#ue4-general
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Blue is rebuilt as sqrt(1-(rr+gg))
i wonder what quixel assets they used/
@plush yew Looks like you found the correct paper.
Blue is rebuilt as sqrt(1-(r * r+g * g))
baking sounds much easier tho :/
@summer yew There's a collection on bridge
BTW the link i provided above has Software you can checkout if you can build it. Its at the bottom "Progressive Geometry Compression Software"
@summer yew the ones that just got released on bridge
So whats the go with ue5
at least with BC5 anyway, iirc I dont think thats how it works the DXT 5 compression, but I could be mistaken
dxt is meh :p
agreed
Should we start doing high poly?
use the amount of polies needed.
Im amazed Source 2 uses DDS texture format, tbh. Hadnt seen that since I used Cryengine
It has to be the paper. If its not this paper, its a newer paper with this as a reference, no doubt.
@autumn crystal well intelisense can be quite slow XD
.pcx :p
God
and the other disturbing things
@solid gazelle What details can you share about UE5 that maybe haven't been fully detailed that you're allowed to (if there's anything at all)?
VSCode > Visual Studio btw
Atom
^^^
yeah vscode is pretty good
The announce post has all I can say for now!
Rider or something
it is but it's kind of a PITA to set up with UE4
Rider > vs
Yawns
Just because you can have millions if poly at once, doesn't always mean you want to, especially if theres a significant additional cost to it
notepad > all
next thing we know UE5 will have it's own IDE
Youโve got no idea root
I hate needing to use VS or setting up VSCode
I'd rather use the performance boost to enchance gameplay responsiveness
Chance may know though
so I have two questions: @upper heart , @snow crown
- Are the unreal 4 projects able to be moved to UE5 like they would when it goes from something like 4.24 to 4.25?
- How is it able to support that level of high visual fidelity in geo data and in lighting without the use of baked maps or LODs?
i love jetbrains in general though, WAY more than VS
maybe XD who knows
emacs > notepad ? ๐
@fervent nacelle the more performance I save, the more particles I can add :p
1 yes
2 magic
why did you ping me?
I do hope they show a breaking down/making off. always interesting to see how experienced individuals make stuff.
Do you reckon Nanite and Lumen are the only 2 big improvements between UE4 and UE5?
4.25 is supporting some of this?
Virtualization is its own thing root we have no idea of what makes it run better
@fierce tulip exactly, and the more normal maps I can layer on each other XD
@snow crown prolly someone who thinks we are ue5 devs
Unreal Engine is becoming the singularity. You just tell it what you want and it makes the game you want but without the stupid crafting system that you didn't really need. From now on, whenever my code isn't compiling I will just scream at the screen - SIXTEEN BILLION TRIANGLES - and it will auto resolve.
Nanite == ptgi prove me wrong
- yes
- no fucking clue
u normal map fnatics
This is a paper from 2000..... wtf 2000s tech real time, dude re are rendering Toy Story realtime
Wat your not ue5 devs? Reee
oh. I have no idea i dont work for epic lmao
@normal burrow youre right, we'll have to wait and see
tho, in their announcement they said they'd be porting Fortnite to UE5
Point cloud tech has been around for a while, Pixar built their system on it
Anyone know how much code UE5 will deprecate thho?
Can someone tell me in brief how UE5 is better than UE4 as a level designer/lighting artist? ๐ค
so i imagine porting is going to be relatively straight forward
^
@urban gyro most likely code no one touches outside of like 6 people
@kindred crag SIXTEEN BILLION TRIANGLES
to be honest, I would be shocked if UE5 is significantly different than UE4
Can someone tell me in brief how UE5 is better than UE4 as a level designer/lighting artist? ๐ค
@kindred crag 16 billion triangles
๐
lmao
@kindred crag if all goes well, no need for creating lods, and depending on the content, no need to bake down from high to low poly
@kindred crag Lumen, the new Global Illumination system allows for better lighting quality
i hope the team thing comes out of beta and doesnt have to be over lan
they are making a huge leap in the rendering pipeline, but I don't see anything being changed or deprecated on the rest of the system
๐ luos
new ui for UE5 ๐
@kindred crag basically unlimited poly count, dynamic global illumination, what you see in editor is what you get in the game, no baking or lightmapping required
they are making rather large tech investments in the networking system, so that will probably be the same
i was hoping macros get removed
Bye bye normal and bump maps huh
@fierce tulip So Idk if you know or can say, but will there still be a means of baking lighting if we so choose?
it just doesn't feel like it would be new if they didn't change UI
but UE4 is pretty nice
now all we need is AI that can help optimize performance and workflow
I can't imagine UE5 is going to be a big upgrade if you are coming from 4.26 or 4.27 (or whatever is the last version before UE5)
@narrow pasture you no longer need to build the lighting???
So we found the geometry maths, we know the convolutional sound maths, now to figure out the GI maths lol. Good luck people
@fervent nacelle iunno, im not working at epic
what's wrong with the ui exactly?
@snow crown Ummm Nanite
@fierce tulip oh fair, I see you around so much that I just kind of figured haha
@kindred crag have you had a chance to watch the video? skip to 1:40 for the gameplay and the good stuff that shows it in action
we are just tiny moderators, who have an affinity with unreal engine, as developers, hobbyists, the like.
Don't know if it has been asked already but, does UE5 "Nanite" means that you don't have to care about polycount anymore ? Like have 1 Billions polygons in your game without any performance impact ? Sounds too awesome to be true ๐ค
@plush yew dependent on what you are doing probably
@urban gyro It looks dated for many people
@mint raptor yeah, but they are using niagara for stuff
@plush yew thats part of what we're trying to determine
which means that UE4 features aren't going anywhere
may 5 releases 4.25, may 13 releases preview of 5.00, they are definitely grinding rn
wait wait, u mean it doesn't have enough space or just doesn't look cool/shiny?
inbefore, 1tb file size games
lol well yeah the idea is to keep existing features
Im suprised at the sheer lack of notice on the IK improvements ??!?!?!?
Wait wut?
@urban gyro not flat
@narrow pasture No unfortunately! But if we dont have to rely on building lighting anymore then thats gonna be awesome
5.00 is having a preview build released?
@plush yew I'm hoping they will be good but no hype since they didn't get into too many details with them
so I have a really hard time seeing them throw out core systems just because it's "UE5 now"
Maybe UE5 has some automated LOD system that is AI-based?
Uh yeah, that hand touching the door gave me shivers. ๐
@plush yew Just implementing foot ik for my game was a pain
so it looks out of place considering many other pieces of software look flat these days
in a few years we will all use AI to create cool games ๐
which means, the change from the last version of UE4 to the first version of UE5 will be probably small... from a developer point of view
@plush yew In UE5, the engine will crash if you have anything less than SIXTEEN BILLION triangles in the same scene. You won't be able to distinguish your screen from real life.
@fervent nacelle not rn, i meant just they released that they are workign on 5.00
@plush yew Yeah, I was hoping for dynamic animation to get a bit more love
@inner cloak i kind of hope
@autumn crystal ohh, gotcha
I bet you'll see all the deprecated features get deleted
Cascade will probably get deprecated tho
Iโm a broken record at this point but, guid lookup if assets over redirectors plz
@kindred crag I'd imagine there are still benefits to baking lighting, why have dynamic lighting when you don't need it and all, but Lumen is real time so its pretty dope
since it's a good place to make a clean break from the old stuff
yeah archer
@normal burrow oh god please yes
you'll probably see some underlying changes (like the FProperty stuff)
@urban gyro Cascade will be around a few versions into 5 I'd imagine for Backwards compatbility before getting nuked
rRedirectros are the devil
but all in all, the bones of the engine will probably remain the same
oh yes remove rediroctors
File paths are the devil yeah
Can we make it so we can make planets like star citizen
slap a new skin on it and give it power armor
@mint raptor Same, ik now is a night mare, which is why I now have a really cool overgrowth like animation system with ubisofts realtime physics system, in alsv4 rightnow, if they provide more details i think it would be perfect to augment the engine directly with the eurphoia like system i have going.
doubt cascade will make it to ue5, by then its been 1.5 years since it was semi-depreciated
@normal burrow yeah, but I dont think those are going anywhere XD
sounds like UE5 DOOM edition
@plush yew As of 4.26 maybe
you cann already make planets like in star citizen
@narrow pasture XD
and that will probably make it easy to port games from a recent UE4 version to an early UE5 version
How does that cascade to niagara stuff work @fierce tulip ?
there's no way cascade is making it to ue5
Yeah we need to have a going-away party/funeral for Cascade soon I think
an old UE4 version to UE5 will be a challenge
@snow crown @fierce tulip . Thanks! I actually just asked because as moderators I thought you guys knew about the engine. And I was curious about the answers to my questions.
ue 4.1 to ue5 incoming ๐
Cascade cant go away fast enough imo
@modest bolt we know as much as you do buddy
@snow crown Yeah, id recommend upgrading to at least 4.23 and then upgrade to 5
@normal burrow not yet available.
Yeah, staying a patch or two behind isn't usually an issue, many prefer it, but if you fall back too far, you're going to be in for a world of hurt.
Everytime I hear people talk about uprooting cascade I shed a tear for you luos
there was a small leak of details in the UE4 github a few months back, but it was speculation as to what that was
aww
@snow crown so who are the ue devs? are they on this server?
I think cascade might be deprecated
ah
oh come on, did anyone actually like cascade?
I'm hoping the fluid simulations are better, they mentioned it in the video, but they showed like, 120 frames of it at an oblique angle
though dont just randomly tag them, we kinda appreciate it if you dont.
Nope i don't think so maybe
โGimme names, will do nothing with themโ
some people do :p often with weird spam or questions like WHAT DUS LIGHTMAP ERROR MEAN OMG FIX ENGJUN
But why ^
heh
There's like lots of people available to ask help from
The community team must be thinking "win" today. ๐
cuz internet
cascade + matinee will also get shrekt
wasn't matinee phased out with sequencer anyways?
16 Billion Triangles they said my face: ๐ฎ
They should offer a cascade friendly editor for niagara
yah i havent really been active in ue4 development recently, i wouldnt even have something to ask them about
its still around
this 16b triangle will cause lag on lower-end to mid-end no?
es2 and html5 got depreciated last version
Still no word on Nvidia Gamework stuff or Physx Updates eh
i feel like it might.
html5 deprecation got me down
is Chaos gonna run on nvidias physx?
No
Chaos is homemade
its a full replacement
no Physx
lol
YES
wheres my 18446744073709551615 polygon object
^ this might lag
WOHGOO, tell me Chaos is on the GPU and it is best news of the day
I tried 4.26 branch, chaos seems to break my physics for now
Nonlin physx is actually pretty poorly thought out for cpu
because Physx runs on CPU like an angry grandma
you cann already make planets like in star citizen
@urban gyro but how? I saw the 4.26 sky atmosphere video and was confusing, that was a shader, not planetary terrain, just flat terrain
It wasn't great but it's all we have
But it isnโt slow
With the amount of maths papers Epic Games has read, who ever is reading these, probably has read the new physics system math being written im sure, if not, nows a good time to look into the robotics journals
does this new reveal of UE5 change anything for unwrapping and lightmaps, assuming you'll be using baked lighting for some stuff regardless? We'll still need to retopo for UVs etc. right?
@manic pawn has found physx is still beating chaos
waveworks are nice but they feel abandoned
I'm not a fan of Nvidia so I'm glad they are parting ways but dam Nvidia did some good work
hmu when they start using deep learning for their lighting
if Chaos runs on the gpu it will outperform physx quite quickly
my UE4 installation has been stuck on verifying for the past hour
All the worlds game artists right now after hearing about Nanite #UnrealEngine5 https://t.co/JnpPZ61F4a
295
966
@plush yew they also made 2 moons. Which are spheres. which are massive.
physx is general purpose physics engine
chaos is tailered specifically for ue4 needs
it is specialized
chaos sim is far slower than physx
what do you guys think of nvidia gameworks?
PhysX is actually not that great if im gonna be honest. I've been a gameworks user for such a long time and seen the improvements at the engine level, and yes amazing, but it needs allot of work tbh
good,bad?
it will be faster
it is not
Prove it
so it has to catch up
and more tighly integrated with engine
it sux cuz u can't just target ppl with nvidia gpus
will be
check what it can do ooommmgg
not is ;p
Prove this assumption iniside :)
hacky
a little late to the party..
also nvidia gameworks arent nvidia-only
ooow it was already on the discord xD
@urban gyro arent those just static meshes though so? Oh so I guess with 16 billion triangles and a reworked gravity system it would be possible
Any programming side news of UE5?
Do they ever tell us about the C++ side of things? lol
@gray peak the code writes itself now
Anyone else familiar with Foveated Rendering? Id imagine UE5 is a Foveated Render-er
@plush yew I doubt ull be able to recreate a 1 to 1 solar system if thats what ur asking
i mean u probably will be able to, it'll just run only on supercomputers
github if that counts
any good place to get free animations that works with epic skeleton ?
mixamo?
Does any one know how to fix unreal crashing when i click add coponent
The paragon content @frozen pond
@urban gyro but I mean with nanite though perhaps?
theres still a year
so no paper2d updates?
A year of preparation and switching engines
๐ฆ
@tender flume to prepare to 2021 winter?
omg
5?
cant fucking believ it
Were all locked down till further notice, they be like time to learn unreal engine ๐คฃ
@toxic prairie there is a new tool on the marketplace that can be considered a paper2d replacement/update
@plush yew graphically i don't see why you can't make it with current version. If u wanna be running orbital simulations on many bodies like asteroids moons planets stars etc all in real time, i don't think there's any magic to save u the cost unless u decide to aproximate things based on distance for example
@next badger yep.
@next badger i bet GDC, or else somebody actully stated "late"?
not sure what its called, lemme grab a link
the f future is here ?
So it wuld seem ๐
in one year, better get ur stuff rdy
nice
lack of proper support for large coordinates
is pretty show stopper for simulating solar system
lack of proper support for large coordinates
@devout gulch This so much
If anyone has a moment to look at a 3 second video I posted in animation.
it highlights the backslide I am getting when I play an animation montage.
Any advice on this would be appriciated, I have already looked at root motion and it didnt seem to help.
@wild kestrel well, hope so...still a year aheah
you can simulate easy, aproximating tho is gonna have to be done very inteligently
after that ue5 footage, unity now feels like a basic game engine suddenly imo.
because royalties arent required to be paid anymore after 1m sales
it is a basic game engine...
@chrome prism link to your paper2d-thingy-tool please
unity is a basic engine...
how much is the dark theme in unity?
shin-kun, unity is also horrible. so theres that
as basic as it is, it can look nice though that im sure
but it seems like unreal engine always has the upper hand
ue4 is far more complicated for one
But how can you approximate when if you do you change the scale of the object and the space between but you also effect the lighting and effectiveness on large or small objects. no?
yeah, you can create a mona lisa in Paint 3d too
Unity is still liter engine, there space in market for that too
(Unity still better for 2D games and mobile tho)
yeah there's space for a game template marketplace platform
@plush yew if you want to game dev in easy mode and don't care about the end products for the consumer: unity
indeed, so hard to make a simple game for mobile in ue4
unigine surpass unity in coming years for 3d games
16 billion tris tho....why would u ever go 2d
i think i'd prefer ue4 over unity still
Unity is a fine Engine and Unreal is forcing it be better. If they go open source and keep at it
unigine is the next big one
i prefer to develop on ue4 because i love the challenge, the graphics and the feel of the engine but the file sizes are a PITA
should be a fine contender
unreal paper2d never got finish
the enhancements theyre making every few months are getting bigger.
for 2d i would never use ue4 lol, thats just pain
You can also decompile all you competitors .net code and see what's up. Go unity...
As an artist, Unreal >>>>>>> Unity. Unity is just...pain
I'd still make a mobile app In unity over Unreal
how many billion?
yes
Yeah, but maybe Godot is better than Unity too because no complicated licensing crap
@plush yew They eventually include it to their engine natively
but
NGUI was like that
dark theme is still paid
plus it has a dark theme
2D games need to make pixel art in applications that give depth to each pixel,
imagine a pixel character, now imagine a plane square at some distance giving depth to the sprite,
that rendered in GI, with shadows and lights, omg, 2d is going to look so amazing.
theres even membership tiers in a game engine that should have been free just like ue.
Godot has dark theme built in unlike unity and is known for 2d game dev
ahahaha no lod in games !!!!!!!!!?
We should be glad unity exists to pressure Epic even though right now Epic is pressuring Unity lol
unity is crap, its not even about ue4 being great. yes godot would be a better choice as your not land locked into a sandbox you have no oversight of
no manual LOD
I never knew drak theme was paid in Unity xd that sounds bit stupid
light grey
keep the U vs UE convo polite :)
๐คฃ
RIP eyesockets
Epic going dark
Funny thing is...when you need to use Unity to do things in Unreal
no LODs in games is like...8999 hrs 59 min to download this game
@next badger knows all about that with Razer Chroma
true
no LODs in games is like...8999 hrs 59 min to download this game
@next badger Hmmm you still need to load all of your LODs tho :p
AOE2 DE upgraded graphix are 30 gigz, and that's just pictures. So yeah ๐
@next badger It's called Algorithms Epic has lots of them
Anyway, let's just wait and see what Unity and other engines do
We need some context on what they will offer devs after this
unity wont change much.
they'll do what unreal do's
i do hope we see significant changes from other engines too
and thats fine,
All you need is one High res Texture and one High Res model then Algorithms lots of em
they can offer a marketplace
unity as always is in deep hole
at most they'll just do what ue5 did
Well as extensive VRChat user,.... i don't think they able to match what UE5 is showing
yes this is unreal slackers most the people here already chose there path in epic's ecosystem
While UE5 sounds like a dream, I'd imagine you'd need a beast computer to efficiently run it. ๐ฆ
that said i only work with 2018
lol
I'm all-in with Unreal. Don't see a reason to look at other game engines, when I can do everything I want to UE4, let alone UE5
"heres a model"
@orchid minnow i'll test that for you with my 840m in 2021.
Thanks shin.
@misty owl but you can buy a dark theme in Unity. That's reason enough to switch.
I found a good example of how 2d games might look in ue5,
https://ibb.co/MRrHnxb
criiii, potato laptop dev.
..... The whole idea behind "buying into a dark theme" made me stay away from unity in the first place.
I'm probably biased here but Unity's 2D ui workflow > than UMG
which channel is hyping ue5 right now?
well yeah, that too, unity is very good withh 2d
all
all of them
I just hope UE5 is optimal.
same
every channel
i would prefer godot because open source but i hear it's not very great for 3d and frankly it feels a little easy to use (and unnecessarily complicated in a few aspects). i do have other things to worry about though at the moment
I'm still on an i7 4790k and I'm struggling with a 4033x4033 sized map.
UMG or more specific Slate is not made for physical games, it like trying to run game using Android UI
@brittle tapir Why so excited?
Hope UE5 features work well in NSwitch and older gen hardware
next up, UE5 will run on Beef
Of course it will @mint raptor
because Tom cant hide it
Not only did they say so...but it would be dumb if they didn't
Hey, would anyone know what a good CPU would be for UE?
sweet
if it runs on my 840m then it'll work fine on yours too in that case then haha
And UE5 most likly be using Slate too with UMG
I hope they will announce more new goodies victor, I won't specifically use that tech myself that they showcased now but Damn it looks so good for what's to come
I was thinking of switching to an AMD build.
Assuming new technologies, will work on old hardware, doesn't jive with me.
Any thoughts?
ryzen 7 3750H on a laptop
new technologies does not mean it wont be optimized though @gusty geyser i think
lol V
anyway i'm out for a while, got IRL stuff to take care of. nice to talk about UE5
if its not optimized then it cant run billions of polygons.
good idea.. lmao
Indeed, just, typically new shiny things shown off, require some horse power.
Min
wait, I was joking about Beef. Epic really said that?
..... The whole idea behind "buying into a dark theme" made me stay away from unity in the first place.
@orchid minnow As a light-sensitive person post-eye surgery for years, I feel like Unity is asking me to pay a fee for an access ramp. I'm never going back. Ideally engines would allow most UI customization.
@brittle tapir You still working on that space station game?
Never going back to Unity because their Engine code is private (Unless mobile App)
as a light hating person I don't use anything that isn't at least grey
@misty owl it's great to be all in with Unreal. However it's even better to learn C++. Because C++ is engine agnostic and the game industry becomes your oyster.
Yeah, unless you have multple galaxies visible and/or fully voxel destructive environments...
that would be great @plush yew but i'm starting to feel like it's not for me - i have used C++ for UE4 in some projects though
@safe rose yes indeed
will C# or C++ ever be obsolete in years to come and instead depend on something like visual blueprint?
If C++ made the game industry my oyster, I wouldn't be doing server support for an insurance industry as my day job. ๐ฆ lol
so with UE5 it would be now capable of tree's with indivual leafs if it works correctly
i sort of doubt it will be obsolete though
just use C++ for function libraries, and ur golden
nature scenes could be coming amazing
@tender flume Blueprint is C++
anyway mention me if you need me since i may just leave this chat for a while again
..... The whole idea behind "buying into a dark theme" made me stay away from unity in the first place.
@orchid minnow As a light-sensitive person post-eye surgery for years, I feel like Unity is asking me to pay a fee for an access ramp. I'm never going back. Ideally engins would allow most UI customization.
@stable ridge Wow i never thought of it like that, and this is sooo on the nose. my gosh.
Anyone can point me in the direction about making a bug report? Issues seems to be view/vote only
@safe rose but my excited is far beyond my personal/current project goals. it's really more about the industry
@feral mirage Polygons have a negative cost in UE5. If you're having bottlenecks, just add a few billion more triangles and it should smooth itself out.
@fathom elm check the pinned message in this channel
@fathom elm https://epicsupport.force.com/unrealengine/s/
You havent fedd the AI its per second triangular count!
@brittle tapir Didn't know you were here, thanks for your blogs, really helpful !
I am curious how well it will handle say a dense forrest with leaf's being animated with the wind etc.
or vertex bending i mean
depends on the overdraw of the leaves
Easy, Niagara for leaves and 13 billion poly trees
i wonder about wind, will it be part of the sky and atmo system or will it be like a vector field
depends on what you implement
well, there's a wind objecet atm, but it only works with speedtree
13 billion poly trees
u making lowpoly game?
@mint raptor only rarely haha! It's usually too much to keep up, and np!
haha
not to mention, wonder what upgrades skelmeshes get besides a much higher bonecap
Actually I am curious: would this scaling tech be potentially transferable on Niagara meshes renderers / movable objects?
please see this as a joke, not to mock unity or anything
and those juicy anim functions for ik
unreal makes ue5 trailer
unity:
How do you make an RPG Game in Unity? Well look no further, because in this video we create an RPG Battle scene using assets from the Unity Asset Store including player and enemy models, UI, particle effects, sky and background scenery.
Here you can see how we quickly bring ...
13 billion poly trees
u making lowpoly game?
@spare sun I haven't actually laughed that hard in such a long time.
i wonder what will happen with height maps and tesselation in general
@plush yew Hmm, I will take your advice. I like oysters.
@fierce tulip Got it. Cheers!
im super curious how nanite will handle foliage
use heightmaps for terrain?
and hair
lol, tessellation on your 30m polygon meshes
alpha cards in general
ye ye hair is also interesting
I'm more worried about the memory usage. a 100 bil poly asset has to use like a gig of ram
@fierce tulip tesselation and pom with normal maps
also they never mentioned anything about static geometry vs dynamic geometry
Yea my idea I been pl;anning will have forest so foilage handling is definitely a interest of mine.
its okay. i'll test a million polygon asset if its available anywhere on my laptop when its out @faint musk
avg machines have 16 gigz anyway, why is 1 gig a problem
Sharksie: They're streamed, but I'm concerned about storage in general
@faint musk UE5 will automatically download more RAM into your Hard Drive.
let google worry about memory usage! this is perfect for what they promise with stadia, isnt it?
stadia
@faint musk the point is not to just spam polygons because you can, eventually ao/normal map/etc gets more expensive for memory than simple polygons
@faint musk Who cares i got 64 gigs of ram, what do i need 6400 billion polys for?
UE5 will have a new editor which is more light weight and less crashy
(we can only pray)
@plush yew Wait really?
@strong nest it says my windows too old to support downloaded RAM
oh...
maybe just a few changes around
Hey people, it's not because you can, that you SHOULD :p It's nice to have a 19B tris scene, but there is plenty to do with 1-2B already
Who cares i got 64 gigs of ram, what do i need 6400 billion polys for?
reminds me of 30 years ago when everyone was saying "what do I need a 10 gb HDD for?" lol
it cant look too different or people will have to take time to get used to it
yeah, UE5 will also respawn you when u die
reminds me of 30 years ago when everyone was saying "what do I need a 10 gb HDD for?" lol
@faint musk What do i need with a terabyte ram stick for?
UE5
wait...it's UE5? not Vi ???
64 gigs of ram is industry standard for game studios
UEV
it says UE5 instead of UEVI
remembers paying 500 euro for a 128mb usb stick
haha
well its unreal engine, not final fantasy
I paid 700 euros for GeForce4 with 64 mb of vram
@urban gyro not iPhoneX as well
will UE5 run on windows 95 tho? I hope I won't have to upgrade
How can I get rid of this error? I wanted to make things look nicer in my folder structure in my project on UE4 and then I get this error everytime I launch the project. 4.25
actually dx7 looks okay too
next up, Unreal Tournament 5 and Unreal 5 incoming
I wish ๐ฆ
@plush yew works fine on my high end rig, dont blame all the crashes to the engine :p
blame the crashes on your rig
@urban gyro cant wait till they cancel ut5 :p
not the engine
@clear cave You probably started a c++ project, so in your TFPGameGameMode.cpp file you have a reference to your ThirdPersonCharacter file. Which you moved, so you need to update the path there and compile again.
@plush yew lets hope UE5 isn't just a rebrand of UE4. Then maybe it won't shit itself so much...
if it doesnt have sufficient amount of memory or a good card then it'll crash a lot
My ue 4 project was converted to 4.25 version. UE created new folder for it with same name and .25 after it but when I try to open old version I am getting a message that it was made with newer version of engine
I closed a while loop and my engine crashed. Damnit epic, fix.
remembers paying 500 euro for a 128mb usb stick
@fierce tulip Wow mr money bags, i remember paying like 4 years of birthday money to buy a new pc that could run Doom orginal, i had to get 2 8mb sticks b/c the dang mobo wouldnt boot with only one ram slot!!! man the good day, kids dont know how easy computers are now adays
Kensei that is not going to happen, specially that Fortnite will make use of ue5 tech for some major updates ^_^
what happened to him lol
Lets hope Tim Sweeney hires actual expert top level programmers to work on the backend of UE5
clean up the code
@bronze tusk I hate Fortnite for killing THE Tournament.
UE5 will require at least 32GB of Ram and a modern graphics card. If you don't have these, UE5 will automatically provide one for you with a SIXTEEN BILLION TRIANGLE virtual graphics card with all the power of a physical unit.
@plush yew I was a student eating noodles at the time, trust me, i was far from mr moneybags, still am
Kensei, don't hate, that enabled UE to evolve :D
where are you getting these numbers @strong nest ?
but my tournament ๐ข
forget the tournament
blasphemy
we want graphics engine evolution
@hushed wing That did the trick. Thanks! ๐
sacrifices have to be made for something in return c:
doom came back, next up is ut
@normal burrow joking
@clear cave np ๐
UT is very generic has no lore of it's own compared to something like quake or doom
but yea in all honesty i much prefer the engine ๐
I think the Nanite is a bit oversold but the dynamic GI is nuts.
yeah but quake doesn't have hyperblast
All the worlds game artists right now after hearing about Nanite #UnrealEngine5 https://t.co/JnpPZ61F4a
349
1173
I think the Nanite is a bit oversold but the dynamic GI is nuts.
@fallow heath how could 16 billion triangles be oversold
So my question is will UE5 be open source this time around or are they going lock things down this time?
lmao @next badger
pretty sure dynamic gi is quite a performance hit
Do we know if Nanite will be with dynamic meshes or only static meshes?
4.27 afaik
oh yes, dynamic gi will be a performance hit
that is for sure
if the word dynamic appears, it'll use more resources i think
depends on the gi, it can be quite cheap
can probably disable on a per instance basis
but i do think it might be optimized for release
Looking back at the video when they show Nanite view of triangles the Character model disappeared making me think only static meshes.
well, it better be better than VXGI
4.27 or 28
it would be a dealbreaker if those polygons were good then lighting caused framedrops because of dynamic gi
@urban gyro Have you heard anything about open sourcing UE5?
no, that's what I came to find out
that'd be nice
Idk, I have an RTX and it's got cores dedicated to realtime GI i think ? but anyways the rtx demos i made in dx12 are pretty solid, vs the traditional way, without the GI cores being utilized it does take a significant hit so maybe we just need tech
tensor cores gonna be cewl
Looking back at the video when they show Nanite view of triangles the Character model disappeared making me think only static meshes.
@mint raptor still insane though for environments and everything else
anyone who can help me with this?
it has to be open source tho, if UE4 is
I don't think this new nanite thing is good for size tho, is it? Like if you're gonna have 44 million triangles for every mesh then every mesh will be 1gb or something
Iโve been wondering that because theyโve shown and talked about so much but I feel left out that one detail that truly makes UE4 amazing and thatโs open source!
@rain moss there is no such thing, specially that Tencent giant monster owns almost half of epic games
tencent only has 40%
Anyone who can help me with this?
Hey
compression will definitely happen i think so
@heady quartz Still the same problem we already have, games will get bigger and bigger as we can allow high res content
plus lets face it, you won't be using that many tri's anyway. Sometimes its easier to work with less
but also at some point there is probably little value in having a 16K texture with a 4K screen right?
The geometry code is already opensoure, or atleast the best suspect has its code open source so if you wanna try the whole billions of triangle thing you can by downloading the progressive geometry compression software, its not ue4, but it probably the underlying technology behind the geometry in ue5. or in any case its a similar idea for sure.
@urban gyro in 10 years they probably eat blizzard and epic games completely
@lucid magnet There are no actors of "Rifle Blueprint" in your world. So it returns NONE
geometry compression software hmm
blizzard? what is that
so maybe i was right
UE5 new features lumen and nanite is the source available on github? I couldn't see it in 4.25 or master branches
Is epic games using private repos for it
Or they iterate on the git public version?
you mean activision?
what's left of it
@hushed wing but i have one attached to my character
@plush yew private branch until ue5 is released
will UE5 also be free like UE4?
yup
or will it be different?
i don't think tim will dump his engine into tencent
@fierce tulip will the source available?
prolly
UE5 source probably private right now
If yes then why they keep it in private?
Competitive advantage so Unity guys don't know what Epic is working on .
there's 2 more versions of ue4 left to release as well
@lucid magnet Well the function GetFireMode is being called at least once when it cannot find one. Maybe it gets called before your character is spawned or something. You can add a "IsValid" check to the output first, it will make your error go away.
Will the source be available on the release?
Imagine if Unity knew Epic was working on this tech
probably
So not sure?
they would be fast tracking to it too
Now they have a delayed start
if they weren't already trying to do it in secret as well
they have to still release the source because that's the big selling point of the engine, and it's not possible to do everything you need to in a game without source anyway
im sure it will, but until ue5 is released or more info is released its all guesswork
Imagine if Unity knew Epic was working on this tech
@mint raptor Imagine if Intel knew what AMD was working while AMD made those crazy 64 core machines
UE5 will be able to make a Unity engine simulator ๐
@fierce tulip any idea how it's implemented nanite feature
they may not release source at the very start of early access in 2021 but I don't see a scenario where they don't eventually release the source at some point
Probably native
@urban gyro a friend of mine is working on something that uses unity to generate specific things that get loaded into a ue4 scene. (nongame)
@fierce tulip are you preparing to it by learning Niagara?
anyone have any idea why an instanced static mesh would not trigger an overlap event? when a static mesh with the same mesh and coll settings does trigger it.
@fierce tulip i'm using Unity to make animation for Razer Chroma to be used in ue4 ;_;
@plush yew The best guess for geometry is this https://cm-bell-labs.github.io/who/wim/papers/compression/ everything else hasn't been found
I love Niagara (just, guys, let us replace Static mesh reference in the mesh renderer at runtime please omg)
A potential look into the mesh rendering in UE5 http://hhoppe.com/gim.pdf
or possibly https://devblogs.nvidia.com/introduction-turing-mesh-shaders/
along with Rah's post
but isn't that locking in with nvidia? if epic gonna do that, why dump physx
I love Niagara (just, guys, let us replace Static mesh reference in the mesh renderer please omg)
@stable ridge Can't you? there isnt a dropdown arrow with the ability to change the render mesh?
The main problem of Mesh shaders is that, even Nvidia does not have tools to debug those
@plush yew Sorry I meant runtime
Well seems like Epic wants to ditch Nvidia but they are doing RTX raytracing work with them
its an example on how it works, nothing more.
so I am confused too
@mint raptor DXR is not limited to Nvidia...nvidia just was first
I need to upgrade my computer for this ;( i was using ue4 with a gtx 1050 and 8 gb ram lol
Will we be able to transfer projects to UE5 easily or will it just be totally different engines with no way to transfer efficiently
how the hell am I supposed to use the "plain old UE4" now...
@next badger wasn't the current tech done with Nivida help or did Nvidia not have a hand in it?
I can't even look at UE4 now lol
@modern socket you can transfer.
supposedly they promise an easy transfer
is there an easy way to expose the variable from a component to be instance editable (override) on the actor?
anybody know how to attach weapon to hands? my characters in third person dont reload the weapon just do the hand animations
epic gut punching early ๐
(without creating a shadow variable)
with ue3->ue4 it was impossible to hard to migrate the assets, some of the formats that were in 4.0-4.1 are not even available now
@modern socket I except the transfer to be between "slightly buggy" to "complete nightmare", depending on how much the tech changes and how many plugins you have
@feral mirage thank god for that. So I can just keep working on ue4 for these months and as soon as UE5 drops I can transfer . Great
oh yeah, did they say UE5 will support cad files and the such?
I think you have to assess how much has changed between formats from 4 to 5
i hope .blend will also be supported ๐
I don't think much has changed in that area
@urban gyro u4 does that
@urban gyro People use cad stuff in games?
most of it are features that should translate well
aparently
I wonder if they'll give us more control over physics in 5
with ue3->ue4 it was impossible to hard to migrate the assets, some of the formats that were in 4.0-4.1 are not even available now
@next badger Impossible to hard, is the best scale for this task lol. I had so much UDK stuff i made and it never seen the light of day in UE4 ๐
blend won't be supported, until Blender will change the licence
@tender obsidian Once chaos is fully fleshed out
look up USD files, which seems to be a good alternative for fbx
but no big news on Chaos features for 5
what's wrong with blenders licence?
aside from what we already know
so far the engine sounds pretty close to 4, minus the rendering overhaul of course
hopefully none to big a learning curve
It's said they have loseless compression and get same quality with less traingles how?
@plush yew sadly -_- i have 2 scenes for udk that i wanted to migrate to ue4 but they still WIP
for years
It makes sense if I'm thinking about it correctly. You only have so many pixels on a screen and why render more than what you can show. If you are really far away you show a lot more but all you show is also zoomed out and when you zoom in you show a lot less but can show more detail.
honestly it sounds like downscaling mipmaps but for polygons
Now when we hit 8K > screen resolutions...
@next badger SAME omg, I have an entire Morrowwind style UI for interacting with information known to a specific npc and how you can learn info from them by reputation and them liking you / knowing you. but it will forever sit in udk because its literally impossible to send over. except redoing everything from scratch lol
They show traingles in the video as noise lol?
no they are just so small they look like noise. listen to audio
looks like noise because there is no need to render the triangle in full at that distance
But I haven't read the research papers or looked at the source so i could be wrong
Can I get the papers you referring to
And what about lumen?
Just dynamic GI?
@plush yew Not noise, the triangles are just the same size as a pixel on the recording so they look like noise
Official papers from Epic none-released papers detailing the concept do exist. https://www.youtube.com/watch?v=HScYuRhgEJw
This video illustrate our GigaVoxels rendering pipeline. It is based on sparse octree ray-casting of very large voxel scenes.
Our corresponding I3D research paper can be found here :
GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering
http://artis.i...
Really? That means they have to render millions or billions of traingles?
And they do in real time lol
yes the online services is awesome
so you'd be able to set up your own game?
are these services launching with UE5 tho?
and achievements
It's not though, its a progressive detail algorithm watch the noise as the camera moves, its progressively interacting with the geometry
@mint raptor you have any resource on any open source implementation on it?
ffs UE5, I still haven't learned a bit of UE4 ๐
u got 1 year
You don't need to learn UE5, it just makes the game for you
true that
You just slap stuff on the screen and it goes
@plush yew Whatever you can find on google for https://www.google.com/search?q=Voxel+ray+casting&rlz=1C1CHBF_enUS838US838&oq=voxel+ray+casting&aqs=chrome.0.69i59j0j69i61.3823j1j4&sourceid=chrome&ie=UTF-8
@plush yew because your asset sizes are gonna be rediculous if you leverage it that hard. Nanite will be handy but nowhere near the game changer global GI will be.
yes lets use the new crazy tech to make porn
who needs awesome aliens big xplosions and fully destructible enviros
2 Years for now VR is gonna be insane.
robots comets lazers and all sorts of other cool stuff
Does Nanite work on SkeletalMeshes?
@strong nest good question
eerm, guys, since when is there a development portal on epics website? ๐
@plush yew took epic 3 + years
it it's based on Mesh Shaders siilar tech - it should
i just logged in to grab the online services sdk and there's a dashboard and all the works lol ๐
That's great and all, but do we really need a UE5 yet?
If nanites geometry stuff is Progressive Geometry Compression, then people have said it works with skinned characters.
imagine vertex animations tho...
@plush yew Marketing needs UE5
@plush yew i'd love to test it for VR...as for now VR in ue4 is limited to forward rendering
2021
mid 2021
assuming no Covid delays
VR works perfectly with deferred rendering
early 2021 preview, late 2021 release
2021 GDC
They should be fine though, all devs
Doesn't perform as well, but that's not related to VR specifically
when UE5 is released will people need to relearn the engine like the previous transition from UDK to UE4?
This generation is going to be CRAZY. Especially with the power of the new consoles not holding us back. Oh boy....
very crasy
there's gonna be so many games
If i read this correctly on this other paper talking about compression and geometry, animation, and textures, it seems like there is a generic compression scheme that can be used much like a neural network? idk, its written a bit high brow for me
vr now works with deferred? omg
@plush yew if you know how to use Chaos, Niagara, new ue4 Rig, Cinematics...probably not...most people not aware of those stuff
VR is in need of Foveal Rendering, and its what i suspect UE5 runs on,
I recall this old video talking about how traditional hardware would reach a triangle cap and how Voxels were the future. Little did they know we would turn triangles into voxels (or whatever this compression tech is really doing lol) https://www.youtube.com/watch?v=00gAbgBu8R4
[HD version of the other video]
Hi everyone. We've been working very hard and we hope you like what we've made. This is just our 1 year report, after which we will probably go quiet again while we finish our work. This demo only shows what was ready at the time, we have a lot...
wait, can u animate in-engine now?
yes you can
like keyframe bones
yes
holy crap im gone for 6 months and wtf ๐
so what u just import the rig into ue4 and boom it works or do u need to rig in engine
@urban gyro it's all happened bro ur too late our indie dreams are over :/
Control Rigs in Unreal Engine 4 is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation.
they drop UE5 on our head when alot of us still learning basic UE4 things
@mint raptor is this what u meant?
@plush yew i've asked few Epic devs, and even they not familiar with ue4
Anyone know a decent resource for the vehicle physics systems? PhysX documentation is proving to be a bit of a puzzle, and there's very few videos I could find on the subject matter. Especially pertaining to things such as the slopes which to seem based on UE4 rather than PhysX itself?
@plush yew The major reason i don't suspect Sparse Voxel Octree Raycasting to be the geometry part is in the limitations part
'The method also comes with limitations of course. So the speed up depends on the motion in the scene obviously, and the method is only suitable for primary rays and pixel properties that remain constant over multiple frames, such as static ambient lighting.'
When you have multiple instances of a blueprint, all of them have BP- > Create dynamic material instance -> set texture -> spawn decal (using material). They're all shared across all instances of that blueprint. How can it be made per-instance? so that one change in material does not affect all
anyone knows why is UE so laggy ?
@plush yew so what they use?
@normal burrow I would assume not for the basics. The Line Trace node is probably still the same in 5, same with most things I covered. Intro to series will have to have a 5 version. In theory I think most "skill" based videos, stuff that teaches how to do stuff, should still be applicable to 5
But it says it's limited and slow depends on the motion of scene?
The guy from Epic that mentioned it referenced that as something he had been looking into for 10 years
What is the graphics card on ps5? Is it powerful than RTX 2080 TI?
Just saw the UE5 footage. All I gotta say is RIP Unity and Source 2. Lol
Source 2 has been RIP
Not even Valve is sure if they should work on it or use Unreal
They still working on it out of pride from what I gathered
Actually they don't care they are now more of a software company
ue5 is still free?
The git page
man of course UE5 would get revealed the day after I start learning ue4. fml
@plush yew If it progressively compresses geometric data down, then even a low poly game would benefit from it. as its just something the renderer does as it renders the scene
@drifting crypt yes
It's more likely to be this paper, http://multires.caltech.edu/pubs/compression.pdf @plush yew
@plush yew Too
@half panther how do you know?
faq page
@plush yew the compression on that looks too crappy to be that
@strange yew You may as well keep learning. Very little in terms of inengine development will likely change. Even the bit that does, knowing the engine already will give you a better understanding when the new stuff comes out.
also its unlikely they will ever charge for their engines
True I mean it could be based on it
i wonder how will the UI of UE5 look like
me too
@plush yew this paper is showing the compression right? But after compression it looses quality?
I'm sure this new renderer is the Area 51 of Epic Games tech.
probably very similar to 4.3
yall need to remember this is a playstation 5 too
its a game eingine, thats normal if your pc isnt that good @dense aurora
@dense aurora Are you trying to develop on a toaster?
theres no direct x on playstation 5, and shared memory is a thing
I have a toaster but its running fine for now
@plush yew Yes, as the model is further in the scene it would get compressed as it rendered it based on the distance from the camera
As you move closer it uncompresses to its original
(from Cryengine to UE4)
ue4 has more functionality
@dense aurora your PC needs to be at least better than the PC the game is intended to run on
ueVive Sony
i want to make simmiliar game to paladins
which aint really Heavy on PC
comic graphics
or how you want to call it
@plush yew but UE5 nanite is doing something different they keeps the quality but compress it less traingles
It's said from 1 billion to 20 million and still get quality
holy shid this was an amazing vid
still high poly
yea still high ๐
well, yes
i can run it smooth as butter
but still not low
who puts pre-rendered models in their games lol
do you even have the expertise to make such a game?
@dense aurora Not sure what your lag issue is, my engine runs at 120fps unless I have more than twenty tabs open.
what are your specs @dense aurora
i said simmiliar
Poly optimization tech has existed but doing it in realtime and preserving the original content look is amazing.
Yo what is up with UE5? ๐ฎ
@plush yew Any way you cut it, if you compress something you are removing information. thus removing quality, there is no way to remove vertex without removing quality, unless they aren't but rather something else entirely i couldn't find similar in my journals or online
ยฏ_(ใ)_/ยฏ
I think if you are far enough away you can remove information and have it still look good to the eye
cuz i don't want to be insulted
hahaha lmao
But LODs still looked to blobby from afar
@dense aurora set engine scalability settings to Low
Think Oblivion seeing structures from afar blobby
if your pc is that bad, its no wonder you are experiencing lag with a game engine
But this tech it will still look "crisp"?
@mint raptor That's why compression is probably the answer. As the renderer is rendering it compresses it to where triangles are the size of pixels. or un compresses it to fill pixels
no more low poly shid so we can grap cad data to our love ue5 engine right? stream verties right? Billion verties
Then don't click on auto, click on low.
@dense aurora RAM and hard drive speed are usually the biggest issues.
i have 16 GB of RAM
i7-7700
16Gb is min but you really need 32 and SSDs
also good
@plush yew they are doing something else then
i see hype is there ๐ฅณ
gpu?
yep
more hardware speculation
They pretty much keeps quality and render very less
Shouldnt matter a lot for editor
nah, you dont need 1080 to run it
Make sure chrome isnt running. Close the launcher
@plush yew Probably not, there is evidence in the video of the triangles randomly colored, they are being progressively compressed/uncompressed as the camera moves. you can see the triangles change size real time
Kill me @maiden swift
hmm
i wish UE changed logo simmiliar to Cryengine
like Cryengine has those Es what RAZER has
in their logo
end this suffering of specs and will it work and whats a ps5
Lol
unreal better than unity confirmed
I got the general question for all of you cause i saw someone download unreal
How fast is on average your internet?
@plush yew no
10mbytes/s
They say no bake
@plush yew for lighting not nanite
Great now artist can be even more lazy. Games will be like 500gb with UE5 ๐
@still moat mine is a slow 500mbit
Lumen?
there has to be some baking but how much and what kind is up in the air
but im not the only one using it
I'll make a high quality gif of the video highlighting what i believe to be the smoking gun of their tech, give me a moment.
@plush yew yeah no light baking with lumen
@dense aurora Go into your Editor Preferences and search for "framerate", turn on the "Show Framerate and Memory". If the framerate in the top right is oddly low, try to press ` and type t.maxfps 60
So since drawcalls and polycounts are going to be a thing of the past...does that mean that projects still following strict guidelines for it will suddenly preform 100s of fps better out of the box?
Mine on average is 60MB/s lmao
@wet brook what is the tech in lumen? Just Dynamic GI or the sparse Voxel Ray cast?
"fully dynamic global illumination solution"
lumen looks pretty good
Is the implementation available anywhere else now? @wet brook
I wonder how many people are downloading ue4 today after that reveal and $1,000,000 royalty floor change
Lots
I bet medium studios are lining up
anyone have a date for the first point release of 4.25?
What method they use for Global illumination? @wet brook
Raycastbor path trace or Ray trace?
i wonder if someone made RE in UE Engine
@plush yew no clue it could just be a beefed up full RT package no one knows
i dont think the 1000000 royalty change will affect it that much
Probably Ray tracing as they are working with Nvidia for it on next gen
Wait how much was it before?
@loud knoll early 2021 preview late 2021 release
So since drawcalls and polycounts are going to be a thing of the past...does that mean that projects still following strict guidelines for it will suddenly preform 100s of fps better out of the box?
@sly coyote dont think anyone knows for sure
iirc
No it was $3000 per quarter
UE5 Preview 1 maybe 2020 ???? pls
I love how this channel is now on fire ๐ "several people typing" - never seen that around here before!๐คฃ
@plush yew Probably as @plush yew said
ah right
I suspect we might see some of these features in dev-rendering before 2021
My question is how much of an effect would it have on mobile gaming since their specs are so low
@wet brook 4.25 not V dude jesus
was that unity? idk
what's the name of this node from materials ?
@plush yew if it helps large poly it would help lower poly equally
@loud knoll oh sorry I saw a 5. 4.25 is out
@fierce forge constant - aka hold 1 and click
@gleaming narwhal Yo mang 4.25.1 any date yet?
Unreal engine 5 still looks unreal.
tnx
@half panther yes Unity. So.eone on Twitter asked sweeney to match Unity on that scale a few months back and his response was "I can look into that"
@plush yew yeah in the video he does say "Lossless compression"
It's a constant 3 vec
@fierce forge
@fierce forge
@snow crown maybe make a new channel for V hype train since it is a year a way so we can talk about 4 related real things?
