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The size and speed of Hard disks I guess!

When can we start reading how to make use of those techs?

Laura Croft (woo hoo!)… sweet

i would like to shake the hands of each and every one of you, i know how many sleepless nights went into this (‘just five more minutes honey’)… and thanks for the heads up about this, it’s easier to plan ahead if you know what you’re planning ahead for (no more lod’s, yeah)… i can actually now see my mayan spiritual quest movie in my minds eye (if i can see it, i can build it) (yes, i’m moving to belize for a reason)… see you on the other side of the vortex (smile)… congratulations

As I said before, I am a noob to that field and it’s something I research on weekends. This is really complex subject;
Ask again by 2030 when Unreal 6 is released :stuck_out_tongue:

Wow…I mean just wow. I can’t wait to get my hands on UE5.

I watched the demo in the meantime and listened to the two guys. It sounds very good. I’m not even going to ask the question how will reality measure up to the hype when it comes out in 2 years, but here are my 2 main concerns:

  1. For a multi million dollar company this may be useful. For little guys like the ones here on the forum the first problem will be where to get all the great graphics from. Ok, some of us may have artistic talent and can do some graphics themselves but guys like me rely completely on the marketplace and the assets there are all aimed at current technology. Maybe some of the artists started from high poly models and then computed down and optimized until they had models that run on UE4 and they may release the original models but I wager the majority of assets are not of that quality. So we would have to wait for new assets to appear and I wager making a statue with, what was it 30 million or 300 million polygons will take a lot of time.

  2. How on earth are we going to deliver those graphics to our customers? The game I’m working on will be between 30-50GB in the final package and I already have nightmares about the infrastructure I’m going to need for the initial download and the later updates. A single Megapixel pack is several gigabytes and for a scene that utilizes the new technology you will presumably needs hundreds of assets of that size. I just can’t see how anybody but a multi million dollar studio can have the resources to provide games of that quality over the internet.

So while the whole thing looks good, and, giving the benefit of the doubt, will be good from a technological standpoint, I would really like to pull everybody back down from cloud 9 into reality and make you think about these two very tangible problems that stand in the way of actually using the new features

@Wallenstein From my point of view, even though UE5 can handle billions of polygons in real time it doesn’t mean a developer must use million poly asset. You can import existing assets (for example LOD0 of your mesh) and forget about importing sub sequent LOD’s.

Yes of course, I understand that. that’s my point, little guys will most likely not be able to use any of the new features in all earnest. Indy games will be restricted to the same looks despite all this fancy new technology

Thanks to epic games
we finished whole 8th game generation with useless lpv bullshittttt :smiley:
Its not production ready after 6 years i think :smiley:

But lumen will change game industry

I might get technology wrong, but i think it internaly trying to adapt poly count on screen to match 1 triangle per 1 pixel on screen, so no mattter how many polygons you have in world, amount on screen would be roughly 1920*1080 same as pixels of your screen. Sort of dynamic adaptation of meshed based on depth, the higher distance - the larger polygons you can have to fit in 1 pixel on screen. Something like this. I meant its common sense - you dont need to draw triangles which are much smaller than 1 pixel.

So yes i guess forest with 1 million of triangles per tree is posible, and i guess it is a goal - have same render time no matter how much stuff in the 3d world.

At least please give us some bones to chew on, instead of the entire buffalo during the release. Chewing an entire buffalo takes a long time.

Like always, DigitalFoundry proffesionals explained very well how tech works, i personally always thought that SSGI could be mixed with LPV but now LPV will be dead at last and Lumin came. Finally solution all GPU owners can run it not just RTX owners.

As Aristotle said, pleasure in the job puts perfection in the work. Its good to know, that you love what you do, as i love to make games.

This promises to be…

wait for it…

…UNREAL!

In 2017, I predicted High Density Modularity is the future of manual 3D Modeling for Games](High Density Modularity is the future of manual 3D Modeling for Games... - Content Creation - Unreal Engine Forums)and it will come to fruition in 2 years. I’ve been working toward this prediction every since. I’m no modeler, I’m a kitbasher. Thus, I’m really excited about the complexity the next gen rendering tech will enable me to construct in real-time. I wont even mention the prospect of AI generative design / procedural generation of entire hyper-photo-realistic worlds filled with persons, places, and things.

Epic invented AAAAA Games. Or we should call Film Quality Games?
33 Million polygon from Zbrush are around 3-5gb, one kit of 8k texture 1-2gb. So an estimate of this game size is around 500GB, maybe even more.
Epic can you share the size of the game and the project size?

I presume Nanite will eventually support complex deforming geometry like characters/foliage? I see simple rotating animations on the pedestal but I’m seeing a current-gen character there. Amazing progress nonetheless.

I’m really looking forward to UE5. Watching it over and over again gave me multiple levels of goosebumps. I already converted my projects to 4.25 so I can start migrating to UE5 as soon as possible.

I was slowly drifting towards GODOT, because it is smaller, easier on mobiles, and has script (so feed up with huge blueprints, and C++ crashing because i forgot about one pointer somewhere). But that unreal 5 and Hourences showcase, got me back into unreal engine. And yes i agree unreal engine is too big for indies, it is impossible to use (or even learn) it all for tiny 2-3 person teams.

I made some mvp game project on mobiles. It was mvp so barely any gameplay. And most reactions it got was: 120mb, and there is nothing in your game. That was 90mb from unreal engine, about 5mb from blueprints (my code) and rest those few textures and sounds. From game that is 120mb ppl expect some content on mobiles, and most of it was wasted on unused subsystems from engine. I think now it is even worse.

Late to the game in this forum, so I am sure everything has been said. Can’t wait to see more details about the specifics of the new engine… Thanks, Epic!

teak