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The Most Advanced Game Level Ever Made
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- Опубліковано 17 сер 2024
- The Electric Dreams demo for Unreal Engine 5.2 introduces some incredible new technology that could change level design forever...
Check out the example project www.unrealengi...
#unrealengine
So excited to see these types of graphics in VR in 10-15 years.
I don't know if you're joking, but this is a true statement. We're just barely at a point where we can have games running at the fidelity of those UE3/UE4 demos from a decade ago.
AI powered computer chips expect this in VR in 3-5 years
just go outside
Someone already is using vr in this demo
I have a ryzen 7 2700x, 32 gigs of RAM and a 4070 graphics card and I was able to tweak the settings and play this map in VR! The amount of detail is insane, had a decent framerate once I implemented the dlss plugin with it
It’s crazy to start by playing crash bandicoot 2 on my brother’s PS2 and thinking it was the coolest looking game ever made to now seeing a jungle…. Just a jungle and being blown away by how real it looks.
As a kid that started with Pong in the 70's, then the Apple II+, to Atari and Colecovision, the PS and Xbox in all their iterations, and PC gaming since the 90's, it blows my mind to see how far we've come with graphics and the tech surrounding them. Kudos and cheers to all the developers and engineers who have helped shape it over the decades. Nothing short of spectacular imho.
Grew up playing doom on a PS1 and thought that was peak graphical capabilities… lmfao
its crazy to think that back in my childhood in 5000BC we drew stick men on the cave walls for entertainment and now we have this. crazy
It's insane to think in my day we were just amoebas in the ocean, drawing nano particles into our membrane for miosis. Look how far we've come graphically!
@@YourPalHDee bro i was there before the big bang when we couldnt even imagine the thought of thought or imagineination, now look at these graphics
I would go crazy for an indepth RPG to have this level of fidelity.
It would take forever to render at this fidelity. The hardware on the consumer side just isn't there yet to run games at passable frames with this level of fidelity. If you watch the Rivian demo during Epic's showcase, it was barely struggling to run the demo and did so at very low FPS.
@@billywashere6965 it's literally rendering in real-time.
@@Jgvcfguy Yes, this small segment without any AI, or moving/interactable entities, weather effects, vehicles, or player characters. Now add all of those things in at this fidelity on a game world/map to scale and the frames tank massively.
@@billywashere6965in like generation or 2 ( of graphics cards / pc ) it could run well...
It will be more optimized...
Hardware would be more optimized...
People would upgrade...
Nanite would be overhauled and used everywhere and it requires an SSD to work nicely / smoothly
I can see it happening...
Also Raytracing is a big hit on performance in that demo aswell... Lumen goes hard ngl
@@billywashere6965 At the speed AI is advancing, i wouldn't be surprised if all these things will also simply be generated all whilst allowing as much human input as possible to create the best possible outcome, AI plus Human will always create the best possible product in my opinion.
UE5 is such an exciting engine. Recently my most anticipated game since like 2015, The Isle, updated from UE4 to UE5. It has almost doubled my frame rate in the first implementation. Not only that, the game has better lighting, draw distance, and general presentation. The game looks beautiful, and comes from a very small development team. I can't wait to see what UE5 will do for the future of games.
Same! I’ve bought two games recently made in Unreal: Forever Skies and VoidTrain. Both very fun. 😊
i've been following this a few months back. Unreal 5.2 character creation system is even more mindblowing.
This isn't anything really new, if you're a game dev. We've used procedural tools for years now. Nobody hand-places each bush or stone. We use splat/elevation/slope maps generated from software like Houdini. We even use Houdini to generate new meshes, or create destruction elements, and much more. The only difference here that UE5 revolutionizes, is the speed of updates. Using our previous techniques, we'd have to bake out multiple texture maps to place objects, where as in UE5, it's attached to splines and other transformable objects, which then updates the entire world pipeline in mere seconds after making an adjustment. Terrain heightmap, decals, decorative meshes, etc - all get updated in seconds. Time is money, and this will be a big savings for devs using UE5 as their platform for open-world games, no doubt.
Finally somebody saying this. As someone who works with UE and Houdini I agree 100%
@@sirdiff1 As someone still learning this, I much appreciate that I can do this in engine lol, if I still could figure out splines and terrain heightmaps better...
@@TheLazyFinn we all appreciate it, Houdini is 250$ per license so having it for free in UE, in a fraction of the time, is indeed a blessing. It just isn't really that big of a technological achievement, just a quality of life update for developers.
@@sirdiff1 Ooof, licenses are dang expensive!
Fellow Houdini and Unreal environment artist here, and having inspected this demo myself it's also worth mentioning this environment is not entirely procedurally generated. It is, rather, procedurally assisted and manually assembled. That distinction is extremely important because PCG is not equipped at this stage to make environments like Electric Dreams entirely procedurally, it still takes a considerable amount of effort to assemble a scene of this caliber.
“Electric Dreams” sounds like the strain of some certain flowers people enjoy
I went to a talk by some of the leading tech artists at Epic who walked us through PCG. Its an extremely powerful system that we will absolutely see in future, but from a development standpoint, takes a long time to learn and setup. The feature is also still in beta and can be considered unstable, so I'd expect it will be a long while before we see this in indie titles.
Imagine this for games like Starfield or Destiny. Every planet generated with this realism, even whole cities and civilizations, random structures, etc.
@@MaplewalnuhtYour delusional takes are breathtaking. The reason why Bethesda and Bungie use their proprietary engine is because it's more customisable and feature rich than unreal.Years of usage and expertise helps in utilising their engine usefully and efficiently. Find me one unreal engine 5 game that runs well right now. Also Creation engine 2 consists of persistence tech which keeps the changes made by the player permanent in the game. Unreal can't do that till now. The only thing unreal 5 is good at is graphics and AI.
So miss with the bullshit of NOT using proprietary. Because the more unreal 5 is used, the more the games look similar and play the same. It's a waste of creativity and differentiation.
@@Maplewalnuht Ya bro sorry for being harsh but i have been seeing many companies move to ue5 since last year like cdred, almost all Xbox studios are using ue5, PlayStation studios and now even Japanese devs are using it like the yakuza devs. It pisses me off cuz many games will look similar and play the same. I want different studios with different teams and cultures to make the games with instilled proprietary engineering so to stand out not only gameplay wise but represent the company itself. I honestly don't know how to explain it. And besides ue5 is an iteration of ue4 so it makes sense that creation, frostbite engines are also an improvement. They are never made by scratch.
@@amanpradhan02 The reason why they still use their outdated engines, instead of developing or creating something new is to cut costs, nothing more, nothing less.
@@MomsRavioli I somewhat agree but that also means it's too costly to make a new engine from sratch hence they use ue5 as outsourcing and managing the engine is easy for devs. Cdprojectred had an amazing engine now they'll use a ue5 which make their games similar to other projects. 2hen you complain for a different engine, they abandon the one that made. It's a sad reality and I don't approve of that. Ue5 will make games like looks alike, not innovative. Just look at Immortals of aveum. Ue5 game with lumen and other features built in, the gamee performance is devastating on PC and console but the game doesn't have any personality or charm. I don't want games to have no soul other than graphics and framerate. That's why I would rather take a unique , old,horrible engine than ie5
@@amanpradhan02It's all on the devs if the games look similar graphic wise not just the engine.
Yes @LevelCap, please keep us up to date on tech, UE5 is freaking awesome!
Yes. It’s looking good and placing assets might be faster when creating a level, however, don’t underestimate the time you’d still spend creating these assets. Sure, you can get a lot from megascans etc, however for creating unique games this just won’t cut it and you’ll end up with a bunch of games looking similar or lacking assets. Also, environments like these also need character, animations and effect to all have this level of quality or they’ll just look way out of place. Something indie devs just aren’t capable of. Be it for time, manpower or other reasons. So in the end, it might look like it’s the next big thing for saving time as an indie, but I don’t believe so. Not even talking about pathing, ai Navigation, collision etc
100% spot on.
Also, megascans without the animated character that makes worlds feel alive is a big thing, because you can definitely tell the world isn't alive when nothing is moving or interacting or dynamically changing. It makes the worlds feel static and like... well, tech demos.
Yep nothing is moving, so even though it looks good, it feels fake and empty
I agree. My other big question is whether it is even feasible to make such a high fidelity environment interactable. I didn't even see footprints or bullet impacts implemented here...
Why be so pessimistic though? In time, with dedicated passionate developers, this could be a HUGE HELP. At the same time, since the rest of the game has to be cohesive, i think that it will all depend on the dev teams
@@isaacashton5772 I'm not pessimistic at all. I'm really excited about the future of game technology. However, I'm not overly optimistic about it either.
We've just reached a point where games actually look like the Samaritan Demo, which is a UE3 Demo. That's 12 years ago.
Yes, AI-enhanced development, even in the tech sector, may reduce the time it takes to see these graphics in a full-blown Battlefield, or it might kill us all, but it won't happen anytime soon. Also, keep in mind that it's not just about what's possible on the most expensive high-end consumer PCs. It's about what's financially profitable, and selling games that only a handful of people can play isn't going to happen. Well, who am I to tell you what's going to happen? We'll just wait and see, I guess.
Pretty graphics, now let's go back to making games that are meant to be enjoyable and are able get more than 40 fps on a top end rig
It's a tech demo called for a reason
If the production is easier maybe we will see a focus on quality gameplay and new ideas.
#facts
100%
Those old games were also once a tech demo at those time
It's like Minecraft world-generation meets photorealism, crazy. So much potential with this.
While this is pretty mind blowing tech, I would really love to see a version of this for urban environments
I can't wait to play a full game with these graphics!
Imagine, fully destructible, procedurally generated multiplayer maps that are never the same.
That would be something veryyy epic
The fact that unreal engine is still free too is mindblowing to me. Especially since it is made by epic games, I would have totally expected them to try to make as much money as possibly off of the incredible new features.
they do make loads of money off it, because they demand percentage from the sale of any game made on their engine (past a certain limit, IIRC 5000 sales?). So the more people use the engine - the happier Epic are.
RIP all AAA behemoth developers that have ignored real gamer input for decades. Looking forward to fun games returning utilizing these graphics and physics!!
Can’t get excited for stuff like this knowing that not even the top of the line computers will ever run any of this in a real game at a stable 60 FPS at the least. Why aren’t we focusing on optimization technology? What’s even the point of cool graphics if you can’t enjoy it?
I can totally see a game like farcry using an engine like this to recreate the beauty of the first farcry game that was set in the islands. Would suit this engine a lot.
Everyday it feels like we get closer to video games becoming more indistinguishable from reality.
look at the game "unrecorded"
I've seen this inside the engines, and what's mind-blowing is most of the meshes (rocks, trees, etc.) are real geometries.
All of the $2 shovelware on Steam is going to look astonishing!
aside from not being able to see much when camera is moving around cause of the motion blur, its sick
Now, only if AAA studios could get their stuff together and make quality games.
EPIC tries to push the limits to get real-life graphics in games but devs. got spoiled greedy and deliver us CRAP at a AAA price as it seems lately. No wonder in the near future for a game with this graphics they will charge us $200 plus DLC, and PASS. DISGUSTING the industry has became. 🤮🤮
Play small titles then! Forever Skies and VoidTrain are both made in Unreal and made by a small team. Look in them! They’re a fun, crafting/looting type games.
One issue that can quickly crop up with this approach: collision hulls and getting stuck. There needs to be still plenty of testing to make this environment not a player-trap, for example by having the player get this in a ravine without an exit.
You get into a ravine without an exit that’s on you 😂 Joking aside, even in RDR2, one of the greatest games ever made, I still had situations like the one you mentioned occur. Including getting stuck on a ledge on the side of a mountain where the only way out was down, i.e. death.
There will always be the need for a hands-on nuanced touch from a developer.
I watched the Epic games presentation of this thing with the Rivian EV pick up truck. Not only is this an insane feat but Unreal Engine was known for a while for "not being an engine for car games", but if you watch that part of the presentation when they drove the car around, total change of stance guaranteed
i just tried the electric dream, what I like with these new next gen graphics is the angle of the things, idk how to describe it but the perception of things and angles are onpoint
Imagine a proper Jurassic Park action/adventure game in Unreal Engine 5.2, based on the 1st 3 Jurassic Park movies.
Single player campaigns to loosely follow the main plot of the movies, but from customizable characters in the roles of Park Rangers (like Robert Muldoon, RIP lol) and InGen hunters and their perspective, their stories at times intersecting with those of the main protagonists of the movies.(John Hammond, Dr.Henry Wu, Ian Malcolm, Alan Grant, Ellie Sattler, Dennis Nedry, Robert Muldoon, Roland Tembo, Ajay Sidhu)
Being a park ranger, walking through hyper realistic jungle environments made in UE 5.2, having to cross the jungle during a power outage to reach and enter a bunker with a backup generator that needs to be turned on (and looking for Muldoon who disappeared on exactly this mission) and then seeing bushes move and hearing raptor sounds.
Or being an InGen hunter on a mission to tranquillize and capture dinosaurs to then transport to the San Diego dino park, flying into the island by helicopter and landing near an Ingen hunter's camp and going out to hunt for dinosaurs after nightfall with big caliber guns and nightvision goggles.
Trying to capture all sorts of dinosaurs that have escaped their enclosures. T Rexes, Raptors, Brachiosauri, Pteranodons...etc
With these graphics. That would be an amazing game.
Somebody explain to me how something that isn’t even a GAME is ‘The most advanced GAME level ever made”!
Been dabbling in UE5 since the early previews. Each release since 5.0 has really stepped things up. It would be nice if hardware would keep up so we could make all the beauty that we see viable for a game.
Yeah that's one of the biggest drawbacks. You can make some awesome looking assets, but things like subtrate + Lumen just aren't viable as part of a real-time runtime with the limitations of today's hardware.
@billywashere6965 odd considering the reveal of UE5 was done using a PS5 with Lumen + Nanite enabled in real time at 1440p 30fps... and that's without any upscaling techniques. This isnt a tech issue, this is a developer issue
@@mysterymeat1216 You know... upon reflection, you're right. This is an optimisation issue. The question is, do you trust today's studios to optimise their UE5 projects to run clean and pristine utilising a lot of these high-end features on today's hardware?
@@billywashere6965 this is the biggest issue with indie studios making games on UE5. They dont know how to optimize everything. Even many large studios don't optimize enough. Really sad to see
@@mysterymeat1216 It was a very prevalent issue with uE4 as well (and technically UE3, but the industry did a much better job back then compensating for many of the engine's faults and setbacks, even while working within the limitations of the hardware). But for sure, a lot of the poor optimisation we've seen from UE4 titles just should not have been given the hardware scaling and availbility of resources to improve frame buffering. But yeah, it's unfortunate how many large studios adopt this kind of lazy approach to making games.
A big win here will be the amount of iteration this will allow. However I don't think it's going to show up on our clients soon, I bet it has a ton of edge cases and optimization challenges. Years away I think.
@@voraxe3032 What's that based on? Besides all the hundreds of games that have implemented it successfully.
Hey LevelCap! I remember good old BF2 times with you^^ - I started playing games with a Amiga 500 and a 20MB HDD (yes, MB!) and it just feels as if it was yesterday and now we see this! Amazing. Unreal.
Wow! Every single game company needs to use this asap! Cannot wait to see actually triple a games use this engine! 🙌 😮
Great video! I just want to say that everything in that level wasn't procedurally placed. A good portion of it was hand placed assets. It's only after the truck drives under the fallen tree in the original demo video that everything is procedural.
Gameplay is King! Just block out the levels with gray boxes and play test until it’s fun , then make it look great. Nobody should need to be nudging around ultra hi-res production quality assets.
levelcap has been releasing some amazing content this year and I'd like to thank Battlefield 2042 for being so bad he doesn't make content for it.
It will still take a few YEARS until whole levels in video games will look like that!
Visually speaking graphics have advanced far, but there are still a Lot of limitations on the physics, which is very immersion breaking in my opinion.
Thankyou !! That's my issue it looks good but interactivity is key , environmental destruction in real time , everything in the game world moved and manipulated etc would be far more impressive but then that would prioritise gameplay over graphics and that's just not about to happen is it 😂
imagine in 10 years we will be playing maps like this, we will get lost for hours in the jungle, caves, climb trees the sounds, water... it will be wonderful
they use Unreal Engine 5 for the Star Wars series (Mandalorian, Ahsoka). Instead of a green screen, they use a gigantic LCD screen for the background.
With the new UE 5.3 version, everything can be made with Nanite geometry, making it very smooth without loss of quality. My RTX 4060 8GB runs it at 120-180 fps. Unreal Engine 5 games are incredibly optimised.
Unreal asset flips are gonna be really interesting now
It's very very cool. But make no mistake - creating the procedural systems and assets on the back end still takes ALOT of work and expertise so not sure how 'indie dev' friendly it is necessarily - for bespoke content that is. Still very cool and I can definitely see user generated procedural presets become the next UE marketplace thing, or indie users taking the procedural setups and replacing the asset collections with their own stuff.
It’s the lighting that’s the most amazing thing to me!
As a massive gamer this gives me goosebumps as to what's coming next!!!
unfortunately big dev teams are lazy and i don't know when we'll see anything remotely this good looking with a decent optimization, story and gameplay
This I believe was originally made for The Rivian vehicle simulation demo hence why its called Electric Dreams.
Crazy to think that Epic can make the best game engine on the market but have the single worst game library, store, and launcher I've ever personally come across. Clearly, they're putting all the effort that should have gone into making Epic Games Launcher not garbage, has gone into making UE engines amazing.
"The amount of time it takes to make a Battlefield 2042 map could be dramatically reduced with with this type of tech without having to sacrifice the visual quality at all" I also bet that it taking less time *doesn't* mean they'll charge less for it, hell they'd try and find a way to charge more for the quicker overturned work.
And to think I am almost 40. My first game system was a used Atari 2600. Then went to a NES. It's crazy how games changed by this much in 30 to 40 years. My dad died in 1995. We had a Sega Genesis back then. So he would be shocked how far we progressed.
This is very lush, some of the greenest digital greenery I have seen yet. This is up there with the best of the best.....Farcry............Crysis....Battlefront 2..........Battlefield 2042.
When they get this kind of tech into a VR headset that will be great
okay. Good for you developers.
But just make the gameplay fun and smooth....
People love the old playstation 2 era games for a reason. They were FUN.
This is what Cloud Imperium Games has been doing with the Planetary level design tech for Star Citizen. The exponential jump in world design these breakthroughs will bring to games is going to be so great.
Just showed this to my wife. She thought it was a real place. Then, when I told her it wasn't, she was mad because we could never go there.
The idea that indie developers can be less restricted by production time makes me wonder if triple A games are going to start having indie sized teams or if they are going to further invest into other developments within the game. Redirected effort could be beneficial but if they just cut the production value and contribute to little extra could be a misleading combo moving forward.
makes me so freaking excited for dragon age. cant wait!!
Can't be excited enough... Giving the power to the people!
Now all we need is these tools becoming public and games supporting community made custom maps and mods again.. There's so much talent outthere, and some great games came out of being mods first.. It adds a lot of value to the base game as well..
But I doubt it though, because it will eat into the "premium" DLC business model that the industry prefers these days, especially with popular AAA-games..
Seeing all this just makes me even more excited to go out there and buy myself a Xbox SeriesX .Seriously
Why the xbox series x? I love it but why the xbox and not a pc or play station 5?
1:40 Not strictly true about quality. Im aan Artist working for a AAA company. You will have to sacrifice quality as an indie. Tools like PCG (which arent new to our projects) have to be Carefully controlled and planned.
It looks great but it's hard to see with the motion blur.
Interesting you bringing up Battlefield 2042 in an example about level design... They were clueless when designing levels for that game.
There is an added layer of confusion to the question that you didn't touch on here.
The wheels.... if the wheels are unable to match the speed of the moving runway, the plane will move backwards and thus not be able to take off 🤔
Take the wheels away (use a sea plane), and the plane will be unable to increase its airspeed until the thrust of the plane's engines/prop overcome the frictionof the road surface.
This system is nothing new, but the exciting part is that it is integrated in the engine. The same could be achieved with a Software like Houdini and its Houdini Engine, but having it for free and inside the actual game engine makes iteration on the actual procedural instructions you give, much easier and faster.
The price tag also makes it accessible for indie devs that are not in need of a full procedural DCC software.
I’m a simple man, I see a Levelcap video, I click it. First one to view, first time to comment.
Fantastic,imagine VR there will no need to go outside for a country walk .
I'm super excited! And I would love hearing regular updates on that kinda stuff from you, especially if that's something that interests you a lot!
God the lighting is INSANE!
quite an amazing level of tech to discover as a ramble the YT in the evening. thank you for sharing this insight
this is disgustingly beautiful... will we finally get anything close to this in a real game?
"Most advances level ever made, that will NEVER come out in any game"
I want too start seeing oldschool style fps shooters with modern graphics and mapping like this.
I’d buy this game just to explore… wouldn’t care about any puzzles or fighting, because the graphics are awesome.
All this great tech and Epic Games will never revisit the Unreal Franchise ever again...
Imagine a randomly generated world like that with different biomes and animals with advanced AI in a survival or an extraction or a battle royale type of video game, this is a dream
holy shit make up ur mind
I would love to see WarThunder with these graphics... the tank battles would be next level... literally
The amount of games that looked like their tech demo in the history of gaming: 0
Gaming for the past 30+ years. I think the concept of generative AI is the next big step in automating manual tasks. Think "build me this", "code me that" but in smaller pieces that need to be tweaked and improved by a human. The core repetitive tasks especially.
I like the game tech content from your channel, love to see more like these. Thanks.
We saw something like this 3 years ago in a PS5 demo but still there are no games even close to this.
always seeing these tech demo's, never seeing them in games.
2:15 no they wouldn't. They'd only have to move a grey box. No experienced developer is gonna design a level's layout with finalized assets, they're gonna use grey boxes.
For years we saw these graphics but not a game ...
Cant wait to set everything to low. Do people actually play with graphics maxed anyway? I'd take crystal clear jaggy edges instead of the fluffy post processing these kinds of graphics always come with.
Let's be fair, games like Green Hell, The Forest etc would benefit soooo much from this all.
I'm sceptical about this tech becoming of much use to most indie gamedevs that will be aiming to make something relatively complex.
Because the ugly issue of "We need an unique custom model specific to our game's setting or story right over _there._ Oh shit, we made it, it is pretty cool-looking by itself, but next to these beautiful photoscanned assets it looks like _absolute dogshit_ and sticks out like a sore thumb" will inevitably appear.
Now developers just have to remember how to create fun ganeplay too
Advanced =/= Detailed.
The most advanced level is the one that allows a bunch of systems to come together.
Not a walking simulator.
It is truly astonishing how digital forests and rock formations are recreated with great care down to the smallest detail, while we ruthlessly ruin the real world. But in the end, it is all about the same issue: making money.
I really wish there were compiled exe versions of these demos for the plebs such as myself.
I hope it won't result in a slew of games that all look and feel the same...
Unfortunately the Steam store is full of UE4-asset flips using UE Marketplace asset packs. Expect the same thing from many upcoming indie-based UE5 games.
Well it's a gaming news channel so I'd say it's pretty good for content. Love it myself. Personally I like to see peeks "behind the curtain". Helps me appreciate the work that went into these games we play.
Great video! I love how Fortnite money has enabled Epic to focus on being the most cutting-edge instead of being a sub-par-looking engine (pre-UE5). However, they still need to focus on optimization. The stuff they showcase is at least 3-4 years away from actually being seen in a AAA title, and I hope it runs well when it comes out.
Looks stunning. Hope Ark Survival Ascended looks a little like this.
Honestly... Technology is so advanced today & Impressive that I inspire that I want to become a Video game Designer for Unreal Engine... The amount of games that can be produced & what I think You brought up a very valid statement. "I would hope that Game developers would allow players to utilize the whole map... Instead of just a few bits & pieces or border that doesn't allow you to go further out... (Of course on exception to Map world edge & if the world is already massive as is anyway...
God knows how many hours it must have taken to make a level like that… and the player can just run through it in a few seconds during gameplay without even noticing the level of detail
I would love to have this as a walking simulator game
I am also using ue 5... Although a newbie learning from scratch, it really inspire me to keep continuing and be better in the future ☺️