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Is Unreal Engine 5 worth the hype?
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- Опубліковано 31 тра 2021
- I tried out the newly released Unreal Engine 5 early access. I create a Japanese forest scene and try out the new example project Valley of the Ancient.
💥Punch A Bunch available on Steam NOW🥊 👉store.steampow...
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This is my review of Unreal Engine 5 including Lumen and Nanite. I briefly explain what Lumen and Nanite is and give you a good overview of what someone can achieve easily using UE5. I create an easy landscape in Unreal Engine 5 using landscape tools and Megascans.
Don’t forget about the ALGORITHM JUICE!!! 🧃🧃🧃subsubsubsubsub
Already did that dude :)
You wait and see, you will get a more than million subs in no time :)
Could you
Maybe link where you got the trees and the Japanese temple assets?
Always has been
THE JUIIICE
100 Gigs for showing a demo of a young girl climbing over rocks and transitioning between worlds to fight a oversized robot in a vast empty world is ridiculous... .I downloaded just one of those Metahuman rigs from the Bridge and it came to 700 files
and 1.6 gigs of space up on the computer. With file sizes like this for just one of these rigs, there's no way I can create my dialog sci fi rpg game with these because the file sizes for the rigs are just way too big for my computer to handle..
The only thing Epic have going on that I'm concerned about is all the excessive file sizes with its editor when loading all
the raw assets of the game into the engine... The editor version of the game easily goes into the hundreds of gigabytes.
And with these new Metahumans, that will skyrocket.
For someone like me that hates baking lights when making levels this is game changing
so pretty much anyone whos had to deal with light maps then
no pun intended
every dev hates baking
And why do they hate it all? Because it cost way too much time and you can't do anything when it does, only waiting time and so waisted time.
Nanite it the same, no need to waist time to make LoDs, all kind of maps that is only needed because of too less polygons. So you could say UE5 main feature is to save massive annoying developer time. What also means devs would have more fun at work and could spend more time into quality. ;)
IK I USE UNITY BUT IM SWITCHING NOW THIS IS AN INSANE DEVELOPMENT LIKE HOW?
Ideally having a gpu with proper support for ray tracing would make the performance even cleaner, that being said gpus are sacred rare beasts in the wild and you'd be amazed to find such a thing.
I mean I can run ray tracing on my 2070 depending on how intensive the rest of the game is. With nanite (being able to render polygons without a problem) even a slightly updated GPU from his 1080 would be insane...
got a 2080 for 420€, maybe i just got lucky
i was surprised that lumen and nanite run with a constant 60fps on my gtx1070.
GPUs can sometimes be spotted in their natural habitat. But they are easily scared...
This is an upgrade to ray tracing.... you can change (downgrade) to ray tracing and can see the difference. Look at some videos by people who have Nvidia 3090 cards who have done comparison between the two.
The 100GBs is the project file size with I believe uncompressed 8K textures. After you package it into an executable it's 25GBs which is what you'd expect from something like this. We live in a world where AAA games are starting to reach 200GBs, so 25GBs for a 5 minute demo isn't too crazy.
That 5 minute demo has pretty big map and ultra-detailed assets as well. File size is perfectly reasonable.
Calling 25gb reasonable for a game is insane.
@@player-8740 You must not play modern games at all then.
yeah idk where he got thats 3 games from. COD is 250gb currently
@@AustinKU123 3 games? I think I'm not seeing the relevant reply on my end.
But yeah, 100+ GB games aren't rare these days. I just recently deleted Battlefront 2 from my HDD because it took over 100GBs of space. If I look at my library the average size is around 80GBs for modern AAA games. Indies can still be pretty small.
Humbleness is making a whole japanese Forrest scene in a day, then saying how a talented person will do better with the engine.
The lighting is cool but the real game changer is Nanite. The fact that you are able to put all those photo scanned assets with millions of polygons without your computer burning is truly mind blowing
Edit: in 60 frames per second I might add
Yep, Lumen actually breaks if you push it too far, I managed to break it on some weird alien temple concept with emissive lights. Epic's official documentation says that Lumen works best in outdoor scenes and is not meant for in-door scenes that require precise lightning.
Nanite on the other hand, black magic. I pushed it as hard as possible yet that beast didn't even flinch
@@Navhkrin still they will probably get lumen working completely by the time of the full release
@@Navhkrin I guess the reason why he focused on Lumen and not Nanite is because of his VFX experience and since he's pretty new to game development, he doesn't fully understand yet the lengths in which developers go though just to optimize their assets and how amazing Nanite actually is.
@@Navhkrin but dont rely on Nanite that much or your file sizes would be massive if all you use is film assets.
it's decimating mesh in real time so that you never have more than 1 polygon per pixel, still amazing that it can decimate that fast
As a game dev I want to come here and answer it short and sweet. Yes, this is a game changer.
Your toonish saturated characters and bouncy light could have its charm. I'm curious if Lumen can keep up with the fast movement. Would love to see that. Even if its just for a vid and not the final game. Great job on the map btw
100% yea for a video. Since it pre-renders them when exporting, it processes everything per-frame.
It has slight lag if you are moving daylight around randomly in-game.
Great Video Ponty! I have a idea for your game Punch a Bunch: For every different league, your boxing boxing ring changes.
Let’s say there is a western type of opponent, the ring will match the style and theme of him. Or on the last level, make it feel like a world championship filled with lights and maybe a crowd.
This is just my suggestion, it’s completely up to you? and you can do even customize my idea to your liking as well. Thanks Ponty, your game will be great!
when is his next vid
the idea for keyboard and mouse Punch A Bunch:
cotrols on:
-keyboard: WASD to move (obviously) and shift for blocking(i don't know any other good way for blocking)
-mouse: left button - left hand, right button - right hand
the position of the mouse itself = the position of the upper body so you can use the same technique for attacks with controller and mouse
this is just my idea and i hope Ponty can implement this ;)
love your vids aswell!
Isn't this how it works already?
@@Zwiebelgian lol
@@Zwiebelgian lamo
@@Zwiebelgian yeah for controller
@@Benjo69420lelol no in his demo video he mentioned very similar controls to the ones you propose. I see you don‘t watch all pontypants videos, how could you?
future/crazy idea for your game: VR. If at any point you decide to maybe buy a vr headset, maybe try it out, could be a cool video. Love your channel, wishlisted since day one!
🙏🤩
That sounds like a heck of a workout, that first boss he made was brutal as-is..
@@Pontypants As a vr youtuber and addict, consider it. Please. Also, VR PUNCH A BUNCH WOULD BE GREAT!
I understand that you are so excited, I for one partially understand Lumen. And I must say that the technology they use is nothing new, but they just improved it. I was a tylized game developer. Now I can just go into my level and put in mega-scan assets, you have to do a little bit, Nanite and Lumen don't do everything. And you have a very good looking game for real-time rendering. And one thing to say that it is beta early-access, that means they will still make a lot of improvements like performance etc.
What engine can do dynamic global illumination today? I'll tell you. Unreal Engine 5. That's it.
Nothing can do that today, other than this.
@@ShadowViewsOnly Don't forget. I don't only count game engines. Like Blender EEVEE has a plugin that makes kinda the same thing. Because there is only one way to do it. So inform your self.
For anyone wondering how does it achieve this result this well :
- The biggest meshes are transformed into another file type when imported (this means if you import an fbx file, it will be converted into this other file type that UE5 uses). This new file type is useful since while rendering, UE5 can select only small parts of the meshes instead of uploading the whole mesh.
- Nanite's technology is not new, Assassin's Creed's game engine currently uses a similar technique but architected differently, and it performs great (if not better). The idea is to compute/render a new kind of data that current GPUs don't natively handle, you have to reprogram what GPU do with mathematics and stuff.
- Lumen is actually "screen space global illumination" combined with "irradiance fields global illumination". New techniques that have appeared not long ago. They are effective, fast and work on diffuse lighting but do not handle global reflection and there are some other caveats that you can read on some research papers
UE 5 is a game changer. I been playing with it for a few weeks and the things i can do with it is amazing.
VFX programmer: "lemme walk you through this new engine"
*talks solely about visual updates*
Me as an Audio Programmer: :') The new audio system is mind breaking technology.
@@akselisiili3228 yeah! Its started using this feature ed.graph, so in the same way that blueprints are made, visual scripting, you can make large audio synthesisers and plugins etc, its amazing technology, check out Dan reynolds on youtube, hes made some amazing stuff.
He's a video programmer, he can't hear you.
You need to write it on a piece of paper, so that he can see it.
@@cinegraphics that's why we're here lol
What is vfx, audio, animation, rendering programmer, etc?
in my opinion you are now the best game dev channel
and you are the only youtuber that even when im deving my game i pause the process and watch your videos
thx alot for the awesome content you are making ♥
🙏🤩
Just seeing the potential of UE5 makes me want to get into game development. I can think of so many uses for it.
Amazing comprehensive video, love your editing, energy and cohesive explanation
I know you said you didn’t want to do much of this technical content but I love it and I’m going to be starting more game dev this summer so I want to learn some more about unreal 5
7:58 you could say it looks UNREAL
Xd
but it looks real tho
Un means not but whatever
Its just a pun get it? UNREAL xd
As far as I can tell, the way lumen works is by using raytracing.
Its not brute forcing it in realtime like most RTX implementations.
They somehow managed to create an extremely well optimised raytraced gi system that uses way fewer rays on an approximated environment
Unreal engine 5 is insane. I like the graphics but the main thing is the poly limit thing.
I think the opposite honestly. The technology behind the poly limit is insane. But my game can't weigh 10TB, I still have to optimize the meshes and make everything low poly in the end. And the lighting looks fantastic without baking, so that's going to be much more useful for my use.
@@ihx4111 yeah. That’s the biggest limit file size.
Even he can make good looking games this is unreal
@@loganmcarthur1613 Dude I never said he couldn’t. I was talking about unreals new technology
Ok?
I work in virtual production and the Industrie is hyped. The amount of optimisations we have to do atm is really bogging down the accessibility. We might need to wait a year before all the tools we use are ported to ue5. But believe me when I say the hype is real.
although i think nanite is a pretty impressive feature, the downsides i predicted back when the first demo was released turned out to be true so the feature may end up being a problem. Virtualizing geometry like that and being able to run freely without giving a damn fuck about polygons has it's downsides, it does look absolutely gourgeous but that may end up causing developers to kinda don't care about polycount, and 3d assets like that tend to get pretty damn large in filesize, it's already obvious from the 100gb demo wich is a short demonstration that nanite will eat through your storage real fast if you're not careful, so we can imagine that in a full game, 1tb per game isn't really something we can afford right now
The 100 gb was for the launcher. Someone has already compiled it to run outside the launcher and it and that version was only 25 gb.
Nanite mesh compression can get the mesh down by quite a large degree (the example from the official documentation states a 150 MB mesh is in the end compressed to 20 MB). As said a cooked build of the demo has only 25 GB. There are futher savings if you are smart about textures like normal maps, since you might get away with tiled detail normals, that are sharable across multiple assets. So the storage size of the final product is probably a bit above what we have today. The storage space and memory requirements for developers, are quite increased if you make extensive use of nanite.
Agreed. But I think we should keep in mind that UE is only a tool. It isn't an excuse for developers to become lousy with their product.
I mean, this mega scan technology will also only get improved from here.
@@lemmysverruca I wish more people would read your comment.
Hey Ponty an idea for punch a bunch!
What I propose is a upgrade customization character, so u can change the weight size and everything, also with upgrades like faster movement. for example if you make your character slim he would be faster but weaker and vise versa. It is up to you
I've been trying to learn Unity but... this just knocks i outta the park in terms of accessibility
You should make a video like your last one, where you remake Punch - A - Bunch in UE5! It would look soooo good
The game dev future is shiny:
- UE5 with Nanite and Lumen
- Raytracing Graphic Cards
- DLSS
- Deep Learning
- AI based tools that helps developing
- Megascan like Asset libraries
Can't wait to see in what games that will ends. Even small developer could do so much more now. Sure, a negative side effect will be that we will see even more bad games that quick made to make some money. But I'm sure many small indie developers will make games with UE5 that before only AA+ Studios made.
Dani who waited a eternity to bake light in unity
unreal engine 5:- let me introduce myself
What a great video. Describing the change, demonstrating it with practical examples, doing it all in 10 minutes. It's a 3-in-1. I hope you do a nanite test too. Keep up the great work.
Very informal video, this was great, I was a bit lost with the new lighting system and what it actually meant but you cleared that up nicely!
Looking forward to seeing what happens with UE5 in the future ! :D
I'm a Unity guy, but I'm always impressed at the visuals Unreal is capable of.
Can't wait to see more Punch A Bunch!
Wow! Add to this UE5 is also supposed to be able to handle optimisation of high polygon count models automatically (maybe a video topic to look into?) and this is pretty much game changing.
If the other game engines can figure out the secret recipe the bar for the average 3D game will be risen massively.
Thank you so much for your explanation and demonstration. As someone who is just getting into game development (as a hobby) and just started learning Unreal Engine, I now understand what the hype is TRULY about. :D
This video is great for people like me who are no experts in computer graphics but are interested enough to want to know more about the implications of this new technology, and since there is a lot of recent technical stuff about this is hard to know how should we feel about this new engine.
For me it is a game changer for sure. Skipping all these things like baking and retopologizing , supporting billions of polygons already makes it a game changer
I know how lumen works - instead of baking a whole scene like blender cycles do. lumen bakes light that are visible on camera. that reduces render time a lot.
The most interesting part for me, is the fact that you no longer need to bake shadows. That's one hell of a tedious process to me.
7:43 missed opportunity for a Nighttime Daytime Bird meme
@Pontypants just remember that they update a LOT the animation part which could give to your game a major improvement!
6:40 this is where my mind was completely blown all over again- this is one light source?!
Okay, so I'm definitely using this :D
Never made a game before nor have I ever coded. But I wanna try it. Thanks for your honest review, now I'mma try it.
Unreal man.. I'm going to try this. Thanks for the videos sharing your progress
This is absolutely amazing!! It would be really nice if you did some small games with this someday (after it launches). We would love to see it. :D
Always crushing it Ponty. Did you check out the ability to layer levels 😮? I was super jazzed about that concept, but ran out of ways to use it in application. With your creativity and industry experience thought you might have some interesting ideas on how to leverage it. Cheers.
Wait what, this sounds cool! Are you talking about the world partition thing?
@@Pontypants No, it's "data layers". Think photoshop layers for Maps/Assets. They quickly demo it at 7:30 of this vid: ua-cam.com/video/d1ZnM7CH-v4/v-deo.html
@@fracturedfantasy how is that different from just switching scenes or disable one parent empty with a lot of children objects and enabling another??
@@squeakybunny2776 To be honest I'm not quite sure. I mean immediately I think the setup and workflow is a lot simpler... That being said, I think that's similar to my original question. The idea of this tool is pretty cool. I started thinking about photoshop and the adobe toolset, mixamo, blender or procreate. I was thinking about the concept of layers and how powerful layering is for artists. This tool immediately got me excited, but then I kind of got stumped on the number of use cases for it. It might just be a workflow/QoL type improvement.
@@fracturedfantasy yeah I was also pretty excited about it and checked it out. It seems to be mostly a QOL update of level streaming. I really want it to have features like blend modes or masks but it doesn’t seem to be made for that. BUT this new feature could be a framework for later improvements allowing photoshop-like stuff !
I absolutely love this style of video! I am excited to see more
You do know how Epic achieved this? They signed a deal with the Devil! All our souls will be devoured when we start using UE5...
You know what... I’m ok with that 😭
Worth it
its a world wide transmutation circle!
This was actually a really good explanation and demonstration compared to most videos I've seen on UE5
holy sht... i didnt know you're part of ben tristem gang :P i wish there were more real professionals like that making courses
It's really amazing the technology that they are using to make the lighting be like this in UNREAL ENGINE 5 it's really mind blowing but anyway please read my comment from your previous video
I hope you all the luck on the game and stay safe 😊👍
Im a huge fan
Your fan from EGYPT
It's bigger because the nanite objects include very high density meshes. Most of the footprint of your download will be the high complexity of those Nanite objects.
Harry Potter: Lumos Maximus
Game Dev: Lumen
Ponty: "I'm gonna say this looks pretty much real to me." 8:07
Perhaps you might even call it Unreal?
It's nice to get your opinion as an visuals effects expert
And yes the next engine will be a game changer for the game's makers
Re the download size My understanding is the 100gb isn’t the demo they did it’s also the engine/editor etc so it isn’t a large file at all. It’s mostly the engine etc. It doesn’t mean games will be hundreds of go in size.
"Diapers on for this one guys!" was an immediate sub. Good stuff.
Your lighting is amazing, i legit just use the default lights from when you create a new default level lol.
....indeed, as you said, mind blowing!!! My pc doesn't think that way 🤣
As a unity dev I'm happy that UE5 exists. Unity now has to step up in the graphics to stay relevant for photorealistic games
I've seen a lot of the official test level but seeing your own is even cooler. I wonder how much people will rely on quixelmegascans vs making their own models vs scanning their own items.
I HATED unreal engine 4 UI. Main reason I refused to use unreal engine. This new UI tho... omg 😱 I’m definitely on board the unreal engine train now.
lmao it's just a UI
@@valideno9592 more important then you'd think my man
I thought this was slightly clickbait but good content like a lot of your vids, clickbait but great content, but no, this was literally amazing
This is also good news for Unity, too. The competition for users is positive 👍
this is terrible news for unity since now they are far behind i guess
@@frazho4eg Yes and my point is
they will have to push to be at the same or similar level
Lumen just makes things more believable.
This like the sketch that a artist would do in 10 min compared to the final artwork that s well above 3 h .
The sketch is like 80% of the final work ( it's the foundation, the composition, path to the final result)
The rest is refinement and optimization.
lumen is a quick way to convey a sense of reality while having a more artistic approach on lighting , much more like the painter interpreting the light.
Obviously raytracing is the better option ,however it s also perfs hungry.
Where lumen ,while not being as perfect as rt It's still way better then cube map and also not perfs hungry 😋
I wanted to became a game developer after watching your videos 😀😀😁😁
Great video as always Pontypants! I feel like the new UE5 is meant to be used for big companies rather than small indie developers. It would take a good amount of time to set up the graphics and lighting in order to achieve the results that we can see in the demo
I've been waiting for your take 😉
Great video 👍
Pleeeeeaaaaaseee make more videos like this, I love the style :D
Lumen & Nanite alone are next gen stuffs 🔥
When I watched this video I realized how good I became in game development but how little I have achieved with it in 28 years. Maybe in UE5, I will finally end up having some success.
Great video, really showcases what UE5 is capable of doing with little to no effort.
Great video i wanna start on game dev and i love ur channel keep going bro
Yooo Clean setup Man!
Damn! This is going to be a game-changer!!!
Totally revolutionary.
Thanks for sharing Ponty!
Love your videos man.
Pun intended?
Do you think Unity will catch up to this any time soon or is it pretty much a done deal to use unreal 5 for 3D games?
I use unity but this hyped me a lot too imagine the potential
Even though you said you'll not port your game to UE5, it would still be a cool little video to make, kinda like the Unity one.
The overwhelmingly good thing about it is that it's free. That should get a 90% vote straight away. The hardware needed to run it is expensive but will get cheaper.
2:26 Lol Must not have heard of Warzone :D
YES! A NEW VIDEO! I have watched every single one of your videos at least 2 - 3 times now and every single one makes me smile :) YOUR THE BEST! Oh an, I couldn't sub before because I was having problems sorry, But know I can !! Woo !!
Doom 3 has lights that can change in real time via "Carmack's Reversal", and that game came out in 2004. That was a huge upgrade from Quake III Arena where lights were baked and static, and moving objects that had lights shining on them would take the light with them instead of moving into darkness. This technology is not so much new as it is reinventing the wheel.
Doom3 shadows looked bad though, and it all happened in tiny rooms. Unreal Engine is on a completely different level and scale.
It works in real time, but has lag, like when you move a glowing box, it takes a second for the bounce lighting to catch up.
It's still great that it only takes a second to catch up rather than hours in baking or not at all.
It’s just my computer :( also, when I’m not screen recording it’s much faster 👍🏻
How hilarious would if this video was all, "Yes. Sticking with Unreal Engine 4 for now. Will check back when Unreal Engine 6 is launched."
I'm hoping that this will be fully released during summer this year :D
it would be amazing
This is insane. I hope Unity can bring something like this in. Cool video!
They said they're working on a realtime gi solution a little while ago. Idk about a nanite equivalent though
Well, considering it's been one year since you posted this video, and now basically every major and minor game development studio has switched to UE5 for their games, I'd say yes it has definitely lived up to the hype!
Might be interesting to update because Chaos is supposed to have more stable physics and new features.
But now, it's still buggy, from what I've seen.
Thinking about moving from Unity to Unreal only because of this. It's UNREAL!
Nanite + Lumen is reason enough.
June 2021 seems to be the best month in all history to start learning Game Design & Game Development. Right? :)
Ish
Everyone wnats to be a game dev today, conpetition, and too many ganes in digital stores. Sometimes luck pkay a more important role than your game being actually good.
The market is overcrowded and customers hardly find many of these games. I even now have to look through huge lists in steam and other stores through thr mollases of artsy fartsy indie games out of which too many are clunky and at most mediocre.
I missed a few good gems this way. So imagine, those devs fail to reach the market in a sense
I think they are doing real time ray tracing with little passes and just removing the noise it generates by applying noise-removing AI filters. We have such filters for blender, we can render things and they look good with low passes, we just apply the AI filter on the rendered bitmap image and it removes the noise. Those filters also work for real life noisy images from generally low-light pictures. You can see it updating on real time, the first pass just makes the lightning look softer than it would in real life, instead of looking extremely blocky/grainy, the noise removing ai makes it look smoothier. That's my 2c, I didn't read their white paper or anything. Just by looking at your video.
PontyPants, I am big fan of you bro. I really like your videos :)
And what is more impressive is that folliage isn't supported yet but neither naniiiiiite and it still looks amazing o yeah and it's also free...
Literally how the heck r more than 77thousand of us subscribed to your channel like maaannn you may call yourself an idiot but dude you're a freakin genius keep doing what you do.
What a nice devlog, keep it up!
I have no idea and never used an engine like that but this Lumen Function is really amazing
i searched a lot figuring what did they do, u explained it so well man..gg
I don't use Unreal, but this is really interesting! Also, I like your squeaky voice at 2:15. XD
Perfect explanation of the lights
Not needing to bake lights is Epic.
@pontypants really like the scene you put together, what was your approach/method for creating the 3 tiered waterfall in the background?