Because untalented people use it, duh. They're not making their own engine, just grabbing something that already exists and doing nothing innovating afterwards 'cause it's easy.
We’re hitting a ceiling with graphics fidelity, and hitting rock bottom with game development studios Graphics cards are 40-50% the cost of a custom built PC And video games are actively trying to drain your bank account with “early access fomo” battle passes and 4 hour dlc content that costs as much as a full game The state of gaming needs a reboot
With the Billions lost only this year (Concord, Star Wars Outlaws, Skull&Bones etc.), and Sony freaking out about the lukewarm reception of Ghost of Yotei. There’ll be a lot of changes, or studios will close down.
I feel like Steam should change their policy to be able to ALWAYS refund a game that's in early access. That should give some incentive to actually develop the game and only release it when it's finished or at least give incentive to put in max effort to make it something amazing. This or prevent companies from selling early access titles at all.
@@jeroenvdw Not always, that's wrong. A longer period of time, maybe? Setting a limit to 20 hours played - 2 months instead of 2h played and 2 weeks for normal games, that would work. But ALWAYS? Nope, that would be unfair. If the game is in early access for 1-2 years, you could just sink 1500 hours in it and then refund it when it comes out because you're just sick of it and don't enjoy it anymore. How would that make sense?
@@WhosPawqbecause the game is in alpha/beta, so much can change before the final version. If at some point in beta they give a disappointing update I think it's fair to refund. Games used to be released when they were actually finished, which usually resulted in way better games. If a developer wants to cash in on a game they are still working on then I also think it's fair to refund at any given time while it's still in beta.
This is completely unrealistic. The character they used isn't 260lbs overweight and didn't have to stop once to wheeze and use a puffer just walking in a straight line like normal people. I can't be immersed if the fat rolls wouldn't completely envelop me like a 500R curve monitor!
The intro animation to Wukong where rocks fall was so janky. Physics were great and the graphivs, but the physics for the boulders were terrible. Aside from that, beautiful game
@@DrewAk49 I hope you're not mixing up skinny people with slim people which is a common mistake these days much like people claiming that morbidly obese people... aren't.
Photo realism needs to be backed up by a whole lot of interaction for actual realism to emerge. Every invisible wall you walk against, unbreakable chair, immovable box, ect. is another reason your brain has to think that it's not actually realistic.
@@tempest2056Back to the 2010’s with fun and engaging stories with multiple outcomes (for replayability). Less focus on graphics, and even less on identity politics (which, btw, really doesn’t belong in escapism/entertainment). Don’t do a Concord, Forspoken, Dustborn, Star Wars Outlaws, Skull&Bones.
@@NorseGraphic That's definitely what I'm aiming for, I miss the classic games that were just about the games and the environment it sets you in. My game is a horror but an exploration experience. A story that has multiple twisted ending, some good and some bad, special Easter eggs that can lead to new areas and core mechanics that seems to have been lost in modern gaming. I'm going to sell a game that's the full package, as simple as that, cosmetics - go unlock them in game, don't spend money, Gladiator mode - not a paid dlc, just multiplayer fun.
Its played on a PS5, not even a Pro, they cranked everything in whats possible, the Performance in a game would be much better, nobody will use 1000 lights in one scene
True. Better performance. Less input lag. Higher fps. And more focus on gameplay. That is what makes games great. I would even prefer solving the ping issue over fancy graphics
As someone wrote: "How is it that engines are evolving so much, but the games made with it are evolving backwards" Pretty easy explanation....on one hand you have this amazing tool that has the ability to craft a beautiful marvel in the right hands of a craftsman...... On the other hand you have a craftsman who has SOME knowledge to utilize said tool but has no real skill, ability, ingenuity or the creativity to fully bring out the tools full potential to make the art..... That and DEI along with other woke agendas who misuses a brilliant tool only to craft a bastardized product. Bastardized: A Breakdown Bastardized is an adjective that implies something has been corrupted or degraded from its original state. It often suggests a mixture or combination that is impure or inferior. Common Connotations: * Degraded: Something that has been lowered in quality or value. * Corrupted: Something that has been spoiled or made impure. * Hybrid: A mixture of different elements, often seen as inferior or illegitimate. Examples of Usage: * Bastardized version: A flawed or inferior copy of the original. * Bastardized language: A language that has evolved through a mixture of influences, often seen as less pure. * Bastardized culture: A culture that has been influenced by foreign elements, often seen as a loss of authenticity.
an exception is not the standard. for 1 successful indie game, hundreds fail. people like you see 1 that makes it and don't see the rest hundreds that don't make it.
Better engines are making developers lazy. They have all this new environmental technology, but in almost every new game, you can't even interact with anything in the world anymore.
This is a cope. "Interacting with things" was a thing in the past because in the past, around the HL2 era, physics simulation was THE selling point. Even then, it wasn't even a gameplay factor in a lot of those games. Now THE selling point is graphics. You see where this is going? They're cutting out things they don't need and focusing on things that players themselves are hyperfocused on. There are very few games from the past where physics actually mattered, and now they're cutting them out, for that very reason.
Every tech demo since the dawn of computer graphics is always that visually awesome and smooth because people never remember that fx, shadows, lighting, and post-processing are just A part of a game; but as soon that devs include physics, NPCs ai, and all necessary logic in their games, framerate goes to shit.
@@kintsugi3932No, like he said. Add more system into it and it will go to shit. This was a barebone walking trough a map. No mechanics, no things beside the graphics that works in the background.
@@aleksandarkurbalija For gameplay to tank the framerate, you'd need a CPU-bound game. NPC AI is the greatest contributor to CPU usage. Physics have been handled by the graphics cards for well over a decade and gameplay logic only really impacts framerate before optimization. If anything, the biggest contributor to CPU usage in the past would have been LODs. If you're thinking in terms of specs, the GPU in a PS5 is really only as good as a 20 series NVIDIA GPU could be, and the CPU isn't anything out of the world either. The console is already 4 years old, and its components a few more. Games are mostly GPU-bound, and most of that is due to graphics. CPU-bound games are esport titles, simulations and strategy games. These are not tech demo-type games. While I'd agree that *in general* tech demo tend to be ahead by virtue of being pre-rendered or limiting their scope, this is very different for UE 5.0 and up. They run each demo in real time on realistic hardware, and the games that came out since proved that it was not just for show. I also disagree on gameplay and AI being the biggest contributor to past differences between demos and games. They had just always kept to smaller scenes where they could put more man-hours than would be realistic for a game studio to put at such a small scale. Just look at the UE4 demos that were symptomatic of that, or the Unity demos that continue to do that.
@Exilum the biggest difference is the fact they can easily optimise the scene to the hardware a.k.a ps5 in this case, any game that is made for PC has a much harder time with performance because they have to manage it for so many different configurations etc. Also op isn't completely wrong about there fact there's an impact from no gameplay happening, no visual fx, particle effects from action etc. Etc. So once you factor in those things you need to tune other things down so you can maintain playable frame rates while those are happening. Its taken ue5 about 4 years to get somewhat close to the original tech demos, with only a couple titles.
@@Mark-vr7pt I meant with this technology. The only one I can recall is Wukong, which I skipped bc I don't like souls games but that's beside the point.
No jokes. I recall how older games transcended their limitations by clever tricks or programming while delivering higher quality. Hell, even the buggy messes tgat some of them were had better ganeplay. Now we are are left with unpalettable overpriced unplayable slop akin to polished turds.
@@anbuninjagod5507 You don't know what optimization means? It's everything from file sizes to FPS to game constantly crashing and on and on. Now every game is over 100GB crashes constantly and runs like garbage so you have to turn down the graphics which defeats the ENTIRE POINT of the file sizes being so big. Optimizing you game means fixing bugs, lowering polygons in certain areas, stopping the bloat of too many assets, compressing textures, etc.
@@fbussier80 Exactly look at games like the Witcher 3 or the Arkham Knight which look better than a lot of the games coming out today almost 10 YEARS later. Then go even earlier and devs were able to make a feature complete game that only takes 4-6GB on your computer and runs at 200FPS.
While it did look amazing, it's just a demo. Practical application is usually not as smooth and straight forward. I.e. CDPR reported that they're straight up replacing certain key systems within UE5 for their needs due to unresolvable performance issues. Not tweaking, replacing. Traversal and shader stutter comp. has been a massive problem for years, but what's more indicative is that Epic didn't bother to even being fixing those issues until they got essentially called out on it by outlets such as DF. The reality is UE is essentially a monopoly atm in regards to middleware and with no competition Epic clearly doesn't feel any pressure to resolve issues with their systems. Demos usually look amazing, but it's better to approach it with healthy skepticism until proven otherwise.
People using games like Arkham Knight as an example how older games look "better" dont know that its running on a very modified UE3. Back in the day dev studios even while using licensed engines were developing their own tools and tech on top of them to fit their design and development pipelines to a point where after some revisions those engines were so modified they basically became proprietary internal tech. No one is even trying to make own tools to fit their vision nowadays they just try pushing Unreals base to fit their shit so its "working" through some maccaroni weird ass temporary solutions at best a lot more so than it was back in the day. Reminder that DUNIA aka engine that Far Cry games are using since Far Cry 2 was developed as a modified fork of Cry Engine by one(!) fucking guy named Kirmaan Aboobaker. Just look at ForzaTech and how Playground modified it so well to their own applications through years,Horizon games are beautiful and they work incredibly well while being massive open world titles while Turn10 using "same" engine last year released insanely unoptimized turd that takes 10GB of VRAM in 1080P on medium preset in closed track environments lmao. I wonder how Turn10 feels since they gave their own tech to other studio and said studio modified it to beautiful degree while they themselves dont know what the actual fuck they're doing with their own engine. This matters and ForzaTech is a perfect example showcasing how different studios utilize same base with vastly different results.
@@accountnotfound4209the guys at cdproject red seem to know what they are doing with unreal engine and I believe they have support from epic games. But I do agree that I would have liked to see them continue with the red engine or a completely new engine.
As a game dev and generalist 3d artist it’s so amazing how much you can now create solo, not only all those new features allow to work faster but it also require much less expertise on all the rendering tricks that would have allowed to accomplish the desired visual. The accessibility to assets also greatly improved the solo dev experience. 8 years ago I would have taken 4 month with a team of 20 people to create something I could now do solo in 2 weeks. All this time saved if spent into playtesting and getting perfect gameplay loops can only lead to better games in the future. Thanks epic you make my life every month smoother
I started playing Valheim the other week. My new "game of the year" frankly. It reminded me of how much we've lost in all these modern flashy visuals - with character models that look like they're from the late 90s, and textures from the PS1, it nevertheless manages to not only have more atmosphere and more artistic value than a heap of these UE titles, but it also comes packed with all the kinds of features we should be expecting as standard now, like deformable terrain, enemies that can destroy buildings, trees that fall over realistically smashing other scenery, really fun core gameplay, and multiplayer that lets me set up my own dedicated server if I want to with the minimum of fuss.
Valheim is a prime example of masterful Art Direction. Other examples include Jet Set Radio, Vagrant Story, ICO, Yoshi's Island, Commandos 2, FF9, MGS2, Zelda WW, Stray. Games that look amazing even tens of years after release. But most people unfortunately prefer hollow games with good graphics over every other aspect that makes a game good and will spit in your face if you mention a soft that runs at 30fps and doesn't look like real life nowadays.
@@TrynePlague I'd include even MGS1 - played that recently via emulation, and despite me having been a PC snob at the time it first came out... what really stood out to me was the art direction. It looked good, now, going straight from modern titles. Also playing Unreal Tournament 1 with the wife and friends recently, and they're all younger than me and never played it the first time around, and the visuals clicked with them instantly; memorable, readable, attractive. But yeah, speaking of Valheim, what really impressed me was that little extra effort of slightly randomising the shape of each component you build so that overlapping elements don't actually look awful, and you don't get a strong tiling effect. I think that's the thing that really makes or breaks the art direction - whether it has those little extra splashes, those extra strokes, those little moments on the canvas that didn't NEED to be there, but were added anyway.
I have over 500 hours in Valheim and I hard disagree. The ground can deform only 8 meters down or up and if you deform it too much, the framerate is heavily impacted. Terraforming for a base is a nightmarish task even in creative mode with devcommands with how unevenly the ground reacts to Hoe and Pickaxe, also Stamina is needed for that. Also there are numerous reviews on Steam that say they expected devs would improve the game, but most of suggestions are being shouted into the void. For example there're still no search bars or categories for items at crafting stations. This is not ok for a game to be in early acces for over 3 years and still not have these basic feature. There are many more issues with Valheim's gameplay there could be a book about it. For example why tf are equipped items still in inventory, or that you cannot hit an enemy on a slight slope but it can still hit you. I also loved Valheim on my first playthrough, but I cannot bring myself to play Ashlands after knowing how much devs ignore QoL.
I agree with jankxyard.... while Valheim is very good it has some major flaws which is why I stopped playing. 1. The enemy bosses are basically sleeping couch potatoes waiting for you to kill them.
@@NTJedi I was actually exclusively talking about Art Direction. Of course it has flaws in gameplay and technique. Very very few games do not. Probably none. Nothing made by humans is perfect.. Maybe good old Tetris is?
The Unreal Engine hype is unwarranted. Almost all of their effort is put into making impressive looking demos rather than an engine for playable games. As a game developer, I had to quit working with Unreal Engine 5 because it was so poorly optimized. The image quality of this demo is very poor. If you put on your glasses and go to the original video, it's still extremely blurry. The image is clearly AI upscaled, the actual rendering of the "game" in this showcase is at 720p maximum. And while the video is uploaded to UA-cam at 60FPS, if you move frame by frame you will see that the showcase is running at 30FPS. And keep in mind, this is the engine running WITHOUT gameplay on super computers. People have been tricked into thinking AI upscaling is superior to anti-aliasing, because they compare it to the worse AA method TAA. And also their magical "nanite+lumen" rendering technically fixes traditional overdraw, but replaces it with work done on mesh shaders and virtual light maps, which is bad because this actually eats up your graphic's card resources more. Don't be gas-lit into thinking these are just UA-cam compression artifacts. There's a reason Epic isn't developing a next-gen open world RPG on their supposedly mind-blowing engine.
tbf though I play ASA and while it does run at 40-60 fps on max settings it look absolutely incredible. It's easily the most beautiful game I've ever played in terms of raw graphical ability. I play on a i7-11700k and 4070 Ti
The engine is probably not for everyone and every project. UE gives you a plethora of tools, but it is impossible for any piece of software to be custom-tailored to all projects out of the box. I think to really utilize the engine to its full potential you need programmers with a deep understanding of graphics APIs, vector maths and linear algebra.
Let's see an engine where all those objects can be moved into inventory or destroyed. A pretty picture which is not part of the game world is just a pretty picture.
It's ok to have better lightings... But: - What about physics? - What about destruction and interaction with the scenery? - What about the wind, and the spread of fire? - What about realistic fluids? Why do some games released over 15 years ago use technologies that 98% of current games no longer use?
The things you've described are rather unnecessary in the current gaming market. (It would be better if the AAA industry can give us great games first and foremost, and they're doing everything but that...)
The showcase was live on a ps5, so a PC should run the games with no issues. Optimization does need work though. Both from Engine standpoint & Dev standpoint. But more often than not, its a skill issue from the Dev.
As a solo game dev the tools getting better and more accessible is helping bridge the gap between indie and triple a games. This making passion projects more viable just need some innovation in the marketing side of things
I like the random person asking "what about the gameplay" during an engine tech demo. They aren't demonstrating a game, they're showing off render tech.
I don't mind the washed out look for objects in the distance but in this demo even the main character looks hazy, the trees around him only 10 feet away got that hazy look. I guess they went for that cinematic look and downloaded a LUT pack designed for Lightroom; nothing is pure black and nothing is pure white.
Not really discussed but games can look pretty close to this with baking. The reason this is nuts is because this is live, the lights can be changed and updated, turned off and on, etc. The amount of lights they're using is crazy, in a traditional workflow you'd bake the lighting in, place probs down and so on just to get something as nice while also not being able to update on the fly (there are some tricks but still expensive). So yah, people can say games have looked similar in the past but they were not doing lights like this and for the most part used a lot of trickery to make it feel like what Unreal is actually doing in the demo. It's pretty crazy, hopefully in an actual product performance is as good as they're hinting at here as well, but that's probably down to how well you know Unreal even if it's possible to get it to run on a PS5 level machine.
Dynamic lighting has been done before and is well documented? What they are advertising here is performance for a huge number of light sources, but they have given no performance stats at all, it's a complete fake demo. Unreal's new features have been dogshit recently, for example Nanite is a well constructed lie inside of demos and bought out articles which simply decreases performance unless the assets are incredibly unoptimized. Unreal's flagship products are now TAA and AI up-samplers which cover for the shite graphical fidelity and performance brought by their terrible optimizations. There is no reason to trust them on this demo, really since the camera movements are so slow, DOF and upscalers are turned to fuck (the nasty ass blur), we can more assume that this is another one of their deceptions The parts in this demo which made people wow were the pretty sequences when turning on lights, and the cool animations of moving shit, not the lighting itself.
@@kerch00 I wasn't claiming dynamic light was new? I was clearly talking about the idea of getting the quality of baked lighting with dynamic lighting which is difficult to get in a large setting. And I already speculated about performance as well. We'll have to see what the system is like outside of a walking sim.
Other Unreal Engine 5 games felt like PS4 era where games like Red Dead Redemption 2 & Ghost of Tsushima were beating them in graphics. Only Black Myth Wukong felt like true UE5 game so far.
UE5 was released in 2022, game dev cycle usually takes 3 to 5 years minimum. The only game j know that use UE5 are Once Human and Wukong. And both were initially developed with UE4 and then migrated afaik. Basically if we want to see those features in games, we need to wait at least another 2 to 3 years, but probably 5. This presentation is not for gamers, they are for developers
@@Mark-vr7pt I remember watching tech demo for UE4 back in the day for developers and thought we can't get better than this. But Black Myth Wukong is the first game that showed me it's true capabilities. Previously, I thought Horizon Forbidden West did the best showcase for the true next gen games but UE5 engine showed its superiority to me. Hopefully we get more of these because the immersion is simply astounding if designed properly.
The first REAL Unreal 5 game with the features in mind being included in ART direction will be Witcher 4. this is based on dev cycle alone. 2026/2027 games. Even Black Myth Wukong only have the early features.
@@Mark-vr7pt Ark ascendant uses UE5 and its maybe about a year old. Ark survival which is the old version from UE4 looks mostly better and performs better. Unreal 5 looks great with games that are not rushed and pride is put into their making.
Pax Dei "make look more damaged" function is a throwaway. Its a feature that is fairly simple to implement, but takes a lot of resources you could use for other stuff. I've put it in, then removed it, from a dozen projects tbh. You just have different materials for the mesh that swap depending on the items durability stat..... That's it. That's the whole feature. But it means you need to store in memory EVERY material for that item, rather than just one. Multiply it by every durability item in the game, and the load scales. It is prolly only possible now because they can do some of it server side with that layering update. And don't talk to me about "you don't need to ALWAYS store it". That requires good dispatcher and interface coding, good luck with actually finding that, and you still might have to check every material if the event is unlucky, so your max load stays the same, you only drop your average load. Edit: And yes, I HAVE been freaking out over the neuralink guy playing games.
Literally stopped caring about this shit when the entire industry keeps shitting out unomptimized trash, implementing tech that serves no real function to visual design or anything and relies on fsr and other crap to compensate because devs either dont know how to optimize or think it doesnt matter. Im more impressed by arkham knight or farcry 2 or gta4 than i am this shit, because it has great design or runs well or just has more interesting mechanics, think of it as like, its hard to write something good with few words.
@@KingK0ma I guess you also think its gamers fault for not buying concord lmao. Im not gonna "get whatever I get" maybe you like getting dominated and diddled by devs but I and others dont like something we dont buy it
Yes, exactly, most people dont want photorealistic game, to be honest i liked assasins creed unity more, it just needs to be in a good artistic style and has to have a vision and excellent gameplay, they lost sight of what is important for the customers and just want amaze shareholders and investors...
I aways felt door lighting and light sources was the thing I struggled with the most with UE. I constantly ran into performance issues and it felt so limiting. This is a very welcome addition indeed!!
I remember walking out of the spaceship on Na Pali back in 1999 to the greatest scenery I'd ever seen in my life, thinking this was peak. I had about 10 fps on our family computer, but the graphics was something else man, and the soundtrack is great even today. My how things have changed.
Yeah, they got worse. Now you have flashy visuals, with nothing much beneath the surface. Remember when you first encountered the healing plant seeds, and you were like, wow what is this? And you dropped a seed... and watched it shrink/sink into the ground... and watched a plant grow in its place before your very eyes, maturing until fruit emerged, with healing value changing depending on whether you had allowed the plant to fully mature. Remember when you first fought a Skaarj Trooper and saw him run over to a weapon and actually pick it up, and then dodge left and right like a bot instead of behaving like a regular NPC? Remember when you first discovered that every single weapon had an alternate fire, effectively doubling the true loadout at your disposal? When was the last time a modern game actually introduced so many new ideas in a single title?
the problem with unreal engine 3 4 5, you name it, i've been there, it's that development cost is EXPONANTIALY HIGHER because the engine requires a lot of experienced game developers to make a outstanding game, that does not rely on plug and play assets
it's not a problem with an engine, though. It shouldn't provide you easy way to make an outstanding game. But it's providing a way to do so. Your competence is on yourself
Of course, that's obvious, the more detailed you want to get, the hardest it gets, sadly companies don't care enough to put the effort into it, but with time, this will be easier, as new things are made, so even if we won't get it now, in 10 years, this will be the minimum standard.
@@STFNmoto It's also because big games take 5-8 years to be made, and most of the ones that will release in the next years, are already too deep in development to start using this now, so only games starting development in 2025 or later really have a chance to even consider using this. A lot of people don't really think about that, and I'd say it's the first reason on why advancements are not really noticeable until 5-10 years go by.
just another technology update that will make developers lazy af and not optimize their game, making it a bloatware that even after 10 years, low end pc cant still run their ol ass game. Still amaze how I can run Elden Ring on High settings on my low-end pc meanwhile other games are cooking mine.
Name one other game that actually has a similar level of fidelity that is cooking your PC, because it shouldn't be a surprise that your low-end PC can't run an old-ass engine. Btw - the performance hit in ER for activating RT is way higher than in any UE5 game, despite the UE5 games having higher fidelity RT. That's the consequence of lazy developers not integrating it into their game properly.
assassin creed odyssey and origins also the new lords of the fallen are cooking my pc. I can run Witcher 3 and ghost of tsushima on 60fps at medium settings, very good, Nioh 2, Wo long & MH Rise/Sunbreak as well.
Wukong is the type of games that can be done in ue5: empty levels to the point it's almost a walking simulator, screen percentage set by default at 70% and upscaled, and only 3 characters on the screen max; and the game will still stutter because they refuse to add the option to compile shaders completely before runtime. To make a different type of game you have to disable nanite, disable lumen, disable volumetrics, and optimize the assets aggressively, while keeping screen percentage at 70% and upscale with TSR or any other method. The default empty level of a UE5 project runs at 80fps, from 120, on a 2070, and it's set by default at 75% screen percentage upscaled with tsr. The 2070 is the base recommended specs for all games right now.
battlefront 2 forest scenes looked just as good as black myth wackon. idk why people react to it as it is something new, it's a good game for sure but it's not like the perfect example of what ue5 is capable of. the performance is crap compared to bf2 while looking almost the same
Photogrammetry. There are some games proving that its not dead like Witchfire. That game performs and looks like a triple A title should and is made by 12 people (Team has grown a bit bigger now)
Gamers have the memory of a goldfish. I swear if a company uploaded the Crysis 3 trailer today, everyone would shit themselves at how "amazing" it looks. Meanwhile you can run Crysis 3 on a potato computer.
Yep, be aware it is just a walking simulator in demo. If you add a real game logic and your update loop cost at least 3ms well... You better optimize visuals as usual
"rip consoles" guys, the demo is running on a PS5, they say it very clearly at 10:35 and they even invite people to check the live demo on Xbox expo floor right next to that mark, too.
I'm hate when people say, "let's get right into it" then take half of the time on the intro speech. If you're a game dev and you say those words, just hit play on your video and sit back.
Too bad Unreal engine games never look/run this good, this is why the Décima engine is superior, just take a look at some of décima's games, it's impressive how décima can make big beautiful open world games like Horizon Forbidden West and Death Stranding run buttery smooth on the ps5
@@RenderingUser It's not just better it's just incomparable. Show me a short movie made in Eevee and I'll show you real-time gameplay that will make a foul out of you.
@@xtr.7662 Killzone shadow fall was one of the first games that truly made me go "wow" back in the day. Obviously meant to show-case what the console could do graphics wise. I played the crap out of that campaign and multiplayer...
it's interesting, it seems everyone seems surprised that a new engine perk does not mean that a new game is better, but when developers start building a game, they start with a version that is several years old by the time they release because game engines update faster than they would be able to port them over when the games are big. the features introduced today are mostly for the games introduced in two years from what I have seen.
still depends on the Dev, these advancements are there, its accessible, but working with it is not easy. Asmon saying about the lighting improvements from previous Unreal versions, most of it is not Unreal's limitation, its the devs and the device limitation. Eitherway, Art style > graphics so for Devs out there, just do your game, if its fun regardless of the graphics (just look lethal company) it still a game.
Unreal will make great advancements when they let us take out all the bloat and just use the parts we need. Also make an SDK that isn't dogshit. Imagine asking users to unpack and repack the entire game every time they want to make a tiny mod.
All of these UE5 games are very static. For example player cannot modify terrain. Using UE5, it would be very hard to make a game like Valheim or Enshrouded where player can freely modify terrain. Many developers tried to create survival games using UE5 and all those games are very basic: no terrain modification, no complex building
Bit sad really, especially considering that Valheim runs on a potato (or at least, it runs on the Steam Deck without trouble). Especially sad when you consider that games like Sacrifice back in 2000 had terrain deformation.
In standard UE5 players can't modify terrain. There is an external "Voxel Plugin" that allows terrain modification, but I've never seen it used in any game. Game developers are afraid to use external plugins because it's an additional risk. It would be better if Epic added voxel support directly to core engine
Terrain manipulation and the lack of it is a limitation of the engine currently, but it's also something that will change in the future. Also it's very very difficult to include terraforming in a game when the player count is in the thousands. In Valheim, you essentially create an entity each time you hit the ground and form a new shape, it's not possible to do that on a large scale.
@@TommiSRP "but it's also something that will change in the future" I mean, terrain manipulation has been in games for a very long time. You would think by 2024 it shouldn't be a "future feature" for the oh-so-impressive Unreal Engine.
The thing to keep in mind with unreal is that a lot this stuff has been possible for awhile, it just required a lot of thought in optimizing assets and scenes, creating LOD's, Light baking, exc. What's impressive about unreal is it allows artists to create freely without worrying about optimization, however it is not more performant then traditional methods, just cheaper and quicker.
If all the objects in the scene don't react to any physics of any kind, it's basically just a fancier 3D wallpaper, not impressive. The lighting improvements are nice, but I want to see physics improvements.
@@AlexParkYT oh absolutely wukong wouldn’t have been as good as it was if it wasn’t for UE5 I absolutely agree and I recognise how extremely impressive this technology is and hope that one day we can enjoy both graphics like this with the performance of performance mode but studios must always prioritise gameplay first IMO.
no plateau, the next step past raytracing is realtime pathtracing, the stuff that makes single image scenes. UE5 has already made great leaps towards realtime pathtracing, it takes around 5s to render out an image that would have taken maya 10m a few years ago.
Hell yeah now I can have thousands of light rays reflect between the fat folds of diverse characters This is very cool though. Would be interested in seeing a benchmark though
Yeah, a demo they say was running on ps5 must be true right? Just like the famous anthem E3 "gameplay" show case and watch dogs gameplay trailer and many more. Look at the performance of the most optimized UE5 game now it will be a miracle if we will have a game using half of UE 5.5's features running at a playable framerate without excessive upscaling on a 1500 dollar GPU. A demo like this can always be tweak to show what they want you to believe, better get your expectation in check.
1:53 correct me if I’m wrong but if these assets are real world items that have been scanned instead of digitally generated things does this mean the texture pack the game is using is “life” ??
yup, nothing new tho. dice did this with battlefront 2015. they basically scanned the real life red woods and the textures are still better than any game out today AND it runs 8k native, ultra settings no upscaling bs 90fps on my 4090. sure unreal engine now "can" look better than frostbite engine from 2015. but at 4x less performance.
I don't disagree with the sentiment of shitty stories in games, but let's keep in mind, this is not on the engine devs ... this is on the game's writers and designers and creative directors. An engine can only help you make a good lookin and smooth running game, but not a GOOD game.
Arguably, necessity is the mother of invention - there's a reason all the most innovative genre-defining titles emerged in the 90s and early 2000s; when it's more difficult to do a thing, the end result is often better quality. Making things easier to produce does not tend to make them better... it just makes people lazy.
@@NicholasBrakespear i think that's not wrong in general, but not applicable in this case. The people making the game engines are not the same people who make the game's story. So if such a tool were to make someone lazy, it would be the programmers, not the writers who are unaffected by said tool. also, theres a few reasons for the things you described that are much more likey: 1. good old nostalgia vs recency: just like in music or art, we consider old titles much more "genre defining/ influential /innovative." because they have been around for much longer. 2. video games are potentially much more profitable, but also cost more, making them higher risk. Being innovative is a risk, because it's possible you won't find a target audience. And 5 guys in their basement making a flop is not the same as a 500 person studio making a flop.
It's hard to appreciate engine improvements when you know modern devs won't be able to make a good game with it. Incompetent writers is only half of it. There are also incompetent developers who can't optimise their game, so you get 30fps on a 4090
@@thomasmann4536 There's a crisis of competence across the board, on every level of gamedev, from design and decision making, to art direction to grunt work. Games look mid, have shallow game mechanics, unimpressive gameplay, writing fitting entirely on a spectrum between cringe and atrocious and they require hardware well above of how they present themselves. Being innovative is not a risk - it is a risk when you're creatively bankrupt and throw stuff at the wall to see what sticks. It doesn't help that people who make games, rarely seem to play them themselves these days... so of course you have entire dev teams making game and not understanding why that one game they've made was a colossal success and everything ever after was a flop. That's why sequels are reinventing a wheel on stuff that worked and carry on stuff that was annoying/bad - complete disconnect from the medium you're supposed to be a master of.
@@Micromation i feel like you are contradicting yourself here... if a studio makes sequels based on their winning formula THAT is a sign of actually understanding what they do, especially if they are able to replicate that success. Because, believe it or not, being able to create a good RPG does not mean you can create a good MOBA. These are two different things, just like sci fi authors don't necessarily write good romance. That doesn't make them bad authors. also, nobody said gamedevs are supposed to be masters of anything. You think they were born with that knowledge or what? lastly, youre talking like all games are like what you described. Now, I cant say for certain, but im gonna make a guess here and say that you havent played every single game in existence, so maybe you dont have a full picture. In case youre looking for good games who do have nice game mechanics, good writing and al lthe other things you found the games youve played lacking in, I'll drop some names here: Baldurs Gate 3, God of War (2018) + Ragnarök, Black Myth Wukong, Elden Ring, just to name a few. imma make a bold guess here: the reason you said this in the first place is because you see a lot more bad games now. But that is because there are A LOT MORE GAMES out there. Back in the days, there was no gamedev schools, no YT tutorials, no engines for free. The only way to become a gamedev was to know other gamedevs and learn from them and work with them.
You will need a Nvidia 4090 graphic card to see those improved effects. For most people who can only afford a budget or mid range card, this means little to be honest.
The realistic graphics in games are truly impressive, but it’s frustrating to see how some games don’t offer the same experience for all players. For those who don’t have powerful devices, the situation becomes even more complicated, as the lack of sufficient optimizations prevents the game from running smoothly. It’s ridiculous to see an FPS stutter so much in modes that should be more accessible. It would be great if developers paid more attention to including adjustments that allow for fluid gameplay on more modest hardware. Some ideas could include graphics configuration adjustments, performance modes, and constant updates to improve the game’s code. Additionally, the community often creates mods that help with optimization, which is also an interesting avenue. Ultimately, it’s essential for games to be accessible to everyone, regardless of the hardware we have.
The thing with todays games not looking that good is that these are the cutting edge features that devs and companies and designers need to get used to to be able fully incorporate them into new games, so there always will be a lag of couple of years before we can truly see things like this in games.
It’s the unreal cheapening effect. Unreal keeps getting better but it’s so ubiquitous and identifiable that it actually gives a “cheap” feeling to games. Think about how people used to think that 60fps looked cheap in movies because that’s what tv shows used.
Its cheap because people just use the out of the box tools rather then adjusting to fit their art style. Its a lack of art direction. You can have the greatest hammer in the world but if every nail you trying to hit, misses, then its not the tool but the artist.
only bad thing I'm thinking pretending to epic games adding to unreal tournament creative island maps and new unreal tournament skins everyone hates it
Photorealisim is bland af without good art direction behind it. Graphical fidelity isn't enough, you need to design things in ways that make them visually impressive.
I play old xbox 360 games with my mates, because they're fun. I don't care how realistic it is, if the game mechanics are аss. And the demo looks like it's from 2012...
garbage because to get slight improvement the hardware resources demand are drastically increased. so on the consumer side their pc cant catchup i dare them to open afterburner to show just how much resources it pulled up just to get 5:17 scene running, including cpu, gpu usage as well as ram and vram usage
It was running on base PS5 to show good performance..., so rx6700xt should run it without problems... it's not their fault that devs do bad job optimizing games.
@@TheJohn_HighwayIt looks awful and blurry looking because of asmons stream quality. It was effectively compressed like 3 times so it looks like shit.
@@Nightcore_Paradise That is literally not the case. All games relying on TAA and upscalling look like cat's vomit. You literally have to render game at 4k, downscale it to 1080p and then use DLSS to get crisp image... everything on PS5 looks fuzzy and almost nothing runs at native resolution... all UE5 run worse than Sony's native titles and look worse too. And now PS5 is getting frame generation to further compensate for developer's inadequacy.
@@Micromation The video is a lower quality re-upload that asmons watching, and that upload is being streamed on twitch which has a 1080p limit, which is then being uploaded to UA-cam. So yes, the blur is absolutely because of compression. TAA is meant to smooth out jagged edges in objects, it doesn't necessarily make a game look blurry. Also, DLSS is at a point where their isn't much difference in visual quality. So it's more than likely the weird blur is almost entirely the fault of video compression.
Oh great, more parameters and pre-built systems to wrestle with. I love taking longer to start and optimise projects. More calculations per frame by default, please.
It's easier to make another call of duty shooter, when someoone on roblox makes a multi-layered combat system with beautiful graphics like black myth or elden ring then I'll be impressed.
IW engine: We are the worst to making optimizing warzone mobile Gadot engine: We love politics by the way unreal and unity are better engine to PC and mobile
You were looking at your feet in MMO to reduce lag, it was not about level of details, but about the bandwidth to update anything in your field of vision.
The ease of which they can create these worlds is incredible. I feel like we are arriving at the "if you can imagine it, you can create it". If this is becoming easier then I think we should see a HUGE increase in the focus on gameplay + systems which should lead to much better games
yet exactly the opposite happens with all UE5 games releasing as stuttering mess that is limiting what developers can actually put on screen tremendously.
The fact that the engine is able to just create all those shadows in less than like 5 seconds is absolutely unreal The way it shows it in real time also one by one it's amazing unbelievable.
The main difference between a tech demo and a real game is that the tech demo people spend hundreds of hours getting these single scenes to look good. Real games spend maybe 1/100 of that time because they have too many assets to create.
They can buy assets, no need to model everything. I’m ok with developers focusing on story than a billion different items that can be outsourced to professional 3D artists. Spend as little time on the fluff, and maximize time on optimizing the game.
Well, can't wait for the AAAA developers to make games that looks like this but with less contents than games from 30 years ago and make you pay $150 and with microtransactions and first day DLC.
Like asmon said. The Innovation in this is not how the light itself looks, we could do stuff like this for ages. The crazy part in this is that you do not have an extreme limit in how many dynamic lights you can have in a scene, which is basically just improving the performance of this system.
I swear we been getting trailers like this for years of engines showing what they can do but the reality is that most people have consoles or PCs that can’t even reach this level. It’s the same with games most company’s can’t, don’t want to make games that high def.
@@moe47988Yeah, but this isn’t a game. It’s just a girl walking around at 2 miles per hour in a barren ghost town. A real game would have dozens of NPCs, each with lots of data. There would be music, abilities, dialogue, etc. That makes it much harder on the system.
@@moe47988 somehow i doubt it This is just a walking simulator without anything else to it,sure a ps5 can run this tech demo but i doubt it'd be able to run a game with this graphical fidelity without struggling
@@Denomote yes, they are raytraced, but you can clearly see it's not accurate, look at the white blob at the center. The parallax cubemaps would make the same, if not better, results, but with 10 times better performance
This is insane man. As a dev who only worked with unreal for ages since like UE3 and knowing how fucking annoying lighting performance tweaking can be so you don't get any overlapping shadow casting light, this is insane. Lighting does insane amount of carrying visuals and style but also a pain in the ass to do nicely without breaking shit. Especially when working with third party lighting solutions it always breaks. The amount of timeeee I had to waste because of fucked up systems and optimizations...
Cyberpunk 2077 doesn't use UE but still uses Path Tracing and can match a lot of the quality in lighting and shadows. 2077 Ultra with path tracing and 4k is a sight to behind. Unreal Engine has soo many issues and not many devs use it well. Even Wukong dealt with the typical UE stutter. Hopefully UE becomes a better engine for games rather then just tech demos. The Decima engine is by far the best engine utilized in games so far.
@@Vartazian360 Have you at all caught up on other unreal news? 5.4 which is the current version, addressed those issues directly. Large performance improvements, better shader compilation etc. Also have async asset loading too with soft object references. Switch away from using internet explorer to get your info.
@@Vartazian360 it's a miracle that any of this is even running in real-time don't expect amazing performance for something that would usually take hours to render per frame
7:30 because big company/developers think its easy now and put less effort than they used to do. like the more the tech advanced, the less they put their soul into it. the few exceptions that actually put great use of the advancing technology are devs that aren't chasing money or investor each year.
@@frickzjee one of reasons for that is because graphics were stylized and not photorealistic. Our brain works in mysterious ways, the less realistic face looks the more easily we accept it.
Surely I'm not the only one who couldn't give less of a fuck about some shadows? Nothing in this presentation impresses me, this won't make games better. Don't get me wrong, it's not bad that graphics are getting better, but I'm confused as to how anyone is hyped by this? This is just a massive shrug
9:15 This will only be the case when most graphics cards are relatively the same. Not just the high end ones. I'm just saying, if you think graphics are plateauing this would be one of the ways to know for sure. I don't think they're plateauing. You probably play too many video games if you think the world and your high tech video games look the same. There's quite a lot of difference between a realistic looking picture and something that's animated. I'm not trying to sh-t on what you're saying. I just happened to disagree. It's embarrassing to think what you thought was realistic back in the day trust me.
Did they fix their shitty stuttering issues? That'll always be a problem with Nanite, I don't know why do they push it so hard without fixing it first.
Yet I hate games more and more. It’s forcing these large environments where I can’t do anything but go down a single barely yellow painted path. It’s boring.
How is this engines evolving so much but the games made in it are evolving backwards
Most facts I’ve read in years haha
Because the hardware available isn’t up to the task of fully utilising it
woke is pulling em back
Woke wants more Overwatch fat characters
Because untalented people use it, duh. They're not making their own engine, just grabbing something that already exists and doing nothing innovating afterwards 'cause it's easy.
Now western devs can depict ugly characters in even greater detail
fr lol
AHAHAHAHA, facts, unfortunately
They will. I heard they even made a contract for that xD
They can barely optimize their games so players can play it without having a super computer
sad but true 😫
We’re hitting a ceiling with graphics fidelity, and hitting rock bottom with game development studios
Graphics cards are 40-50% the cost of a custom built PC
And video games are actively trying to drain your bank account with “early access fomo” battle passes and 4 hour dlc content that costs as much as a full game
The state of gaming needs a reboot
With the Billions lost only this year (Concord, Star Wars Outlaws, Skull&Bones etc.), and Sony freaking out about the lukewarm reception of Ghost of Yotei. There’ll be a lot of changes, or studios will close down.
I feel like Steam should change their policy to be able to ALWAYS refund a game that's in early access. That should give some incentive to actually develop the game and only release it when it's finished or at least give incentive to put in max effort to make it something amazing. This or prevent companies from selling early access titles at all.
@@jeroenvdw Not always, that's wrong. A longer period of time, maybe? Setting a limit to 20 hours played - 2 months instead of 2h played and 2 weeks for normal games, that would work. But ALWAYS? Nope, that would be unfair. If the game is in early access for 1-2 years, you could just sink 1500 hours in it and then refund it when it comes out because you're just sick of it and don't enjoy it anymore. How would that make sense?
@@WhosPawqbecause i am already beta testing it for them and payed money for it. Only because they lied
@@WhosPawqbecause the game is in alpha/beta, so much can change before the final version. If at some point in beta they give a disappointing update I think it's fair to refund. Games used to be released when they were actually finished, which usually resulted in way better games. If a developer wants to cash in on a game they are still working on then I also think it's fair to refund at any given time while it's still in beta.
Meanwhile, at game studios:
"Yeah but where is the gay slider?"
If the game doesn't feature any LGBT features and "they/them" i'm not buying it. *cough*
Lmao 😂
right next to the preorder now button
*US Game studios
@@Aeyis537 Did you forget Ubisoft is French?
This is completely unrealistic. The character they used isn't 260lbs overweight and didn't have to stop once to wheeze and use a puffer just walking in a straight line like normal people. I can't be immersed if the fat rolls wouldn't completely envelop me like a 500R curve monitor!
The intro animation to Wukong where rocks fall was so janky. Physics were great and the graphivs, but the physics for the boulders were terrible. Aside from that, beautiful game
Naah, "realistic" for games is the character has 650lbs and yet somehow they are able to run around at max speed for 15 minutes without even sweating
Even skinny people are stopping at the start of hikes now a days.... It's in the air.
@@DrewAk49 I hope you're not mixing up skinny people with slim people which is a common mistake these days much like people claiming that morbidly obese people... aren't.
you probably don´t feel seen, and that you are allowed to take up space
Photo realism needs to be backed up by a whole lot of interaction for actual realism to emerge. Every invisible wall you walk against, unbreakable chair, immovable box, ect. is another reason your brain has to think that it's not actually realistic.
we're at peak graphics. it's time to go back to perfecting physics
I agree. More jiggle physics
As a striving game developer, what type of physics do you want to see?
@@tempest2056Back to the 2010’s with fun and engaging stories with multiple outcomes (for replayability). Less focus on graphics, and even less on identity politics (which, btw, really doesn’t belong in escapism/entertainment).
Don’t do a Concord, Forspoken, Dustborn, Star Wars Outlaws, Skull&Bones.
@@tempest2056One thing that always annoys me in games is capes/cloaks clipping into your character.
@@NorseGraphic That's definitely what I'm aiming for, I miss the classic games that were just about the games and the environment it sets you in. My game is a horror but an exploration experience. A story that has multiple twisted ending, some good and some bad, special Easter eggs that can lead to new areas and core mechanics that seems to have been lost in modern gaming. I'm going to sell a game that's the full package, as simple as that, cosmetics - go unlock them in game, don't spend money, Gladiator mode - not a paid dlc, just multiplayer fun.
We don't need better lightings, we need better performance.
We need better writing, first.
That comes after. Further Optimization after feature launch.
Its played on a PS5, not even a Pro, they cranked everything in whats possible, the Performance in a game would be much better, nobody will use 1000 lights in one scene
Better performance and instead of adding a bunch of new clutter make the damn worlds interactable again.
True. Better performance. Less input lag. Higher fps. And more focus on gameplay. That is what makes games great. I would even prefer solving the ping issue over fancy graphics
As someone wrote: "How is it that engines are evolving so much, but the games made with it are evolving backwards"
Pretty easy explanation....on one hand you have this amazing tool that has the ability to craft a beautiful marvel in the right hands of a craftsman...... On the other hand you have a craftsman who has SOME knowledge to utilize said tool but has no real skill, ability, ingenuity or the creativity to fully bring out the tools full potential to make the art..... That and DEI along with other woke agendas who misuses a brilliant tool only to craft a bastardized product.
Bastardized: A Breakdown
Bastardized is an adjective that implies something has been corrupted or degraded from its original state. It often suggests a mixture or combination that is impure or inferior.
Common Connotations:
* Degraded: Something that has been lowered in quality or value.
* Corrupted: Something that has been spoiled or made impure.
* Hybrid: A mixture of different elements, often seen as inferior or illegitimate.
Examples of Usage:
* Bastardized version: A flawed or inferior copy of the original.
* Bastardized language: A language that has evolved through a mixture of influences, often seen as less pure.
* Bastardized culture: A culture that has been influenced by foreign elements, often seen as a loss of authenticity.
vampire survivors sold more than 7 million copies
Monster Hunter World sold way more than Monster Hunter Rise
@@QuartzTech well world release in 2018 and got a lot of discount over the year, make sense
Vampire survivors is fun as hell, I’m not surprised
@@doddynuryanto3800 Rise also released some time ago and had many discounts.
an exception is not the standard. for 1 successful indie game, hundreds fail. people like you see 1 that makes it and don't see the rest hundreds that don't make it.
Better engines are making developers lazy. They have all this new environmental technology, but in almost every new game, you can't even interact with anything in the world anymore.
This is a cope. "Interacting with things" was a thing in the past because in the past, around the HL2 era, physics simulation was THE selling point. Even then, it wasn't even a gameplay factor in a lot of those games. Now THE selling point is graphics. You see where this is going? They're cutting out things they don't need and focusing on things that players themselves are hyperfocused on.
There are very few games from the past where physics actually mattered, and now they're cutting them out, for that very reason.
Has nothing to do with engines. Small studios can't handle making such big games, and big studios don't care because players will buy them anyway.
@@MN-jw7mm "Now THE selling point is graphics"
Not to most gamers, we prefer good gameplay. To publishers its "THE GRAPHICS, AI, IN-GAME SHOP...."
@@MN-jw7mm Graphics are not important anymore.
@@Mark-vr7pt Morrowind was made by 30 devs and 10 testers.
Just forget dof and blur. WHO wants them? Our eyes does that shit for us.
My dodgy old TV adds chromatic aberration, VHS effects, vignette, fisheye etc
no in racing games blur adds a lot of speed feeling
It actually doesn't, everything on your display is almost the same distance away, hence why DoF exists.
DOF can be quite beautiful to be honest, but it should always be an option.
@@disrupt94 on screenshots... maybe
Every tech demo since the dawn of computer graphics is always that visually awesome and smooth because people never remember that fx, shadows, lighting, and post-processing are just A part of a game; but as soon that devs include physics, NPCs ai, and all necessary logic in their games, framerate goes to shit.
Game engine tech demo are always usually 5-6 years ahead of hardware tech. Compared to ue3 or ue4, ue5 are the most unoptimize version ever.
You are wrong this time though. It was done on a PS5 in real time. Now days it truly is the builder not using the tool correctly.
@@kintsugi3932No, like he said. Add more system into it and it will go to shit. This was a barebone walking trough a map. No mechanics, no things beside the graphics that works in the background.
@@aleksandarkurbalija For gameplay to tank the framerate, you'd need a CPU-bound game.
NPC AI is the greatest contributor to CPU usage. Physics have been handled by the graphics cards for well over a decade and gameplay logic only really impacts framerate before optimization. If anything, the biggest contributor to CPU usage in the past would have been LODs. If you're thinking in terms of specs, the GPU in a PS5 is really only as good as a 20 series NVIDIA GPU could be, and the CPU isn't anything out of the world either. The console is already 4 years old, and its components a few more.
Games are mostly GPU-bound, and most of that is due to graphics. CPU-bound games are esport titles, simulations and strategy games. These are not tech demo-type games.
While I'd agree that *in general* tech demo tend to be ahead by virtue of being pre-rendered or limiting their scope, this is very different for UE 5.0 and up. They run each demo in real time on realistic hardware, and the games that came out since proved that it was not just for show.
I also disagree on gameplay and AI being the biggest contributor to past differences between demos and games. They had just always kept to smaller scenes where they could put more man-hours than would be realistic for a game studio to put at such a small scale. Just look at the UE4 demos that were symptomatic of that, or the Unity demos that continue to do that.
@Exilum the biggest difference is the fact they can easily optimise the scene to the hardware a.k.a ps5 in this case, any game that is made for PC has a much harder time with performance because they have to manage it for so many different configurations etc. Also op isn't completely wrong about there fact there's an impact from no gameplay happening, no visual fx, particle effects from action etc. Etc. So once you factor in those things you need to tune other things down so you can maintain playable frame rates while those are happening. Its taken ue5 about 4 years to get somewhat close to the original tech demos, with only a couple titles.
If only people would make good games nowadays.
What are you talking about? There are fuck ton of great games on the market. Its just that the vast majority of them are not from AAA studios.
@@Mark-vr7pt I meant with this technology. The only one I can recall is Wukong, which I skipped bc I don't like souls games but that's beside the point.
Stalker 2 comes out next month and will run on UE5. It looks amazing!
Final Fantasy 7 Rebirth
Everything looks good nowadays, what we really need is better story and gameplay
I don't care!!! OPTIMIZE YOUR GAMES!!! I'm sick of game devs not optimizing their games.
No jokes. I recall how older games transcended their limitations by clever tricks or programming while delivering higher quality. Hell, even the buggy messes tgat some of them were had better ganeplay. Now we are are left with unpalettable overpriced unplayable slop akin to polished turds.
Can you explain what you mean?
@@anbuninjagod5507 You don't know what optimization means? It's everything from file sizes to FPS to game constantly crashing and on and on. Now every game is over 100GB crashes constantly and runs like garbage so you have to turn down the graphics which defeats the ENTIRE POINT of the file sizes being so big. Optimizing you game means fixing bugs, lowering polygons in certain areas, stopping the bloat of too many assets, compressing textures, etc.
@@fbussier80 Exactly look at games like the Witcher 3 or the Arkham Knight which look better than a lot of the games coming out today almost 10 YEARS later. Then go even earlier and devs were able to make a feature complete game that only takes 4-6GB on your computer and runs at 200FPS.
Unreal is very much optimized. It’s the people using it write bad code
While it did look amazing, it's just a demo. Practical application is usually not as smooth and straight forward. I.e. CDPR reported that they're straight up replacing certain key systems within UE5 for their needs due to unresolvable performance issues. Not tweaking, replacing. Traversal and shader stutter comp. has been a massive problem for years, but what's more indicative is that Epic didn't bother to even being fixing those issues until they got essentially called out on it by outlets such as DF. The reality is UE is essentially a monopoly atm in regards to middleware and with no competition Epic clearly doesn't feel any pressure to resolve issues with their systems. Demos usually look amazing, but it's better to approach it with healthy skepticism until proven otherwise.
Square Enix had to do the same. The 1st FF7 Remake was made with a modified UE and when it came to PC it still had these emblematic stutter issues.
Witcher 4 will be a mess. Don't know why they went with unreal engine
People using games like Arkham Knight as an example how older games look "better" dont know that its running on a very modified UE3. Back in the day dev studios even while using licensed engines were developing their own tools and tech on top of them to fit their design and development pipelines to a point where after some revisions those engines were so modified they basically became proprietary internal tech.
No one is even trying to make own tools to fit their vision nowadays they just try pushing Unreals base to fit their shit so its "working" through some maccaroni weird ass temporary solutions at best a lot more so than it was back in the day.
Reminder that DUNIA aka engine that Far Cry games are using since Far Cry 2 was developed as a modified fork of Cry Engine by one(!) fucking guy named Kirmaan Aboobaker.
Just look at ForzaTech and how Playground modified it so well to their own applications through years,Horizon games are beautiful and they work incredibly well while being massive open world titles while Turn10 using "same" engine last year released insanely unoptimized turd that takes 10GB of VRAM in 1080P on medium preset in closed track environments lmao.
I wonder how Turn10 feels since they gave their own tech to other studio and said studio modified it to beautiful degree while they themselves dont know what the actual fuck they're doing with their own engine. This matters and ForzaTech is a perfect example showcasing how different studios utilize same base with vastly different results.
@@doooodeh i was so surprised with how amazingly Forza Horizon 4 ran on my mid range rig.
@@accountnotfound4209the guys at cdproject red seem to know what they are doing with unreal engine and I believe they have support from epic games. But I do agree that I would have liked to see them continue with the red engine or a completely new engine.
As a game dev and generalist 3d artist it’s so amazing how much you can now create solo, not only all those new features allow to work faster but it also require much less expertise on all the rendering tricks that would have allowed to accomplish the desired visual. The accessibility to assets also greatly improved the solo dev experience. 8 years ago I would have taken 4 month with a team of 20 people to create something I could now do solo in 2 weeks. All this time saved if spent into playtesting and getting perfect gameplay loops can only lead to better games in the future. Thanks epic you make my life every month smoother
they forgot to add that 5.5 doesnt run without an upscaler and includes another 300 ways to crash to desktop.
Yeah I can't wait to buy a $500 GPU and still be forced to run the game with upscaling just to barely hit 60fps. Woohoo!
PC gaming at its finest
@@SWOTHDRA Console fanboy waging war? Just play with what you can afford, Jesus. It's not your money even hypothetically.
@@TheJohn_Highway At that price range you really should consider saving another $200-300 and spring for a 4070 super or ti super.
i dont understand how ppl can hype this shit lmao. more unoptimized broken heavy games..
I started playing Valheim the other week. My new "game of the year" frankly. It reminded me of how much we've lost in all these modern flashy visuals - with character models that look like they're from the late 90s, and textures from the PS1, it nevertheless manages to not only have more atmosphere and more artistic value than a heap of these UE titles, but it also comes packed with all the kinds of features we should be expecting as standard now, like deformable terrain, enemies that can destroy buildings, trees that fall over realistically smashing other scenery, really fun core gameplay, and multiplayer that lets me set up my own dedicated server if I want to with the minimum of fuss.
Valheim is a prime example of masterful Art Direction. Other examples include Jet Set Radio, Vagrant Story, ICO, Yoshi's Island, Commandos 2, FF9, MGS2, Zelda WW, Stray. Games that look amazing even tens of years after release. But most people unfortunately prefer hollow games with good graphics over every other aspect that makes a game good and will spit in your face if you mention a soft that runs at 30fps and doesn't look like real life nowadays.
@@TrynePlague I'd include even MGS1 - played that recently via emulation, and despite me having been a PC snob at the time it first came out... what really stood out to me was the art direction. It looked good, now, going straight from modern titles.
Also playing Unreal Tournament 1 with the wife and friends recently, and they're all younger than me and never played it the first time around, and the visuals clicked with them instantly; memorable, readable, attractive.
But yeah, speaking of Valheim, what really impressed me was that little extra effort of slightly randomising the shape of each component you build so that overlapping elements don't actually look awful, and you don't get a strong tiling effect.
I think that's the thing that really makes or breaks the art direction - whether it has those little extra splashes, those extra strokes, those little moments on the canvas that didn't NEED to be there, but were added anyway.
I have over 500 hours in Valheim and I hard disagree.
The ground can deform only 8 meters down or up and if you deform it too much, the framerate is heavily impacted. Terraforming for a base is a nightmarish task even in creative mode with devcommands with how unevenly the ground reacts to Hoe and Pickaxe, also Stamina is needed for that.
Also there are numerous reviews on Steam that say they expected devs would improve the game, but most of suggestions are being shouted into the void. For example there're still no search bars or categories for items at crafting stations. This is not ok for a game to be in early acces for over 3 years and still not have these basic feature.
There are many more issues with Valheim's gameplay there could be a book about it. For example why tf are equipped items still in inventory, or that you cannot hit an enemy on a slight slope but it can still hit you.
I also loved Valheim on my first playthrough, but I cannot bring myself to play Ashlands after knowing how much devs ignore QoL.
I agree with jankxyard.... while Valheim is very good it has some major flaws which is why I stopped playing.
1. The enemy bosses are basically sleeping couch potatoes waiting for you to kill them.
@@NTJedi I was actually exclusively talking about Art Direction. Of course it has flaws in gameplay and technique. Very very few games do not. Probably none. Nothing made by humans is perfect.. Maybe good old Tetris is?
The Unreal Engine hype is unwarranted. Almost all of their effort is put into making impressive looking demos rather than an engine for playable games. As a game developer, I had to quit working with Unreal Engine 5 because it was so poorly optimized.
The image quality of this demo is very poor. If you put on your glasses and go to the original video, it's still extremely blurry. The image is clearly AI upscaled, the actual rendering of the "game" in this showcase is at 720p maximum. And while the video is uploaded to UA-cam at 60FPS, if you move frame by frame you will see that the showcase is running at 30FPS. And keep in mind, this is the engine running WITHOUT gameplay on super computers. People have been tricked into thinking AI upscaling is superior to anti-aliasing, because they compare it to the worse AA method TAA. And also their magical "nanite+lumen" rendering technically fixes traditional overdraw, but replaces it with work done on mesh shaders and virtual light maps, which is bad because this actually eats up your graphic's card resources more. Don't be gas-lit into thinking these are just UA-cam compression artifacts.
There's a reason Epic isn't developing a next-gen open world RPG on their supposedly mind-blowing engine.
tbf though I play ASA and while it does run at 40-60 fps on max settings it look absolutely incredible. It's easily the most beautiful game I've ever played in terms of raw graphical ability. I play on a i7-11700k and 4070 Ti
@@Kaiziakbro paid 750 euro to play at 40 fps
what a time to be alive
The engine is probably not for everyone and every project. UE gives you a plethora of tools, but it is impossible for any piece of software to be custom-tailored to all projects out of the box. I think to really utilize the engine to its full potential you need programmers with a deep understanding of graphics APIs, vector maths and linear algebra.
Let's see an engine where all those objects can be moved into inventory or destroyed.
A pretty picture which is not part of the game world is just a pretty picture.
Stalker 2
It's ok to have better lightings... But:
- What about physics?
- What about destruction and interaction with the scenery?
- What about the wind, and the spread of fire?
- What about realistic fluids?
Why do some games released over 15 years ago use technologies that 98% of current games no longer use?
Because features that are not immediately visible in 2 seconds of footage are lower priority because they don't shift hardware units as fast.
Just look at the unreal roadmap and you will see its in constant development. Then at some other unreal fest they will reveal these features.
The things you've described are rather unnecessary in the current gaming market. (It would be better if the AAA industry can give us great games first and foremost, and they're doing everything but that...)
Dunya Engine for Farcry 2 was badass. fire and wind was way ahead of its time.
Activists have no skill. 🐿️
100 GB game running at 5 fps 😍😍😍 I must CONSOOM
On a base ps5
The showcase was live on a ps5, so a PC should run the games with no issues. Optimization does need work though. Both from Engine standpoint & Dev standpoint. But more often than not, its a skill issue from the Dev.
just buy series 7000 for 10000 $
Probably 600GB from this quality. COD already passed 200GB and that’s a simple FPS game.
actual NPC
4:27 the only problem with that scene is that they should dynamically adjust brightness after shadows are enabled so that scene does not look darker
Cant wait to play UE 5.5 games on my Rtx 8090ti super ultra in 20 fps 1080p medium
It was the showcase on a base PS5...
@@zbigniew2628
We know. One can tell from the terrible washed-out foggy image quality.
@@TheJohn_Highway That's likely the bitrate of Asmon's stream
insane that people like you are real and you know not dying out of starvation
you will still have stutters and it will look worse then RDR2
As a solo game dev the tools getting better and more accessible is helping bridge the gap between indie and triple a games. This making passion projects more viable just need some innovation in the marketing side of things
I like the random person asking "what about the gameplay" during an engine tech demo. They aren't demonstrating a game, they're showing off render tech.
1:30 this is how i remember uncharted 4
Uncharted 4 looks better.
@@FordHoardWith it's baked lighting and Lod'ing. Lmao get some glasses
Problem with Unreal, It's still quite pretty, BUT everything looks washed out, everything has haze, once you see it, it's everywhere.
Partly the use of temporal antialiasing and upscaling and so on; inherently averages out images.
@@NicholasBrakespear
All that, plus the disaster that is "volumetric lighting" 99 times out of 100, VL makes games obnoxiously washed-out.
@@TheJohn_Highway I mean volumetric lighting means there's fog, so of course its gonna wash out the details
I don't mind the washed out look for objects in the distance but in this demo even the main character looks hazy, the trees around him only 10 feet away got that hazy look. I guess they went for that cinematic look and downloaded a LUT pack designed for Lightroom; nothing is pure black and nothing is pure white.
you can remove it or add it anytime you want
Not really discussed but games can look pretty close to this with baking. The reason this is nuts is because this is live, the lights can be changed and updated, turned off and on, etc. The amount of lights they're using is crazy, in a traditional workflow you'd bake the lighting in, place probs down and so on just to get something as nice while also not being able to update on the fly (there are some tricks but still expensive).
So yah, people can say games have looked similar in the past but they were not doing lights like this and for the most part used a lot of trickery to make it feel like what Unreal is actually doing in the demo. It's pretty crazy, hopefully in an actual product performance is as good as they're hinting at here as well, but that's probably down to how well you know Unreal even if it's possible to get it to run on a PS5 level machine.
Dynamic lighting has been done before and is well documented?
What they are advertising here is performance for a huge number of light sources, but they have given no performance stats at all, it's a complete fake demo. Unreal's new features have been dogshit recently, for example Nanite is a well constructed lie inside of demos and bought out articles which simply decreases performance unless the assets are incredibly unoptimized. Unreal's flagship products are now TAA and AI up-samplers which cover for the shite graphical fidelity and performance brought by their terrible optimizations. There is no reason to trust them on this demo, really since the camera movements are so slow, DOF and upscalers are turned to fuck (the nasty ass blur), we can more assume that this is another one of their deceptions
The parts in this demo which made people wow were the pretty sequences when turning on lights, and the cool animations of moving shit, not the lighting itself.
Who cares about lights if the game is shit. Fuck all those fancy graphics and give me some awesome gameplay, which is optimized
@@kerch00 I wasn't claiming dynamic light was new? I was clearly talking about the idea of getting the quality of baked lighting with dynamic lighting which is difficult to get in a large setting. And I already speculated about performance as well. We'll have to see what the system is like outside of a walking sim.
Other Unreal Engine 5 games felt like PS4 era where games like Red Dead Redemption 2 & Ghost of Tsushima were beating them in graphics. Only Black Myth Wukong felt like true UE5 game so far.
UE5 was released in 2022, game dev cycle usually takes 3 to 5 years minimum.
The only game j know that use UE5 are Once Human and Wukong.
And both were initially developed with UE4 and then migrated afaik.
Basically if we want to see those features in games, we need to wait at least another 2 to 3 years, but probably 5.
This presentation is not for gamers, they are for developers
@@Mark-vr7ptlol what, there are dozens of games that shipped with UE5 already, how the hell did you only list 2.
@@Mark-vr7pt I remember watching tech demo for UE4 back in the day for developers and thought we can't get better than this. But Black Myth Wukong is the first game that showed me it's true capabilities. Previously, I thought Horizon Forbidden West did the best showcase for the true next gen games but UE5 engine showed its superiority to me. Hopefully we get more of these because the immersion is simply astounding if designed properly.
The first REAL Unreal 5 game with the features in mind being included in ART direction will be Witcher 4.
this is based on dev cycle alone. 2026/2027 games.
Even Black Myth Wukong only have the early features.
@@Mark-vr7pt Ark ascendant uses UE5 and its maybe about a year old. Ark survival which is the old version from UE4 looks mostly better and performs better. Unreal 5 looks great with games that are not rushed and pride is put into their making.
Pax Dei "make look more damaged" function is a throwaway. Its a feature that is fairly simple to implement, but takes a lot of resources you could use for other stuff. I've put it in, then removed it, from a dozen projects tbh. You just have different materials for the mesh that swap depending on the items durability stat..... That's it. That's the whole feature. But it means you need to store in memory EVERY material for that item, rather than just one.
Multiply it by every durability item in the game, and the load scales. It is prolly only possible now because they can do some of it server side with that layering update. And don't talk to me about "you don't need to ALWAYS store it". That requires good dispatcher and interface coding, good luck with actually finding that, and you still might have to check every material if the event is unlucky, so your max load stays the same, you only drop your average load.
Edit: And yes, I HAVE been freaking out over the neuralink guy playing games.
Literally stopped caring about this shit when the entire industry keeps shitting out unomptimized trash, implementing tech that serves no real function to visual design or anything and relies on fsr and other crap to compensate because devs either dont know how to optimize or think it doesnt matter. Im more impressed by arkham knight or farcry 2 or gta4 than i am this shit, because it has great design or runs well or just has more interesting mechanics, think of it as like, its hard to write something good with few words.
Yeah you’re an end user, it doesn’t matter if you’re interested in it, you’re gonna get what ever you get. This is for creators and devs
@@KingK0ma I guess you also think its gamers fault for not buying concord lmao. Im not gonna "get whatever I get" maybe you like getting dominated and diddled by devs but I and others dont like something we dont buy it
I'm with you on this
you wouldn't believe the amount of professional 3D artists who don't optimise their work before sending it to the devs
Absolutely. This doesn't even look that impressive. Cryengine 3 can still look better than this.
Id like to play a game for once, not a reality simulator.
Yes, exactly, most people dont want photorealistic game, to be honest i liked assasins creed unity more, it just needs to be in a good artistic style and has to have a vision and excellent gameplay, they lost sight of what is important for the customers and just want amaze shareholders and investors...
Indie is our savior for now.
bro you realize UE is just an engine right you can turn all that shit off and make it look awful the devs just dont want to
@@Padlock_Steve Fair enough
Not a single triple a game in the last 5 years has been a reality simulator, wtf are you complaining about?
I aways felt door lighting and light sources was the thing I struggled with the most with UE. I constantly ran into performance issues and it felt so limiting. This is a very welcome addition indeed!!
I remember walking out of the spaceship on Na Pali back in 1999 to the greatest scenery I'd ever seen in my life, thinking this was peak. I had about 10 fps on our family computer, but the graphics was something else man, and the soundtrack is great even today. My how things have changed.
Yeah, they got worse. Now you have flashy visuals, with nothing much beneath the surface. Remember when you first encountered the healing plant seeds, and you were like, wow what is this? And you dropped a seed... and watched it shrink/sink into the ground... and watched a plant grow in its place before your very eyes, maturing until fruit emerged, with healing value changing depending on whether you had allowed the plant to fully mature.
Remember when you first fought a Skaarj Trooper and saw him run over to a weapon and actually pick it up, and then dodge left and right like a bot instead of behaving like a regular NPC?
Remember when you first discovered that every single weapon had an alternate fire, effectively doubling the true loadout at your disposal?
When was the last time a modern game actually introduced so many new ideas in a single title?
the problem with unreal engine 3 4 5, you name it, i've been there,
it's that development cost is EXPONANTIALY HIGHER because the engine requires a lot of experienced game developers to make a outstanding game, that does not rely on plug and play assets
it's not a problem with an engine, though. It shouldn't provide you easy way to make an outstanding game. But it's providing a way to do so. Your competence is on yourself
Of course, that's obvious, the more detailed you want to get, the hardest it gets, sadly companies don't care enough to put the effort into it, but with time, this will be easier, as new things are made, so even if we won't get it now, in 10 years, this will be the minimum standard.
@@Acuas the tech we have nowadays and is considered bleeding age, will be standard stuff in about 10 years, indeed.
@@STFNmoto It's also because big games take 5-8 years to be made, and most of the ones that will release in the next years, are already too deep in development to start using this now, so only games starting development in 2025 or later really have a chance to even consider using this.
A lot of people don't really think about that, and I'd say it's the first reason on why advancements are not really noticeable until 5-10 years go by.
Kinda like the ps3 at launch. Very few devs can get the most out of it
Unreal Engine is one of the best things to happen to gaming
just another technology update that will make developers lazy af and not optimize their game, making it a bloatware that even after 10 years, low end pc cant still run their ol ass game. Still amaze how I can run Elden Ring on High settings on my low-end pc meanwhile other games are cooking mine.
Name one other game that actually has a similar level of fidelity that is cooking your PC, because it shouldn't be a surprise that your low-end PC can't run an old-ass engine.
Btw - the performance hit in ER for activating RT is way higher than in any UE5 game, despite the UE5 games having higher fidelity RT. That's the consequence of lazy developers not integrating it into their game properly.
Just upgrade your rig man
assassin creed odyssey and origins also the new lords of the fallen are cooking my pc. I can run Witcher 3 and ghost of tsushima on 60fps at medium settings, very good, Nioh 2, Wo long & MH Rise/Sunbreak as well.
@@ВладиславЯковлев-в2й I will soon, cant wait to play more games
@@ВладиславЯковлев-в2йnah we good on all that
Wukong is the type of games that can be done in ue5: empty levels to the point it's almost a walking simulator, screen percentage set by default at 70% and upscaled, and only 3 characters on the screen max; and the game will still stutter because they refuse to add the option to compile shaders completely before runtime.
To make a different type of game you have to disable nanite, disable lumen, disable volumetrics, and optimize the assets aggressively, while keeping screen percentage at 70% and upscale with TSR or any other method.
The default empty level of a UE5 project runs at 80fps, from 120, on a 2070, and it's set by default at 75% screen percentage upscaled with tsr. The 2070 is the base recommended specs for all games right now.
Theres not a "2090" only the 2080ti. But yes,very latest games are asking for a 2070 to run the Game in 1080p medium at 30fps
@@Peb02497 yea the 2070 is what I meant, damn nvidia and their irregular naming convention
My UE5 project runs at 120 fps in the editor no problem
I remember an Unreal Engine 3 demo, where they had like 3 to 5 lights which could cast shadows with a soft edge. Now we have this. Amazing.
battlefront 2 forest scenes looked just as good as black myth wackon.
idk why people react to it as it is something new, it's a good game for sure but it's not like the perfect example of what ue5 is capable of. the performance is crap compared to bf2 while looking almost the same
Photogrammetry.
There are some games proving that its not dead like Witchfire.
That game performs and looks like a triple A title should and is made by 12 people (Team has grown a bit bigger now)
Gamers have the memory of a goldfish. I swear if a company uploaded the Crysis 3 trailer today, everyone would shit themselves at how "amazing" it looks. Meanwhile you can run Crysis 3 on a potato computer.
Tbf Frostbite engine was/is fucking insane, most of the Battlefields still look incredible
Ue5 doesn't look that much better than Ryse son of rome.
It looks good but I dread all the future frame stutter. Either from inexperienced devs or the engine.
Yep, be aware it is just a walking simulator in demo. If you add a real game logic and your update loop cost at least 3ms well... You better optimize visuals as usual
"rip consoles" guys, the demo is running on a PS5, they say it very clearly at 10:35 and they even invite people to check the live demo on Xbox expo floor right next to that mark, too.
I'm hate when people say, "let's get right into it" then take half of the time on the intro speech. If you're a game dev and you say those words, just hit play on your video and sit back.
Show first, then explain in detail later.
16:00 this was what Blue Protocol was doing but with loading screens
Too bad Unreal engine games never look/run this good, this is why the Décima engine is superior, just take a look at some of décima's games, it's impressive how décima can make big beautiful open world games like Horizon Forbidden West and Death Stranding run buttery smooth on the ps5
Its really getting to the point where it looks like Blender Cycles renders at 60+ fps
I doubt it's even eevee level yet.
@@RenderingUserget your brain checked
@@pequod4557 you honestly think unreal is better than eevee? 💀
@@RenderingUser It's not just better it's just incomparable. Show me a short movie made in Eevee and I'll show you real-time gameplay that will make a foul out of you.
@@pequod4557 I have no dog in this but but I'm just curious. CHARGE - Blender Open Movie.
Remember Killzone 2 still looks impressive today, and it came out 2009.
It really doesnt you could make a case for killzone 2013 ps4 launch title
@@xtr.7662 Killzone shadow fall was one of the first games that truly made me go "wow" back in the day. Obviously meant to show-case what the console could do graphics wise.
I played the crap out of that campaign and multiplayer...
it's interesting, it seems everyone seems surprised that a new engine perk does not mean that a new game is better, but when developers start building a game, they start with a version that is several years old by the time they release because game engines update faster than they would be able to port them over when the games are big. the features introduced today are mostly for the games introduced in two years from what I have seen.
Unreal has been making great advancements with their engine. Best of luck to em!
still depends on the Dev, these advancements are there, its accessible, but working with it is not easy. Asmon saying about the lighting improvements from previous Unreal versions, most of it is not Unreal's limitation, its the devs and the device limitation.
Eitherway, Art style > graphics so for Devs out there, just do your game, if its fun regardless of the graphics (just look lethal company) it still a game.
Unreal will make great advancements when they let us take out all the bloat and just use the parts we need. Also make an SDK that isn't dogshit. Imagine asking users to unpack and repack the entire game every time they want to make a tiny mod.
would be nice if they could find a way for devs to very easily convert old games to the new engine. it's not possible for them all
All of these UE5 games are very static. For example player cannot modify terrain. Using UE5, it would be very hard to make a game like Valheim or Enshrouded where player can freely modify terrain. Many developers tried to create survival games using UE5 and all those games are very basic: no terrain modification, no complex building
Really? That is news to me. So that is why you can't flatten space in Palworld. Interesting.
Bit sad really, especially considering that Valheim runs on a potato (or at least, it runs on the Steam Deck without trouble).
Especially sad when you consider that games like Sacrifice back in 2000 had terrain deformation.
In standard UE5 players can't modify terrain. There is an external "Voxel Plugin" that allows terrain modification, but I've never seen it used in any game. Game developers are afraid to use external plugins because it's an additional risk. It would be better if Epic added voxel support directly to core engine
Terrain manipulation and the lack of it is a limitation of the engine currently, but it's also something that will change in the future. Also it's very very difficult to include terraforming in a game when the player count is in the thousands. In Valheim, you essentially create an entity each time you hit the ground and form a new shape, it's not possible to do that on a large scale.
@@TommiSRP "but it's also something that will change in the future"
I mean, terrain manipulation has been in games for a very long time. You would think by 2024 it shouldn't be a "future feature" for the oh-so-impressive Unreal Engine.
The thing to keep in mind with unreal is that a lot this stuff has been possible for awhile, it just required a lot of thought in optimizing assets and scenes, creating LOD's, Light baking, exc. What's impressive about unreal is it allows artists to create freely without worrying about optimization, however it is not more performant then traditional methods, just cheaper and quicker.
Love how literally 97% of people say YES to asmons questions so they can fit in 😂😂
"YES. True. Yep."
TRUE.
If all the objects in the scene don't react to any physics of any kind, it's basically just a fancier 3D wallpaper, not impressive. The lighting improvements are nice, but I want to see physics improvements.
everything can be interacted with if the devs of the demo enable it
Its a rendering engine not a "make your game real life with physics" engine
As someone who played Wurm I have to say it's nice to see modern games getting to that scale again.
The simulation we're all living in and the aliens clapping when the sun goes down. "Wow, so realistic!"
Yes it’s impressive but I just don’t care about this level of graphical fidelity especially not when studios prioritise this over gameplay.
Very true. But I see potential for more smaller passionate studios to make real games with these engines. That's definitely one thing we need.
@@AlexParkYT oh absolutely wukong wouldn’t have been as good as it was if it wasn’t for UE5 I absolutely agree and I recognise how extremely impressive this technology is and hope that one day we can enjoy both graphics like this with the performance of performance mode but studios must always prioritise gameplay first IMO.
@@Sparta670 Games without gameplay are basically useless. I agree.
no plateau, the next step past raytracing is realtime pathtracing, the stuff that makes single image scenes. UE5 has already made great leaps towards realtime pathtracing, it takes around 5s to render out an image that would have taken maya 10m a few years ago.
Hell yeah now I can have thousands of light rays reflect between the fat folds of diverse characters
This is very cool though. Would be interested in seeing a benchmark though
They did say it is running on PS5
It looks cool, but we probably going to need a rtx 10090 super ti to run games at 1080p and need dlss and FG to achieve "smooth" 30fps.
This is running on a ps5, so you need a ps5 hardware level
For 9000$
Shits a literal joke.
@@miguelm.a7462 fr there all deaf or something xD
@@Satwrfolks here are mostly PC elitists, they cant believe that it is real when UE games still stutter like hell on PC
Yeah, a demo they say was running on ps5 must be true right? Just like the famous anthem E3 "gameplay" show case and watch dogs gameplay trailer and many more. Look at the performance of the most optimized UE5 game now it will be a miracle if we will have a game using half of UE 5.5's features running at a playable framerate without excessive upscaling on a 1500 dollar GPU. A demo like this can always be tweak to show what they want you to believe, better get your expectation in check.
5:03 literally tears in my eyes
1:53 correct me if I’m wrong but if these assets are real world items that have been scanned instead of digitally generated things does this mean the texture pack the game is using is “life” ??
yup, nothing new tho. dice did this with battlefront 2015. they basically scanned the real life red woods and the textures are still better than any game out today AND it runs 8k native, ultra settings no upscaling bs 90fps on my 4090. sure unreal engine now "can" look better than frostbite engine from 2015. but at 4x less performance.
No.
@@harry1178 why did the creator agree then is he wrong as well? Do you have evidence to support this claim?
I don't disagree with the sentiment of shitty stories in games, but let's keep in mind, this is not on the engine devs ... this is on the game's writers and designers and creative directors. An engine can only help you make a good lookin and smooth running game, but not a GOOD game.
Arguably, necessity is the mother of invention - there's a reason all the most innovative genre-defining titles emerged in the 90s and early 2000s; when it's more difficult to do a thing, the end result is often better quality. Making things easier to produce does not tend to make them better... it just makes people lazy.
@@NicholasBrakespear i think that's not wrong in general, but not applicable in this case. The people making the game engines are not the same people who make the game's story. So if such a tool were to make someone lazy, it would be the programmers, not the writers who are unaffected by said tool.
also, theres a few reasons for the things you described that are much more likey:
1. good old nostalgia vs recency: just like in music or art, we consider old titles much more "genre defining/ influential /innovative." because they have been around for much longer.
2. video games are potentially much more profitable, but also cost more, making them higher risk. Being innovative is a risk, because it's possible you won't find a target audience. And 5 guys in their basement making a flop is not the same as a 500 person studio making a flop.
It's hard to appreciate engine improvements when you know modern devs won't be able to make a good game with it. Incompetent writers is only half of it. There are also incompetent developers who can't optimise their game, so you get 30fps on a 4090
@@thomasmann4536 There's a crisis of competence across the board, on every level of gamedev, from design and decision making, to art direction to grunt work. Games look mid, have shallow game mechanics, unimpressive gameplay, writing fitting entirely on a spectrum between cringe and atrocious and they require hardware well above of how they present themselves. Being innovative is not a risk - it is a risk when you're creatively bankrupt and throw stuff at the wall to see what sticks. It doesn't help that people who make games, rarely seem to play them themselves these days... so of course you have entire dev teams making game and not understanding why that one game they've made was a colossal success and everything ever after was a flop. That's why sequels are reinventing a wheel on stuff that worked and carry on stuff that was annoying/bad - complete disconnect from the medium you're supposed to be a master of.
@@Micromation i feel like you are contradicting yourself here... if a studio makes sequels based on their winning formula THAT is a sign of actually understanding what they do, especially if they are able to replicate that success. Because, believe it or not, being able to create a good RPG does not mean you can create a good MOBA. These are two different things, just like sci fi authors don't necessarily write good romance. That doesn't make them bad authors.
also, nobody said gamedevs are supposed to be masters of anything. You think they were born with that knowledge or what?
lastly, youre talking like all games are like what you described. Now, I cant say for certain, but im gonna make a guess here and say that you havent played every single game in existence, so maybe you dont have a full picture. In case youre looking for good games who do have nice game mechanics, good writing and al lthe other things you found the games youve played lacking in, I'll drop some names here: Baldurs Gate 3, God of War (2018) + Ragnarök, Black Myth Wukong, Elden Ring, just to name a few.
imma make a bold guess here: the reason you said this in the first place is because you see a lot more bad games now. But that is because there are A LOT MORE GAMES out there. Back in the days, there was no gamedev schools, no YT tutorials, no engines for free. The only way to become a gamedev was to know other gamedevs and learn from them and work with them.
Morrowind on this engine would benefit the most with its setting having tons of yellowish hues in architecture, landscape and models
You will need a Nvidia 4090 graphic card to see those improved effects. For most people who can only afford a budget or mid range card, this means little to be honest.
He doesn't give a shit that the entire world is poor.
He's not and that is all that matters.
lol this captured on ps5 clown
dont worry soon you will can afford 4090 (5070 super ) at cheap price
@@aqualtor9696😂 no
@@Growtolight Don't you just find it so frustrating when people comment after not having watched the whole video? 😂
We still haven't even gotten the impressive graphics they showed off from previous Unreal Engine version demos. This is all fantasy.
The realistic graphics in games are truly impressive, but it’s frustrating to see how some games don’t offer the same experience for all players. For those who don’t have powerful devices, the situation becomes even more complicated, as the lack of sufficient optimizations prevents the game from running smoothly. It’s ridiculous to see an FPS stutter so much in modes that should be more accessible.
It would be great if developers paid more attention to including adjustments that allow for fluid gameplay on more modest hardware. Some ideas could include graphics configuration adjustments, performance modes, and constant updates to improve the game’s code. Additionally, the community often creates mods that help with optimization, which is also an interesting avenue. Ultimately, it’s essential for games to be accessible to everyone, regardless of the hardware we have.
The thing with todays games not looking that good is that these are the cutting edge features that devs and companies and designers need to get used to to be able fully incorporate them into new games, so there always will be a lag of couple of years before we can truly see things like this in games.
It’s the unreal cheapening effect. Unreal keeps getting better but it’s so ubiquitous and identifiable that it actually gives a “cheap” feeling to games. Think about how people used to think that 60fps looked cheap in movies because that’s what tv shows used.
Its cheap because people just use the out of the box tools rather then adjusting to fit their art style. Its a lack of art direction. You can have the greatest hammer in the world but if every nail you trying to hit, misses, then its not the tool but the artist.
only bad thing I'm thinking pretending to epic games adding to unreal tournament creative island maps and new unreal tournament skins everyone hates it
Photorealisim is bland af without good art direction behind it. Graphical fidelity isn't enough, you need to design things in ways that make them visually impressive.
@@suziechapstick8236 Exactly, it is like anything else, a tool, how that tool is used is what creates value.
If only there was more support for stylized NPR materials.
With this standard .. 8GB VRAM is the new 4GB VRAM, THANKS NVIDIA!
this can barely run with 12gb of vram
I play old xbox 360 games with my mates, because they're fun. I don't care how realistic it is, if the game mechanics are аss.
And the demo looks like it's from 2012...
garbage because to get slight improvement the hardware resources demand are drastically increased. so on the consumer side their pc cant catchup
i dare them to open afterburner to show just how much resources it pulled up just to get 5:17 scene running, including cpu, gpu usage as well as ram and vram usage
It was running on base PS5 to show good performance..., so rx6700xt should run it without problems...
it's not their fault that devs do bad job optimizing games.
@@zbigniew2628
"Base PS5"
Yeah, with "performance" upscaling that looks awful. I challenge them to show FPS on a $800 PC running NATIVE 1080p.
@@TheJohn_HighwayIt looks awful and blurry looking because of asmons stream quality. It was effectively compressed like 3 times so it looks like shit.
@@Nightcore_Paradise That is literally not the case. All games relying on TAA and upscalling look like cat's vomit. You literally have to render game at 4k, downscale it to 1080p and then use DLSS to get crisp image... everything on PS5 looks fuzzy and almost nothing runs at native resolution... all UE5 run worse than Sony's native titles and look worse too. And now PS5 is getting frame generation to further compensate for developer's inadequacy.
@@Micromation The video is a lower quality re-upload that asmons watching, and that upload is being streamed on twitch which has a 1080p limit, which is then being uploaded to UA-cam. So yes, the blur is absolutely because of compression. TAA is meant to smooth out jagged edges in objects, it doesn't necessarily make a game look blurry. Also, DLSS is at a point where their isn't much difference in visual quality. So it's more than likely the weird blur is almost entirely the fault of video compression.
Oh great, more parameters and pre-built systems to wrestle with. I love taking longer to start and optimise projects. More calculations per frame by default, please.
megalights are disabled by default
Would love to see a remake of Skies of Arcadia Legends done with Unreal 5.5
Unreal Engine:-We are the Best!
Unity:-We are the Best!
Roblox:-**Shows Frontlines and Riotfall**
It's easier to make another call of duty shooter, when someoone on roblox makes a multi-layered combat system with beautiful graphics like black myth or elden ring then I'll be impressed.
@@NeroZenith Btw we have the Strongest Battlegrounds , complete multi-layered combat system.
This meme is gay
IW engine: We are the worst to making optimizing warzone mobile
Gadot engine: We love politics
by the way unreal and unity are better engine to PC and mobile
Is that front lines fuel of war
They banned the word nuke in their engine.
Because there is about to be a false flag nuke soon.
Not really banned, it's recommended programming standards specifically for engine developers that you don't have to abide by
You were looking at your feet in MMO to reduce lag, it was not about level of details, but about the bandwidth to update anything in your field of vision.
The ease of which they can create these worlds is incredible. I feel like we are arriving at the "if you can imagine it, you can create it". If this is becoming easier then I think we should see a HUGE increase in the focus on gameplay + systems which should lead to much better games
At least from eastern companies, since we all know western ones just don't care about making good games.
yet exactly the opposite happens with all UE5 games releasing as stuttering mess that is limiting what developers can actually put on screen tremendously.
I’m just scared it’ll become soulless,Less gameplay but more visual.
I think it will mostly mean even more shitty ass games on Steam by people trying to get rich quick and easy.
I heard of this so many time and we got none of them even with current ue5
Need an advancement in game physics. Every is just a walking sim.
The fact that the engine is able to just create all those shadows in less than like 5 seconds is absolutely unreal The way it shows it in real time also one by one it's amazing unbelievable.
The main difference between a tech demo and a real game is that the tech demo people spend hundreds of hours getting these single scenes to look good. Real games spend maybe 1/100 of that time because they have too many assets to create.
They can buy assets, no need to model everything. I’m ok with developers focusing on story than a billion different items that can be outsourced to professional 3D artists. Spend as little time on the fluff, and maximize time on optimizing the game.
Well, can't wait for the AAAA developers to make games that looks like this but with less contents than games from 30 years ago and make you pay $150 and with microtransactions and first day DLC.
Like asmon said. The Innovation in this is not how the light itself looks, we could do stuff like this for ages. The crazy part in this is that you do not have an extreme limit in how many dynamic lights you can have in a scene, which is basically just improving the performance of this system.
I swear we been getting trailers like this for years of engines showing what they can do but the reality is that most people have consoles or PCs that can’t even reach this level. It’s the same with games most company’s can’t, don’t want to make games that high def.
they said at the end of the first video that this was running on a ps5
@@moe47988Yeah, but this isn’t a game. It’s just a girl walking around at 2 miles per hour in a barren ghost town.
A real game would have dozens of NPCs, each with lots of data. There would be music, abilities, dialogue, etc. That makes it much harder on the system.
@@justinmadrid8712 it’ll be fine, don’t worry
and also we are not getting almost any good games since years
@@moe47988 somehow i doubt it
This is just a walking simulator without anything else to it,sure a ps5 can run this tech demo but i doubt it'd be able to run a game with this graphical fidelity without struggling
4:40 this scene runs on 3 RTX4090s and it still looks bad with those Unreal screen-space reflections
pretty sure those are lumen reflections
they're raytraced so it's physically accurate
@@Denomote yes, they are raytraced, but you can clearly see it's not accurate, look at the white blob at the center. The parallax cubemaps would make the same, if not better, results, but with 10 times better performance
Imagine a vr game like blade and sorcery in this engine or future ones shit would be sick
This is insane man. As a dev who only worked with unreal for ages since like UE3 and knowing how fucking annoying lighting performance tweaking can be so you don't get any overlapping shadow casting light, this is insane. Lighting does insane amount of carrying visuals and style but also a pain in the ass to do nicely without breaking shit. Especially when working with third party lighting solutions it always breaks. The amount of timeeee I had to waste because of fucked up systems and optimizations...
Can't wait to have my framerate split in half for better fucking lights that i couldn't even differ before showing me the difference.
Cyberpunk 2077 doesn't use UE but still uses Path Tracing and can match a lot of the quality in lighting and shadows. 2077 Ultra with path tracing and 4k is a sight to behind. Unreal Engine has soo many issues and not many devs use it well. Even Wukong dealt with the typical UE stutter. Hopefully UE becomes a better engine for games rather then just tech demos. The Decima engine is by far the best engine utilized in games so far.
decima, Rage engine is the best. graphics, optimized so good. oh and rage engine have great physics too.
All these features yet the engine runs like absolute crap and stutters in almost every UE5 game release
In short you are blaming the tool for the workers incompetence with using it.
@@yumri4 well the problem is baked into the engine code. There are ways around it it but not ways to solve it completely. So yes they need to fix it.
@@Vartazian360 Have you at all caught up on other unreal news? 5.4 which is the current version, addressed those issues directly. Large performance improvements, better shader compilation etc. Also have async asset loading too with soft object references. Switch away from using internet explorer to get your info.
@@Vartazian360 it's a miracle that any of this is even running in real-time
don't expect amazing performance for something that would usually take hours to render per frame
7:30 because big company/developers think its easy now and put less effort than they used to do. like the more the tech advanced, the less they put their soul into it. the few exceptions that actually put great use of the advancing technology are devs that aren't chasing money or investor each year.
They still can't make photorealistic moving faces or even hair. The Senua's series and the new trailer from Kojima was decent.
No one can make photorealistic moving faces, even in movies.
I played LA Noire few months ago and face animation is unbeatable even today, 13 years later I believe
@@frickzjee one of reasons for that is because graphics were stylized and not photorealistic. Our brain works in mysterious ways, the less realistic face looks the more easily we accept it.
They use misaligned shoulder cam in tech demo, fuck.
I'm glad they did this. Lighting in ue5 was rough on performance especially with shadows on.
Surely I'm not the only one who couldn't give less of a fuck about some shadows? Nothing in this presentation impresses me, this won't make games better. Don't get me wrong, it's not bad that graphics are getting better, but I'm confused as to how anyone is hyped by this? This is just a massive shrug
So, Concord 2 still has hope?
9:15 This will only be the case when most graphics cards are relatively the same. Not just the high end ones. I'm just saying, if you think graphics are plateauing this would be one of the ways to know for sure. I don't think they're plateauing. You probably play too many video games if you think the world and your high tech video games look the same. There's quite a lot of difference between a realistic looking picture and something that's animated. I'm not trying to sh-t on what you're saying. I just happened to disagree. It's embarrassing to think what you thought was realistic back in the day trust me.
Did they fix their shitty stuttering issues?
That'll always be a problem with Nanite, I don't know why do they push it so hard without fixing it first.
Yet I hate games more and more.
It’s forcing these large environments where I can’t do anything but go down a single barely yellow painted path.
It’s boring.
indeed
unreal is mainly being developed for 3d film production
they never admitted this, but it's super obvious they barely care about games anymore