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.
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.
@@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!
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!
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!
2:47 Speaking of Megalights, hope it'll be updated to the point it's also be used even without HWRT enabled. Please make Megalights widely usable too in 5.5 release, and our life is yours, epic.
I am not an Unreal Engine user, although they add great updates with each version... I only watched this video because of Daryl Obert's voice which reminded me of the past and the good days of Maya Monday's channel.... Good luck man
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.
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!
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.
Too many have baked experimental and beta features keep cropping up but there's so many systems that remain unfinished for years now. I feel like UE5 is going in the wrong direction.
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
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
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...
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?
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?
I wish you guys teach how to create same rig of metahuman or mannequin on others models, with that precision i really would love to know😅 for now i will keep using metahumans as they are, im very excited to animate and cloth them inside unreal. Why i ask for teach the rigging? To make monsters, to make models non biped or non humanoid😊 like aliens,spider or other stuff Please teach us all these new resources!! OMG!
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
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
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.
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.
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)
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!
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!
Crazy .. Congrats to the UE Team .. Thanks for the Linux support. Looking forward to official blender interop.
I hope megalights becomes battle ready. For production soon.
Always amazing! we can't even get used to old features while you blow us up with newer ones!
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.
kudos for the transition with metahuman animation, I felt for it 😮
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).
just a big thanks to all of you at Epic!
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?
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!
I love this engine!
In my web development world we still discuss how to render a drop-down
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.
Congrats, awesome additions! :) I am also hoping for the Game Animation Sample continuation! :)
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!
Now what is needed is an artistic innovation and creativity from game developers
Finally we will get a proper lipsync animations when switching audio languages in games
2:47 Speaking of Megalights, hope it'll be updated to the point it's also be used even without HWRT enabled. Please make Megalights widely usable too in 5.5 release, and our life is yours, epic.
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.😊
Super Excited to use Audio animation, saves lots of money now don't need to buy an I-phone😅
I am not an Unreal Engine user, although they add great updates with each version... I only watched this video because of Daryl Obert's voice which reminded me of the past and the good days of Maya Monday's channel.... Good luck man
Awesome! Any word when DLSS support for v5.5 will be available?
if only now it was an optimized engine!
Been loving experimenting with the features, glad to see it coming along! :D
That meta human audio animation is SICK!!!!🤩🤩
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!
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!
Animation Layers right in Engine??? Daaaauuum! What a puzzle piece to fall into place
Great 👍🏽 thank you for all the updates. Here's a thought: Why don't we hold off on other improvements and fix the stuttering
Thank you for this update! You guys rock!
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.
Try to make a light version of unreal for animation purposes and all. It will be a lot helpful for laptop users and all.. Please
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.
Too many have baked experimental and beta features keep cropping up but there's so many systems that remain unfinished for years now. I feel like UE5 is going in the wrong direction.
Now let us find/replace asset names in the content browser, please
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
`5.5 already gotdamn yall progressing quick
This is so insae oh my god! So excited to try it out!
I've seen nothing but amazing demos from ue 5 within the last few years. has any games released that showcases them in a good aaa game?
unreal is the most of game engine. I hope UE team keep develop and update more feature Motion Graphic Add-on.
Excited to try it out!
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!
Love it but going to wait for NVRTX branch along with Maya live link. They tend to be slow.
Is it production ready now?
Never will 😅
Can you add more support for fully custom metahumans, like morph targets for the face and body proportions?
I understand everything talked about in this video.
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
Just' lovin your tools guys
Man, I can think of an RPG or two that could really use that audio-driven animation feature.
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...
Guess it's time for me to do a few projects on 5.5
Can we get tutorials to use these new features? Alot of videos i see are public presentations
Real-time path tracing is a true innovation
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?
thank you for providing us with job-opportunities! we are open for business. yeah! 💥
When are you gonna fix the flickering lumen problems or the blurriness of TAA?
Hopefully antialiasing will see some love, it is known pain point of games using UE5 currently.
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?
Sorry I didn't hear anything after that "French". I was so stunned ahahaha. 😂
You really need to add a dust layer to the light reflection , everything is still to reflective and bright .
Amazing update!!!
no competition. THE best engine.
That is all some great features but still you guys cannot add a simple option of merging two separate landscapes
Amazing... But what about #stutterstruggle ?
Just imagine what Unreal Engine 10.0 will be like
2:34
'Gimme Fuel, 'gimme fire 'gimme that which I desire! Oouh 🔥🔥🔥🗣
now make the camera sway and see how this house of cards topples 😄
So many words following Unreal here but the one I really miss is Tournament...
"Nanite of lights" nice one!
nanlights
Nice but Render Issues, hope will be fixed very soon
Amazing 🎉🎉🎉
You guys should rename it to Unreal30fps...optimization needs a ton of work
Let’s go!
You missed one highlight: constant traversal stutter!
Unreal!
autodesk : hey guys easy easy
that's all so insane
BonnnnJouwrr !
Realtime MetaHuman lipsync? 🙏
With some lag and not high frames
For the love of god make Fab actually good before shoving it into the engine.
I wish you guys teach how to create same rig of metahuman or mannequin on others models, with that precision i really would love to know😅 for now i will keep using metahumans as they are, im very excited to animate and cloth them inside unreal. Why i ask for teach the rigging? To make monsters, to make models non biped or non humanoid😊 like aliens,spider or other stuff
Please teach us all these new resources!! OMG!
as much as i love all this. At some point its just too much for 1 program. People are already struggling to just run unreal engine 5.
Everything is a plugin. Just disable or delete the ones you don't want. And simply having a plugin doesn't automatically mean the engine slows.
Better USD support would be great for media
awesome, now fix Fab next
crazy how good this is, every version update is packed with amazing new features, i love it
which will receive the status of "experimental" for the next 8-10 years lol
audio animation is wild, it will save a lot of time for people who want to lip sync
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
Nanlights is purrrdy.
work more on mobile graphics please!!!
is unreal 5.5 out of beta?????
Yes
Did I die and wake up in the future?!?! This sounds too good to be true😮😮😮😮
You are swollen, but it fair. You created the best game engine.
Even playstation shows your game as the main characters in astro bot ps5. *Horizon...*