Demo: A first look at Unreal Engine 5 (a must see video!)

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beat me just lol, i really hope they fixed the stuttering which UE4 has. looks great!
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Looks fantastic, importing movies quality asset for games? Prepare to buy some storage space. 😱
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[youtube=IIdn6yNdHMY]
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UE4 wasn't even really used that much.
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Back then in the Halflife 1 editor i was happy when i could keep a good looking room under 3000 triangles. Funny how time flies when you're having fun. 😀
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jwb1:

Compared to UE3.
280 UE3 games on that list vs 289 UE4 games... UE3 still has titles coming out on it - so it's 13 years of development vs 6 for UE4. I'm not sure how you're coming to that conclusion unless you have a better list
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Denial:

280 UE3 games on that list vs 289 UE4 games... UE3 still has titles coming out on it - so it's 13 years of development vs 6 for UE4. I'm not sure how you're coming to that conclusion unless you have a better list
This is not a complete list. UE3 was by far the most popular engine being used and is still being used today.
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jwb1:

This is not a complete list.
So then give me a complete list. Otherwise you're just guessing and I don't care for guesses. Personally, I think there are definitely less AAA titles on Unreal 4 and it's mostly due to licensing but the new licensing also allowed tons of indie development and some of my fav indie games are on the Engine. So it feels like less games but in reality there are more on it than UE3 and that's in half the time. The only source posted thus far seems to back that.
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Why am I not impressed by this? It looks good don't get me wrong, the textures are some of the best out there but I am not impressed with everything else. I don't know why? Maybe I need to see this in person on a good TV for it to really pop. Have they released any raw footage to download?
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It's tomb raider on steroids + ecstasy. From a technical point of view, right now game models are created in 'modeler' tools, then converted to lower polygon count, and maps are baked to import the high frequency details back to the low polycount detail. Every game, every model, every game engine out there. (note: that Star Citizen is using another solutionfor their high poly ships) With Unreal Engine 5, this whole pipeline of the entire game industry go by the window: modeler-> game engine for game/movies/... It's a revolution, nothing short of a revolution.
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What about less code bloating?
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But but... but... how the hell can the GPU render all that ? Billions of polygons ? HOW ? We don't have that much compute power in today or near-future GPUs...
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Seems that dx11 tesselation computation isn't parallel enough to handle such thing, needs a more modern API.
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But i hate this noisy effect which is generated by edges. I spot them the first seconds of the demo and all of the demo I was fixed of that noisy blurry thing. You can seem them when objects or shadows are moving. The edges of them are not clean but noisy and blurry. Saw that in a game before and I hated it... :/ I hope this is not on pc. But to me it looks like that is a way around for that huge polygon rendering...
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Just the other day I was thinking to myself what UE5 would look like, and here it is. Pretty impressive stuff!
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XenthorX:

Seems that dx11 tesselation computation isn't parallel enough to handle such thing, needs a more modern API.
That's what mesh shaders + amplification shaders are meant for.
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ue4 era was bad in terms of perf/quality, hope that 5 will be better
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Yeah they are definitely putting mesh+amp shaders to work + the SSD architecture probably allows them to stream super large assets in and out more readily. Going to be interesting when SSD are basically required for games. Edit: Throwback [youtube=UKUuUvDSXk4] lol