"Join us at 10am EDT on May 26 as Chance Ivey, Senior Technical Designer at Epic Games and Galen Davis, Producer/Evangelist for Quixel at Epic Games provide a first look at new game development tools and workflows that will be available with Unreal Engine 5 before exploring a new sample project."…
Not sure if you guys have seen this. They go into details about pretty much everything. https://www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis So yeah its micropolygons and the lighting is hardware independent ray tracing, using a more advanced distance fields…
Good points, I think it's obvious this is no good for a games art pipeline due to memory limits and it would be a painful creation process with those file sizes. It is however great news for games lighting, arch viz, automotive, film production, medical simulation, aeronautic and whole rafter of other visualization…
I think you would be in the realm of reality with that assumption. I know that the actual computation of tessellation and displacement will eventually add up but I do think rather than these super highpoly assets being thrown into engine at a couple million we will start to see a great rise in displacement map usage and…
This is every artist's wet dream, finally a step forward. The workflow of making a high poly to throw away purely to waste time by baking down to a lower res model is obsolete and over a decade old. So the fact that this has come out will unleash our potential! Don't be scared guys, this purely benefits us and our artistic…
Would be interesting to see how this new system cope with trees, 3d grass etc. things that traditionally use alpha clip/blend even in movies. And if it's micropolygon based my guess it still would be necessary to bake displacement textures? Streaming all the geometry as it is in and out all the time would be insane. Even…
I have my doubts on this. The demo looks amazing but the whole 'no baking' talk is nonsensical(from what we currently know). Importing hundreds of static meshes that has been subdivided and dynameshed straight into the engine would result in the frame rate going into the toilet. The file sizes are massive compared to a…
The Unreal Engine's pipeline with virtual film production techniques will become much less seamless with the release of UE5. Not just in asset creation but also materials, lighting, cameras and much more, especially with tools like material X and Universal Scene Description (USD) and what ever else is in the pipeline. It…
Does that matter though, with their micropolygon engine? Aren't the meshes retesselated at render times? I think they said they use the full 8K maps with virtual texturing. So the high res models still need UVs and the usual texturing process. I imagine if it's the case, after some performance updates to support such…
Well, I hate to be a downer again but some of these pipeline reports are also littered with over-inflated PR talk. Anyone who's worked with UE4 knows that even though the engine is fantastic, it is far from being as snappy as these spotlight videos make it look. Like how editing any material that isn't an MI causes…