Other Unreal Engine 5

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Epic Games just announced Unreal Engine 5:

We’ve just released a first look at Unreal Engine 5. One of our goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.

Introducing “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5:

This demo previews two of the new core technologies that will debut in Unreal Engine 5:

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Nanite
virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.

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Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters. Artists and designers can create more dynamic scenes using Lumen, for example, changing the sun angle for time of day, turning on a flashlight, or blowing a hole in the ceiling, and indirect lighting will adapt accordingly. Lumen erases the need to wait for lightmap bakes to finish and to author light map UVs—a huge time savings when an artist can move a light inside the Unreal Editor and lighting looks the same as when the game is run on console.

Numerous teams and technologies have come together to enable this leap in quality. To build large scenes with Nanite geometry technology, the team made heavy use of the Quixel Megascans library, which provides film-quality objects up to hundreds of millions of polygons. To support vastly larger and more detailed scenes than previous generations, PlayStation 5 provides a dramatic increase in storage bandwidth.

The demo also showcases existing engine systems such as Chaos physics and destruction, Niagara VFX, convolution reverb, and ambisonics rendering.

Unreal Engine 4 and 5 timeline

Unreal Engine 4.25 already supports next-generation console platforms from Sony and Microsoft, and Epic is working closely with console manufacturers and dozens of game developers and publishers using Unreal Engine 4 to build next-gen games.

Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.

We’re designing for forward compatibility, so you can get started with next-gen development now in Unreal Engine 4 and move your projects to Unreal Engine 5 when ready.
 
Here it is in motion:

Niiice. Some of the seamless contextual character animation features are already being used in FF7 remake I believe.
 
Wow, Unreal Engine 5 graphics and sound look very realistic and great.

A great tech demo indeed, running in real-time on Ps5 and fully playable.

“It is playing 100% in real-time on the [PlayStation 5] and you do have full control over the character,”

“It’s totally playable,” Libreri confirmed. “In fact, if GDC happened we would have let people play through the thing.”
 
shame FF 7 remake will never be done in UE5.

Well an upgraded version using some of UE5's features should already be good enough. FF7 remake is already really good graphically. definitely the best looking UE4 game to me.
 
and I hope they don't try to use UE5, or it may be 2027 before we see the next part.

Indeed, cannot wait that long for more PLOT Tifa goodness lol.
 
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