I was wrong about animations, they were not done with mocap but were animated and key-framed by hand. Animation artist name is Milton Hjort @Hozq3D and he confirmed in twitter working on this project. Amazing job, made me believe it was done with mocap!
I think the keys to Unrecord are the lighting and the camera movement, it gives the feeling of movement (although I'm not sure how well that will actually play). We're certainly looking at the next 'leap' in graphical fidelity.
The gameplay will probably feel a little off, since it will need to keep you "on rails" to not break realism. I don't see a problem with it in this case.
It seems like somehow they detached character head and camera movement while not completely separating the 2. The only way it could be possible is somehow to add a spring or ragdoll-like nature to the player controlled camera that’s semi-separate from character head/kinesthetic motion.
Fish eye lens+vignette on the sides + some chromatic aberration = the cam itself, and the dev posted info abt the camera movement itself as the Post Process said
@@postprocessed Yeah I thought so, makes it easier to implement! However the animation of the First Person Rig was phenomenal, I'd love to know if they blend between different idles, if there is physics involved, or if it is as you said motion capture data!
For a long time the solution was just around the corner. It's because games and developers figure out how to bring realism to a screen by looking at the little things in the real world, even though we live it all the time not all of them are so noticeable. I am glad that you can make a breakdown of the project and provide us with so much information
@@postprocessedgreat job bro tbh this is gonna help all of us cause current games movement and such are outdated and we need to usher this in ourselves
It was nice to find a video of someone breaking down ideas on how it was done. I think the devs did a wonderful job with the lighting, photogrammetry, mocap, and body camera to make this look real enough in motion to make it feel like it could be a video. For myself the motion really gives it the extra bit to sell it all. If you work in the space it tends to be easier to notice the small things that show it is in engine, paused video broke the whole thing where you could see it. Hopefully, the end product does come out to be equally as good, we'll have to see though.
Great video man, I didn't get the impression even once that you were trying to undermine the devs, you were just showing off the fun tech that makes this happen, good on you!
Lightning and over exposure helps to sell the realism. Over exposure gets rid of a ton of details as you get rid of subtle contrasts. That way you don't really need that highly detailed models and textures (unless you walk up close to that object, then texture detail could be deal breaker). Another thing, considering the context of it feeling like a video recording, could be to create an effect that mimics image compression, such that you get rid of additional details and make it look like actual video footage. Of course this could also hurt gameplay (and cause motion sickness due to excessive motion blur). Context is a huge reason why it looks so realistic; make it look like a video recording rather than what you see through your eyes.
Thank you for such a professional deconstruction. Most people are focusing on the graphics for the "too real" part, but photorealism is not what makes it uncanny : it's the animations. The way the arm subtly holds its own weight differently for each move, the way the running guy legs are not looping up, etc. It now makes sense that it was all motion captured, hence not a "real" gameplay. It is as real as that Kill zone E3 demo in 2005.
Is quite impressive what you did in this video, the deconstruction itself and and all the concepts about image and photography, great content by the way.
Thanks a lot - you analysis kind of confirms my suspicion, that the trailer was finetuned for the "can't believe it's unreal"-effect, but not so much to show actual gameplay. Walking movement and gun viewmodel-animations look awesomely realistic, but it's hard to imagine that it can be played like we're used to from any current FPS which often sacrifice realistic body movement for precision, 180-flicks and precise aiming.
You hit the nail on the head. I feel like megaasset libraries used in hyperrealistic games will soon be modern version of asset flips. When I've seen Unrecord, I was impressed with how it all comes together, but I've also felt like they didn't show anything of their own making. No gameplay mechanics, no unique assets, etc. Everything that is impressive in their video is comming from UE itself.
Indeed, and i find it quite sad that most indie deva dont seek for artists anymore and just randomly scrape unoptimized and lifeless assets for free on randoms and ghetto marketplaces
@Mark Aspen yes i saw cry engine and yes that was exactly what i was about to say : the old school way of making games was really hard nowadays game makers can easily create a game but the gamers have to pay it with their high end system
hey man, I have updated project with camera post processing materials and added post process volume to the level so you can copy-paste it or check the settings: drive.google.com/drive/u/1/folders/16VS6apEiMa3vmDM82gJPdlHLQivITkCc
Best breakdown of this game I´ve seen. Totally nailed it. The only thing left to figure out is what they use in post processing that makes it look like that. It´s got something to do with the camera reacting like a real world camera, like when they look at the sky and the camera auto adjusts the exposure. And they also add some kind of chromatic aberration but I can´t really tell what the secret sauce is.
automatic adjustment is easy, I did it too, but it is not that noticable. It's really simple you just need to try different auto exposure speeds to make it look similar to the game footage, chromatic abbertaion and vignette mask in post processing volume - one of the simpliest things to do here. I am more interested on color and exposure curves + devs added some sort of sharpening or pixel sharpening in the middle which make it feel "digital"
The first thing this reminded me of was Octane’s Light field rendering, which or was built into both Unreal and Unity. I haven’t heard anything about Octane inside Unreal and Unity in some years. All this stull begs the question of why so few games have implemented these technologies/techniques in their games yet, but all that could be coming in the next couple of years.
Honestly, at first, from the title and the intro I thought you were going to be like a fire extinguisher and just belittling the amount of work done. Glad to see your video is more like a magic trick tutorial, it still takes a lot of dedication to make something good. What you did in a day would still take me months to follow!
Thanks Philippe! I am trying to keep my professional attitude and trying to get into mind of devs how they managed to achieve it. I don't want to belittle their work as I understand how hard it is especially if you do it from scratch. Also what would you take months I think - is learning base Unreal Engine features and light techniques and when you are familiar with them and know what you are doing - you can create environments relatively fast and in one day. It's like when you learn how to drive a bycicle
@@postprocessed Well to be honest I started learning UE (UE4 tho) last year and I'm nowhere near capable of creating such thing ahah. It's a bit sad but at least I have enough basic knowledge in each area of the software to develop a game but I'm still behind in terms of lighting/post process. However I do get better on every map, but it take a lot of time and I think it's hard to find advanced courses/ressources
the trailer is 100% not just motion capture animation, I've played with this before. It's controlled by the player still. Theres just a default constant shake on the camera, a shakey realistic looking headbob for walking with some random variables to it to make it more procederual and look less like a looping animation, and the camera movement is slightly delayed from the mouse movement. What I mean by that last part is the gun follows the mouse, and when the gun hits it's "edge" it will start turning the camera with the weapon, and it recenter when you stop. I did this literal exact same thing before
Great video my friend. You did a fantastic job of showing how this could be done, even with just one person. Unreal Engine 5 really is exciting. I can’t wait to see what the talented studios will do with it in gaming.
Yeah I am also waiting for some studios making great games on UE, but most of last releases for some reason lack perfomance optimization or good scenarios :(
Habilidade do criador em partes. Não é novidade alguém criar algo tão realista na Ue5 com foto realismo e fotoscam. A questão aqui é rodar isso em tempo real como um jogo, isso que tá em cheque. O próprio rapaz do vídeo disse que o jogo pode não ser como nesse trailer analisado.
damn man that was amazing work, even your own simulated version felt realistic because as you know, most games seem to show running faster than what it would be in the real world so you're movement looked.. well... real.
Great video. One key to the unique appearance of the Unrecord trailer is their application of color post-processing techniques that heavily clip the highlights, resulting in a gritty, overexposed look resembling CCD footage. Despite deviating from traditional rules of good exposure and lighting, this approach effectively simulates the appearance of vintage, low-quality VHS footage with significantly reduced color saturation and a pronounced green hue. Additionally, they increased chromatic aberration to further enhance the effect of a cheap, low-quality camera.
In the original I could tell by the ground rubble shading/lighting that it looked very "off". The thing that sold me the most is the realistic movement. I didn't realize until that gameplay clip that we need more movement like that in video games. Everyone is talking about Raytracing and Path tracing, but I want lifelike movements now!!
The thing about "lifelike" movement is it looks really cool in a video, but it's often feels bad in gameplay. Simple example is when you press the jump button in a game, but they have the character 'rev up' their animation and they only actually jump long after you input the command. Even though its true to life, it'll feel unimmersive because your actions are out of sync with your character's actions.
@@rubysmalls4032 Isn’t the real reason it would feel less immersive because we’re used to instant jumps and double jumps(?) It is true it would feel out of place, but that is because we are used to instant actions after a button is pressed, which also isbsue to difficulty curved of games where one would need instant actions to take place- such as dodge, slide or jumping. I for one would love a genre of games where movements were «wined up» as you said because a hand gesture or movement isn’t instant. Kind of like stab animations if COD where handa flay around instantly. Realistic movements wouldn’t fit all games, but certainly would be great in horror games.
@@alexandersemundset9234 That's what I'm talking about. In real life we don't think "press a button" and do an action, we do actions as we think about them. That's why games that are considered to have great controls, try to make every button press have an immediate effect (feedback). And this could mean instantly hopping, but it could mean holding down and releasing the button to perform a long jump. Or even spamming the button to do a series of flips. There's a lot of nuance!
This unrecord game trailer, and this video really inspired me to get back into learning game development. All I have to do is get the funds together to finish my liquid cooled RTX3090 computer build. I'm sure I would probably need something that high end to not having any issues rendering these type of graphics. I always wondered When will the time be when ultra realistic looking games will start showing up. I'm sure the call of duty developers , and others Are most likely thinking about making a realistic shooter game like this. Imagine Grand theft auto with these types Photo realistic graphics !! . all that's needed would be thousands of photo realistic people for these games, Enough people so you won't see repeated faces all over the place. You gained a new sub, keep up the great work.
Thank you so much for sharing this and showing your incredible work. UA-cam showed me this video as I searched a lot for Unrecord. I was blown away by it, like many others. I don't know much about the technicalities, but it's amazing that with so many FPS out there, this felt so unique and ultra-realistic like nothing else we've seen before. I do hope that the game will be close to what we see in the trailer.
Espero que seja lançado desse jeito aí, pois se modificar vai sair do realista para minicraft ...kkkkk .... Tem que ser lançado assim como está no trailer...
I also think that the virality of body cam videos all over youtube also really helped here. Like free promotion for this game straight from the get go.
Thank you! I didn't do 1:1 copy as I don't have enough assets and made few wild guesses how it was made. Yet I am glad to hear you are impressed with result :)
@@postprocessed nah man ..im a starter in unreal but what you did is realy impresive ,in my visual opinion is 1:1 haha :x love it ...i wish i be able to achieve something at least like what you did hehe :x ... i know takes time and perseverence! thanks for sharing your skills
@@MaxStudioCG2023 No prob! You will get it! How my fellow colorist trainer said: Master The Tool! When you know and familiar with all tools within Unreal - it is relatively easy to assemble
Great video! Very important note you made there - it looks good and realistic, but if its playable like this is the question. Lets see the final released version.
Your work is exceptional. Thank you for helping us understand something of the process that goes into making a game like that. It's a like and sub from me!!
Haha, man this is very insiring comment and a way to go! Will try to reach desired numbers :) Soon will post more on other unreal stuff like smoke simulations and etc so I hope that would be aslo interesting!
They use combination of both. So there are a lot of assets you can see in original video. From Quixel Bridge and assets from city sample. And some photoscanned environment
The light can't be fully baked because the player pawn cast a shadow. So at least some light source is either dynamic or stationary. My guess is that it is the HDRI or Skylight that is casting Ray traced shadows, or shadows through Lumen.
@@postprocessed can you make a video tutorial step by step? Explaining how to build unreal 3D structures, import textures, set up unreal environments, something like that
Oh well I think I can 😁 but I am really bad at optimizing, so not every average pc would be able to run with my silly level design techniques. Otherwise yes could be a good content for my channel, thanks for idea!
Very surprised to see the quality of this video and then see your subs! You deserve so much more. Overall I think your end result is very good. Fascinating to see your process and thank you for sharing your skills with the world. 😬
suggestions: if the texture is high resolution, you can use jpg artifacts in the camera and lower the saturation, but that doesn't mean you should reduce the quality of the textures, keep them and utilize real camera footage to understand how it should look, and remember that post processing is the difference in the final result
Wonderful as usual! I can't believe they used Lumen! It's one thing to use Lumen for the game, but for the trailer??!! I'd rather set up an old fashioned Render Farm to get the highest quality possible, than use a real-time method that's still mostly experimental. I can't imagine a project where one wouldn't take a 360° capture of _any set that is extant in the real world_ (and being recreated...), A large amount of your lighting set up, color grade and ambient feel is done, it is a perfect starting point even for time of day adaptation... In fact I always think it's particularly efficient to recreate as much as possible from the real world, for that very reason. In 2024 they come out with _'Lumen-Hybrid'_ that uses retracing _only on the parts of areas that are occluded,_ rendering that first in the pipeline as Lumen's starting point. In 2025 they release a NANITE two-part optimization tool that: A) CULLS and DELETES Faces where the Nanite meshes are both intersecting and therefore 'clipped' and 'unseeable' (Calculated by estimating the number of 'nearby faces' and if the majority of those faces are outward facing, they are delete from the source mesh and the seams are optimized and connected. Thereby cutting a ~20-80GB packaged game w/ Nanite, down to ~5-15GB! B) After Nanite optimization, it offers the option of rendering new set of Baked textures ( And automatically updating the materials) Back and this is the most important Part, Gives the option to BAKE IN the LIGHTING, Shadows and Ambient Occlusion, so that the final package packaged game, can be VR and look just as photoreal... There is optimization tool for a Lumen, Using the GPU light mass tool, that renders a '4 Dimensional Raytrace map' (hasn't been invented yet) that gives a Grayscale 'MRI' 'image' Of all the things that _occlude,_ and can _be occluded_ in the scene. Then that is applied after the HDRI and taken into account by Lumen (ALSO in the service of VR/XR. It would/will be so nice, if these came/come out a little earlier -say in late 2023... My new GPT4 Tool 'Future Cast' says if I succintly hint at just the right elements to just the right person, it might spark inspiration... (or that I might try to make all these myself,.. The only Consequence, I would be creating a major offshoot Quantum Multiverse. Something all of us are doing all the time anyways but not usually with such _informed intent_ shall we say...
GPT4 Future Cast? Omg what you said all sounds so dam real. I thought you were joking, but then kept reading and now my mind is like totally blown. That is where unreal will go! you could be a trillionaire with something like this no? what if you got it to say what is next for crypto!
@@postprocessed your video got recommended from another about unrecord talking about how incredible to graphics look! You’re in the algorithm wave 🌊 keep up the great content you’ll kill it!
Unrecord is an actor-based movie scene shot with real people, like on Indi Games has movie clips of a lot of video games of today like Dead by Daylight. If you will notice the first person that was shot has his face blurred out, meaning that is an actual person and not a Meta Character.
Happy to have found another of the few people on YT that actually know game dev and what they talk about, nowadays is gold, with all these "content creators", sorry to offend you if you are hoping to have that career, but I hope that a person like you has no success on YT and all the success you deserve comes from your real job, in that way you can also be a useful YT part-time ;)
I find this comment oddly strange passively agressive. YT is my part time, I am working in post production company full time. And I hope I will be successful everywhere to your regret.
@@postprocessed I wish you all the best then, didn't want to demotivate you in any way. I'm just worried by the low quality of content on YT, and I hope in people that are technically skilled like you to remain such, so that the little content you can produce remains useful, which usually doesn't match with who spends too much time in making videos and pursuing a social media career, in fact it's not by chance that you made this particular content and no someone else from the "famous dev game channels" yet, but this is true only by numbers anyway, it may not apply to you, I hope so.
@@DS-nv2ni I have a lot of use cases from my job, so I will be sharing just my experience. And reason why big "game dev" channels didn't release breakdown, because they are not... devs, I guess? And they don't know how it is done, they are just doing "reaction" videos what pissed me off. Probably they are doing just as you said: pursuing Social Media Career, not learning how to become professional
@@postprocessed Thanks for taking the time to tell me your thoughts about the topic! Glad to see that you have a different take at it, and sorry if I expressed myself poorly overall, it wanted to be a compliment, my way.
@@studioromanski He literally just made all the walls and added materials in the video. Then added some scans for dirt. The unrecorded video was done using a giant scan from the actaul building.
I’m still wondering how the gun and arms were moving independently from the head/camera. I assumed they were just random little animations and the mouse controls the head movement
The devs say they have some algorithm they made that gives the camera the movement that we see. I don't think anyone can say the trailer will not look like the actual game with that piece of info hidden till the game comes out or if the devs feel generous
It is kind of easy to make by adding delay of hand animation to the camera, but I think they add some other options like camera shake blueprints and using them in combination depending on some factors of player input and movement
I think people have forgotten about the old "free-aim" system of aiming guns in games, more of them used to be around back in the early 2000's but never took off in favor of the always centered aim we all know and love today. This game is gonna be pretty awkward for a lot of people at first since it seems to be using a toned down version of that old system.
Thank you. It's really nice to see that Unreal 5 can be pushed to create the environments in the trailer and also nice to see HOW this could be achieved. This video both demystifies the process and opened my eyes that the rendered environment is entirely possible. I appreciate that there is no hositlity or accusations here. But your video 99% confirms that the original video was a staged composite created to represent the overall aesthetic as a tech demo and at best is only barebones playable despite claims by the dev. Possible to make? Maybe, but not with the resources available. Practical to make? Not at all. The demo reel posted by the animator shows no work of using parameters to randomize animations, rendering that argument moot. But hey, I'm happy to be proved wrong in 4 to ? years when the game is complete.
Thank you so much! I was suprised myself! And I didn't expect such a reaction for that video and that will get so much attention, I just spent one day trying to randomly drop assets in the environment
Also check out camera movement break down! ua-cam.com/video/E-cyiYFywGs/v-deo.html
break*
@@jamess.7811 thanks, buddy!
You dont know about NeRFs?
I saw a couple flaws but over all best ever
Damn bro nice
I was wrong about animations, they were not done with mocap but were animated and key-framed by hand. Animation artist name is Milton Hjort @Hozq3D and he confirmed in twitter working on this project. Amazing job, made me believe it was done with mocap!
first
@게임의 신 Yes one of guys in comments found who was animation artist and I decided to check on it! Amazing job
That is amazing to know - I am quite flabberghasted! I really imagined it was a mix of procedural and keyframed.
Hozq3d
Doing it the difficult way, amazing
This is a really good breakdown and your scene set up looks great, well done!
Thanks, Jay! I’m happy you liked it!
@@postprocessed you havvvvvvve to bring this to console. Pleaseeeeeeee bro
I think the keys to Unrecord are the lighting and the camera movement, it gives the feeling of movement (although I'm not sure how well that will actually play). We're certainly looking at the next 'leap' in graphical fidelity.
And you are absolutely right! Light and camera movement is what really sells it in combination of photoscanned locations and environmental design
The gameplay will probably feel a little off, since it will need to keep you "on rails" to not break realism. I don't see a problem with it in this case.
It seems like somehow they detached character head and camera movement while not completely separating the 2. The only way it could be possible is somehow to add a spring or ragdoll-like nature to the player controlled camera that’s semi-separate from character head/kinesthetic motion.
@@luciano12sa the dev showed his gameplay and he wasn’t “on rails” he had free movement.
@@KW2S not the first game to do this technique. Common in sim shooters.
What about the body cam effect? I think it plays a significant part of the overall feel
Apparently devs posted the video that camera movement makes random moves based on some sort of algorithm and reacting to player input. Amazing job
Fish eye lens+vignette on the sides + some chromatic aberration = the cam itself, and the dev posted info abt the camera movement itself as the Post Process said
@@xdstomperxd Could you please give me a link? i can't find this post
@@postprocessed Yeah I thought so, makes it easier to implement! However the animation of the First Person Rig was phenomenal, I'd love to know if they blend between different idles, if there is physics involved, or if it is as you said motion capture data!
@@xdstomperxd It also looks like a custom chromatic aberration (Lense Dispersion), as it is far more accurate than from the engine.
Wow. Short, respect to the original dev and very well re-produced. You are a breathe of fresh air my friend, thank you for this.
For a long time the solution was just around the corner. It's because games and developers figure out how to bring realism to a screen by looking at the little things in the real world, even though we live it all the time not all of them are so noticeable. I am glad that you can make a breakdown of the project and provide us with so much information
Great breakdown and definitely inspiring to see how you put this together in one day.
Thanks! Well it was one day and night without a sleep as I got too excited 😁
@@postprocessed Still impressive and thank you for sharing the BTS :D
@@postprocessedgreat job bro tbh this is gonna help all of us cause current games movement and such are outdated and we need to usher this in ourselves
It was nice to find a video of someone breaking down ideas on how it was done. I think the devs did a wonderful job with the lighting, photogrammetry, mocap, and body camera to make this look real enough in motion to make it feel like it could be a video. For myself the motion really gives it the extra bit to sell it all.
If you work in the space it tends to be easier to notice the small things that show it is in engine, paused video broke the whole thing where you could see it.
Hopefully, the end product does come out to be equally as good, we'll have to see though.
Great video man, I didn't get the impression even once that you were trying to undermine the devs, you were just showing off the fun tech that makes this happen, good on you!
Lightning and over exposure helps to sell the realism. Over exposure gets rid of a ton of details as you get rid of subtle contrasts. That way you don't really need that highly detailed models and textures (unless you walk up close to that object, then texture detail could be deal breaker). Another thing, considering the context of it feeling like a video recording, could be to create an effect that mimics image compression, such that you get rid of additional details and make it look like actual video footage. Of course this could also hurt gameplay (and cause motion sickness due to excessive motion blur).
Context is a huge reason why it looks so realistic; make it look like a video recording rather than what you see through your eyes.
Great video! I know almost nothing about Unreal Engine so this was illuminating
Well at least we know now that unreal engine can be pushed really close to reality in real time
Great job man! Very interesting video
Thanks, man! Appropriate it!
Thank you for such a professional deconstruction. Most people are focusing on the graphics for the "too real" part, but photorealism is not what makes it uncanny : it's the animations. The way the arm subtly holds its own weight differently for each move, the way the running guy legs are not looping up, etc. It now makes sense that it was all motion captured, hence not a "real" gameplay. It is as real as that Kill zone E3 demo in 2005.
The developer just released another video showing that it is indeed real game play just aimlessly shooting around
very very cool breakdown brother, love it
U should post one where you do more rapid/action packed movements with your iPhone so it has that kind of "tense" feel
Is quite impressive what you did in this video, the deconstruction itself and and all the concepts about image and photography, great content by the way.
Thank you!
Thanks a lot - you analysis kind of confirms my suspicion, that the trailer was finetuned for the "can't believe it's unreal"-effect, but not so much to show actual gameplay. Walking movement and gun viewmodel-animations look awesomely realistic, but it's hard to imagine that it can be played like we're used to from any current FPS which often sacrifice realistic body movement for precision, 180-flicks and precise aiming.
You hit the nail on the head. I feel like megaasset libraries used in hyperrealistic games will soon be modern version of asset flips. When I've seen Unrecord, I was impressed with how it all comes together, but I've also felt like they didn't show anything of their own making. No gameplay mechanics, no unique assets, etc. Everything that is impressive in their video is comming from UE itself.
Indeed, and i find it quite sad that most indie deva dont seek for artists anymore and just randomly scrape unoptimized and lifeless assets for free on randoms and ghetto marketplaces
Criminally underrated.
the HDR colors make everything much more realistic
@Mark Aspen
why? does rtx have better HDR?
@Mark Aspen
aha , for sure that makes sense
@Mark Aspen
exactly 👍👍👍
@Mark Aspen
so you are telling me that the ray tracing now day's doesn't make sense and it's just about marketing??
@Mark Aspen
yes i saw cry engine
and yes that was exactly what i was about to say :
the old school way of making games was really hard
nowadays game makers can easily create a game but the gamers have to pay it with their high end system
Informative, to the point, polite and just overall pleasant to watch. Thanks!
My heart just melted, man. Such a good comment. I recieved a lot of toxic words from other people on that breakdown
Thanks! Is it possible to get your post process/color grading settings for this? Im trying to replicate the look.
Hey man! Thanks! I will upload Post Process Volume to the folder with camera project file, will share link a bit later
@@postprocessed
Thank you
hey man, I have updated project with camera post processing materials and added post process volume to the level so you can copy-paste it or check the settings:
drive.google.com/drive/u/1/folders/16VS6apEiMa3vmDM82gJPdlHLQivITkCc
This is the best video about that game trailer! Really great job! Thanks!!!
Best breakdown of this game I´ve seen. Totally nailed it. The only thing left to figure out is what they use in post processing that makes it look like that. It´s got something to do with the camera reacting like a real world camera, like when they look at the sky and the camera auto adjusts the exposure. And they also add some kind of chromatic aberration but I can´t really tell what the secret sauce is.
automatic adjustment is easy, I did it too, but it is not that noticable. It's really simple you just need to try different auto exposure speeds to make it look similar to the game footage, chromatic abbertaion and vignette mask in post processing volume - one of the simpliest things to do here. I am more interested on color and exposure curves + devs added some sort of sharpening or pixel sharpening in the middle which make it feel "digital"
@@postprocessed Great content man, can´t wait to see more!
The first thing this reminded me of was Octane’s Light field rendering, which or was built into both Unreal and Unity. I haven’t heard anything about Octane inside Unreal and Unity in some years.
All this stull begs the question of why so few games have implemented these technologies/techniques in their games yet, but all that could be coming in the next couple of years.
Honestly, at first, from the title and the intro I thought you were going to be like a fire extinguisher and just belittling the amount of work done. Glad to see your video is more like a magic trick tutorial, it still takes a lot of dedication to make something good. What you did in a day would still take me months to follow!
Thanks Philippe! I am trying to keep my professional attitude and trying to get into mind of devs how they managed to achieve it. I don't want to belittle their work as I understand how hard it is especially if you do it from scratch.
Also what would you take months I think - is learning base Unreal Engine features and light techniques and when you are familiar with them and know what you are doing - you can create environments relatively fast and in one day. It's like when you learn how to drive a bycicle
@@postprocessed Well to be honest I started learning UE (UE4 tho) last year and I'm nowhere near capable of creating such thing ahah. It's a bit sad but at least I have enough basic knowledge in each area of the software to develop a game but I'm still behind in terms of lighting/post process. However I do get better on every map, but it take a lot of time and I think it's hard to find advanced courses/ressources
This is exactly what have been missing in AAA titles: Unique concepts and great excecution.. definitely will give this game a try
the trailer is 100% not just motion capture animation, I've played with this before. It's controlled by the player still. Theres just a default constant shake on the camera, a shakey realistic looking headbob for walking with some random variables to it to make it more procederual and look less like a looping animation, and the camera movement is slightly delayed from the mouse movement. What I mean by that last part is the gun follows the mouse, and when the gun hits it's "edge" it will start turning the camera with the weapon, and it recenter when you stop. I did this literal exact same thing before
Yes, you are correct! I also figured it out like that and in my recent video I explained how to achieve same effect
Love your insights and the format of the video. Subscribed.
the name of the hdri is: Abandoned Hopper Terminal 01
Great video my friend. You did a fantastic job of showing how this could be done, even with just one person. Unreal Engine 5 really is exciting. I can’t wait to see what the talented studios will do with it in gaming.
Yeah I am also waiting for some studios making great games on UE, but most of last releases for some reason lack perfomance optimization or good scenarios :(
A capacidade da Unreal somada a habilidade do criador, revela uma capacidade abismal de realismo.
Habilidade do criador em partes.
Não é novidade alguém criar algo tão realista na Ue5 com foto realismo e fotoscam.
A questão aqui é rodar isso em tempo real como um jogo, isso que tá em cheque. O próprio rapaz do vídeo disse que o jogo pode não ser como nesse trailer analisado.
Dude this looks awesome!
Thanks!
Impressive job, well done mate!
thanks, mate!
damn man that was amazing work, even your own simulated version felt realistic because as you know, most games seem to show running faster than what it would be in the real world so you're movement looked.. well... real.
Thanks man! Well it looked real because of camera movement was captured from real camera )
@@postprocessed sure, but it made everything else fit in well with it too.
that’s really impressive what you’ve managed to make. a lot of computer genius
So cool man. You're a sharp cat! Definitely subscribing.
thanks, mate! Will be posting new vid this week on how to get camera this effect
Amazing video! thanks for opening my eyes for the amount of depth there can be to showcasing a enviroment
Great video. One key to the unique appearance of the Unrecord trailer is their application of color post-processing techniques that heavily clip the highlights, resulting in a gritty, overexposed look resembling CCD footage. Despite deviating from traditional rules of good exposure and lighting, this approach effectively simulates the appearance of vintage, low-quality VHS footage with significantly reduced color saturation and a pronounced green hue. Additionally, they increased chromatic aberration to further enhance the effect of a cheap, low-quality camera.
Yes, exactly on point. The main thing is done in Post Processing volume. Will be tweaking it to achieve better result
Woah! Amazingly done!
In the original I could tell by the ground rubble shading/lighting that it looked very "off". The thing that sold me the most is the realistic movement. I didn't realize until that gameplay clip that we need more movement like that in video games. Everyone is talking about Raytracing and Path tracing, but I want lifelike movements now!!
The thing about "lifelike" movement is it looks really cool in a video, but it's often feels bad in gameplay. Simple example is when you press the jump button in a game, but they have the character 'rev up' their animation and they only actually jump long after you input the command.
Even though its true to life, it'll feel unimmersive because your actions are out of sync with your character's actions.
@@rubysmalls4032 Isn’t the real reason it would feel less immersive because we’re used to instant jumps and double jumps(?)
It is true it would feel out of place, but that is because we are used to instant actions after a button is pressed, which also isbsue to difficulty curved of games where one would need instant actions to take place- such as dodge, slide or jumping.
I for one would love a genre of games where movements were «wined up» as you said because a hand gesture or movement isn’t instant. Kind of like stab animations if COD where handa flay around instantly.
Realistic movements wouldn’t fit all games, but certainly would be great in horror games.
@@alexandersemundset9234 That's what I'm talking about.
In real life we don't think "press a button" and do an action, we do actions as we think about them.
That's why games that are considered to have great controls, try to make every button press have an immediate effect (feedback).
And this could mean instantly hopping, but it could mean holding down and releasing the button to perform a long jump. Or even spamming the button to do a series of flips.
There's a lot of nuance!
Definitely keep making videos like this you can help and inspire a lot of people!
Спасибо ютубу что снова тебя нашел) хоть и на английском но контент ультра крутой) спасибо)
Very professional breakdown, I was looking for something like that. Great job!👍
Thanks!
Well done my friend, very nice broken down! Good quality content.
This unrecord game trailer, and this video really inspired me to get back into learning game development. All I have to do is get the funds together to finish my liquid cooled RTX3090 computer build. I'm sure I would probably need something that high end to not having any issues rendering these type of graphics.
I always wondered When will the time be when ultra realistic looking games will start showing up. I'm sure the call of duty developers , and others Are most likely thinking about making a realistic shooter game like this. Imagine Grand theft auto with these types Photo realistic graphics !! . all that's needed would be thousands of photo realistic people for these games, Enough people so you won't see repeated faces all over the place. You gained a new sub, keep up the great work.
wow its amazing how you recreated that camera movement
Im recently hooked on learning how to develop graphics exactly like Unrecord game.
Cool the first photorealistic game finally :-)
God bless.
Awesome job recreating that game man.
Thank you! my team will attempt to create a demo like this for experimentation
Thank you so much for sharing this and showing your incredible work. UA-cam showed me this video as I searched a lot for Unrecord. I was blown away by it, like many others. I don't know much about the technicalities, but it's amazing that with so many FPS out there, this felt so unique and ultra-realistic like nothing else we've seen before. I do hope that the game will be close to what we see in the trailer.
I also do and will be playing the hell out of it on release!
Espero que seja lançado desse jeito aí, pois se modificar vai sair do realista para minicraft ...kkkkk .... Tem que ser lançado assim como está no trailer...
I also think that the virality of body cam videos all over youtube also really helped here. Like free promotion for this game straight from the get go.
i was expecting that game to be a video but now i see it is real and now i want to play it!
Earned a sub. Great breakdown.
precisely
Close but not close enough! Well done!
Damn dude nice work!
Thanks!
wow man you are a pro unreal :D you done insanely 1:1 copy on that scene and camera ,for 1 day job this is just incredible !
Thank you! I didn't do 1:1 copy as I don't have enough assets and made few wild guesses how it was made. Yet I am glad to hear you are impressed with result :)
@@postprocessed nah man ..im a starter in unreal but what you did is realy impresive ,in my visual opinion is 1:1 haha :x love it ...i wish i be able to achieve something at least like what you did hehe :x ... i know takes time and perseverence! thanks for sharing your skills
@@MaxStudioCG2023 No prob! You will get it! How my fellow colorist trainer said: Master The Tool! When you know and familiar with all tools within Unreal - it is relatively easy to assemble
mabe in the future you make some tutorials on that fps camera with some animations on the character shooting hands and all that stuff :D
@@postprocessed true words!
Great video! Very important note you made there - it looks good and realistic, but if its playable like this is the question. Lets see the final released version.
Your work is exceptional. Thank you for helping us understand something of the process that goes into making a game like that. It's a like and sub from me!!
Thanks, bru! That's nice hear! Trying to open possibilities and get people to know how it can be done!
This is awesome. I've wanted to make my house this way. I'm thinking of starting today. Thanks for the tutorial!
Only 371 subs? good luck man! 🙏
that was amaaazing gj bro
thank you!!
Nice works man 💯
457 subs soon enough you will reach 1mill this video is an amazing inspiration and well done keep the good work i love the content
Haha, man this is very insiring comment and a way to go! Will try to reach desired numbers :) Soon will post more on other unreal stuff like smoke simulations and etc so I hope that would be aslo interesting!
And people still believe Nasa's videos of space are real.
Great video, amazing work.
Don't they use 3d photoscanned environments rather than building from the ground up?
They use combination of both. So there are a lot of assets you can see in original video. From Quixel Bridge and assets from city sample. And some photoscanned environment
@@postprocessedThanks
The light can't be fully baked because the player pawn cast a shadow. So at least some light source is either dynamic or stationary. My guess is that it is the HDRI or Skylight that is casting Ray traced shadows, or shadows through Lumen.
I was wating for this video!!!!
Me too! But nobody did it, so I decided to make it myself 😁
@@postprocessed can you make a video tutorial step by step? Explaining how to build unreal 3D structures, import textures, set up unreal environments, something like that
Oh well I think I can 😁 but I am really bad at optimizing, so not every average pc would be able to run with my silly level design techniques. Otherwise yes could be a good content for my channel, thanks for idea!
Good Content My Guy👏
Very surprised to see the quality of this video and then see your subs! You deserve so much more. Overall I think your end result is very good. Fascinating to see your process and thank you for sharing your skills with the world. 😬
Thanks for kind words! Well I used to do content for other youtube channel, so I had some experience on how to make good video quality 😄
This is Realy a New Ara on Gaming Graphics Nice realy the Postprocessing you set is such nice with the darker effects 👍
excellent work!!
Thanks!
You can enable hardware raytracing for Lumen in the rendering settings, it makes a huge difference.
Yeah but it still works different. It uses "hit lighting for reflections", not quite same result and more resource hungry
suggestions: if the texture is high resolution, you can use jpg artifacts in the camera and lower the saturation, but that doesn't mean you should reduce the quality of the textures, keep them and utilize real camera footage to understand how it should look, and remember that post processing is the difference in the final result
yes exactly, post-procces volume brings the magic to live
Wonderful as usual! I can't believe they used Lumen! It's one thing to use Lumen for the game, but for the trailer??!! I'd rather set up an old fashioned Render Farm to get the highest quality possible, than use a real-time method that's still mostly experimental. I can't imagine a project where one wouldn't take a 360° capture of _any set that is extant in the real world_ (and being recreated...), A large amount of your lighting set up, color grade and ambient feel is done, it is a perfect starting point even for time of day adaptation... In fact I always think it's particularly efficient to recreate as much as possible from the real world, for that very reason.
In 2024 they come out with _'Lumen-Hybrid'_ that uses retracing _only on the parts of areas that are occluded,_ rendering that first in the pipeline as Lumen's starting point.
In 2025 they release a NANITE two-part optimization tool that:
A) CULLS and DELETES Faces where the Nanite meshes are both intersecting and therefore 'clipped' and 'unseeable' (Calculated by estimating the number of 'nearby faces' and if the majority of those faces are outward facing, they are delete from the source mesh and the seams are optimized and connected.
Thereby cutting a ~20-80GB packaged game w/ Nanite, down to ~5-15GB!
B) After Nanite optimization, it offers the option of rendering new set of Baked textures ( And automatically updating the materials) Back and this is the most important Part, Gives the option to BAKE IN the LIGHTING, Shadows and Ambient Occlusion, so that the final package packaged game, can be VR and look just as photoreal... There is optimization tool for a Lumen, Using the GPU light mass tool, that renders a '4 Dimensional Raytrace map' (hasn't been invented yet) that gives a Grayscale 'MRI' 'image' Of all the things that _occlude,_ and can _be occluded_ in the scene. Then that is applied after the HDRI and taken into account by Lumen (ALSO in the service of VR/XR.
It would/will be so nice, if these came/come out a little earlier -say in late 2023...
My new GPT4 Tool 'Future Cast' says if I succintly hint at just the right elements to just the right person, it might spark inspiration... (or that I might try to make all these myself,.. The only Consequence, I would be creating a major offshoot Quantum Multiverse. Something all of us are doing all the time anyways but not usually with such _informed intent_ shall we say...
GPT4 Future Cast? Omg what you said all sounds so dam real. I thought you were joking, but then kept reading and now my mind is like totally blown. That is where unreal will go! you could be a trillionaire with something like this no? what if you got it to say what is next for crypto!
6:00. What! You can do that? Blew my mind.
Yes and connection is pretty straight forward )
Well that looks impressive! You are good bro!
Great fucking video! I love your detail and experience showing! ❤
Thanks!
@@postprocessed your video got recommended from another about unrecord talking about how incredible to graphics look! You’re in the algorithm wave 🌊 keep up the great content you’ll kill it!
Simplesmente sensacional 👏
Requiem perto disso ai, Requiem parece jogo de sega saturno né? kkkkkkkkkkkkk Peguei pesado? Exagerei essa comparação?
Ахуеть! Читал с субтитрами, перематывал, снова читал, смотрел! Спасибо за огромную работу и пояснения! Благодарю!
Этот Парень достоен Нашего Лайка!
no one speaks your defiled language here orc
Unrecord is an actor-based movie scene shot with real people, like on Indi Games has movie clips of a lot of video games of today like Dead by Daylight. If you will notice the first person that was shot has his face blurred out, meaning that is an actual person and not a Meta Character.
Happy to have found another of the few people on YT that actually know game dev and what they talk about, nowadays is gold, with all these "content creators", sorry to offend you if you are hoping to have that career, but I hope that a person like you has no success on YT and all the success you deserve comes from your real job, in that way you can also be a useful YT part-time ;)
I find this comment oddly strange passively agressive.
YT is my part time, I am working in post production company full time. And I hope I will be successful everywhere to your regret.
@@postprocessed I wish you all the best then, didn't want to demotivate you in any way.
I'm just worried by the low quality of content on YT, and I hope in people that are technically skilled like you to remain such, so that the little content you can produce remains useful, which usually doesn't match with who spends too much time in making videos and pursuing a social media career, in fact it's not by chance that you made this particular content and no someone else from the "famous dev game channels" yet, but this is true only by numbers anyway, it may not apply to you, I hope so.
@@DS-nv2ni I have a lot of use cases from my job, so I will be sharing just my experience. And reason why big "game dev" channels didn't release breakdown, because they are not... devs, I guess? And they don't know how it is done, they are just doing "reaction" videos what pissed me off. Probably they are doing just as you said: pursuing Social Media Career, not learning how to become professional
@@postprocessed Thanks for taking the time to tell me your thoughts about the topic!
Glad to see that you have a different take at it, and sorry if I expressed myself poorly overall, it wanted to be a compliment, my way.
@@DS-nv2ni Yeah I just got the part "not wishing you success" very offensive ) now we chill)
Not a game dev or designer or anything like that, but this was extremely interesting!
Subbed. All i want is a Medieval open world RPG with this tech that would be a dream
Powerful breakdown!)
Thanks, mate!
Thank you for your hard work, you are right this is truly the next level in game development.
Thanks! I am always happy to create something useful!
OMG very good job !
The fact that devs took days/weeks to make that kind of game is outstanding!!
I think dev is making it about half a year as first footage came out about 6-7 months ago
Excellent job!
Great work mate !!!
Very good video. High quality content.
insane video 🔥🔥
Great job especially for not using scans. I wish we got a longer version on how you did this so a noob could learn.
whar do you mean? this scene is full of scans lol
@@studioromanski He literally just made all the walls and added materials in the video. Then added some scans for dirt. The unrecorded video was done using a giant scan from the actaul building.
Good breakdown!
Thank you!
I’m still wondering how the gun and arms were moving independently from the head/camera. I assumed they were just random little animations and the mouse controls the head movement
The devs say they have some algorithm they made that gives the camera the movement that we see. I don't think anyone can say the trailer will not look like the actual game with that piece of info hidden till the game comes out or if the devs feel generous
It is kind of easy to make by adding delay of hand animation to the camera, but I think they add some other options like camera shake blueprints and using them in combination depending on some factors of player input and movement
I think people have forgotten about the old "free-aim" system of aiming guns in games, more of them used to be around back in the early 2000's but never took off in favor of the always centered aim we all know and love today. This game is gonna be pretty awkward for a lot of people at first since it seems to be using a toned down version of that old system.
make a video teaching how to put Unrecord and Bodycam graphics in Godot and Unity
I don't use any of those :( Not Unity not Godot. My main work and tool is UE and learning Unity just for one breakdown is kinda... lot's of time
Thank you. It's really nice to see that Unreal 5 can be pushed to create the environments in the trailer and also nice to see HOW this could be achieved. This video both demystifies the process and opened my eyes that the rendered environment is entirely possible.
I appreciate that there is no hositlity or accusations here. But your video 99% confirms that the original video was a staged composite created to represent the overall aesthetic as a tech demo and at best is only barebones playable despite claims by the dev. Possible to make? Maybe, but not with the resources available. Practical to make? Not at all. The demo reel posted by the animator shows no work of using parameters to randomize animations, rendering that argument moot.
But hey, I'm happy to be proved wrong in 4 to ? years when the game is complete.
WTF!!!! One day? Imagine a whole team and years available, the future is awesome I can tell.
Thank you so much! I was suprised myself! And I didn't expect such a reaction for that video and that will get so much attention, I just spent one day trying to randomly drop assets in the environment
Very good and helpful video, man. Thanks.
Thanks for good word, man! Appriciated