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This looks utterly incredible. However does this tech even work with moving objects or lots of noisey objects? This is almost a totally static scene with a few physics objects bouncing around. How does it handle for example a forest where you have lots of small objects like leaves, all moving and shifting ever so slightly every frame? Is this tech capable of rendering that kind of thing? Or is this more like a tech demo that shows off the “ideal” situation in which the tech can be used, but for the majority of actual games it will not be suitable.

What’s up with the V tho? Are we going Roman like FF?

UE5 sounds cool.
What’s under the hood? Will there be a new AI architecture under UE5 like an Utility AI?

How long will UE4 be supported and updated?

That’s truly amazing, thanks Epic!

Fantastic news!

I’m really excited because the only barrier from making games 100% solo and without being restricted to Marketplace assets or being dependent on an artist was that you have to retopo 3D models, make LOD’s and bake normal maps etc… I’m a programmer and was always a wannabe artist. I never got further than making awesome ZBrush stuff, but retopo and baking normals etc was always a step too far, where I either didn’t have the courage to learn or the patience to be retopologizing. The fact that I now know in the future i wont have to retotopo and bake anymore and that I can use my ZBrush models, something I already learned and am good at, is a huge relief and makes me wanna start pushing out Zbrush models already for a future small game project :smiley: :smiley: Also really good that we don’t have to worry about badly optimized models on the MP anymore, or less at least

Out curiosity, will Lumen work on all cards?

I downloaded a few of the Megapixel packs. It took hours to get them ready and I have fast gen8 intel with SSDs. To get those billions of polygons through the pipeline, you guys will have to work a lot on the speed of UE. That’s one of the main problems.
Well, I hop you take the opportunity of having a partially new codebase to remove some of the year old bugs from the current engine.
Good news with the licensing though. That’s the thing that excites me the most because it is here now and it is achievable. For the rest, I hope you get it done since it sounds good. But I wait until I see it.
Good luck.

I’m excited about the potential this tech will have on real-time in-game procedural generation and multiplayer-construction. This is Truly EPIC indeed!

And that is a goog thing being backwards compatible. Breaking compatibility with UE4 completely would make all assets bought by developers on the marketplace practically unusable and all sellers would have to re-do all the assets from scratch. That wouldn’t be good at all.

But probably the only things good about UE5 is just the “graphics” ? I mean isn’t going to include something new like making dedicated servers without engine code, a intermediate programming language (C#) or some new UI like Coherent or Panorama ?

I think art assets will be either backward compatible or very easy to migrate (just like it is now).

However code assets or blueprints, you may forget about that.

I hope for two things.

  • modularity of whole engine. For eg. if i make small mobile game, i do not need VR, physics, probably no niagara, maybe even no umg (i could replace this with my own menu plugin if very basic funcionality is exposed somewhere). All to make mobile game smaller. Currently even empty project is around 100mb.
  • and Vulcan as fully supported render option.

Or. in short more love for small mobile games.

If this come out 1st April I would have had no doubts it was a joke!

It is freaking amazing.

To me it’s a huge step forward in the gaming world.

GG Unreal, I’m stunned.

That is catastrophic news, if that’s true. I’ve purchased many code/scripts assets from the Marketplace. The Code Assets are specific to UE4, especially Blueprints. The Art/Media assets on the other-hand come in commonly supported formats fbx, wav etc external of UE4. I consider my code/scripts assets to be more valuable providing functionality and game play.

I’m really excited about Nanite. Does this mean real-time VFX is possible inside UE5?
Imagine importing a simulation with Millions of particles right from Houdini…

the technical leap in performance is absolutely breathtaking. nevertheless, as a developer, you have to ask yourself how far the current development of assets still makes sense, if you already know what the future holds. you have to rethink the entire process of asset creation and possibly start over, since you create them with different requirements in mind. i mean, would it render an entire forest with millions of polys per tree? leafes, twigs rocks and moss scattered all over the ground? whats the limit?

It should always be better to create hi-poly 3D models and create low-poly versions from those when needed. Obviously those that created low-poly versions of anything directly instead wouldn’t be able to deliver and hi-poly revision.

I am very curious about this and posted earlier in the thread. I am wondering if the tech is only suitable for static objects and completely unsuitable for warping/moving foliage etc. I note when they activated the multicolored polygon mode the grass blades seem to disappear. (Though the grass also appears to be completely static in the scene too).

Very Excited to see Lumion and Nanotechnology being in Unreal Engine 5.

Let’s see if it can handle HD hair and Opacity-hair meshes in realtime, with lossless visual fidelity! This would be very nice.

truly amazing!! :p:eek: will we be able to import a ue4 project into ue5?