You're welcome. The demo runs on Playstation 5, so probably the equivalent hardware will give similar results on PC and I guess it will be scalable down to not so monster PCs.
Edit: There is also an interview done by Geoff Keighley with three of the brains behind the engine (skip to the 40th minute mark for that)
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This thread is for those interested in the technology.
Can't stop me. Egs is shit and their practices are shit. UE 3 is responsible for making a whole generation look and age like ass and UE 4 looks like a blurry vhs tape movie at anything below 1440p.
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Can't stop me. Egs is shit and their practices are shit. UE 3 is responsible for making a whole generation look and age like ass and UE 4 looks like a blurry mess at anything below 1440p.
Nobody is trying to stop you, it was a friendly request to focus on the technology. Also, the new technology solves your disappointments with previous releases of the engine, which I might add, are not completely accurate.
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The arms race for photorealism is so boring. Stuff like Cuphead will graphically age better then any AAA game of last decade. I really wish there was more focus into truly creative usage of advancing tech.
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Why not both? Photorealism is something I definitely want to see done to perfection at some point. At the same time I enjoy more creative art styles like Cuphead or Ori (Will of the Wisps might be the most beautiful game of all time).
And even AAA games can age well (see Mirror's Edge).
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Better, newer engine might mean better optimization and therefore a better performance, but yeah... not sure how well it might perform on older systems. I guess time will tell.
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I remember when UE4 came out it felt like all games using it ran terribly. Was it because most people didn't have adequate video cards or because the devs didn't know how to optimize it properly? Maybe both? Seems like it took a few years for the hardware to catch up. Even today some games using UE4 don't run all that well. I can't think of many games that ran amazingly on UE4 back then.
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Linux support . why there is no support for Linux in 2021. other than that we will see, when more demos and the release.
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and it just works
Now where have I heard this before...
Jokes aside, that's super cool. UE4 already had tons of untapped potential, so I can't begin to imagine how far UE5 will bring us in terms of computer generated graphics in games (and possibly other medias).
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It's incredible tech, but I worry what it'll mean for file sizes.
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It looks great.
Film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine
I guess the time to need a dedicated Multi-Terabyte HDD per single game is near :).
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welp, i still hate the epic store (for lack of features), but UE is a gaming stable
yes the demo is impressive, but i want to see it on the current-gen console
guess its about time to upgrade that SSD
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Damn I'm already struggling to run new games. this will just blow up my PC
But looks cool though
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Meh.... if it comes out 2021 we probably won't see games made with it until 2022?
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Will the engine help to make assets quicker, help devs crunch less.. be able to implement some machine learning or just.. double the time to make a rubble?
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Yeah... remember that tech demo from Square Enix from years ago, 2020 and no game looks that good still, these tech demos take a long, long time to translate into anything.
https://www.youtube.com/watch?v=rpDdOIZy-4k
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As we know, here are a lot of anti Epic Games people, so if you're one of them, please don' show your hate toward the company here. Maybe you are right, but this discussion is not about that, This thread is for those interested in the technology. Thanks!
"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."
"One of our goals in this next generation is to achieve photorealism on par with movie CG and real life"
"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"
See the impressive tech demo running on Playstation 5 and find some more info here.
Edit: There is also an interview done by Geoff Keighley with three of the brains behind the engine (skip to the 40th minute mark for that)
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