Total War making no real engine improvements besides shiner light and textures is sad. Armies have been the same size since Rome I. If anything they've gotten smaller with the latest games having hero units and so forth.
While there may be battles in both games, they are not the same and shouldn't be compared. This game is set them up and watch them go.... like dominoes.
@@crispy6311 but, the AI still has to make calculations and the fact that they can have So many units without lag is insane. Or course the engine would need to have improvements for a TW style game - but the foundation is there.
@@forecastumbrella1626 It kinda is. Always has been. The only difference between this and TW, is the formation and size of battles. And the positioning of your troops. Other than that, this UPBS2 does a better work at pathfinding, Ai decisions and number of character/optimization than TW has ever done.
@@Wisdomisgood448 there is no excuse for total war not being able to have realistic army and battle sizes. It's such a shame that no one has came in to sweep up the market. I cant imagine a playing a total war style game set in the napoleonic age with battles of 100k plus men over realistic battlefield sizes. It can be done.
What an astonishing technology. Some ideas for the future, imagine PvP, where both sides can spend a certain amount of points to buy units of their choice and lead your army to victory through the tactical and strategical decision like formation, defend/attack location, etc. And in the end, having different factions who have different units and powers. Think of it, as our all beloved classic Heroes of Might and Magic III, gathering resources, building out castles, and buying units but next level battles where you can have all your army units physically on screen, 100K dragons, 500K archers, and so on. You're simply just getting started and the foundation you've built has an enormous potential curve.
The Battle Of Leipzig 1813 had 500,000 men on the field. about 5 - 4 million were at Stalingrad. But this, 10 million men! Jesus Christ. Someone really needs to contact Total war. This could be revolutionary.
@@AbrahamLincoln4 Stalingrad was not really a battle, it was an operation. It consisted of many battles taking place over several months and over an enormous amount of territory. In the city itself, the number of troops on each side (at any one time) was in the tens of thousands range, and the individual battles were quite small, typically involving no more than a few hundred soldiers (a few thousand at most) fighting over some factory workshop, gully or hill.
Can't say when I was so impressed for the last time about technology and inovation... this legit blew my mind away. You guys, did the impossible, reinvented the wheel and put your middle finger to the giant AAA publishers that it can be done! LEGENDS!
The implications for wargames and battlefield simulations are enormous! Is this GPU offloading of the AI pathfinding proprietary or built into the engine you're licensing? In either case I hope you are seriously considering licensing this technology to other developers.
I can't wait! I'm a huge UEBS 1 fan! @brilliantgamestudios 1. Is there going to be a map editor AND unit editor? 2. Spawning in so many units I expect there to be issues with terrain. Will there by some kind of system to adjust position so units will still spawn in, instead of getting skipped if there is a rock or tree in the way? 3. With so many units, will there be a more complex score screen at the end? Instead of just during the game telling how many kills each team has, maybe a screen after the battle showing how many kills each unit type received? 4. Will there be more advanced order options available? For example: defend for 2min, then attack
We plan to go much further with both mod support, as well as player and story driven campaigns. We haven't looked into 'safety' in spawning yet, but we want to try to improve upon UEBS1 spawning(Since we have the GPU to go through all the potential spawn positions). And yes we plan to improve upon the score screen. Orders and RTS elements are our next focus in development, so I'm sure we will have some info soon!
@@brilliantgamestudios Is your story gonna be like walls of text explaining what's going on or is it gonna be like full-on cutscenes and main characters?
There needs to be a system implemented in this simulator where players can recreate Hollywood battles. The AI has to pair off one on one in order to simulate a battle in which both forces intermingle, allowing for the carnage to spread out and not clump in one battle line. Let the player duke it out with wtv models come our way, its purely visual and so why not have us play our favorite film battles, if not make out own Hollywood fight! great work guys, you've made tons of us happy. XD
Absolutely amazing. I cant wait for part two of this! You really have set the new standard. As an engineer I'm am just beyond fascinated by all the tech this has!
Amazing tech, wish other games could implement this into their games. Imagine Total War game with proper framerate, and even more units on screen. damn
I am pretty sure you wouldn't want this in Total War as I am sure this simulation isn't precise enough for any real strategy game with player's interaction. Also I can't imagine TW animation system being offseted this heavily on GPU because of how context aware animations are. This technology is of course great however I would be skeptical to its application to real strategy games (outside maybe that compute shader usage for some early rough AI pathfinding sweep)
It would be cool if people could change army shapes, like if you have a group of Spartans you could make them more spread out from each other or in a certain formation
you can...also you can modify their hp, attack, defense and speed. not to mention the workshop where people create new characters like ogres, jedi, mechs and so on...possibilities are endless
I am so happy that many of my dreams come true in one game!Thank you for these videos and thank you for makimg the change in gaming history!Can't wait for what comes in the future!🤘
AAA developer: I don't need to improve my engine, it is already good Indie developer: today I want to make the next gen engine that can handle millions of entities
6:03 lmao, that looks like a battle straight out of the apocalypse in the end times of humanity, just switch the opposing side with demons or man-eating aliens or zombies instead of humans
Some more ideas I brainstormed: (sorry if they are already mentioned somewhere else, I'm not the best at reading or listening) -Allow more than 8 types of troops in the battle at once -Some(weaker) troops lose health over time if damaged badly(to mimic bleeding) -Troops that can fly -Troops that can swim -A map editor mode so we can add structures or change the landscape of maps -Troops will do less damage/move slower/have lower accuracy when their health is lower(because their hurt) -Allow the player to give certain orders to troops Ex. advance/retreat/regroup mid-battle -Add a viewing mode where the camera moves around with the action without the player controlling -More god powers!!!! -Be able to change the weapon of certain troops -Be able to give troops abilities when customizing ex. zombie effect, able to block some attacks, etc.
Imagine if this was multiplayer and each side could set up their own side strategically using the terrain and pre-defined troops to defeat the other side!
I think that would just be wayyy too much. The arrows have to disappear for optimization purposes, and millions of ragdolls really would not work. Also they've got minor details left and right, they literally blink and flex their pecs, what else could you ask for?
This is crazy. Good devs actually optimizing the game. Also on UEBS 1 I'm having problems loading some maps like war torn. I start up a game even with only like 500 units, and it won't get past the loading screen. Anyone know how to fix.(also my gpu is a 1660 ti).
Not as bad as you might think! I never sat through the whole battle, but I've had battles in the millions finish in as little as 10 minutes. Completely depends on the layout.
@@brilliantgamestudios Please tell us that you're working on a way to make a strategy based game with this technology... Imagine Medieval Total War with this technology... It'd be amazing.
@@brilliantgamestudios What if you had a battle speed setting that adjusted how long it takes for the units to kill each other so that the player wouldn't have to adjust each unit types stats in the customizer beforehand?
@@lilporky8565 To be honest, I think that would ruin balancing. I painstakingly edited all of my units, to get them perfect, and I would much prefer it the way it was than a much more simplified version.
What I would like to see is some decent artillery like trebuchets and cannons, and a ww1 set of units, this game looks like its going to be amazing, but like the total war games it gets limited, in total war you have only a limited number of units In uebs 2 you may not have the variety like total war but you have more in terms of numbers, that's why I think artillery would be amazing in this, just to see if 10000 British can overcome a charge across the map while cannons on the other side bombard them
Truly amazing. Along with the gaming implications like Total War, UEBS2 can be to recreate historical battles true to scale. Imagine battles like Cannae, Leipzig, Waterloo, Hastings, Yorktown, Thermopylae, Alexander's Campaign, etc. all accurately portrayed. Hopefully the final game would come with a robust map making and control systems so timelines of these battles can be programmed. We can then have a better idea of the scale of these history-making conflicts.
Here is something to consider adding, knockback. Such as, if a soldier is hit in shoulder, they actually react to it instead of just continuing to run.
The best part about UEBS 1 was making armies fight in places with chokepoints so the bodies piled up, or setting a group of uber units to stand still while tens of thousands came in from all around. 60K was the most the game could comfortably handle without lagging so I stuck with that but now I am definitely looking forward to UEBS 2 coming out
I have a few questions... Will we be able to save replays of our battles? Can we save the battles themselves so we can play them again at a later time? Are we gonna have really really big castles? Can we have really really big units? Like, Godzilla sized units? How complex can the unit ai really get? Could they have an optional stat for morale, where if they take enough damage or witness enough death around them they would retreat? Can we set different formations instead of having just squares and rectangles? Can we have units move in formation where they all move slower but in unison and never break from a certain shape unless they have to for, let's say, a hallway? Could we put archers on a "skirmish" mode like in total war so they don't just stand around while they're getting stabbed? Would that conflict with the pathing of any ai moving behind them? None of these are deal breakers and I realize some of this may be a bit much to ask, but I definitely think they would be very nice improvements to have, should it be possible to implement them. On a final note, that pathing render was a sight to behold. Chef kisses for days, my friend.
All that's needed next is unit control, morale, and a few more elaborate combat animations + more collision mass and you have a total war killer. Imagine what a battle like Cannae would look like on this engine.. If it can handle 10 million soldiers then 100k should be easy. Or even Napoleonic era battles, though I am guessing that would require a bit more work due to firing mechanics and marching in formation etc. It's very impressive!
Hey eubs is it possible you can make it so everyone on the battlefield could be fighting instead of the frontlines, that would be cool, like armies would merge instead of fighting in a line, the community has asked for this for awhile and I wanted to know if something like this is coming
As cool as that sounds, it isn't realistic whatsoever. And yes I know this game isn't all about realism, but large scale melee battles weren't a mass of people fighting, nobody would know who was enemy or ally.
@@RSpracticalshooting yes indeed that was a problem, I just suggested this since battles this big could take an hour or more, it would be cool if Robert made a new modding system so people do add new units but also create maps or mod the AI, even though that probably won’t happen still it’s a good idea
Maybe some people want that. But I wager equally many don't. I certainly wouldn't. Giant armies clashing in giant frontlines, with the push and pull of territorial gains and losses - is far more interesting than Hollywood style clusterfuck where you have no idea what's going on or who is winning.
You can already do this in UEBS1, just spawn 2 armies on top of eachother! However, if 2 armies are running at eachother, a frontline is almost impossible to avoid. For them to spread out and fight among eachother, would require the AI to run past thousands of enemies ignoring them.
3:53 he says he did the 10mil with an rx 6800 and according to userbenchmark a 3080 would be faster. gpu.userbenchmark.com/Compare/Nvidia-RTX-3080-vs-AMD-RX-6800/4080vs4088
I hope more units from more movies appear on this too. Nobody is making units for the game anymore. I've seen some stupid units made while so many like: Soviet, British ww2, North Korean, isis, & Civil War soldiers. Other 40k units like Whiteshields, ogryns, ratlings, Kriegsmen, tyranids, catachans, Orks, bloodaxes, etc Judges, Terminators, Leaf ninja, Frieza force, One Piece Marines, saibamen, etc still havent been made for this game.
If the 2nd game becomes popular enough with all of the improvements (which I think it will) and mod support is good then I bet we will see a lot more custom units, fingers crossed.
You are insane can't wait to buy the game Also is there a way maybe to make unit formations at least for the human player And how many people are in the developer team
GPU Memory Plays A Big Role In Max Units GPU is by far the greatest factor in performance in UEBS2. The great news is, performance completely scales with the power of the GPU, but there is one important factor at play. GPU memory. If you max out the memory of your GPU, unfortunately performance can suddenly go from playable, to completely unplayable. This is because each AI runs on the GPU, therefore it's properties must be present on the memory. We have worked very hard to optimize and keep memory down, but I'll try to give you a good idea of the numbers of units you can expect in memory numbers. Keep in mind, these numbers will likely change closer to release. 3-4 gigs Cards - Max recommended units: 100 - 500k(These cards CAN reach 1 million but you risk stutters and slow downs). 6 - 8 Gig cards - Max recommended units: 1 - 4 million. 10 - 16 Gig cards - Max recommended units: 4 - 10 million. 20 - 24 gig cards - Max recommended units: 10 - 16 million. (Estimation since we do not own any card over 16gigs).
Hey, do these characters use rigs? How did you managed to put so many on the screen. Obviously I'm not asking for a how to, just a direction in which to look forward to achieve something similar. Edit: I suspected vertex animation, but you say everything is rigged now? Just.. how..
Yes, every character uses bone/skeleton animation. It was a huge challenge to program, especially with GPU memory. But we found some magical solutions. Unfortunately that's really all the info we can share though!
@@brilliantgamestudios Hm I understand, its a custom engine after all. Do you believe something similar is replicable in Unity for example? Using unity dots system
Now for the important question. Will we be able to make a cavlary charge trough an army killing enemies as they ride trough, or will they stop on the frontline like UEBS1?
I can't wait till this becomes the standard, no more unit caps at 10k with lags like *total war series as much as I like the games. In the next few years technology will have advanced so much that anything less than displayed here will be considered below standard. Simple copy paste redundant legacy code for the same old functionality won't cut it any more, this change of mind and together with emerging new technology we can do what was once thought unbelievable and make it an exciting reality.
If you could make that every one of these warriors is controlled by player, that would be amazing... first large scale battle experience in history of gaming.
is there a chance for units to have and be able to switch between ranged and melee modes? also maybe units set to defend having a small perimeter they can move in to engage enemy, because otherwise standing units are always at a disadvantage
Hey brilliantgamestudios. Loving UEBSII so far but I do have a issue. My game is running super inconsistent: 3 million total unit's a month or two ago ran at around 60fps. 1.5 million about 3 weeks ago ran about the same. But just now I did another 1.5 milllion battle and it is running at 5fps. Is there any way too make it more consistent? That is my only issue so far with the game. Thank you so much dev's , it's a masterpiece? (One more question. Are there any plans too add cavalry?
Seem suspicious, it way too much, i can’t believe, and this also a 3d model, even classic doom that use sprite cant do 1 millions, maybe it f a k e? maybe not
In this video they used RX 6800 and it could do 10 million characters at once. A single RTX 3090 is 70% faster so in theory it should be able to do 17 million.
You guys REALLY need to create a game similar to Total War (with a campaign map, cities, political systems, economies) with real time battles like this. You could even do a Space Game with massive fleets duking it out. Game would sell like hot cakes.
How many FPS would my RTX 2060 go if I put 10 million characters? Nor is it that I am going to put so many characters but seeing the potential that there is.
would be nice to be able to make a group composed of different units. and also a dynamic fight system, to avoid the clear line between the opposing groups when they collide! would be super cool to see like the two groups blend in, like in movies or something like that.
While Total War has been resting on its laurels for the past 10 years, indie developers created this technology. Absolutely incredible!
Total War making no real engine improvements besides shiner light and textures is sad. Armies have been the same size since Rome I. If anything they've gotten smaller with the latest games having hero units and so forth.
While there may be battles in both games, they are not the same and shouldn't be compared. This game is set them up and watch them go.... like dominoes.
@@crispy6311 but, the AI still has to make calculations and the fact that they can have So many units without lag is insane. Or course the engine would need to have improvements for a TW style game - but the foundation is there.
@@forecastumbrella1626 It kinda is. Always has been. The only difference between this and TW, is the formation and size of battles. And the positioning of your troops. Other than that, this UPBS2 does a better work at pathfinding, Ai decisions and number of character/optimization than TW has ever done.
@@Wisdomisgood448 there is no excuse for total war not being able to have realistic army and battle sizes. It's such a shame that no one has came in to sweep up the market. I cant imagine a playing a total war style game set in the napoleonic age with battles of 100k plus men over realistic battlefield sizes. It can be done.
What an astonishing technology. Some ideas for the future, imagine PvP, where both sides can spend a certain amount of points to buy units of their choice and lead your army to victory through the tactical and strategical decision like formation, defend/attack location, etc. And in the end, having different factions who have different units and powers. Think of it, as our all beloved classic Heroes of Might and Magic III, gathering resources, building out castles, and buying units but next level battles where you can have all your army units physically on screen, 100K dragons, 500K archers, and so on. You're simply just getting started and the foundation you've built has an enormous potential curve.
so..... Total War.... XD
@@q.m.5454 :P
This is so fu*king good idea. But it would be nice if its have also AI Opponents, not only pvp.
Fuuuuuuuuuuuck you could totally fucking do HoMM now!! You are a genius!
so Squad ?
The largest battles in history had less than a tenth of the scale we just witnessed
The Battle Of Leipzig 1813 had 500,000 men on the field. about 5 - 4 million were at Stalingrad.
But this, 10 million men! Jesus Christ. Someone really needs to contact Total war. This could be revolutionary.
@@AbrahamLincoln4 Stalingrad was not really a battle, it was an operation. It consisted of many battles taking place over several months and over an enormous amount of territory. In the city itself, the number of troops on each side (at any one time) was in the tens of thousands range, and the individual battles were quite small, typically involving no more than a few hundred soldiers (a few thousand at most) fighting over some factory workshop, gully or hill.
Can't say when I was so impressed for the last time about technology and inovation... this legit blew my mind away. You guys, did the impossible, reinvented the wheel and put your middle finger to the giant AAA publishers that it can be done!
LEGENDS!
That I call O P T I M I Z A T I O N.
The implications for wargames and battlefield simulations are enormous! Is this GPU offloading of the AI pathfinding proprietary or built into the engine you're licensing? In either case I hope you are seriously considering licensing this technology to other developers.
I heard that the pathfinding itself was done on the GPU !
@CHRZ CZON huh?
TOTAL WAR MUST SEE THIS
@CHRZ CZONLegion uses cheap tricks too. Not all characters are 3D while this is.
Please let us do different battle formations (phalanx, triangular, encirclement, etc.)! That's all I ask ;-;
YES WE NEED THAT!
my potato will be turned into a chip after this is out!
Rather in an atom
Or planck lenght
I can't wait! I'm a huge UEBS 1 fan!
@brilliantgamestudios
1. Is there going to be a map editor AND unit editor?
2. Spawning in so many units I expect there to be issues with terrain. Will there by some kind of system to adjust position so units will still spawn in, instead of getting skipped if there is a rock or tree in the way?
3. With so many units, will there be a more complex score screen at the end? Instead of just during the game telling how many kills each team has, maybe a screen after the battle showing how many kills each unit type received?
4. Will there be more advanced order options available? For example: defend for 2min, then attack
We plan to go much further with both mod support, as well as player and story driven campaigns. We haven't looked into 'safety' in spawning yet, but we want to try to improve upon UEBS1 spawning(Since we have the GPU to go through all the potential spawn positions). And yes we plan to improve upon the score screen. Orders and RTS elements are our next focus in development, so I'm sure we will have some info soon!
@@brilliantgamestudios story driven campaigns? woo
@@brilliantgamestudios Is your story gonna be like walls of text explaining what's going on or is it gonna be like full-on cutscenes and main characters?
There needs to be a system implemented in this simulator where players can recreate Hollywood battles. The AI has to pair off one on one in order to simulate a battle in which both forces intermingle, allowing for the carnage to spread out and not clump in one battle line. Let the player duke it out with wtv models come our way, its purely visual and so why not have us play our favorite film battles, if not make out own Hollywood fight! great work guys, you've made tons of us happy. XD
Absolutely amazing.
I cant wait for part two of this! You really have set the new standard. As an engineer I'm am just beyond fascinated by all the tech this has!
Finally. Maybe in my lifetime we can get a lord of the rings Minas Tirith epic seige!
Minas tirith is a very minuscule battle compared to this lol
My 3090 is waiting for this game.
We wish we had one!
@@brilliantgamestudios lol
@@brilliantgamestudios I give you the card and you give me EA now! ^^
@@Sicaoui Stay thirsty.
Same here 😏
I love how its like "oh thats not that many i could probably do that on uebs1" and then the camera pans and its like "holy shit"
My new gaming PC: Finally a worthy opponent . OUR BATTLE WILL BE LEGENDARY.
Amazing tech, wish other games could implement this into their games.
Imagine Total War game with proper framerate, and even more units on screen. damn
I am pretty sure you wouldn't want this in Total War as I am sure this simulation isn't precise enough for any real strategy game with player's interaction. Also I can't imagine TW animation system being offseted this heavily on GPU because of how context aware animations are. This technology is of course great however I would be skeptical to its application to real strategy games (outside maybe that compute shader usage for some early rough AI pathfinding sweep)
It would be cool if people could change army shapes, like if you have a group of Spartans you could make them more spread out from each other or in a certain formation
you can...also you can modify their hp, attack, defense and speed. not to mention the workshop where people create new characters like ogres, jedi, mechs and so on...possibilities are endless
I am so happy that many of my dreams come true in one game!Thank you for these videos and thank you for makimg the change in gaming history!Can't wait for what comes in the future!🤘
AAA developer: I don't need to improve my engine, it is already good
Indie developer: today I want to make the next gen engine that can handle millions of entities
6:03 lmao, that looks like a battle straight out of the apocalypse in the end times of humanity, just switch the opposing side with demons or man-eating aliens or zombies instead of humans
I finally see different coloured Spartans, more realistic Spartans, and better Spartans under better clouds. Good job, Brilliant Spartan.
You guys really live up to your name, huh? This is something absolutely *brilliant.*
i cant even see whats happening half of the time with all the units on the battlefield this is epic
Some more ideas I brainstormed:
(sorry if they are already mentioned somewhere else, I'm not the best at reading or listening)
-Allow more than 8 types of troops in the battle at once
-Some(weaker) troops lose health over time if damaged badly(to mimic bleeding)
-Troops that can fly
-Troops that can swim
-A map editor mode so we can add structures or change the landscape of maps
-Troops will do less damage/move slower/have lower accuracy when their health is lower(because their hurt)
-Allow the player to give certain orders to troops Ex. advance/retreat/regroup mid-battle
-Add a viewing mode where the camera moves around with the action without the player controlling
-More god powers!!!!
-Be able to change the weapon of certain troops
-Be able to give troops abilities when customizing ex. zombie effect, able to block some attacks, etc.
Imagine if this was multiplayer and each side could set up their own side strategically using the terrain and pre-defined troops to defeat the other side!
Awesome idea. I always wanna try something like that but with the actual 100000 units on screen not just 10 big avatars of them.
Wow they almost flow like fluid, that's amazing.
That's purely amazing, you guys are beast
I would love to see arrows staying on dead bodies, ragdoll and some minors details added to this game
I think that would just be wayyy too much. The arrows have to disappear for optimization purposes, and millions of ragdolls really would not work. Also they've got minor details left and right, they literally blink and flex their pecs, what else could you ask for?
@@xitcix8360 Yeah ofc i know it would burn my pc but anyway
Who knows. Technology is getting better and better over time. So I guess it's possible.
I love UEBS2 so much. Every battle is incredible. Big shoutout to the devs for this!!
I love watching ants. Now just make a giant juice box I can pour on all of them as they're fighting.
That's called a nuke. Watching millions of little bugs fly and scatter is gonna be fucking awesome
This is crazy. Good devs actually optimizing the game. Also on UEBS 1 I'm having problems loading some maps like war torn. I start up a game even with only like 500 units, and it won't get past the loading screen. Anyone know how to fix.(also my gpu is a 1660 ti).
Imagine waiting for that battle to finish
Not as bad as you might think! I never sat through the whole battle, but I've had battles in the millions finish in as little as 10 minutes. Completely depends on the layout.
@@brilliantgamestudios woa really that’s great! I can’t wait
@@brilliantgamestudios Please tell us that you're working on a way to make a strategy based game with this technology... Imagine Medieval Total War with this technology... It'd be amazing.
@@brilliantgamestudios What if you had a battle speed setting that adjusted how long it takes for the units to kill each other so that the player wouldn't have to adjust each unit types stats in the customizer beforehand?
@@lilporky8565 To be honest, I think that would ruin balancing. I painstakingly edited all of my units, to get them perfect, and I would much prefer it the way it was than a much more simplified version.
I am just being amazed of how your PC can pull this off without laggy or something
What I would like to see is some decent artillery like trebuchets and cannons, and a ww1 set of units, this game looks like its going to be amazing, but like the total war games it gets limited, in total war you have only a limited number of units In uebs 2 you may not have the variety like total war but you have more in terms of numbers, that's why I think artillery would be amazing in this, just to see if 10000 British can overcome a charge across the map while cannons on the other side bombard them
No doubt they will be adding more units, they've gone this far and seem incredibly dedicated to add even more.
anything can happen. I'm sure Total War can learn from this.
Probably the Creative Assembly studio is on fire after watching the Ultimate Epic Battle Simulator 2 recordings... :D
Now multiply that by 750 and you have the entire world's population.
Truly amazing. Along with the gaming implications like Total War, UEBS2 can be to recreate historical battles true to scale. Imagine battles like Cannae, Leipzig, Waterloo, Hastings, Yorktown, Thermopylae, Alexander's Campaign, etc. all accurately portrayed. Hopefully the final game would come with a robust map making and control systems so timelines of these battles can be programmed. We can then have a better idea of the scale of these history-making conflicts.
Goddamn Brilliant! Can't wait to buy the full release version!
How many team / different types of units wil be allowed to be deployed?
that would be interresting too know, was really diappointemd with this on the first game
This looks super cool! I hope the modding scene takes off once this comes out - I'd love to create massive 40k battles with the new engine.
Imperial Fists vs Iron hands 👌👌👌.
Imagine costume maps
These devs have so many people fighting at once it is basically almost 2x the people of Scotland that are participating in this fight
pov: you are soldier, waiting 3 hours in queue, in the hot sun, just to reach your first enemy.
Here is something to consider adding, knockback. Such as, if a soldier is hit in shoulder, they actually react to it instead of just continuing to run.
The game is all based on the GPU. Me with my 3080 ti, millions? rookie numbers
huh, so that's what 6 million people on the ground look like from a drone's viewpoint
The best part about UEBS 1 was making armies fight in places with chokepoints so the bodies piled up, or setting a group of uber units to stand still while tens of thousands came in from all around. 60K was the most the game could comfortably handle without lagging so I stuck with that but now I am definitely looking forward to UEBS 2 coming out
Thanks for making this possible
I have a few questions...
Will we be able to save replays of our battles? Can we save the battles themselves so we can play them again at a later time? Are we gonna have really really big castles? Can we have really really big units? Like, Godzilla sized units? How complex can the unit ai really get? Could they have an optional stat for morale, where if they take enough damage or witness enough death around them they would retreat? Can we set different formations instead of having just squares and rectangles? Can we have units move in formation where they all move slower but in unison and never break from a certain shape unless they have to for, let's say, a hallway? Could we put archers on a "skirmish" mode like in total war so they don't just stand around while they're getting stabbed? Would that conflict with the pathing of any ai moving behind them? None of these are deal breakers and I realize some of this may be a bit much to ask, but I definitely think they would be very nice improvements to have, should it be possible to implement them.
On a final note, that pathing render was a sight to behold. Chef kisses for days, my friend.
All that's needed next is unit control, morale, and a few more elaborate combat animations + more collision mass and you have a total war killer. Imagine what a battle like Cannae would look like on this engine.. If it can handle 10 million soldiers then 100k should be easy.
Or even Napoleonic era battles, though I am guessing that would require a bit more work due to firing mechanics and marching in formation etc. It's very impressive!
Hey eubs is it possible you can make it so everyone on the battlefield could be fighting instead of the frontlines, that would be cool, like armies would merge instead of fighting in a line, the community has asked for this for awhile and I wanted to know if something like this is coming
As cool as that sounds, it isn't realistic whatsoever. And yes I know this game isn't all about realism, but large scale melee battles weren't a mass of people fighting, nobody would know who was enemy or ally.
@@RSpracticalshooting yes indeed that was a problem, I just suggested this since battles this big could take an hour or more, it would be cool if Robert made a new modding system so people do add new units but also create maps or mod the AI, even though that probably won’t happen still it’s a good idea
Maybe some people want that. But I wager equally many don't. I certainly wouldn't. Giant armies clashing in giant frontlines, with the push and pull of territorial gains and losses - is far more interesting than Hollywood style clusterfuck where you have no idea what's going on or who is winning.
You can already do this in UEBS1, just spawn 2 armies on top of eachother! However, if 2 armies are running at eachother, a frontline is almost impossible to avoid. For them to spread out and fight among eachother, would require the AI to run past thousands of enemies ignoring them.
@@brilliantgamestudios lmao I never thought of that imma try it
I have 2 questions
1. Will there be vehicles
2. Will there be custom maps you can make yourself
If I were to dare try this on my pathetic thing, 20 fps would be a gold throne.
You can always try 5 million units for 40 fps!
@@Tom-he9zr but i want 20 million ugh
10 millions oh man
As he showed more units my eyes began to pop out. Imagine a Lord Of The Rings battle in this game.
Imagine this game would be available in mobile phones in the near future
I have a rtx 3080, do you know how much power that can provide for the game Robert?
you'll be fine what gpu he used is basically as powerful as a 3080.
3:53 he says he did the 10mil with an rx 6800 and according to userbenchmark a 3080 would be faster. gpu.userbenchmark.com/Compare/Nvidia-RTX-3080-vs-AMD-RX-6800/4080vs4088
@@michiplayz7591 The steam page right now only includes the windows operating system, so probably no.
I hope more units from more movies appear on this too. Nobody is making units for the game anymore.
I've seen some stupid units made while so many like:
Soviet, British ww2, North Korean, isis, & Civil War soldiers.
Other 40k units like Whiteshields, ogryns, ratlings, Kriegsmen, tyranids, catachans, Orks, bloodaxes, etc
Judges, Terminators, Leaf ninja, Frieza force, One Piece Marines, saibamen, etc still havent been made for this game.
If the 2nd game becomes popular enough with all of the improvements (which I think it will) and mod support is good then I bet we will see a lot more custom units, fingers crossed.
"warhammer"
do you mean 40K? Because there is this little game trilogy for warhammer called Total war: Warhammer
Absurd.. can you imagine this combined with total war AND mount and blade all in one game.. I would cry
1:35 Ah yes, the trailer for the Ultimate Volcano Simulator.
I really do hope Total war implements this technology to be able to play bigger scale battles
You are insane can't wait to buy the game
Also is there a way maybe to make unit formations at least for the human player
And how many people are in the developer team
Don't buy - use Torrent!
GPU Memory Plays A Big Role In Max Units
GPU is by far the greatest factor in performance in UEBS2. The great news is, performance completely scales with the power of the GPU, but there is one important factor at play. GPU memory. If you max out the memory of your GPU, unfortunately performance can suddenly go from playable, to completely unplayable. This is because each AI runs on the GPU, therefore it's properties must be present on the memory.
We have worked very hard to optimize and keep memory down, but I'll try to give you a good idea of the numbers of units you can expect in memory numbers. Keep in mind, these numbers will likely change closer to release.
3-4 gigs Cards - Max recommended units: 100 - 500k(These cards CAN reach 1 million but you risk stutters and slow downs).
6 - 8 Gig cards - Max recommended units: 1 - 4 million.
10 - 16 Gig cards - Max recommended units: 4 - 10 million.
20 - 24 gig cards - Max recommended units: 10 - 16 million. (Estimation since we do not own any card over 16gigs).
Is there plans for a console Version? But only for the next gen I don't think the old ones are alle to handle that
Can there be a setting that they only run and attack at a certain range
Man the one thing I’m wondering is if it’d be possible to invest in Brilliant! This is going to be incredible!
Imagine creating a city with millions of people in it in the future. Cant wait
Hey, do these characters use rigs? How did you managed to put so many on the screen. Obviously I'm not asking for a how to, just a direction in which to look forward to achieve something similar.
Edit: I suspected vertex animation, but you say everything is rigged now? Just.. how..
Yes, every character uses bone/skeleton animation. It was a huge challenge to program, especially with GPU memory. But we found some magical solutions. Unfortunately that's really all the info we can share though!
@@brilliantgamestudios Hm I understand, its a custom engine after all. Do you believe something similar is replicable in Unity for example? Using unity dots system
Now for the important question.
Will we be able to make a cavlary charge trough an army killing enemies as they ride trough, or will they stop on the frontline like UEBS1?
I can't wait till this becomes the standard, no more unit caps at 10k with lags like *total war series as much as I like the games. In the next few years
technology will have advanced so much that anything less than displayed here will be considered below standard. Simple copy paste redundant legacy code for the same old functionality won't cut it any more, this change of mind and together with emerging new technology we can do what was once thought unbelievable and make it an exciting reality.
What if 10 million soldiers all want to crap at the same time? Could be messy!
Beautiful.
Could you make a civilian unit that runs away from the enemy cause i wanna remake the world war zombies scean
If you could make that every one of these warriors is controlled by player, that would be amazing... first large scale battle experience in history of gaming.
That intro was insane. :D Unfortunately the size and cost of a graphic's card to be able to enjoy this with most PCs must be insane also.
is there a chance for units to have and be able to switch between ranged and melee modes? also maybe units set to defend having a small perimeter they can move in to engage enemy, because otherwise standing units are always at a disadvantage
You need to add terrain texture "pile of corpses" and rise terrain applying this texture, so when two crowds collide it will form a mountain ridge.
It already does.
Ants would be really proud of this game
How long until we can have literally a billion enemies on screen?
Hey brilliantgamestudios. Loving UEBSII so far but I do have a issue.
My game is running super inconsistent: 3 million total unit's a month or two ago ran at around 60fps. 1.5 million about 3 weeks ago ran about the same. But just now I did another 1.5 milllion battle and it is running at 5fps. Is there any way too make it more consistent?
That is my only issue so far with the game. Thank you so much dev's , it's a masterpiece? (One more question. Are there any plans too add cavalry?
Imagine if this code works with distractible physics. That would change so many games
Perhaps you can do a WWII style game? I could imagine trenches, infantry, possibly even hundreds of planes. Just a thought...
dude imagine 380 million fucking zombies at this scale like the world war z books
Could you actually get a certified record for this?
Seem suspicious, it way too much, i can’t believe, and this also a 3d model, even classic doom that use sprite cant do 1 millions, maybe it f a k e? maybe not
can't wait to simulate some space marines vs some green skins with their dakka on
10 million units possible with the RTX 3090SLI?
In this video they used RX 6800 and it could do 10 million characters at once. A single RTX 3090 is 70% faster so in theory it should be able to do 17 million.
You should add a siege tower I think that would be a really awesome unit, also a trebuchet and ballista would be awesome too
Pretty awesome tech, hats off to the devs that made this possible
You guys REALLY need to create a game similar to Total War (with a campaign map, cities, political systems, economies) with real time battles like this. You could even do a Space Game with massive fleets duking it out. Game would sell like hot cakes.
I can't wait for the videos that are gonna be done with this game.
Yes but will there be a point to this game this time around or will it be about just setting things up and watching them go again?
How love how his frames go up has the number of ppl on screen increases 💀
- Soldier 153,024 "who farted!?!?!... god really... hold that in!"
Wish there were ragdolls for the death animations.
no
That would just be wayyy too much, this game is absolutely insane, but no machine can run 1,000,000 ragdolls in real time.
@@xitcix8360 from what I hear they're making an in-house physics engine, likely to tackle stuff like that. don't quote me on that, though.
@@steven.2602 Yeah, I just got back from the fluid simulation, and I am just going to stop doubting those absolutely god-like devs
How many FPS would my RTX 2060 go if I put 10 million characters?
Nor is it that I am going to put so many characters but seeing the potential that there is.
wait until some mobile games gets a hold of the footage at 5:30
Oh damn you're right. These clips will be used for years to come in strategy mobile games
would be nice to be able to make a group composed of different units. and also a dynamic fight system, to avoid the clear line between the opposing groups when they collide! would be super cool to see like the two groups blend in, like in movies or something like that.
whatta fakka whatta beast !
i hope this also has a multi GPU support.
Wouldn't you love the hardware this is running on
Soo I'm guessing this is not going to be on the Xbox one
Why is the background music soo familiar 😭😭😭it's killing me plz tell me the name