Graphics Professional Reacts to Unreal Engine 5 Playstation 5
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- Опубліковано 12 тра 2020
- please let me know what you think about unreal engine 5 and Playstation 5!
This is incredibly exciting! I cannot wait to use Unreal Engine 5! I still need to pick up my Playstation 5 :(
:) Comment below and let me know what videos you would like to see! Thank you!
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Hey folks I wanna report back my thoughts on the tech here. Of course I am speculating due to past SIGGRAPH and white papers. Looks like the GI is completely real-time. No raytracing. If you look closely, you can see it takes a few frames to converge and shadows are still pretty sharp. So new lighting system is fully real time!! Also the high poly count seems to be similar to Nvidias paper on mesh shaders. Basically the engine will pre process meshes and deliver the best results on run time without pops or visual artifacts. The super high sculpt is probably not painted in something like Mari or substance painter but rather vertex colors or some type of material/shader based on geo attributes. I hope that is some food for thought. Definitely still researching and reading more so will report back 🤓👍🏻
Hi. Thanks for your video.Actually I was a bit sceptical about real time GI and everything I saw in tech demo. Why? Because it's too good to be true :)) Imagine life without baking and unwrap? No, no that's impossible said I to myself. But so far as I see, everything is true. And if it is, i'm definitely moving from 3DsMAX/Vray to UE5.
This is cool. I wanna learn more about Unreal Engine 5.
Imagine using UE5 to do short movies.
@@sovex9331 I do that for client product commericals all the time! Even built out some virtual camera tools 😁
@@levmans8865 UE is a big threat to offline render engines like Vray and Arnold. Not only do they take incredibly long to render (hours for a single frame), but you also have to create optimized assets at every single step of the process. Nothing is really designed to handle dense geometry besides a few sculpting applications and Clarisse, and that can't even render fast.
As a UE4 dev for 5 years, and a 3D artist for 15 years, this is what I've been waiting for. Can't wait to get my hands on this.
You and me both! :) Glad you checked out the video! cheers!
As someone who is just interested in the tech and games... I hope this helps in reducing the crunch (maybe) amd stresses for those that work in the industry.
U are the ppl that opinions I listen to most I’m just a gamer who likes fancy physics and eye candy etc but u guys actually make the games so if ur excited so am i :) I’m only getting one console going with PS5 personally I like the story driven single player games
@@markwheeler4245 Appreciate your feedback. The biggest change this tech demo shows is that optimizing geometry is less of a necessity. Believe me when I say one of the biggest challenges a 3d artist faces when creating game assets, is making sure the multiple levels of detail are at their best quality while offering the best performance. UE5 advertises that this could be less of an issue. A huge game changer.
As a simple gamer for 42 years i can't wait to get my hands on this.
Unreal: Real-time path tracing/GI, graphics rendering billions of polygons and multiple 8k texture maps at +30fps, physics simulations going off all over the place, not to mentioned particle effects and volumes.
After effects: 0.2 fps with a few 2D shapes animating around the screen. Client asking where his project is at 4 in the morning 15hrs after the deadline.
Ahhh too real! Hahaha all cg software is not created equal 😂😂 hilarious
It's not path tracing. It is probably ray tracing.
@@MetalGearMk3 I believe this is a new lighting engine and just rasterization of billions of triangles with the new nanite micropolygon engine. I still don't know that for sure so take that with a grain of salt. You can read the blog and I'm pretty sure it doesn't mention raytracing
Glass Hand Studios no I think It’s path tracing. Ray tracing with be to expensive
@@MetalGearMk3 From what I've heard its not ray tracing.
I was literally waiting for a graphics professional to give their input so I can tell whether it's just hype or truly groundbreaking. Thank you for the video!
Use UE4 all the time to make tools and apps for marketing / production. Very excited for what this means for our workflow, especially working with CAD models and lighting interior scenes 😁👍🏻 it's so much more than a game engine now!
@@GlassHandFilms thus means your job is easier now. You do have to scult certajn thungs from geound up u can literally take a scene from our world zbrush it then put it into the syatem then sculpt around or detail it.
Am i understanding how much easier it is getting to make video games? And also it doeant loose the qulaity when u goto do this.
@@demonlordomegaacepilot7090 get a better keyboard dude
a single 5TB disc for every game
This is too real 😅😂
😂😂
@@gamingoptimized this ^^
@@gamingoptimized I've been reading a lot about mesh shaders last night and this morning. Trying to set my own expectations 😂
Sheikh tayeem yea sure meanwhile crysis remastered is also coming out and they are going to try and rush these consoles as much as possible before crysis inevitably sets a new standard putting pc gaming at the top of graphics once again like it has been since pc games were first made
Appreciate you speaking from what you know and not dumbing it down. I’m learning to design in Unreal Engine and graphics isn’t my forte, so I was looking to see how those who are more knowledgeable felt speaking from that greater experience anyway.
Awesome!!! Thank you for commenting. I hope to never stop learning! And I love to report all that info on this channel. 😁👍🏻 You're in good company. Cheers!
This is indeed amazing how far Graphics has come in the last 20 Years. I still remember the good old days in GTA Vice city back in 2003...and now we look at photo realistic graphics...
I know man, I’ve been dreaming about this since the late 90’s years before even the 1st-gen Xbox came out.
Incredible GI rendering and it wasn't using the ray tracing hardware. This console will be a beast.
I think that's the engine, not the console.
Game changer for sure. Excited to see how this tech changes the way we produce and deliver dynamic content. Keep up the incredible work!
Thank you, my friend! Taking film assets straight into engine has been an unattainable thought for so long. Glad to see that being lifted. Miss you dude! Cheers!
Thanks for the breakdown. I watch the original video but needed some more explanation for how advanced it was.
Thank you for checking it out! Cheers!
Thank you for showing this and actively reacting to it~!
Thank you! I hope it sparked some curiosity :D
Waiting for more news about the implementation of VR-goodness before I get too excited but I'm REALLY hoping that all of this can work in VR too because Normal maps are pretty much broken when it comes to displaying them in a VR headset. Apart from micro-surface detail everything else is flat when it comes to Normals so you have to replace them with geometry. Makes developing a VR game SO much harder. This could be a REAL gamechanger beyond my wildest dreams.
Stunning. This is the first time I've seen lighting(edit) in a video game that I can say actually looks good. And, the pixelated triangles is incredibly smart. I'm definitely NOT a graphics pro, or even a graphics novice... but my mind is blown. :)
What is amazing is the evolution of the video game industry as a whole dating back from the 1970's to what we are seeing now in the 2020's. It is incredible how graphics for video games have evolved in 8 generations of consoles and 50 years of development.
Not a long period of time at all if you really think about it. An entirely new world in just several generations.
@@clintgolub1751 Well it is now in the 9th generation. I been a fan as a kid and super fan in general of video games, sports, e-sports which now has gained massive popularity as well. I love to collect video games and consoles from many eras. Streaming games is something great which you can make friends and interact with other fans of games. I think the gaming community should also embrace VR headsets just as Microsoft, Sony, Nintendo have their consoles.
Keep the gameplay coming 👌🙏
New to channel, great introduction.
subbed. Just to see what you do. That demo was amazing
RaiZdbyDINGOES awesome thank you for subbing!! Hope to chat more! Cheers!!
I started learning graphic design and web design 5 years back, then I lost my right leg from the knee down, I've had alot of other things to worry about and stopped my courses.
I would love to get started learning again, anything at all would help me out as I'm out of practice!
Thank you for sharing your story. I'm sorry to hear about the hardships you have endured, but I applaud you for your new outlook on learning and jumping back in! What are you most interested in? Art or programming?
Thank you for the video!
I am in no way a CG Artist, a simple lay man here...but I like watching professionals react to these types of videos because when the pros are excited about what they can do with new technology, I get excited because I hope/believe that it means the final product we get will look even better/run better/run smoother/improve the overall gamin experience.
So again, thank you!
Awesome, Evan! Thank you for watching and leaving a comment! Cheers!
@@GlassHandFilms My pleasure! Have a great day and keep making informative and cool videos! #thumbsup
@@evanboymelviper Thank you so much :D cheers!
I appreciate that you dumbed down the technical things for me haha. I could never do something like this but it’s so cool how innovative this will be for the future!
You can do anything you set your mind to. Not joking or trying to be sappy, but you will always be able to surpass your own expectations if you commit yourself 😁👍🏻 also I appreciate the feedback, I was trying to reach a wide audience here to explain why I'm so shook about this announcement 😂👍🏻
1:53 that’s a lot of triangles just wow!
Ive always dreamed of dumping my sculpts into levels 🥰
As a concept artist who uses offline rendering in their pipeline this demo made me incredibly happy. The fact that I can just drop my sculpts and models into unreal light it and paint it over, or just deliver it like that is fucking insane. At the moment I do basic things with textures, and use octane and I wonder where their future will be now we have this technology.
Enjoying the commentary as I imagine what you're talking about.. my internet will only let me render this in 240p lmao
the engine already for me is cinematic quality ready. mind blown by the advancements. I knew there will be a time when everything can be in realtime, no optimization needed.
We have countless software engineers to thank for making that a possibility. Crazy to look back and see how far this industry has come! So awesome. I'm excited to see what you will create with Unreal Engine 5 :D Cheers!
It’s just a demo... don’t get too excited too soon.
Hello. Not a graphics person but I admire your artistry.. gamer 4 life!
They load an instance of the mesh onto the GPU and pass what is needed as render triangles. That room with hundreds of statues may add up to billions of triangles if it was duplicated, but there won't be since only one instance of it is loaded and the total render triangles on screen will only be 20-40 million at a time. The difference is that there is source triangles and then there is rendered triangles. You can have a billion of source triangles in memory but only 20-40 million rendered on screen. Of course I could be wrong, but that is my understanding of it. It impressive none the less.
Also believe that it's traditional UV's since they are using the cinematic version of mega scans, you can get them for free and use them in UE4. Only thing that is probably used is diffuse and roughness textures. Texture streaming is what allows texture memory to be cut down. Only things close to the screen renders at 8k while things further away will be at a lower resolution. You won't see mesh popping because there won't be LODs but you may still see material popping.
Yeah, other programs like Cinema 4D have such a polygon reduction function since years, but it was never that good, and definiately not in realtime, and THAT is, what makes it really impressive.
i just wonder, how this affect UV maps. Do we still need to unwrap those insanely detailed meshes (and require good/expensive tools for that), or will it shift to simply use every polygon/triangle as pixel and therefore just give every polygon/triangle a unique color etc. The latter would allow to skip UV unwrapping too, since it would be easier to simply subdivide your mesh until you get the mesh/it´s triangles dense enough for your preferred resolution.
I am not sure how it will be handled. I assume it will still use UVs for the source mesh or it will generate a triangle map. Everything is still speculation atm.
Wow future is here today tomorrow, amazing
What bitrate is the audio for this video. I can hear a lot of aliasing artifacts. Did UA-cam downsampling do this or is your source low bps? Other than that, nice video.
I really need to look into a new audio interface and mic. I'm using the Motu microbook ii. I'll check on my settings to see if I'm choking it somewhere. I also upload straight from premiere's publish tab and thinking there is a weird setting that UA-cam doesn't like. Cheers friend!
@@GlassHandFilms Yeah I would be amazed if the problem was with the source because even the defaults in most AV software are set for good quality, but like you said there maybe some setting that the UA-cam compression algo doesn't like. Like maybe a non standard codec or something.
I've found this with my own videos when I edit them in Adobe Premiere, and I had to spend some time building a render profile to maintain a good quality after UA-cam has its way with the uploaded content.
Then factor in their dynamic bitrate scaling and sheesh...Sometimes its hard to know what your viewers are actually gonna see when they view your content. Take it easy
can't imagine the possibilities will be with rtx hardware if this is running on ps5. But in spite of how mind blowing this demo is, I'm sure that a whole team of professionals did it, not just 1 or 2 artists, so it's not that you sit down and make things like this over night, but of course it's amazing. Great time we're living in))) also interesting if this tech is something every dcc and engine can use or it's a secret weapon that will make unreal engine monopolist :D Hard to imagine what Unity will do)
Love this thought! I do know the assets were film quality quixel megascans, which is craaazy! Tomorrow is NVIDIA GTC so we should hear some hardware announcements :D
Glass Hand Studios probably for AI not games
@@rickandelon9374 there are a ton of these demos that stress hardware and software. I'm curious to see how the framework and tools help devs reach this level of quality, so I agree with your thoughts
This is not going to be possible on current RTX because PS5 is streaming raw data from SSD.
Basically they turned SSD in to RAM and RAM is now the buffer. Crazy stuff.
Yeah, thats a great point. Will that nanite stuff aplly to deformable geometry? From what ive seen It doesnt, for now. We dont see the tris of the character when it goes tris noise mode, the girl is hidden. So i would say, for now it applys to rigid bodys. But I think its dam worth it. And I cant wait to get my hands on that thing.
this guy talks like he was part of the unreal engine team
Serjohn ahhhh I wish 😫 cheers!!!
Randomly stumbled upon this reaction video but glad i did...this new upgraded Unreal Engine 5 technology coming really does look amazing no doubt, love what i'm seeing, nice video!
Thank you! Glad you checked it out! I couldn't believe it when I saw it today! Had to react 😂 cheers!!
@@GlassHandFilms Oh you're welcome and i know what you mean, I mess around with Unreal Engine 4 and other game designing digital softwares too so to see how incredible this looks is a sight to behold!
@@Venom-V13 hope you stick around and join in on the fun when I eventually start making more unreal videos. So far on the channel, I've only made Unity vids. Hard to find time between work and family to make more video content 😁
@@GlassHandFilms Already subbed my dude and that sounds cool and trust me TOTALLY know what you mean trying to find time to juggle between making UA-cam videos and family and other work stuff, we're in the same boat there as i keep getting scolded for not dropping new stuff daily lol.
@@Venom-V13 I'm glad you can relate! That's what I do love about the YT community. I love chatting with content creators and artists. 😁👍🏻
I wonder if they are using something similar to the Euclideon engine that promised unlimited detail from point cloud data a while back. From what I remember, scene performance entirely depended on the resolution you ran it at as it rendered per pixel instead of drawing 3D models. They have since transformed into a holographics company, but there was a demo years ago showing that they could run their point cloud method of rendering on just about any computer.
The only reason I suggest that is despite the demo running in realtime, you can clearly see "smudging" where the engine is attempting to load in textures or something in a seamless way, but you can clearly see the visual noise from it. This is especially apparent with the bat particles in 4K if you go frame by frame. I highly doubt it has anything to do with UA-cam compression.
Great analysis! Subbed! :-) rang the bell. Thanks.
Awesome! I hope to keep chatting with you in the future. Thank you for checking out the video :D Cheers!
Simply amazing! I can draw an Apple in blender. So I know what I’m talking about. ;)
I've already said this in another video's comments, but my only worry is that Epic claimed UE4 would have fully dynamic real-time lighting and GI when it launched and that never happened. The original reveal trailer was claiming it was already working though. I really hope it's true and will actually run smoothly on next-gen hardware as it's something I've wanted for years. Also, I wonder if the bug particles are reacting to the light itself, or an invisible collision mesh attached to the light.
Wow, just wow, this is AMAZING! Unreal. just unreal.. It's insane bro. Wow dode. Hey, could you make a vid showing how to get true photometrics with false colors from any type of renderer! You rock. Keep it up. Dang.... hundreds of billions of polygons.
Hundreds of billions ;) too unreal!
now this is positive reaction.
I believe they are mainly using Quixel, because you can paint using Quixel Mixer now.
So since this is essentially Virtual Textures but with vertices on pages, what does this do for physics engines that are NOT interwoven in UE5? Havok and Speedtree are vertex-bound, and if vertices aren't actually being drawn at the frame they are expected to, what does that do to interaction, aliasing, and collisions for those object types?
IMO it sounds like this solution Karis has been working on since 2009 only works well if you're inside Epic's walled garden.
I've been thinking in the past to use Unreal Engine for rendering, so my question is this, with this new engine, it seems like it could allow to forgot the super duper long rendering time of some software (like Vue!), so will there be a possibility to just "code" like a renderer in UE5 for higher than 4k res. Cause for many application where dpi matters, book covers for example, 4k is still on the low res of what I like to work on (more like 8000 by 5000). I'm just curious if there already is a solution like this with UE4, some plugin to just render a scene for a still image?
Thanks for the explanations. Ue5 said ue4 games can be transfered to it but is this something that some game devs will not do because of the extra work or wil this actually make it easier for them.
Coming to PC and all next gen consoles.
Nice.
Mate, Thanks for all the info.
I am working in IT for several years, but only with Network. I did Computer Science about 10 years ago. Basic C++.
38 years old.
Can I still learn how to do a game?
Cheers from a Brazilian living in Australia.
Don’t ask anyone for permission man... just do it!!
I watch this and listen to your feedback and it makes me wonder even more now if we really do exist within a simulation.
Hahahaha are you asking if we are building a simulation in a simulation? 🤔
@@GlassHandFilms That's exactly what I'm asking hehehe. Maybe Elon Musk has a valid point and once we perfect the perfect simulation, we will have a better understanding of how to break out of our simulation.
@@trevorb.yokkanan9801 hahahaha this is awesome, perhaps so!
@@GlassHandFilms In all seriousness, I truly believe that your knowledge and understanding of graphics and how to construct, build and render objects and environments will eventually provide valuable information on how a simulation could really exist. And maybe all the back-end proponents including the processors, engines, outputs and the true mathematics behind this, could provide even more intel on how we could exist within a simulation. I’ve thought this for a while - in jest at first, but for me I know enough about this area of expertise to know I could be right, but not enough to know I’m definitely wrong.
The most impressive thing about this is that it can run at 30fps in 1440p on a console... which basically means that by the time we get some games in UE5 in few years from now they should be far more impressive on a high-end PC - and although the new features might have a really hard scaling with resolution I'm confident with more development time and a couple of new improvements in computational power we can get this quality in 4K. I'm just hoping Epic Games will take into consideration that developers want their games to be played even on low-end PCs and make the engine's features usable to the full spectrum without forcing developers to compromise on detail. This could truly be a landmark in game development and we might even see full motion pictures in a game engine soon - fingers crossed.
This definitely feels like a landmark for real-time games and interactive media! I cannot wait to see what the future holds! Cheers!
Wait.... I assumed it could run at 4k30fps off the bat. You're saying it can't? I'm pretty disappointed TBH.
@@ph4tboy I hear that! It's at 1440p 30fps. With all new rendering tech, it seems to take 1 step forward and 2 steps back. For me, who does a lot of offline rendering aka waiting forever to render images, this is huge! But I fully understand the disappointment from the gaming community. I am hopeful for the future of hardware and software 🤓👍🏻 it will get there!
Glass Hand Studios I think using this approach to render and then use real-time AI upscaling will be the key. I think with this a HD image AI upscaled will provide enough details. More importantly it will keep same detail all over the image. (Maybe for VR and eye tracking it css use focus based detail levels)
Glass Hand Studios Really? From what I heard it’s running 4K in the demo. Not sure on the FPS as there hasn’t been any discussion that I know of around the matter.
Pretty cool seeing this run on a PS5. Usually tech demos run on PCs because the consoles just aren't capable. The fact that this is running on a gaming console means we might actually see games of this visual caliber earlier in the life of the console generation rather than at the end. Even more, the implications this has for PC gaming is what really gets me excited. We'll finally be able to use our monster gaming rigs for more than just a resolution and frame rate boost.
Here I am teaching UE4 and boom Epic drops this hammer on us lol
it's an amazing time for real time :D Cheers brother!!
Hellblade 2 is on UE engine and if it's UE 4, I'm sorry but the Hellblade 2 character looks much more detailed than the character in this UE5 demo.
@@gamingwhileitshot8040 ue5 will definitely have the same quality character models if they tried. P sure they didnt give much of a shit for the character for this demo cuz not much has changed on that front.
Where you teach at?.
@@gamingwhileitshot8040 I don't think they were aiming to promote how detailed the character here was.
Maybe someone can answer a question as far as gaming industry goes. This demo was showcasing 8k textures being streamed in, but was compressed down and actually rendering at 1440p/30 fps. From a game performance perspective, if it was rendering these 8k textures at am average resolution of 1440p, is the GPU actually rendering that or only the appearance of that much geometry, if that makes sense. It was said later that the tech is still young and they're targeting 60 fps with this same demo, so I'm trying to get an understanding of the tech to know if it would be realistic to expect this level of realism in textures at 60+ fps.
I'm curious how they are handling the UVs with this many polys. Is it UDIM? Boggles my mind and I've been in 3D since Alias and 3d Studio release 3 in DOS back in the early 90s.
Im in the process of finishing my first vr game using ue4 and all the stuff they talk about is exactly all the stuff Im dealing from a graphical standpoint. LODs, occlusions, lowering textures, instancing, etc etc... been trying to wrap my head around how unreal is able to achieve the poly count using virtualization without sacrifiing dips in performance. I guess best practices need not apply lol. One of those textures from Qixel is like 200 megs btw.
That's awesome! I'm super pumped that you are devving! Really cool to hear your insight. And yes, all my VR projects ran into these issues as well. Overshading definitely killed me back then and I had no idea why. Haha seems like using mesh shaders, that won't be an issue
@@GlassHandFilms Thanks, man! Lighting and physics, gets us every time. lol. Definitely keeping my finger on the pulse with UE5. Great video btw.
Perhaps I'm assuming here but isn't this due to the I/O capabilities of the new PS5 SSD? How much of the GPU horsepower is being used with these high poly count geometry and seemlessly streaming crazy amount of Data?
That's the mystery for me as well! I'm assuming the SSD and I/O is streaming this massive amounts of data. So I totally agree with you here. I'm sure the nanite and lumens system are completely new and a brand new way of rasterization. Time will tell and I'll report back here as soon as I can read more 😁👍🏻
I feel like the new ps5 ssd, is making this whole thing possible.
@@octobergaming5767 agreed.
If you guys think this demo could run on a Ps5 without getting downscaled you're delusional
@@noxustds lol, hating much?
Idk anything about graphics and I don't have any questions. I just think you seem like a cool guy
hahaha thank you! I appreciate that. I just love computer graphics and computer science. haha Cheers! :)
Do you think they will still use uv maps or they will switch to a technology similar to ptex ?
Oh, wow, so insane! (I have already seen visually stunning things like this on PC in past years, but yeah, let's be happy for the consolists, who finally get something better than outdated, angular messes like before.)
In the demo, that statue was imported directly from Z-Brush and was made of over 33 million triangles...no baking of normal maps, no authored LODs. Approximately, how much of a time savings would that be for an artist since they can now just drop the model in and no longer bother to make the normal maps and LODs anymore? Also, was baking in the lighting for current gen games a time consuming process as well?
Frank Militello not 100% sure I’m looking forward to the unwrapping process
Yeah baking is time consuming, not massively know how to use it but it’s a pain having to wait for the process to finish to see if it turned out right
Yes, it definitely is a big time saver! It's hard to say how much time it would save, but it speeds up the iteration process a ton. So making a sculpting change, then overwriting files, and then see them update in the engine is a huge time saver. As for baking, this was extremely painful for a lot of people. There are tons of settings, and a lot to think about in terms of assets. For example, it's not ideal to bake super-tiny objects in the scene. I'm hoping to make a video about UE4 fundamentals soon :) Cheers!
CANT WAIT FOR UNREAL TOURNAMENT 4 WITH THIS!!!!!
Moore’s law did not lie. Technology is getting so good so fast. What graphics did we have 2 decades ago
So true. Technology is advancing exponentially
Moore's law in regards to cpu power died years ago.
Moore's law in regards to CPU died years ago.
xuimod Died years ago? Lol we’re just getting started. Especially this year and next year, CPU and GPU hardware are going to get crazy.
Isn't Moore's law, the doubling every x amount of years. In that case in computer science this is still mostly true
the only thing that stopped me from actually learning to sculpt was retopologizing models.
zbrush do that kind of easily
@@ZsH85 yeah but if you know me irl you im the laziest person on earth
@@khokh699 thats fine but its really just a button there :D
ofcourse sometimes even thats not enough fro a game ready model but still..
1:05 subbed!! I'm actually in offline rendering (basic product shot stuff) and currently doing Maya / Arnold renders that take houuuurs for a 4 sec shot... Been thinking of using Unreal... But with this oh def!! Bye bye Maya :) Will still use it to model tho :) But yeah this is going to save me so much time!! Like days actually haha! Anyways let me watch the rest of the video! haha! :)
Where are the shadows for the pigeons in the beginning. They don't interact at all with the light.
How is it possible to have so many polys int he camera frustum? Dynamic Mesh ply culling? isn't that super CPU intensive? any link to the tech?
Any laymen pc users who know their hardware and sometimes do measurement/benchmark will know how long it would take to render a static photo realistic scene.
So all of this real time movie quality asset generation is... One huge leap of faith, really
Gamer for life 👊😎
They had me at limitless geometry...
"Let me know if you want to be a graphics professional" I want to be a graphics hobbyist! I loved doing graphics in university, and I want to dive into again sometime. I would want to do it as a career, but I'm trying to switch my career over to the film industry entirely.
What is your main career now and what position in the film industry? 😁
@@GlassHandFilms I'm currently unemployed. I was a web developer in 2018-2019 and a self-employed UA-cam content creator for the second half of 2019. I would definitely love a job now but Coronavirus is making that hard.
That being said, I'll be a film student starting in Fall; I'm mostly going there to form connections, but rounding out my experience will definitely help.
@@LizardLeliel I hear you about the state of the world and economy. It's extremely tough right now. I wish you nothing but the best this fall! I'll try and post more videos to maybe help spark interest. Maybe during this pandemic, I can start making more videos to help us all learn together in this slow time :) Cheers!
@@GlassHandFilms That's very admirable of you! I think the thing that could help me the most is to just learn of the most accessible way to get into graphics programming. After my graphics course in university (which was years ago, I did it in my first year), I tried to do some using OpenGL but I couldn't figure out how to get glut and glue to work together. I think I'd be happy if I can just get to a point where I can play with shaders - deep diving and figuring stuff out for myself is how I prefer to learn the most. I'll definitely check out your other videos for awhile, although I will confess my interests change very frequently, if not weekly at times ;<
That being said, I do think you would love to see what what I have made in Dreams, especially the first thing which was strictly a graphics-related creation:
ua-cam.com/video/hwiQIH9nrg8/v-deo.html
ua-cam.com/video/qEZqu8dYplM/v-deo.html
If we get a mass effect game that looks this good I'd be willing to give the franchise another chance.
Hehe then just watch a movie if it's all about the graphics ;)
@@dri_him go play Gameboy colour if it's all about gameplay.
Did you not play Andromeda? One of it's biggest criticisms was it's graphics looking laughably bad, or I should say the models, not to mention huge amount of game killing glitches.
Do you people seriously not able to comprehend what I was posting? If a mass effect game looks and plays as smoothly as the demo shown I'd be willing to forgive them for abandoning Andromeda.
At least Glass understood, thanks for the heart man have a nice day!
Finally, Real Time Cum for the sex scenes
Not a graphics professional, but came here to get away from people who don't know anything about 3D modeling who make fun of how much they talk about triangles. Twilight Princess's Link model is around 6900 polygons and character models now can be up to 100k on average. It's amazing to see how much the capabilities of these kinds of engines have advanced.
should we expect these new technologies to arrive on render engines like octane or redshift?
This is going to be really interesting to see what games they can do for PC and next gen consoles once they don't have to worry about this gen of consoles.
Now imagine this tech through VR. 🤪🤘🤘🤘🤘🤘🤘🤘🤘🤘🤘🤯
I've been working in 3D for 18 years. I have a hard time believing this now. I can't even imagine what I would have thought back in 2002.
Phil Nolan I love this! What’s your favorite go-to tools for client work? Cheers!
@@GlassHandFilms I mainly work in LightWave 3D and 3D-Coat. I also do a lot of work with 3D scanning, using either Reality Capture or my EinScan Pro+ scanner.
How close are we to getting these types of graphics on VR?
WHY the HELL would YOU not watch the long reveal? Out of all the people who made reaction videos, you especially should have done that... Missed opportunity.
But oh, this isn't even a reaction... You already knew the stuff they showed. -.-
Hehehe I really should have watched the long one! And yeah a lot of this was me trying to comprehend what I was witnessing. Inside I was so excited but didn't really show on camera hehehe
@@GlassHandFilms But you had already watched or read all about it?
Soooo should they just ship games on a solid state swappable drive?
Impressive tech, though I still really want to play Ion Fury on the old school Duke 3d engine. Haha
The demo is nice. I have to presume the demo slightly misleads the observer by suggesting how much processing is being done, such as highlighting that they are rendering 100 of the (high detail) statues etc. Usually, in real time graphics systems (as no doubt you are aware of) use a myriad of techniques to limit the cost to the CPU & GPU (outside of these new Ray Tracing, Lighting and Particle Systems improvements), such as mip-mapping and screen clipping etc, etc, etc. I would be interested to hear your professional opinion on the continued future importance and reliance that these graphic sub-systems will play, as this new hardware and software graphical engines are rolled out?
Awesome! I love questions like this :)
I absolutely believe that we will still have similar tools/frameworks for mipmapping, occlusion culling, frustum culling, etc. With the new mesh system, Nanite, a lot of these processes should be handled and automated by the system and the artist shouldn't have to worry about it too much.
Having really fast storage architecture on hand, you can load and unload assets very quickly, since the SSD is married to the CPU via a super-fast highway (NVMe) and measured at 5.5 GB/s with raw data and 8-9 GB compressed data per second. What is super-efficient is bringing in data from high-bandwidth storage into video memory in its native format with hardware decompression.
So once we have those kinds of efficiencies, where we minimize latency and maximize bandwidth, we should never see popping of textures, meshes, shadows, etc. :)
Hope is not too far away from being used.I mean i hope games in 2021 will use this...because it drastically reduces the cost of games because no baking lights,simplifiyng geometry and stuff.Plus we get to expirience much better graphics...like the only reason to not use this is because maybe not everyone has a relatively modern PC? but still Ampere and big Navi both look great so i think we'll be there in 2021.
What plataforms would be able to use it a a near future?
You should add a bit of distance between your pop filter and your mic, like this it doesn't really do anything
haha I'm in the market for a new mic. I've had this one from way back in the day when I played a lot of music and gigs haha
But how much space will it take on ps5 or Xbox or whatever console people use.
So how they did that? Some sort of AI optimisation tricks ? Because i've seen some papers lately where people doing real time renders using that AI things, i wonder.
Nanite is a completely new virtualized micropolygon geometry. In the next few months I'm sure they will break down how or what the tech and research is based off of. Right now there is little info, I'll make another video explanation on this topic as I find more info 😁👍🏻
@@GlassHandFilms Some technical info has come out, press released their initial interviews with engineers yesterday www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis Now tell me, what on Earth is a virtualized shadow map lol? Software rasterization w/compute shaders? I get pretty excited when I cant find these things listed on the OpenGL spec and only in papers...
@@ChildOfTheLie96 found some interesting discussion, it may be related to unreal technology : computergraphics.stackexchange.com/questions/1768/how-can-virtual-texturing-actually-be-efficient
Thing called Virtual Texturing, and as i understand this is about optimizing texture data that is going to be sent to GPU.
Is new gen consoles with new engines gonna speed up development process of games??
8k movie assets via 1440p
4k movie/game assets via 4k
Both look gorgeous.
Only psychos can tell the difference(though never 100% correct when trying too)
Gaming is heading in the right direction.
Salute to all gamers. Stay safe.
This will be great once in devs hands. No time wasting. Shout out to Quixel too
Shout out Quixel for sure!
we need to be grateful ,because we will play games at such a high quality at a very low console price,compared to pc.
Can you give a better breakdown - isn't global illumination a form of Ray Tracing - also what is your opinion on the performance of the PS5's hardware ( Ssd / Gpu) to pull this off :)
That kind of bat effect would be done in the old days using boids, that is a system where you simulate flock behaviors of birds and other animals, like fish, etc.
That's really cool! How long ago? I love hearing about software and hardware that I missed out on. Cheers!
@@GlassHandFilms is not that long ago, boids are still used today in many games, for example all Cryengine games still use boid entities, for fish, birds, etc, even the chicken in Crysis were boids. :)
To tell the truth Boids is really a general term, a name giving to a type of programmed behavior that simulates a flock of some sort, no matter if it is done by particles or not, so that niagara bats imo are "boids" in some sence. You can search on youtube for the term boids to see some videos about it.
@@Argoon1981 Those boids in cryengine were simple and often ran through walls. They were pretty dumb.
@@mavencore3557 Sure they are dumb but that is expected, boids are not AI, or actors in UE4 parlance, boids are a lightweight simulation of some "AI" behavior, is just three simple rules (separation, alignment and cohesion ) that together look like complex behavior but is just a simple trick.
@@mavencore3557 Btw would love to see a demo of Niagara system, showing a huge amount of smart particles or even used in a game like ABZU, a game that even tho is made on UE4 used a simple boid system to achieve the huge amount of fish swimming around.
Saying this, because all Niagara demos that I saw, two I think, showing complex particle behavior, like those bugs and bats, use a very small amount of smart particles, compared to the boids used on some games.
Again not saying it can't do it, just saying I've not seen it doing it. I also don't claim that I've seen all Niagara demos, nor i'm trying to dismiss Niagara, is not your case but need to say this because some people take this stuff way to seriously.
it makes my school days learning and creating all those art maps all a lie lolXD
Trust me, I know the feeling 😂
@@GlassHandFilms I'm so happy I spent most of my time on 3d modeling, animation and learning Blue Print. I always shied a bit away from the optimization aspect of 3d graphics because I found it depressing.
@@OmegaMouse Optimization for models is kind of more depressing for me: when bakes don't work and you end up with funky normals that don't make sense, that's the worst. I'm glad UE5 is taking care of that problem! I do enjoy the feeling of optimizing lighting, models, textures, and shaders so the game runs much faster than you'd expect, without sacrificing a very high quality result. I made a brick material with full PBR base texture, roughness, depth (POM), normals, and material AO. Only 3 textures, but it can tile with unique colors per brick for 170 square feet. Extremely high quality results, and the top res texture was only 512x512, the entire shader less than 1 MB.
I'm a sucker for games that look and run better than they should. The ones with framerate issues drive me insane. Optimization will still be necessary in UE5 (we can't have hundreds of dynamic lights for a chandelier), but it will be a lot easier.
Don’t ya just love new toys 😉😊
This whole demo was like 1TB of data I bet those movie models aren't small in compression tbf
Lol. Graphics professional. Never heard a cg artist refer to themselves like that. Gotta get those normie clicks
haha I think you are the only person to realize why I titled the video the way that I did :D hahaha
I was thinking this lmao
Well count me in then, same reaction lol
When your thinking of multiple different names for your occupation to lower your car insurance
I think you should tackle Unreal Tutorials :)
Hey Gabriel! Yes I definitely have some stuff in the works. Some paid, and some here on the channel ;)
fantastic!
@Glass Hand Studio
why you mentioned no Raytracing?
(3:56)
As far as I know, there is no raytracing mentioned or implemented here. What we are seeing is a new geometry and lighting system. As more info presents itself, I'll report back. But pretty sure this is straight rasterization. 😁👍🏻
I hope this is a great advantage for stagecraft.
oh 100%! This is what I am most excited about. :)
How go you uv that for texture maps?
can't stop asking myself "where's the catch", because there's got to be one.
I'm curious to see how they are going to handle file size as well.
If your meshes all have a very high poly count, is your 1000 assets game going to weight 600Go or maybe 2To ?
I have a concern that the level of detail where even looking at a small object up close, would simply be many times more expensive when it comes to artists manhours.
Its not feasible to have every single object in the scene be of a big budget AAA CG movie quality, even if there were no memory constraints.
Maybe thats just me.
can you please explain why there are billions of polygons in the scene but the main character? The main character have a lower resolution of polygons and it feels out of place next to this amazing environment!
I would imagine the simple answer would be that everything is "scanned" in the environment, meaning they came from a lot of photos that were then translated into 3D geometry. This process is called photogrammetry. As for the character, I believe this is an artist's interpretation of the character and not a scanned actress. I hope that could provide some context to your question. Cheers!
The character mesh with bones need lower polygons to calculate the deformations which is a load on the CPU. Static meshes are being calculated solely through the GPU. If the character was as dense as the rocks, performance would instantly cause a crash.
It's just a test... imagine what this would look like when CD PROJEKT RED puts hands on it... JESUS!
@@cybershellrev7083 I thought the same, when I did rigging and some basic animation on some mechanical models I did, it was really laggy and hard to work with when the model is detailed. So perhaps, the limitations are the with things that requite fine tuned manual animation won't have billions of triangles. Maybe later on, they can have a technology where a reduced model can act like a puppet for the detailed model, that way, we can work through all the animation stuff and let the software deal with translating the information.
@@AIRpursuit - Well bones are basically a reduced model puppeting the high res model. I think their best shot is saving the deformation angles as a cache so that live animations could write in the ram rather than the CPU Idk, i'm excited for that day when it comes. I really love the idea of sculpting and animating so seamlessly.
if every pixel is a triangle i wonder what you could do with voxels now...
What type of pc configuration you will need to handle billions of polygon and a real time lightning system like that?
Is there any Unreal official information on that?
Do you know when the PS5 system is going to be in stores
Was it not announced to be in december 2020?
If we ever see something like this on ps5, it will be at the end of its life cycle. Reason why I will wait 2 years before I upgrade to ps5 or series x
A lot of this really depends on developers. Also, we have to keep in mind the asset creation for a 30 hour+ game. That would be challenging for any art team out there.
Shutup lol. You don't get it day one cause your broke.
True - tech/feature demos are set up to perfectly show off. But often they don’t translate great into actual games. Even though there was clearly a huge nod to Tombraider in this demo.
Nope. Horizon Zero Dawn came out early during PS4 lifetime and looked better than the tech demos demonstrating the PS4 prowess.
wampatan9 Fair point. That game looks phenomenal.
How many monster GPUs did they use to run this demo in real time?
All on the PS5 ;)