don't need to buy an I-phone😅
Can't wait for optimization feature! Oh wait, i can just use UE 4 instead of UE 5
This is sadly a true comment. Past UE 5.0, the engine has been constantly worse than 4.27 in terms of performance.
It seems performance takes a leap with megalights and the global illumination. From a couple of others videos, they go from just a few fps to 40-45 fps just turning on the Megalights option.
@@georgejones5019 40 FPS 🤡. 60 is standard MINIMUM
@@georgejones5019 Though my computer can probably run it, most people don't have more than 4 or 8 gb vram to run this stuff. This is simply unacceptable.
Not true UE 5.4 had some nice performance gains, but they should only optimize UE 5.x at this point, like not add anything new until UE 6.
When are you gonna fix the flickering lumen problems or the blurriness of TAA?
Been loving experimenting with the features, glad to see it coming along! :D
New features are cool, but now I have to have one more UE version sitting on my harddrive because there is always a risk that the file from the previous version won't open in the next one and the file will be fucked. What's the problem just to make the patches?
Has there been any further optimization for Mac users? Ie: optimization for creators wanting to use Unreal Engine for design on M series Mac computers?
Not an animator, but developer so what i think is, does the performance reqirements increase by adding those? There seem to be more and more updates and games keep getting bigger and bigger with more ram, cpu and gpu drainage but not performance update
Still no fix for Shader stutter issues which is the biggest issue for games using Unreal Engine??
I need features in level sequencer ( selection, keys and transform lock in anything ) for animation
You guys should rename it to Unreal30fps...optimization needs a ton of work
And will you do anything so that developers can develop the game in the future - an outdated version of Unreal and easily transfer it without errors to the new, latest version of the engine?
Here Stalker 2 was created in 5.1, but can't they move it to 5.1?
I don't understand, I'm just asking.
Now make it run nicely without upscaling and TAA
Man, I can think of an RPG or two that could really use that audio-driven animation feature.
Can you add more support for fully custom metahumans, like morph targets for the face and body proportions?
if only now it was an optimized engine!
Is it possible downloading marketplace content on Linux? This was the biggest issue here, I don’t want using another system just to download things there. 😢
It's a pain, but you can just use Lutris to install the EGL, use symlinks to put your projects folder into the Lutris file system, and install stuff directly that way.
It just occurred to me that in 3d modeling, polygons are used to create solids, which may be smooth by adding increasingly smaller polygons. This allows perfect spheres to have an infinite number of edges. As an infinite number of infinitesimally small polygons form tangent planes across its surface. This property of infinite edging means that an active gooner is technically a sphere.
Thank you for this update! You guys rock!
Wow unreal is getting so real
Experimental push to ps5 and other console/platform feature an absolute game changer! As is nanite for light - so cool. I would love further support for audio matching on non-metahuman characters! I'm currently developing with non-metahuman humanoid characters in 5.4-5.5 currently and to have that feature possible would expedite the difficulty of cutscenes for my current 3rd person platformer game in development. Also suggestion: Fix your weight painting import process for working with custom characters and systems like mixamo (esp the eternal root bone issue). An Auto-rerigger in the Skeletal Mesh plugin would be a game changer (Hint: make sure you can turn the character side on, and also able to bind shoulders lol). Another suggestion: Unreal should be hosting live demo recreations of parts of games (features, mechanics etc) from AAA and indie dev teams - like Genius getting producers to break down how they make their platinum tracks. Show how the other developers created their complex climbing system, or blending etc etc. Loving the support, keep pushing updates!
I understand everything talked about in this video.
You really need to add a dust layer to the light reflection , everything is still to reflective and bright .
Thank you for all the new AMAZING features. I can't wait to use the Audio Face animations and the updated Skeletal Editor and Auto Rigger. Been waiting YEARS for this tech.
Would love a system in the near future to SCULPT MODELS in VR for use in any mode or editor.
by looking I am hyped to make the best game ever!
When do you add C# programming?
Can we fix the stuttering already?
so the Metahuman is face only? or can you do whole body with animation?
Unreal Engine should dedicate the next few years on performance and optimization.. There is no need for new half working features
"we cant wait to see what you do with this feature" bruh ive seen that used for brainrot instagram reels lol
Animation Layers right in Engine??? Daaaauuum! What a puzzle piece to fall into place
Does anyone know why Ark Ascended is the only UE 5 game that constantly crashes on my base PS5 and my PS5 PRO it also gives me corrupted save data once it hard crashes to the PlayStation home screen , no other game has ever done this on UE 5
That doesn't seem to be an Unreal issue and moreso an Ark issue as those games regardless of hardware on any platform are notoriously horrendously optimised I remember playing the first game and it ran horrible, had broken everything, looked bad, real shame too cuz had potential it's just like a slapped together in a weekend university project game
@bnbnism yeah that's exactly what I was thinking but thought I'd ask in here see if anyone was a UE dev and would know why it was happening or at least have an idea
@@crazyjoe101 yea it's a shame devs should really get better over time with the tools they use especially if said tools become easier to use while also more advanced but it seems they've not gotten better at all and it still is buggy and runs horrendous
Hi, where can I find the video head robot? Is it for sale or open source?
I use it for learning.
If it is open source, can you share it?
Thank you very much.
Is that diner set a downloadable asset?
Is it production ready now?
Never will 😅
Maybe stability would be a good target. Had a little tutorial project from an esrlier ue version with barely anything happening and pressing play caused immidiate crashes. The engine is able to tell me what‘s wrong but still hard crashes. Had to rebuild it in ue 5.5. but even ghen: a lot of random crashes.
Great 👍🏽 thank you for all the updates. Here's a thought: Why don't we hold off on other improvements and fix the stuttering
This.
As something who's thinking of getting into game production in the new year, this is very exciting ❤ 🙂
Start now. Don't wait any longer. Most of these tools won't be useful to you until further down the line anyway.
I guess this will be unpopular, but it now seems like Epic is just finished offering engine features for any use cases other than high-end visual fidelity. Indies get less every patch - the marketplace is in shambles, blueprint support is diminishing, quixel is on fire, tools for RTS are basically forgotten. Lyra is a good example of a modest increase in capability with huge increases in complexity. I feel sympathy for anyone trying to onboard to Unreal in 2024. I wonder if they need to start thinking about making a second engine for indies.
AAA studios have always been their highest priority. 2D and web games support has been abandoned. They want devs to be very successful so they pay the fee. They don't bet on indies
I feel the same. The engine has become too bloated and curated more towards big studios.
There are more and more tools each update that helps indie devs so Im not sure what you are talking about. For example motion matching and the free 500+ free animations they gave out
Indies want/need ... what exactly? Unity?
@@harrysanders818 Manageable complexity
How I wish I had this 3 weeks ago when I was trying to schedule face sync times with my actors for their voice overs T.T
But we got it now, so next project is gonna be so much more streamlined
Can we get tutorials to use these new features? Alot of videos i see are public presentations
is fixed yet?
`5.5 already gotdamn yall progressing quick
La función de animación en Meta Human con el audio es creo yo algo que se esperaba mucho. Aunque me gustaría ver más presunción y realismo pero esta buenísimo.
Any fix to the "can't start because of memory issues" problem? :)
Wow! It's getting more realistic every day!
But... probably need more and more time to even 'grasp' all the features....
Amazing... But what about #stutterstruggle ?
I can't wait to mess with all of these new features!!
Best engine on the market! Now they can put some abusive terms of use out and the users will have nowhere to run to, just awesome!
Hopefully antialiasing will see some love, it is known pain point of games using UE5 currently.
This is so insae oh my god! So excited to try it out!
Excited to try it out!
Can someone confirm is the motion matching game sample now fully replicated?
thank you for providing us with job-opportunities! we are open for business. yeah! 💥
You missed one highlight: constant traversal stutter!
unreal is the most of game engine. I hope UE team keep develop and update more feature Motion Graphic Add-on.
Just imagine what Unreal Engine 10.0 will be like
Coming 2030
@@TheRAMBO9191 more like 2060
Love it but going to wait for NVRTX branch along with Maya live link. They tend to be slow.
So many words following Unreal here but the one I really miss is Tournament...
What happens when we play static with the lip syncing?
Now let us find/replace asset names in the content browser, please
2:34
'Gimme Fuel, 'gimme fire 'gimme that which I desire! Oouh 🔥🔥🔥🗣
kudos for the transition with metahuman animation, I felt for it 😮
There was no transition, it's CGI the entire time.
Does it still crash every 10 minutes?
This.
Nice but Render Issues, hope will be fixed very soon
Just' lovin your tools guys
Amazing 🎉🎉🎉
Guess it's time for me to do a few projects on 5.5
Can you guys make Robo Recall 2.0?
I really HOPE the lipsync tech will be used in future recent games because I'm sick of those robotic lipsync animation. I wonder how it would work coupled with plugins like Jali and other stuff that help with head mouvement, eyes/eyebrows etc...
How about integrating server meshing so game companies don't have to?
This will end hollywood, new artists are learning their craft.
What about ResTIR?
Can u take the stutter out
Sorry I didn't hear anything after that "French". I was so stunned ahahaha. 😂