#ue4-general
1 messages · Page 735 of 1
lol
The LODs are apparently dynamic now or something
2021
2021
2021
2021
2021? ;p
late 2021
20211
2021? sad
We’re designing for forward compatibility, so you can get started with next-gen development now in UE4 and move your projects to UE5 when ready.
no more specific
Q2 2021 preview, Q4 2021 release
that means their using something like sparse voxel trees to do their rendering
AMAZING
my bet is GDC time relese ;p
Im okay with, gives me time to prep and study
I would assume that this console generation is going to transition art budgets for games from "max polys per object" to "min polygon density per unit" and I can't wait
fuckin lumen and nanite, worth the wait x 10000
This is what they said about working now in ue4 and moving to 5:
*We’re designing for forward compatibility, so you can get started with next-gen development now in UE4 and move your projects to UE5 when ready. *
what the hell, I haven't made a single game in UE4 and 5 is coming out already?? 😫
@uncut vigil I know right lol
So ue5 is a thing
yup
Thanks fortnite players for fronting the bills
Epic
yep hahaha
lol
Xd
@plush yew you're free to use C++ for networking stuff 🤔
i mean it obviues UE5 is upgrade of UE4 considering how UE4 is devloped
I want a new scripting language so the head of our department can go with UE5 instead of fucking Unity for our games
fortnite players should be pleased they have a game like that to play in the first place - the 2000s had nothing like it
*Fortnite players parents
i havent finish a game even i make like 12 games
ugh i hate to give fortnite credit but...
it was all shooters aimed for adults back when i was a kid in the 2000s
@uncut vigil UE4 was out since 2014.. time flies, 6 years already
@plush yew Idk ue4 really isnt an mmo engine, I've been using ue4 since closed beta, and i never seen anything in the engine code that would make me think, mmos
I wonder if I would have to finally upgrade my PC
@plush yew there is replication :> if you want something else then you free tto code it
@loud valve I hope switching from UE4 to UE5 is easy...but I also remember that I need to fix a bunch of crap every time I switch from UE4 to UE4 already....so when I read "when you are ready" I understand "when you have 3 weeks of debugging planned" :p
@hybrid scroll haha yeah, I remember buying 2 months of subscription before good guys Epic gave the refunds
Replication works perfectly fine, you just need to know how to work it they way to need it in an mmo setting
lol
Yeah they also cover that now. Free lobbie servers etc
Which allot of time, is goingtobe a major hasstle
there is a new replication system tho, a push based system
can't wait for UE5
People on the wikipedia
dynamic lighting... better performance allowing for more polygons and destruction even from Zbrush in massive environments... ON PS5!!!?!??!?!
are f-ing fast
id appreciate less clutter in the pre-built systems, like character movement component, and more support for postprocess materials
^
@plush yew not probably comparable but there's this https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Net/Core/Public/Net/Core/PushModel/PushModel.h
yeah
how similar do you think will ue5 to ue4?
https://youtu.be/jSJr3dXZfcg?t=200
This is what its gonna be like using UE5
Tensions between the Alliance and Horde have erupted, and a new age of war has begun. For more info on the game, or to opt in to the beta, head to http://worldofwarcraft.com
pretty similar
@loud valve I hope switching from UE4 to UE5 is easy...but I also remember that I need to fix a bunch of crap every time I switch from UE4 to UE4 already....so when I read "when you are ready" I understand "when you have 3 weeks of debugging planned" :p
@stable ridge
Very true, I feel the same about that.. it's not going to work out of the box.. Curious how they are going to help us on that part. Maybe like with legacy stuff they will tell is how it is replaced and link a tutorial how to set up the new way. But that would be allot of work for them.
Even if we for a second assume that all what they've shown is true
maybe theyll make things less intimidating first glance
put more basic options first, then the more advanced ones a bit later
@faint cedar true? yeah. Best case scenario? Probably 🙂
They arent going to do the demo to show off bugs 😛
imagine it could break some really-hacky systems but built-in systems will probably be okay for the most part
I imagine ue5 will*
Vr will look amazing
UE10 when?
a few hours ago, i was pretty motivated to make progress at learning ue4. now, its rather the opposite. :/
I'm curious how this will handle paper2D, seems like this rendering system will mostly throw that stuff out the window.
Xd
Yesterday I thought it would be cool if you could have "layers" in blueprints (child BP is now the closest to that) but then for adding things like achievements within your code (to detect the right actions) it will be nice to only show the Achievements code layer.
Epic Games’ Kim Libreri confirms that the new Unreal Engine 5 demo is actual live game code you can play on a PlayStation 5 development system. https://t.co/sYUhtC4pDX
468
2655
@half panther almost anything you learn will be useful
@half panther The skills will be useful in 5
With unreal engine 5 do we need to add another A to triple A?
AAAA bay beee
@half panther Youd be a fool to stop. THe likelihood of much of UE4 knowledge is going to be usable in UE5
is very high
god and i thought the megascans partnership was a leap
yeah they arent rebuilding everything
with the fact that UE4 -> 5 is being planned.......... something makes me think that knowing UE4 might be a good thing 🙂
yeah smart move
What we need is a rework of how C++ works in UE and a text based scripting system, which is why I believe that Epic jumped ship so quickly on UE4
Workflow for graphics will change, but this says nothing about coding actual gameplay.
I guess the point of UE4 is if you make a game that needs the "older" rendering methods you can stick to it
I hope this news includes high poly landscapes. Our even Voxel landscapes for UE5
there's no real reason to make the two engines coexist else
With it being forward compatible it's likely "Just" UE4 with new rendering and lighting
ALL HAIL FORTNITE MONEY
@half panther you can put your UE4 project into UE5 simply they said that in the demo so ROCK ON!
so presumably workflow will be more or less the same
voxels would be great, but id doubt the will come. they would have said so, i guess
UE5 is a rewritten engine?
Its not quite like it was when we moved from UDK/UE3 to UE4, where that engine literally couldn't handle more. ANd it seems like they've learned from that here by creating the engine in a mostly open and modular nature
@half panther same
@plush yew no
What a time to be alive people!
smooth slopes
UE5 is likely just going the biggest UE4 update
proper destruction like teardown
dont thinks so, at least not for chaos + niagra and dependencies
Common sight in UE5...
thanks for your kind answers btw c:
lol
I just want a goddamn native fixed physics framestep
I'm just wondering about blueprints and coding if anything else in UE5
time to save up just got a new pc lol uhhhhhg
Im lazy and dont wanna do it
Im assuming it will be a while until we can use it tho
@ornate bobcat just hook ten PS5s up to it
@silk lintel they wont start from ziro if they replaces something is most likely just RHI
yeah
the people at epic games are truly amazing and kind
UE5 or Frostbite 3 🤔 ?
Man, I saw someone link to the file in Engine/Source/Runtime/Net/Core/Public/Net/Core and I got needlessly excited that UE5 will support .NET Core 🤣
@sour lily when I clear my DDC and rebuild, I'm usually creepiong on 200k shaders for my curent project
@ornate bobcat thats when you know we need a new graphics system
from pixels to polygons
200k wtf lol. Too much marketplace asset packs bro
what else now
cant remember the last time i compiled shaders 😄
atoms
UE5 top engine now
!!!!!!!!!!!!!!!!!
Just throw a realistic landscape market place item into a clean UE4 project and it's 93,000 shaders for me 😐
Just thank you UE5
)
@plush yew amd rx580 small overclock BOOM
can we have a leak of the UI of ue5 ?
So will UE5 be stable? or another wait until UE6? lol
Early 2021 oooh
https://www.unrealengine.com/en-US/faq - rev share 1 million? Related to UE4 or UE5 now????
will a new form of graphics be made?
@sour lily I use a custom shader network that allows enormous performance gains by creating extra permuations but lose no fidelty
I think both?
I love how he just has that lamp in the back
Both from Jan 1st 2020
Sweeney, what a LEGEND
epic lamp
Retroactively applied to developers from Jan
@still moat I was staring at the whole time tbh XD
HOLY SHIT
https://i.gyazo.com/883a2112507a567159e7fcee71cb0948.gif animated lamp for your pleasures
royalties waived for first $1 mil in game revenue retroactive!
Also that new royalties policy
Like dang. The first $1 million waived.
@pure cliff AND EPIC ONLINE SERVICES
HOW MANY POLYS IS THAT LAMP?
@real wasp ALL OF THEM!
LOL
https://i.gyazo.com/883a2112507a567159e7fcee71cb0948.gif animated lamp for your pleasures
@fierce tulip gonna be my pfp😎
@real wasp 500 billion atoms
we're gonna need a deal with it black sunglasses drop in version of that
@plush yew you never saw the mtv-cribs of tim's house?
How am i supposed to directly texture zbrush models now? Substance painter cant handle that 😩
for f*cks sake. You cannot rewatch the summer game fest video anymore it was copyright claimed and taken down
W T F
so UE5.. but they can't make UE4 stable
did they just give up?
😄
like that code base is f**cked
Is that actually a thing Luos?
lets move on
HAHAHAHAHA
Probably @spare kernel
Sometimes it's easier to take the "good" parts and make the rest from scratch 😄
Chaos, Niagara, etc. all moving over to UE5
@fierce tulip gonna be my pfp😎
@warm ruin for a man with so much money, I like his subtle room
@warm ruin for a man with so much money, I like his subtle room
@plush yew really tho
What gives people the impression this engine is from scratch? It seems to me that they're just building on-top of UE4 with enough tech to call it UE5 for marketing purposes.
Well, Today is not a good day for the Unity team!
🤯 😍
Is there a mod around? I want to redo my post in LFT, but the pinned message doesn't say how to remove the old one
I've now seen Tim Sweeney climb a tree.
@bitter iris This is my master material network. Instructions ranges from 140 instructions to ~450 with average being 200-250. While maintain all fidelty required
@bitter iris
seems legit 😎
What gives people the impression this engine is from scratch? It seems to me that they're just building on-top of UE4 with enough tech to call it UE5 for marketing purposes.
@wicked sparrow
@fervent nacelle you might want to throw it trough the material analyzer and remove redundant mutations
I agree @wicked sparrow, but it's a big jump in tech
haha node wires go weeee
@fierce tulip I plan to after I get all the environment stuff set up, so I dont have to worry about it later on again
yeah, im wondering how much ue5 is going to be different from ue4, i was bit suprised they already announced ue5, at first i thought they typo'd with ps5
it's not
It's a big jump in tech but not enough to need to rewrite 90% of the engine
They seem to have rebuilt several core systems, but of course they'll re-use the parts that are still good (80-90% of engine?)
the engine is modular
I don't think they will, indeed @wicked sparrow
Seriously though. To the team at Epic that is reading the chat right now, I want to say thank you for all the opportunities you guys have given me. I began doing game development with UE4 back when it first released publicly in late 2015, and now almost 5 years later you guys made my dream come true by pretty much kickstarting my career in CGI and game art. I can't wait to use Unreal Engine 5 to create the next gen games and any film projects that are thrown my way. Its been a blessing ❤️
things that changed you are likely never touched
but then again, the huge financial boost from fortnite might make leaning toward heavy code rewrite
has Tim Sweeny lost his mind announcing UE5 at a time when UE4 is making so much money and when UE4 is already ahead of the competition? It doesn't seem like a smart business move showing the competition what they have been working on 1 year before release.
@fierce tulip The material still performs universally more efficiently the any of the paragon materials, so until I got closer to finalization of my current project, I leave it is, because I may need to further build on it
Niagara too
4.25 is already very different from the first public releases
so is there anyway i can detect if my input is being held or just pressed? - i cant figure it out
@fierce tulip Are you able to help me delete my LFT post? I want to make a more detailed one
one sec
Exactly, 4.25 compared to 4.0 is lightyears apart. UE5 is just a representation of the work they've done up until now + this new GI / mesh rendering tech
That's how I've read it anyway
@fervent nacelle its more a tool that you can use to see what instances are identical when it comes to static-switches, I better suggest to use it sooner than later to save on instructions and material/memory bloat
also now they announced UE5 does it make learning UE4 useless?
@plush yew no
@manic ember done
@fierce tulip ohh yeah, is that in the engine, I'm unfamiliar?
Forward compatibility @plush yew
yup
thank you
?
Just learn how much you hate making LOD meshes and be happy you might not have to in future 😄
@forest tree blueprint system is going to remain? Also will UE5 support C# ?
Doubt it
Almost guaranteed yes to the former, no news on the latter but I expect not @plush yew
It's good UI right now
im sure Victor and some others are making notes about the UI :p
@fierce tulip You mean the optimzation viewport mode?
yeah, ui is pretty strong part of ue
It's mostly art pipeline changes so far. It's impressive don't get me wrong, it's just not a 'NEW ENGINE' as such, more of a step up from UE4.
@fervent nacelle one sec
I kinda like the UI...
the only UI change I want is to be able to LOCK TABS
seems very odd if they don't support C# considering new upcoming engines like Unigine are support both C++ and C# off the bat
@fierce tulip sure, no rush, I apprecaite the assist
@fervent nacelle Material analyzer (Window > Developer Tools > Material analyzer)
I'd love it too @plush yew
Unigine isn't really new
and if you want some more info
https://docs.google.com/document/d/1-guvLUfwk7fcVOuHCTEehJWf7i6AoDoU65jIKwSIG6Q/edit#
@wicked sparrow i agree, but its still super impressive, we just have to wait to see what else has changed in ue5
Seems like it's a brand new rendering engine, but we've kind of already gotten that once with the forward renderer, so probably won't be too crazy to switch over
I don't think the entire rendering engine has been replaced
would be sweet if they could change it significantly though i guess
but if not it would at least be great to maintain that performance and graphics
@plush yew why would they? Unity isn't even a C# engine. It uses an on the fly inerpreter to convert the input C# into compatabile C++. I get lowering the barrier to entry, but I fell like BPs have done a decent job of that
Part of me want them to implement better 2D games support and C#...but deep inside I know taking the monopoly of a market isn't always good for the customers...
That is not at all what Unity does
@fierce tulip THanks I'm gonna take a look at it now
Unity runs C# code natively
C# and C++ is literally the worst combination you'd think of
Unity had Unityscript but last I heard they were getting rid of that for just one language
Where did it say that UE5 will support c# ?
managed and unmanaged code go great together! 😛
@marble knot Yeah, I understand that, but the engine itself is built on C++ which means the code needs to be translated to one or the other at some point during trhat process
@thorn topaz Perfectly balanced, as all things should be
No it doesn't
lol
@fervent nacelle i had some usecases für c#: real class reflection system, not just a mockup, better development cycles (even if i would rewrite it later for speed in c++)
It doesn't. Just sick of programmers weighting on engine choice because C#
Learning C# after C++ or vice-versa isn't even that difficult, and Blueprints do a good job for those that can't
Anyone knows where to ask about Virtual Textures?
Hey guys! Since the 4.25 update my "Editor" windows dissapear and it's greyed out when i try to click on it under the "Window" menu option, is it known how to resolve that ?
The real debate is whether UE5 is distinct enough to be a new engine or whether it could have been incorporated into UE4. Considering how every previous Unreal Engine had major changes from the last.
i think it's mostly a marketing gimmick but i hear they're like completely reworking level streaming for one as well as with the GI thing
@amber girder I can understand that aspect, but I'm still not sure if its worth reworking things. The ability might certainly be possible via a plugin I would imagine
Thanks @normal burrow
If only they would get better replicated physics system working 😛
C# sucks though
if it's just a marketing gimmick then it's not a good look for Epic
It could have been integrated into 'UE4' but it's better for marketing if it's a 'new engine'. Unreal Engine is just a flexible engine now and doesn't really have definitive 'versions' anymore.
At least it doesn't suck as badly as C++
@fervent nacelle usharp is/was a good start (didnt look at it lately, busy with work)
Tim Sweeney doesn't strike me as a man for marketing gimmicks
Lots of programmers scared of C++ on this planet unfortunately...
@fierce tulip fair
i envy someone who can program in c++ but this is getting personal if i elaborated
modern C++ doesn't really have much missing compared to C#
c# is for noobs
maybe some faster compile time 😄
Maybe UE5 will have support for that new scripting language that Tim keeps tweeting about every now and then, lol
C++ isn't hard to program in, it's just a garbage tier language
but what about stylized vs photorealistic? I mean, if we bout to stiur the pot
@wicked sparrow if it could have been integrated into UE4 then they should just make UE4 perpetual like Windows 10 instead of announcing a new engine
@marble knot Said no one ever
i prefer photorealistic but stylized isn't bad
C++ fanatics just pretend it's hard to program in because they derive their self-worth from being Good at C++ and they have an obsessive need to gatekeep it
@plush yew try going into the editor preferences if you can and disable menu animations
Moderator literally asked to not go on about it sai
I think C++ is just almost needlessly complex as recent versions try to incorporate more modern workflows
@plush yew that's not as good for marketing because they can't 'keep up' with the other engines that number their releases.
c++ is too complicated for a weeb to understand (a joke chill)
Oops, the chat is going so fast I missed it
Well that's an entertaining strawman but too obvious. Better luck next time @marble knot
i only wish for a good and easy to use library set as i have in c#. i prefer c++ for speed, but c# for iteration time. easy as that
OOOMG I JUST FOUND OUT ABOUT UE5
@marble knot Im a C++ fanatic but i havent met any gatekeepers
@plush yew I feel as though its a bit of both. I feel like its going to be more of a engine-scale level of code and systems refactoring, but will function similarly to ue4
Will the Editor UI change with UE5? Or will it just be a big update to UE4, rebranded as someone said previously?
hope so
You can now download Unity using Quixel! 🤯
it may just be too early to tell because i think they will remove a large portion of legacy technologies
That's really sad, because C++ is the best language there is for performance and maintainability
👀
@digital badger Im guessing somewhere in between
won't feel like a new engine if the editor is exactly the same
wait, are they rewriting the source?
Nah, if you really care about performance, you write directly in asm
If you don't, you're just pretending
soo, we heard about the PS5 thing
Asm?
Lmao
go straight to bytecode
but will this actually be availble for usable PC builds?
Is the editor getting an overhaul?
this chat is too hilarious 😂
Am I the only person who doesn't vehemntly hate UE4 UI? Is it amazing? No. still miles better than Zbrush or 3ds max tho
did that too in 386 times, no biggie
@fervent nacelle i find it quite nostalgic. i wish they could change the font though
that damn nav cube
i read the IGN article and tim sweeney talked about how the PS5's super high throughput SSD makes the demo possible
@fervent nacelle as someone who uses max a lot, yes. max ui sucks
@fervent nacelle I like it, but I'm used to it for like 2/3 years now
2011 roboto now rubs me off the wrong way
Psh, i do think like that @marble knot some of my fourm posts from right after the beta references a bunch of highly performant ASM code i wrote.and the support of ue4 and ASM
They changed the royalty structure. Free to use unreal until you generate 1 million $$$
Works just fine
and can be illegible in some cases (although thankfully C++ programming is a thing)
@hollow ore And per product as well! 🙂
Yeah, seriously, we need asm scripting asap
UE4 UI isn't bad, it's just not as flexible at times
@digital badger bingo!!!!!!
Whatever even happened to python scripting in UE?
can we have some proper bytecode scripting
зига
its still there
Nothing happened to it, it's there
More tech info will be coming later this week on Nanite, Lumen, how this demo was made. #ue5. Stay tuned.
182
Yeah, I know max has more advanced modeling tools, but I can't justify that interface. Given I already use five different modeling software packages for different purposes
lol this c# debate XD
Drop the info already
Pls tell me i dont have to learn any kind of new blueprint system for UE5
Probably not
Heard from several people that Lumen is not raytracing-accelerated.
Is that true?
@still moat inb4 unity reintroduce version numbering system and announce "Unity 5"
I released a ue4.24 update to the python build if you cared enough you know about it 💔 @digital badger lol jk
ppl don't like c# because it removes options from your hands, ppl like options 😛
@urban gyro @marble knot In there as in workable as a replacement for Blueprint. Or workable as in left in but soon to be deleted as it's useless
You will, they're replacing blueprints with COBOL scripting by popular demand
Redirectors: the question that needs answering.
UE 5 should have its own virtual machine and a spec for bytecode. Let us do our own compilers for it 🤔
@plush yew I use C++, but I'm talking about new users to the engine.
cmon guys, stop living in 1985
in the modern day we replace everything with javascript
live in 2020
noooo
@raven prairie I very much doubt it. NOde-based programming is only rising inpopularioty and adoption, they'd be stupid to drop it now
Brainfuck support when?
Brainfuck is an esoteric programming language created in 1993 by Urban Müller, and is notable for its extreme minimalism.
The language consists of only eight simple commands and an instruction pointer. While it is fully Turing complete, it is not intended for practical use, b...
"We are happy to announce that the blueprint system and c++ have been removed in favor of the popular and fast Scratch programming language and the UI system will be completely overhauled with CSS and HTML"
@digital badger in there as in useful for prototyping but crap for runtime logic
YES finally a language wroth writing good ole COBOL. I made jokes all the time at my last job, to leave and write cobol
UE5 rendering engine is based on raytracing?
if anything i dislike how js is pretty much dominating all workflows but i hate it irrationally
I want Trumpscript support, to ,please
UE5!!!
if someone has paid more attention than me or my friend who just said "yeeah, I heard that UE5 doesnt have any polygons and normal maps", true?
everything in multiples of 10000
Pretty sure it's still raster @plush yew
wtf
Finally, after over a decade of personal research, >3 years of full time work, I am so proud to show my ultimate passion project: virtualized geometry tech we call Nanite coming in #UE5 and a demo using it running real-time on PS5. https://t.co/VboP37zJ8l
175
923
i'm pretty sure there's reasons that more experienced programmers have that's more valid
@plush yew probably not true
just doesnt need the artist to manually mess with it
i'm sure if you want you still can
16 times the detail
🇿🇮🇬🇦
We know that Niagara will be in UE5, we know that Niagara currently uses the existing Blueprint system in UE4. Unless it is a redo of the system and they are going to convert the old BP system to a new one you can probably assume Blueprint in UE4 and 5 will be the same/very similar
Do I buy my punch card reader directly from Epic, or will it be available from third party manufacturers?
ziga
зига
why on earth would UE5 be based on raster and not raytracing in 2021 seems bonkers
I'm dying at the emojis on my last message.
"Why I switch from unreal engine 5 to the creation engine"
because raytracing is too slow
@plush yew rt is a fad
this isn't 2015 anymore
you guys think the detail will go up 16 times?
UE5 will be compatible with UE4 projects so I don't think itll be THAT different
gtx 3000 series will apparently have 4x the raytracing power of gtx 2000 series
You do realize how much expensive pathtracing is, right? @plush yew
We’re not able to sustain the power it takes
GPU in 2021 will handle full raytracing just fine
well, rumours say that is
@plush yew Someone posted an earlier vid about what I assume is the same or similar technique, and I think those will still be used given the detail. Models seem to retain their inherent characteristics while be interpreted differently by the renderer
Pretty sure they won't
@honest vale we're still only scratching the surface
Doubt it
at best it'll still be support
@plush yew Your wallet won't
"It just works" - Tim Sweeny on UE5 Nanite and Lumen capabilities
I just wanna know why it's UE5 and not UE4.2x
in fact, it wouldnt' surprise me if a lot of that ray tracing is used for the GI part
Is there a tutorial for migrating engine plugins to project plugins, so that my mate can check his bought plugins into git and we can work on the project together? So that I don't need to re-purchase the same plugins.
Rememeber RTX cards are founders price and to prove to investors, GI and ai /tensor cores are really useful for other things and not just a neiche market.
They will handle raytracing effects as an addon to the rasterized renderer, but no full pathtracing
@plush yew rt is already a mix of raster
@urban gyro marketing + big enough of an upgrade
@fierce tulip Hey, what's the word on your RTX lightmass? Is that going to be a part of the whole Nanite thing?
@urban gyro maybe as a marketing gimmick or maybe to try and discard legacy workflows for good
@shadow marsh buddy might need to send you the plugin so you can install it to your engine
Not unless it's something small or something that can benefit from very clever optimizations
btw did you all read the IGN article about how a lot of this stuff is possible due to the new super SSDs the PS5 will have?
@digital badger i hope the chalkeaters don't have to remake that song
Does AMD even support Ray tracing at this point? Surely Epic Games wouldn't want to limit RT to only Nvidia consumers?
Come on, a big update + marketing? that's a bit underwhelming
1 year from now all our pc will be obsolete
I just wanna know why it's UE5 and not UE4.2x
@urban gyro i think with the amount of new rendering and texturing methods it would be too confusing to keep it as UE4.2x or UE4.3x
calling it ue5 removes alot of that confusion
RTX is propritary Nvidia tech
@honest vale Usually a new major version also means breaking compatibility with some things
Amd can cpu fight there ray tracing if they wanted with their cpus my god
@digital badger I heard they will be with this next coming gen, but its rumor
@digital badger from memory, i think AMD was working on something like that yes
@fierce tulip The plugin must be build into ue4. Do I need to rebuild the engine myself, also?
@fervent nacelle im the other luos
@digital badger yes they make both consoles gpus. Their RT seems more strong
Well, there was pathtraced minecraft on xsx, so I'm pretty sure that yes @digital badger
in fact, wasn't this being added to directx itself?
ray tracing isnt bound to any GPU, nvidias proprietary tech is just called RTX
@shadow marsh iunno
@fierce tulip Oh im sorry man hahaha
tis fine, happy the other luos is awesomesauce
дурка ебать
ok then will UE5 be installed over UE4 then? As in, poping up as a version in the launcher?
@plush yew i would be apprehensive - we didn't really hear anything about supporting a huge amount of characters
Заткнись блядь, не спамь
ок
Seriously though, AMD CPUS are freaking insane. We need more CPU cores to be utilized better
and characters tend to be very expensive
no russian talk
oh def, you guys are great
please
ok
I think Tim Sweeny should wait until raytracing replaces raster for UE5 instead of releasing a half-cooked cake. New engines are supposed to represent a major leap in technology not small ones.
@plush yew it's just a name
this is a major leap in technology though
@honest vale no
All of the rock assets in that demo were just added to Quixel. Amazing.
https://quixel.com/megascans/collections?category=environment&category=natural&category=limestone-quarry&utm_campaign=AO - Asset Push&utm_source=twitter&utm_medium=social
yes, it is
no, it not just a name if Epic feel it's enough to release a UE5
i am trying to change the color of niagara particles from a blueprint. bow can i do it?
@plush yew Well, you realize that games usually take a fair amount of time to develop, right? I'm sure by the time things get finished up for most, we'll see much more RT capable hardware being used
@plush yew i stand corrected!
@plush yew ultimate epic battle sim made with ue?
No doubt a major leap, were talking revolutionary. If a triangle is "often" the size of a pixel, we can safely assume it's a whole new world
i thought thats in unity
So what about the 3d modeling process, is going to be full zbrush + substance only to make a simple prop like a statue?
i wouldn't call a 1b+ tri model a basic prop...
yeah, ultimate epic battle sim is made with unity
I'm wary of this infinite poly budget. Surely the system must have some drawbacks like capped at 30fps( I never heard them talk about fps in the demo)
no more RETOPO
i just looked it up
@raven prairie we don't substance we quixel
you can likely model however you
demo is at 30fps
@sweet relic What are you smoking and how much?
I don't think there will be such cap
are we allowed to post a link here?
intrinsicly
i did, but im a rebel
it's always a matter of tradeoffs and frame budgets
@plush yew As much as I love Epic and Quixel partnership Substance Painter is still the bomb at texturing
idk I think you'll still have to be conservative with the tris due to ppl with hdds
@serene birch Did they state 30fps? Or are you basing that of the youtube video?
@digital badger i think this is the limitation: https://www.ign.com/articles/ps5-ssd-breakthrough-beats-high-end-pc
@hot haven Substance Painter is owned by Adobe, so no thanks.
I'm more excited about theo nline services announcement
Mixer is trying to get there though. Can't wait to see what they have in store
pretty sure it was mentioned around?
no adobe, mixer incoming
“This is not just a whole lot of polygons and memory. It’s also a lot of polygons being loaded every frame as you walk around through the environment and this sort of detail you don’t see in the world would absolutely not be possible at any scale without these breakthroughs that Sony’s made.”```
Remember, the engine is crunch-ing the triangles down, so, your models still have to be reasonable. I mean if you really have a 1billion tri model, and are throwing it around willynilly it better be able to crunch down well.
Told ya bois.
Yeah, I was thinking about that. I have a hard time believing geo streaming is going to function well on a tradtional HDD or even an oldr SSD
UE5 would happen someday
seems like to much data tbh
Fair enough but I'm a dev and I need to get stuff done. I got perptual license for painter and designer before the Adobe acquisition XD. Gonna just keep using those for the time being :p
I predict UE6 one day.
Haha gl
mixer isnt there yet and its not doing the same things designer does
@stable ridge UE7 launches the year you predict it will release UE6 they are too good fam
I said UE5 would happen and people said it was too early!
@plush yew UE5 is revolutionary? Please sell us the hype and restore our faith. We need to believe Todd Sweeney is not just doing this for marketing reasons.
Cri cri.
i have perpetual as well, but mixer is gonna get much better integration, which at the end of the day is the name of the game
I doubt we'll get to UE7. By then they'll redo enough of the foundation code for it to be called a new name.
personally, i think it's amazing that UE5 is relying on this fast SSD stuff
Already plans on Working on UE8 Skipping 6 and 7
because a lot of this stuff probably really would not be possible without them
We may still have UE6 though
For a character 3 millions tris would be fine i guess, is not like we need A LOT of tris for 1 mesh but as a whole you can notice the diference in detail.
Then afterwards a new engine maybe
What about UE7 Remake?
they can render billions of millions of revolutionary polygons
UE7 when they add C# support (bite me)
and games need to stop being limited by slow HDD loading
@misty scarab its gunna be hayuge
@novel mango chaos also means detailed destruction
and now
detailed simulations
of cloths
well, the harddrive is/was mostly off-limits for most game stuff
Chaos physics uses a fixed framestep, yeha?
look, if there's billions of tri's running on a frikkin console, we can push the tricount into the trillions for PC
this meant you had a limited amount of stuff you could play around with
@plush yew how a 10 value per cell ssd would be called? 😏
At the edge of our universe there's probably just a gigantic wall displaying the words 'Powered by Unreal Engine
@urban gyro exactly
Anyone else found it weird Epic choose to announce the most awaited game engine release in existence on a small little platform called "summer game fest" instead of waiting until E3/Pax/Gamescom?
but if you actually have fast loading SSDs as an expectation then you suddenly have many times more data available for whatever you need
@plush yew DLC 😂 🔫
@sharp crest explains how big it is... TOO MANY DAMN ASSET PACKS!!!
On PCs, they might load some of the high-poly objects directly into RAM if the secondary storage isn't fast enough. Ram is upwards of 64gb/s, and most "gaming" computers have 16gb or even 32gb
So, how do you think those amazing new features of UE5 will translate to dynamic things, like characters?
XD
is ue5 going to be free?
yes
@ocean hemlock yes
Nice
@hybrid scroll yes
Wheeeyyy
Imagine the Google Stadia streaming costs if it were per triangle.
ue5 rlly do be vibing
@hybrid scroll i think that the main thing is being able to load a lot more data
are they still going to support UE4?
and that this will allow a lot more character stuff as well
@hybrid scroll Dynamic GI for characters will probably will work fine, but I doubt geo streaming will work on skeletal meshe
Thoughts. finally got my blender model in Ue4 with no problems and put a funny face mechanic
@plush yew yes
does anyone know of a good tutorial to start on spell summoning attacks?
new PC
- Tim, how many triangles max should we support?
- Yes.
You can have your emma watson at 100 millions triss with ray traycing, god bless epic games.
will UE5 allow for bigger game worlds? for example MMO
OUI
@plush yew OUI
yes
@misty scarab Wasn't there a shortage of SSD and RAM materials end of last year / early 2020?
MMO already made in UE4
i would think it would i dont see why not
if anyone wants a future technology that will eventually be implemented into games, then look into "procedural sound effects"
mmo already made with ue3 lmao
@grave spruce but they have small worlds
that's guaranteed to be a thing eventually in the future
@misty scarab sounds like this: https://www.youtube.com/watch?v=SIGQSgifs6s&t=153s
❤️ Check out Weights & Biases here and sign up for a free demo: https://www.wandb.com/papers
Their blog post is available here:
https://www.wandb.com/tutorial/build-a-neural-network
📝 The paper "A Thermomechanical Material Point Method for Baking and Cooking " is available h...
Not really
ram
Kyllä
You need a player population first for a mmo world 😉
^
Will UE5 support 64bit and double precision floating point?
it's okay, just have AIs in your game that pretend to be players
@ember shadow I think u could a bit of an emission or brightness of somesort for the screen
I'm just happy SMT V is gonna use unreal, I have such a soft spot for those games
UE5 will support everything it seems
so the two people you lure into the game won't notice
@spare sun hey! my mind can disprove this! im going insane in my MMORPG powered by unreal
Hi guys, some one knows how to fix this? Pls!
including the ONLINE SERVICES
Wait, i cant make my models in 3dsmax now anymore. 3DSMax doesn't run well after 20million triangles. 😦 Even with a beefy beefy pc
Mmo auto battler? 😜
buy a new gpu
Hi guys, some one knows how to fix this? Pls!
@glass radish what is unclear? it says how to fix it.
@glass radish Lower your texture resolution and or lightmap res, or reduce number oassets
@plush yew 3dsmax 2021.2 maybe? and a new substanc epainter, altough they added that export with subdivision thing
screw adobe, mixer all da way, only need a baker
Zbrush for high poly crap
@obtuse anvil yeah, ill look into that next
Back in my day, we had CrazyBump and Normal maps. Now... not so much.
@plush yew its talking vram, I dont think closing chrome will help much
@glass radish look it up, you can do some settings and it will fix it up
@digital badger I still use Crazybump every once in awhile
gtg lads
Drop 3ds max and use the money for Zbrush
cya in 3 seconds
Blender is better anyway
yes it is
UE5 is the answer to all lifes questions
yes
@fervent nacelle Well, Nanite/Lumen haven't been released. And epic's whole claim is "No poly budgets" and "No normal maps"
all i wanna know is how the update process will work
thats why u learn at home over the net
and learn it in 6 months
people were speculating about UE5 for years and now it's revealed Epic were secretly working on it...
I use a combo of Maya, Sketchup, Zbursh and 3D-coat and I can pump things out realtivelyt quickly, but thats a practice thing
@uncut vigil probably, i think its not just epic working on this stuff, or i hope, because allot of tools dont even run well now with such triangle counts they are supposing.
I hope for an UtilityAI in UE5.
@sharp crest 2021
F
6fps on hdd inc
Blender or die
@heady valve I use a UtilityAI plugin that I've modified from github, works well in my project( running 4.25)
Nah, blender's interface is almost as frustrating as 3ds max imo
imagine exporting 50 millions tris to 3d max, it would crash.
@plush yew I hope substance painter gets an update to handle directly zbrush models, I can see how that would work, I'd just auto-unwrap it there
I thought Unity was vertex limited permodel by 32 bit systems so they could only be like 65k triangles
ya but i get moral superiority for using FOSS
Question. Will my laptop support UE5?
fair
prepare your HDD's boys, those billions or triangles scream for big space, also for a nanite V internet connection :)
noone knows, @tender flume
@plush yew I hope substance painter gets an update to handle directly zbrush models, I can see how that would work, I'd just auto-unwrap it there
@uncut vigil That would be nice a send to zb button and send to sp! I'd kill for that lol
By taking it from UE5's open source code lol
true story
@plush yew Yeah but itll take them six years to do it. Just look how long it took for them to SSR
@plush yew The tweet by Karis made me happy lmao. He sounded so happy about his research.
@tender flume I doubt its a pure copy and paste, but that generally the idea behind the term "reverse engineering"
its common enouigh
It's mostly a question of how much we can copy without getting sued and then changing what they can't copy directly
unity while amazing in its own right is SO out of ue4's league
and yes I know from experience,,while other things are better
Yeah, it has to be transformative to not get sued thats what it boils down to basicly
unity is ok but its horrible when put next to unreal haha
Guys I'm hyped. Is anyone else hyped?
yes
The real question is, will it be open source from launch? Will it be free as ue4?
@midnight root Unity is better for 2D hands down, but otherwise yes
all of us are hyped.
now I don't want to work in UE4
@urban gyro It releases in 2021, so I'm trying to be patient lol
the person who predicted it is too haha
agreed root, but then I've done no 2d in ue4, but paper I hear isn't great
who needs 2d when u can just do 3d and slap the camera in front view 😄
@plush yew Right, the principal is based on extrapolating the information and process and reintegrating that in a way that is compatible for your use-case scenario
@plush yew Don't even need to make it dissimilar, all that is needed is something that makes your work transformative of the orginial
yeah, ii dont think its inherently a bad thing
though I gotta say I"MSO TIRED of lighting in ue4
It really is likely just going to be basically 4.27 rebranded with more API breaking changes and more deprecation that normal.
and they know it
A lot of modern game engines rely on the work of other engines to a certain degree\
Just realised all of game dev is reverse engineering. From designers taking inspiration from systems from other games, to art workflows/direction and programming.
So basically 3d art workflows and lighting are made wayyy faster?
I love lighting in UE4, I find optimizing to be soothing
I'm not joking about that
Im not either ;))
@digital badger You have just exposed the entire games industry. Shame on you. lol
I watched it a second time, I am FLOORED
How can I go back to UE4.25 now 😦
im only scared to have to convert my work i dont know how to do that yet hfbhb
@plush yew More like an epiphany lol
As much as i love those amazing graphic features, i think the AI system deserves some attention aswell.
@plush yew I started with Sketchup making phone concepts and then moved to cryengine in like 2012 and then UE4 in 2015 and have remained since
what's wrong with the AI atm?\
Will unreal engine 5 be an update for ue4, or something completely new?
no no, Lumberyard guys
@plush yew Thanks, and oh yeah it was horrendous, I barely got anything done at all in it
oh yeha
Lumberyard is the UE5 killer
Lumberyard is Amazon tech right?
yez
its a bastardized cryengine
@urban gyro Yeah I;m not to crazy putting my work into a company that could very well take over the planet at this point
or was it autodesks stingray, which got scrapped anyway
Definitely @digital badger This is your new life in game dev. just like how programming is mostly problem solving, game development is mostly reverse engineering. Now what to do what the info is up to you, but use it wisely. you're now one of the enlightened. or anyone whos read these lol
Amazon Lumberyard is everyones fav
i.e. amazojn
Hey guys! Since the 4.25 update my "Editor" windows dissapear and it's greyed out when i try to click on it under the "Window" menu option, is it known how to resolve that ?
@midnight root whats the problem with lighting?
its ugly
UE5 2021 sounds amazing
inconistent
that is why Star Citizen is never coming out 😄
blown out in some areas, 'decent' ISH in others
sorry, im still on 4.24, I always wait until one or two hotfixes in before I update. @plush yew agreed @midnight root if you dont know how to use it that is
???
So i have a question, is it bad if i have a lot of custom events? Like 100 in one blueprint?
How long will you wait before jumping onto UE5? One update? Two Updates?
epic IS working on fixing lighting , they know its a problem
so... bye bye lightmass?
lighting needs to be rebuilt
lol
cant wait to try my 2D sprites in UE5 lol
why not use event dispatchers
brb going to port my game to UE2
100 events on a blueprint isn't a problem, why you have 100 on one blueprint might be.
I use event dispatchers and bind them to new custom events
do you think projects will be made exportable from ue4 to 5?
I always jump right in to the newest releases, but keep my main projects 3 behind. There are always major dumb bugs that break something useful so i tend to keep my main projects as stable as possible. Like 4.24's animation bug with the out of range -1 thing or what ever i hate that bug and that version i wanna diiiieee
they will be @teal charm, just 4.25 projects though
According to the blog post: no more lightmaps, normal maps, manually authored LODs, poly budgets, or draw call budgets. 👀
@midnight root Trying leveraging SSAO and DFAO in tandem and you'll find you achieve much better results for indoor v outdoor. SSAO should havea radius of 10-50 units a power of below 1 and DFAO should be used to occluded larger distances
@teal charm Yes, Epic said it they are making it forward compatible.
@plush yew thats good to hear
Wait so its really optimized for UE5?
i this still directx12?
Buys 2 next gen GPU's and uses an engine capable of rendering trillions of tris.
Makes 2d games using sprites 😄
oof
Can someone explain to me how tf UE5 is claiming to render 8k textures, billions of triangles WITH GI in REAL TIME?
for multiplayer interactions, do u need both a web and a game server?
@jagged meteor Yes, and we're all currently attempting to dissect the method by wqhich its achieved if that really is true
are we still talking about ue5?
if we knew HOW it wouldn't be a new release no would it
so I see they've shown UE5 on PS5, can we consider that Nanite will also be working on PC and Xbox, just to be sure?
@jagged meteor Probably a deep-learning algorithm.
@tiny sonnet one, the other, or both, what ever suits your game
Theres probably lots of optimizations that went into it.
@jagged meteor "Any sufficiently advanced technology is indistinguishable from magic."
@jagged meteor They state it was a lossless down sample to a few million triangles actually drawn.
So no more LODs for UE5?
The LODs will be automatically determined I hear
no more normals, no more retopo, no more lods mipmaps ao etc
I want to know the file size of the demo xD
lods are auto already anyway
@tender flume Thats the whole thing, there isn't... there used to have to be optimization
guys don't dream to far with PC, this tech is possible because of a new hardware tech that PS5 is using
Probably seen by many people but still funny to watch now
@plush yew i set up my data on a webserver without thinking, but i need a place to host a dedicated server for hosting my game.
CO-STARRING TIM SWEENEY OF EPIC GAMES
ANY OTHER CEO'S PLEASE CONTACT CONTACT@MEGA64.COM TO LET US KNOW WHAT BUDGET YOU HAVE FOR OUR INCREDIBLE TECHNOLOGIES (send a check to PO box please ASAP)
http://mega64.com
http://patreon.com/mega64
http://shop.mega64.com
http://twitter.c...
@plush yew i feel you when you say c++ is good, i think it gives the devs all the options and not hiding stuff with garbage collectors and things
mipmaps are auto anyway 😛
@bronze tusk that's what I afraid of
Lods are auto at runtime now, though
Its probably def a convolutional solution, the sound is, let me search my maths journals for geo reduction in ai one sec
@bronze tusk ok boomer
See you guys there.
yo yo yo, UE5 C++ YE?!?!
no javascript
no javascript
@dense arrow nah, it uses python
F# then 😄
Dont forget
@digital badger Doubt it, I inquired on the forums almost a year ago after reading a neural network dynamic GI system and mentioned it. I was told it was either currently unfeasibnle given how engine works or that there wasnt any current plans. THat may have changed tho
I need more information about Nanite.
we all do
The only reason the PS5 graphics looked that good is because it was made on a PC.
yeah lets go fortran
Not on a PS4 or anything
So PC is the one that gives the engine for games to run on UE5
platforms compatibility info for Nanite is all I want 😄
Unreal engine 5 looks amazing
@fervent nacelle that was you? nice! i was waiting with baited breath when i seen your post then the response came and kicked me in the network
they claim all platforms
All
including online integrations with steam/psn/xboxlive etc
no more normals, no more retopo, no more lods mipmaps ao etc
@urban gyro wouldn't you need to retopo for the purpose of shading?
well that's dope
Less workload for everyone
I wonder how many Unity devs are lurking in the shadows here today.
@tender flume Every game is made on a PC.. The demo is played on the PS5 console not PS4
@plush yew assuming its the rsame post then yeah
@digital badger I will take a look on it
so 3d artist can become more lazy now? 😄
@plush yew unless your edge flow is garbage and you run with ngons then no
@heady valve I'll DM you it
they imply that models stream
No, more creative @twin adder 😉
3d artist just needs to sculp for organic and poly for hard and boom its done
so, im wondering if it is some kind of voxel-like system
guys don't dream to far with PC, this tech is possible because of a new hardware tech that PS5 is using @bitter iris
He said that
@fervent nacelle maybe maybe not,
but i did find something in a 2019 journal called 5.2 Data-analytically Defined Geometries
what is that magical hardware tech thats unaccessible for PC
@glass radish Lower your texture resolution and or lightmap res, or reduce number oassets
@fervent nacelle Where I found the window who show the size of the textures?
@fervent nacelle It's most likely not Deep Learning, but a year in AI Development changes alot.
I think everyone keeps overlooking the fact that they say "Manually Authored LOD's" and not "No LOD's"
eeeeeeeh, I missed that
Nanite mmmmmm
come on, LUMEN is pretty hype too
@undone sinew no voxel system, just smart camera, and level streaming
The trouble is do I redo the intro to ue4 series like I planned for .25 or just hold off for 5.0 since I will need one for that anyways lol
and chhaos physx? i have a great idea for that one 😄
So i imagine it's most definitely a neural network that processes geo and has the ability to change the graph of the model in real time.
I'd imagine this works for skinned character too!
I can't even rig my character with as many polys as ue5 can handle
@grim ore wait for 5
the series have to redone for 5 so better wait
Hi, I have a silly issue that has had me stuck for hours...
I have a character which back slides when moving from its idle pose into an animation.
I cant figure out how to stop it..
I would be greatful for any advice..
is there a release date for the new tools?
whos hyped for ue5? 😋
yeah I think I will wait for 5 unless I get bored lol
@glass radish Click on a texture asset, till open a window and scroll down until you find the "LOD Bias" input box, 1 = half res, 2= quarter and son on
@grim ore Ideally, talk with epic so that they integrate 30 second clips when you hover over an object for more info
and when u hover over for more info/help ur vid gets fetched and streamed for a quick explo
@fierce tulip Realtime dynamic memes
@digital badger absolutewly, I'm not saying tis impossible, we'll just have to wait and see, eh?
@urban gyro well Chaos will be in .26 binary more than likely so no need to wait on that 🙂
i hope so
oh yeah imma defo waiting
that, and the crowd tech, and the shooter of my dreams will be well on its way
building an engine fork from source is one of the most annoying things to me
its in .26 on git right now and they mentioned the goal was to replace physx with it if they can soooooooo
So I need to know - how in the hell are they able to render THAT many polys in real-time? What kind of black magic are they using?
(Sorry if I missed someone else explain it, there's a REALLY long scroll going in here right now)
what does this mean for game devs now lol
this means less time wasted on optimizing
means u make whhat u want in 3d and just dump it into engine and it aint gonna tank ur fps
Means we can use quixel stuff with no LODs lol
Oooh okay, so just intelligent, automatic downsampling?
I mean you still have to optimize characters. Try animating a rigged character with over a million polys
well, they said that 1 tri is as small as a pixel, so thhats a clue
@grim ore what does manually authored lod's mean though?
So no more optimizing meshes
it's gonna be streamlined at least
so it sounds like we still have LODs of some sort, its just automated.
character itself does look lower poly than the quixel stuff tbh
Chances this will run on current gen consoles/harwware?
Well I think the key point we should be considering is the SSD in the PS5 and how the bandwidth speeds compare to currently availbe hardware
i feel there is a lot of confusion of "no more optimizing meshes" vs "randomly add a bleepload of polygons because you have no clue how to model"
@grim ore does this mean you remake every single video now?
my guess is that if the camera desides that 2 tris take the same pixel space, it just renders that 1 tri
Think Nintendo Switch will make use of UE5 for example?
@kindred crag you can model something once in pure poly without needing baking normals and all
the bandwidth of the drive I feel is going to be the largest limiting factor with that
ngons will still suck tho
@fossil basin exactly... Houdini and other DCC tools cant handle those polycounts and you need them to author animations
Believe this is intended @fierce tulip
Much buzz
So, i think i am right, i read some of this journal, and it would seem that "Data-analytically Defined Geometries" or similar name is probably what it is.
It's not LODs it's entirely different, its like NURBS vs Faceted Geometry
Progressive detail because its Data-analytically Defined Geometries
Like how Vector Art and Bitmaps are fundamentally different
oh god, another ngon discussion.
How should a scene be better if it has more polys?
i am not, my point is u cant be completely reckless
eeeeeeeh a 12gon will suck ballz for lighting and smoothing no matter hhow u slice it tho
I'm just happy we are finally going to get realtime GI.
do some research before you go anti ngon, and ue4 imports everything triangulated anyways
@fierce tulip yeah in the model making process, but there used to be the issue of non-auto triangulation and i still have ptsd from it
Why great, @fierce tulip ? I'm curious
Yeah was gonna say
I always heard they were the devil
let's just let ngons be bygones 🙂
hehe
yeah it does by the tris are all on massive pole verts
Ue4 will make those decisions on triangles for you
@luos\
@forest tree because people who say they are evil never did the research :p
tell a rigger that ngons are great
and just took it from their peers that they are evil
but blueprint tick is really slow!!!!
i did the research, u think I like quadcapping cylinders?
@fierce tulip sounds like a blueprint discussion
@worn granite just use nativized on expensive bps
Disallowed!
😄
omg i found the paper, its the very next paper in the journal!!!!
The white paper is titled Progressive Geometry Progression
@bitter iris oh ty never thought it'd work
@hollow ore Im not a 3d modeler myself, whats the difference if you bake or dont bake normals?
@forest tree they;re not inherently bad but you wannt make sure you triangulate before theyre in-engine althouhg most engines handle this natively, but personally for me I'm used to avoiding it becasue I had to back track a lot of modeling very early on and its since become habit XD
So will lod or procedural geometry be possible in the editor too
@worn granite i use it made a big difference
?
You know I just go on about that because I care for fellow developers luos
if u don't bake normals u don't have a normal map
And one of those aren’t suited to game development
As if millions of normal maps cried out in terror, and were suddenly silenced.
@sleek moons\
This UE5 thing is such voodoo 😮
😄
how do i change niagara particle color from blueprints?
@urban gyro not inherently true, theres plenty of other uses for nomal maps as well as creation methods
So just use 3 triangles for a tree and not three million
heh
Y’all need to understand normal maps have been weird 2ch ones in ue4 for some time
@kindred crag you make a mesh with a million triangles, then make a mesh with way fewer tries and using maps, try to make it look like the high poly mesh
At one point there was discussion of an Unreal script, sort of inbetween blueprint and C++, i wonder if thatll be in UE5?
Such seamless tiling detail or shading correction
just please epic make vault categories or tags 🙏
cant wait to put 1 trillion tris in a scene
They been suffering, put them out of misery
how are u going to use a normal map if u don't bake one
that would be amazing
I paint normal maps in photoshop :p
ouch that is oldschool and hardcore at the same time 😄
but only because I dont need them to behave like regular normal ones
@hollow ore Ohh I see, so that would be no longer needed for UE5 right?
Unreal script was discontinue for UE4 even do they try to bring back in a different way
but i do mine in PAINT 3D, the REAL texturing software
G++ support for UE5 PLEASE
It can be compiled with clang
so no more Lodding in UE5?
But it's very slow on Linux
LODing will be less manual at the very least
Would be nice to have some lto here
if they don't behave like normal maps, are they still counting as normal tho 😛
Higher quality image :-
they are, its normal map compressed, using the full -1 to 1 range in RGB and A
@plush yew ye
There's intepreter software like SD, Crazybump, Photoshop njob that you can convert tradtional imagery to normal maps, and thats where most of my detail maps come after setting up and delighting the texture I wanted to use, but I also use a triple layer normal map composition to selectively extract the detail I need for each layer ising a wdie-range, mid-range and short-range scan of the original; input texture
normal+
im not a very big fan of msvc, specifically cuz of admin necessities
Nah tangent normal maps use two channels in ue4
^
mingw>msvc
@normal burrow Yeah, the Z-channel is filled in by the shader logic
^
stretches
anything>msvc
RGB > channel 1 (U)
alpha > channel 2 (V)
@flint trench it still requires to compile ue4 form sources to use atm, and production ready means, replace physx (as you can't use both)
no date for the blender ue4 plugin 