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GAME ENGINE DEVELOPER Reacts to UNREAL ENGINE 5 Demo 

The Cherno
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28 сен 2024

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Комментарии : 2,9 тыс.   
@TheCherno
@TheCherno 4 года назад
BRB, off deleting Hazel!
@bastelwastel8551
@bastelwastel8551 4 года назад
😄 They say, there is always a bigger fish.. ..and then Unreal just drops the Megalodon in the fishtank
@ShivamJha00
@ShivamJha00 4 года назад
Lmao
@spwim
@spwim 4 года назад
hahaha, contact me for a small discussion about a new project? (social proecjt haha) I want to know more about model rendering and working with those constraints, or just buy/ a digital model of a humanoid. Any help for me? Thanks :-)
@jaqb17
@jaqb17 4 года назад
;(
@alexanderoguzie-ibeh2053
@alexanderoguzie-ibeh2053 4 года назад
UE would play catch up with Hazel in the future. And we would look back at this day, when it all began.
@roarraizzer9529
@roarraizzer9529 4 года назад
Finally, someone who really understands how things are done reacting to the demo.
@jakubpulka
@jakubpulka 4 года назад
yeah, I was afraid it will be another clickbait thumbnail :D But very competent video! I'm curious how Nanite works in details!
@JZStudiosonline
@JZStudiosonline 4 года назад
There was a guy on the LTT forums calling the game devs and Nvidia themselves dipshits because he thinks Nanite is the same thing as tessellation.
@masterrender
@masterrender 4 года назад
Yeah
@koenkeizer2917
@koenkeizer2917 4 года назад
@@JZStudiosonline It certainly looks like it is
@JZStudiosonline
@JZStudiosonline 4 года назад
@@koenkeizer2917 It's definitively not.
@andygrng
@andygrng 4 года назад
8:20 noo, can we get the one hour version? Or two, three.. I dont care, its so interesting
@donnyhuynh2298
@donnyhuynh2298 4 года назад
He underestimates the power of the demand for a detailed explaination side.
@abrahamciokler1978
@abrahamciokler1978 4 года назад
Yes!
@biplabroy601
@biplabroy601 4 года назад
Yeah
@TrueBlur
@TrueBlur 4 года назад
I thought the exact same thing when he said that....
@ilmarinen79
@ilmarinen79 4 года назад
Was gonna ask for extended version too. I hope to get a bit more details about the tech, but I always enjoy these because he has a great and precise way of communicating.
@larrypendleton8195
@larrypendleton8195 4 года назад
I think the most impressive part of this demo was how well and detailed you explained everything.
@eggyrepublic
@eggyrepublic 4 года назад
I'm a 3D animator and I was like Why am I even spending 10 hours ray tracing 5 seconds of footage.
@aidenmiller3832
@aidenmiller3832 3 года назад
Because this is the way.
@DevPythonUnity
@DevPythonUnity 3 года назад
@@aidenmiller3832 yeah maybe thats why games start to earn more the movies
@deejaydemon3145
@deejaydemon3145 3 года назад
I feel you man. 3D Artist aswell. But atleast all that wait is worth it. It may be subtle, but it's definitely better when rendered the way we do it. I'm just glad this tech is getting its foot into the gaming industry. And at real-time speeds. It's a cheat way of doing it. But it still looks 10x better than rasterization and fake lighting to fill areas.
@liamcurran5612
@liamcurran5612 2 года назад
If you don't mind me asking, what degree did you specifically get, and how's your salary? I know it's a public forum, but as someone who's interested in getting into the industry (or the animated film industry) I'm curious to see how you got to where you are. And what it's like.
@willwebster4019
@willwebster4019 4 года назад
Watching him go through the flying bit frame by frame is nice as that's how I'm gonna experience this when it's on my pc Edit: most likes I've had is about 5 so this is a new milestone, I'll be starting a Patreon soon. This comment thread is a nightmare enter at your owm risk
@wilyworm5025
@wilyworm5025 4 года назад
Sorry, but it will only be possible on a console! Lol
@heroninja1125
@heroninja1125 4 года назад
@@wilyworm5025 this is unreal engine its a pc engine and this is just a demonstration of what could possibly be done with it on console too bad as per usual of console fanboys they think everything that goes onto their platform is exclusively theirs when in actuality theres a better version getting released on pc long before consoles will ever get it
@sierra-morenabissell9559
@sierra-morenabissell9559 4 года назад
@@heroninja1125 dude, calm down and grow up
@GreatMCGamer
@GreatMCGamer 4 года назад
@@wilyworm5025 I heard that this demo was also ran on RTX 2070 on PC. As in PS5 and Xbox are about RTX 2070 lvl in performance. Personally can't wait for new GPUs from AMD and Nvidia as they supposedly go 50% up in performance. Except in raytracing they go up by 3-5x compared to first RTX cards.
@wilyworm5025
@wilyworm5025 4 года назад
@@heroninja1125 it was a joke brother
@atub7055
@atub7055 3 года назад
" i think they took all that Fortnite money and put it too good use" I like how he said that soo much 😂😂😂😂😂👌👌👌👌👌
@SeeSetJaeMiirTv
@SeeSetJaeMiirTv 3 года назад
Yes them v bucks
@omegagilgamesh
@omegagilgamesh 3 года назад
I also got a kick out of that, though considering what they put their Fortnite team through during those early days as the game was exploding, I feel they should have sent a little more their way.
@faik...
@faik... 4 года назад
"Sorry environmentally realistic rock. I can't use you man, you are too good" - The Cherno 2020
@Hypergangnam
@Hypergangnam 4 года назад
More like: "Sorry environmentally realistic rock, thats 2GB of data. I can`t use you dude, you are too big" - Xbox Series X
@brazwen
@brazwen 3 года назад
As a rock collector, this hurts me.
@vaprin2019
@vaprin2019 3 года назад
@@brazwen "They're called minerals, Marie"
@wendellgreenidge3362
@wendellgreenidge3362 3 года назад
Lol
@dctrbrass
@dctrbrass 3 года назад
Reminds me of those BS "over-qualified" excuses in a job interview :D lol
@deadsi
@deadsi 4 года назад
EA's severance package : pen, ballpoint. Handshake, hearty
@valleyDweller
@valleyDweller 4 года назад
"I have the frostbite pen. This is all I have now." :) The feels.
@nt4f04und
@nt4f04und 4 года назад
That's incredible, as you said. There're actually no words to express of how huge it all is and how impressive it is.
@prjndigo
@prjndigo 4 года назад
Actually it's shit work. The body and world were rendered by two different systems. Easy to see.
@nt4f04und
@nt4f04und 4 года назад
@@prjndigo what do you even mean by "two different systems" xd? what you said sounds quite braindead
@Daakist
@Daakist 4 года назад
"No words... should have sent a poet"
@its-kapucha
@its-kapucha 4 года назад
This is from Wikipedia about PS5 Architecture and its SSD hard drive: "A custom SSD storage solution was designed for the PlayStation 5 to increase data input/output rates for fast loading times and larger bandwidth. This speed allows games to be more immersive and to support 8K resolution.[1] The base system has a 825 GB SSD connected via a 12-channel interface to the main system, achieving a 5.5 GB/s transfer rate uncompressed, and between 8 to 9 GB/s using compression with the Oodle Kraken protocol from RAD Game Tools. This atypical drive size was found to be optimal for the 12-channel pathway for the system rather than more typical 500 GB or 1 TB units. Direct storage for games is expandable through an NVM Express (NVMe) M.2 port, while additional storage can be made available through USB-compatible drives." It sounds to me like this disk is like one big buffer/channel to VRAM area...
@Loundsify
@Loundsify 4 года назад
It's probably why they're able to stream 8k textures, the fact the textures of the rocks don't blurr when you get close to them says alot. I expect Sony's first party games to look extremely photo realistic.
@OfficialMageHD
@OfficialMageHD 4 года назад
"SSD hard drive" Would just be SSD. HDD is hard disk drive, while SSD is solid state drive.
@legros731
@legros731 4 года назад
Lol 5.5gb/s is not fast it the normal speed for m.2 drive samsung just made a 6.5gb/s
@FeelingShred
@FeelingShred 4 года назад
reading all the time to the SSD means that disks will be dead in less than 2 years of use... planned obsolescence
@FeelingShred
@FeelingShred 4 года назад
I don't care about "speeds", it feels like it's the old "PS2 stops reading discs" problem once again, it leaves a very cheap impression of the company in general
@rbanister100
@rbanister100 4 года назад
It is GREAT to see the technology having moved forward SO MUCH in my lifetime. Instead of rendering after hours, it can be done DYNAMICALLY.
@jaqb17
@jaqb17 4 года назад
imagine all the data streaming under the hood. Q_Q the SSD 'innovation' of ps5 actually makes sense now
@eyeofthetiger7
@eyeofthetiger7 4 года назад
I agree. I think it was a risk worth taking (since they had to sacrifice the cpu and GPU). At the very least we will see some amazing games on PS5 that weren't possible before.
@philterry3293
@philterry3293 4 года назад
@@eyeofthetiger7 Too many people focus on tflops, that is just one small part of what makes up a console. The end scene for example is almost certainly streaming assets straight off the SSD, The xbox would be twiddling it's tflops waiting for the data. Cerny has built a beautifully balanced architecture, probably because he understands this stuff from a developer standpoint.
@jamegumb7298
@jamegumb7298 4 года назад
@@philterry3293 I am fairly certain he looked at Software Defined Flash for what he did. And compressing a drive for higher throughput is also not very new. I do it on my own system (bcachefs zlib). Still nice he got it to work like this though.
@mushimash7513
@mushimash7513 4 года назад
@@philterry3293 lmao you're saying that as if the XSX SSD isn't insanely fast too. Likewise the XSX is actually a more competent machine, even if the SSD on the PS5 is breathtaking. Given UE5 will run across all platforms your point is moot.
@CaveyMoth
@CaveyMoth 4 года назад
It's about time that we finally started taking advantage of SSDs.
@aaronh248
@aaronh248 4 года назад
The fact that he doesn't know the PS5 specs but get can instantly tell that alot of data would need to be read from the SSD to make this a reality is really impressive lol. One of the best videos I've seen. Do not worry about video time or dragging out explanations. Just do your thing and I'll watch. Great video one of my favorites
@imtheroy
@imtheroy 4 года назад
yeah at the end I wished it was an hour long lol
@lennysmileyface
@lennysmileyface 4 года назад
Well it's not like a mechanical HDD is going to be able to perform that level of I/O
@thefalkonett
@thefalkonett 4 года назад
"The fact that he doesn't know the PS5 specs but [...] can instantly tell that alot of data would need to be read from the SSD to make this a reality is really impressive" I mean... that should be obvious
@evilformerlys4704
@evilformerlys4704 4 года назад
@@lennysmileyface Conventional SSD can't either, conventional SSD are not built specifically for throwing around 8K textures instantly, they are general purpose built for data. Sony patented the set up for PS5 which has 12 channel and 6 priority levels, the closest commercial drive to that has 8 channel and 2 priority levels, forget the cost 825GB, you'll lose an arm for 256GB of one of those things. Still would barely keep up, I listened to a tech talk about what Sony was doing and they literally capped the drive, they were actually going to go higher spec in the design but you know inquiring minds were like, the market won't have supplemental drives capable of being swapped out. Basically to remain compatible with community contemporary drives. Cerny did state they'll test conventional drives for those that can replace PS5 internal if the need arises. When you're advancements are held back by what's available in the current market and compatibility.
@yourzombiemop8259
@yourzombiemop8259 4 года назад
That's kinda obvious.. Definitely not the most impressive thing he was able to reason out in this video. It sounds like you didn't get most of it and you mentioned this because it was the only thing you were able to understand 😂
@sub-harmonik
@sub-harmonik 2 года назад
now that they've got the global illumination thing going I wonder if the algorithm could be extended to work for sound - set the speed of sound and the characteristics of the surfaces. Then you could take an impulse response of the virtual space itself, using its exact geometry.
@sentakki
@sentakki 4 года назад
When you're french and you listen the ue5 demo: The guy on the left: I'm technical director of graphics at epic games The guy on the right: baguette baguette baguette, bonne appétit
@richardbloemenkamp8532
@richardbloemenkamp8532 4 года назад
I'm a Dutch now living since 17 years in Paris. Having a bit of a French accent in English (or Dutch in my case) is fine and actually adds some flavor as long as people can easily understand you and take it serious what you're saying.
@sentakki
@sentakki 4 года назад
@@richardbloemenkamp8532 yeah I'm just kidding, it's just that I heard a lot of French people working at epic games so each time I heard this accent it make me smile because I have the same one and I'm like "well, epic game definitly needs me to extend their french accents people" X)
@SpyFr
@SpyFr 4 года назад
French accent in kind of signature 😀
@Kabodanki
@Kabodanki 4 года назад
As a french in a company with lots of french people and for mostly clients; I can hear my colleagues talking in english all the times, and I can this guy did it very well , he got a weird accent on top of the "common" french accent.
@MrKjottboller
@MrKjottboller 4 года назад
I was like "The heck did he just say?", but jokes aside, some people understand the accent easily while some people don't and I often struggle to understand some accents and I even have problems understanding one of the accents of my native language but the point is that some of us can't help the fact that we struggle to understand some accents which in my experience, a lot of people fail to understand.
@nib95
@nib95 4 года назад
Awesome video dude. Explains almost every individual feature in an accessible way, that even layman can understand, whilst still being thorough and technical. Can't wait for your next Unreal 5 breakdown.
@icytease
@icytease 3 года назад
The Cherno: "wow, very nice motion blur!" me: *turns off motion blur* . It's not that I don't appreciate the work going into it... it's more that I don't want to get dizzy :D
@barney3462
@barney3462 4 года назад
Who else just stared at the mic activity led as he talked?
@UltraNyan
@UltraNyan 4 года назад
I have the same soundcard, always red so people can hear me well
@evanmurray5032
@evanmurray5032 4 года назад
Haha, I just noticed when you pointed that out. It looks like a Scarlett Focusrite audio interface.
@evanmurray5032
@evanmurray5032 4 года назад
@@UltraNyan I think that means the audio is clipping. But hey, if it works and people can hear you better, then that's good. Sometimes a little bit of clipping doesn't hurt (in my opinion). You can always use stuff like a limiter to keep the perceived loudness but prevent the clipping.
@patricklinihan3462
@patricklinihan3462 4 года назад
@@evanmurray5032 The red light is actually a button that is red when phantom power is turned on (when the button is turned off the light turns off). Phantom power is used to supply additional power to a condenser mic.
@evanmurray5032
@evanmurray5032 4 года назад
Patrick Linihan Oh I see. I haven’t used an external power supply before. Now I understand what is meant by the red.
@Chuckles..
@Chuckles.. 3 года назад
The immersion is going to be off the charts. I'm getting spooked by cascading pebbles and static statues.
@Chantzdc
@Chantzdc 3 года назад
Came here to just see your reaction of this because i realized i started watching you AFTER this came out..just know, you revealed so much more in this video, than I learned in the last 5 months not seeing this.. you helped me realize exactly how GI works pretty much down to the T.. I’ve had to rethink how Ive been thinking about graphics and lighting.. this is a big jump in my honest opinion. In 2 -3 years when devs fully utilize GI, RTX, or whatever.. it’ll be helluva lot different than baked lighting.
@sebastienebacher73
@sebastienebacher73 4 года назад
Hey man, really cool video. Being in the industry for 15 years and it's one of the best vulgarization of game engine that I have seen so far. But still, I have 2 concerns regarding this demo. First, there is no AI so I am wondering what will be impact of AI on the engine performance, they have a tendency to eat up a lot of ms on the each frame. The other thing is vegetation, here it's all static rocks, but I would be curious to see how it look like in a FarCry kind of environment with thousand of trees moving with the wind. But still this demo is impressive and is definitively setting the bar high for the next gen games. Also, coming from a producer, we cannot underestimate the value of not creating LOD or normal map out of the Z-Brush high rez model, is THE shit of this demo in my opinion.
@EnriquePage91
@EnriquePage91 4 года назад
It’s not just normal maps you’re not creating - you could technically simply not create maps anymore. Color can be painted at the vertex level, displacement is implicit, and things like subsurface scattering can be figured out of materials and volume so it literally changes the whole Texturing industry. As for AI, you don’t need to worry it’s not gonna impact it negatively, if anything entirely the opposite as for all of this to happen they obvious need raytracing GPUs which are literally the bomb for artificial intelligence, the serious kind; so obviously it’ll run game AI more than ok. Raytracing is a very important part of AI, being able to raytrace so much in real-time gives you (your enemies) a LOT of information which can be used for AI. And the plants don’t really matter, as far as the engine is concerned they are just meshes, it will handle as many as you want as it will ultimately ONLY render x triangles per frame (where x is around 20 millions max), you could have even more plants than pixels and it wouldn’t make a difference, it just wouldn’t render every plant (which would end up being pixel small in order to al fit in the screen anyway, which is obviously something that won’t happen).
@pablo3558
@pablo3558 4 года назад
Nanite doesnt work with vegetation
@GLYCEMusic
@GLYCEMusic 4 года назад
Imagine how incredible a Red Faction game would be on this engine.
@basslinedan2
@basslinedan2 4 года назад
Red Faction 1 Remake please
@ckutryk4594
@ckutryk4594 4 года назад
What I really appreciated is your placement of advertisements. 99% of adds are placed mid-sentence or in the middle of a sequence wrecking the enjoyment of the video. Yours were places so well I didn't even mind the adds at all. Great job in showing your skill in making / understanding entertainment while commenting on others work. Very Very impressed with your work and commentary.
@TheGoncas2
@TheGoncas2 4 года назад
I wanted to know your thoughts on the PS5 specs and how they correlate with this demo!
@markg3305
@markg3305 4 года назад
Dude you need to do these things more often game devs are like the funny ghost in the corner that no one really understands... I truly believe having someone like you create content to help people actually understand what all a game developer has to do.. so on so fourth is incredibly powerful.. keep it up!
@johanlarsson9805
@johanlarsson9805 4 года назад
24:00 Using that statue, and then using 500 of it, that is the exact same thing as that australian company did 10 years ago... Unlimited detail or what they were called.
@frans.8906
@frans.8906 4 года назад
2021 Cherno: Hi, welcome to the Unreal Engine 5 series!
@jonteguy
@jonteguy 4 года назад
As someone who has done some graphics stuff, I really wonder how this nanite stuff will work with rendering hair in real-time as the hair here is clearly static. Moving grass etc as well since it scales with resolution. Very curious indeed.
@bobs8005
@bobs8005 4 года назад
Make a Rapunzel game bro
@gabefernandes356
@gabefernandes356 4 года назад
Little bit of info on the audio bit: I suspect the way they're doing this is by measuring an impulse response. An impulse response is a recording where either a single burst (aka impulse) of white noise, or a full-spectrum frequency sweep, is played out into the given space and then recorded back. The initial sound that was output into the space is then removed from the recording, and there you have your impulse response. Audio engineers have been using this technology to model reverb plugins based on real spaces for quite some time now, look up Altiverb. I'd imagine maybe they're doing some very interesting calculations to adapt this approach to more dynamic spaces? Would be interesting to see how they did it.
@andresalbertoleosramos4296
@andresalbertoleosramos4296 4 года назад
Wow this guy got the PS5 architecture by looking this demo... maybe he needs to look it deepley to teach us the diference between the PS5 and Series X
@jcm2606
@jcm2606 4 года назад
It's really not hard to make educated guesses when you know what exactly is happening behind the scenes. With the amount of data the engine is having to move around, to use some form of raw geometry data and 8K textures in the project, the system must be loading in data from an SSD, likely in a custom configuration to increase transfer speeds and reduce latency as much as possible.
@HappyHimitsu
@HappyHimitsu 4 года назад
@@jcm2606 We already know the PS5 is doing exactly that.
@deejaydemon3145
@deejaydemon3145 3 года назад
Now the bigger picture..... Storage. Lmao we all know these models with that much detail will fill up a NVMe faster than a fly to poop. Its gonna be amazing when downloading the next AAA game takes up 500Gb on your drive.
@suluayran121
@suluayran121 2 года назад
Encoding algorithms do the compression in logarithmic graph. So it will be like 120-140 gb.
@opappi
@opappi 4 года назад
I probably wouldn't have watched the demo like this. It really helps that you explained/talked about everything. Also nice to hear your reaction about this.
@218Flows
@218Flows 4 года назад
screen 100% blurry him: "Their motion blur is nice" me: "I hope i can turn that off"
@tatterdemalion898
@tatterdemalion898 3 года назад
I was thinking the same thing :))
@targetrender9529
@targetrender9529 4 года назад
Who just likes to see Cherno nodding and going “mmm hmm, mmm hmm” because he understands everything and we don’t? 😂
@Let83
@Let83 4 года назад
I just discovered your channel and i love the way you explain the video reacts step by step. I dont know if someone tells you but i recommend to see the unreal engine 5 video on vimeo. I think its the best way to see it.
@Khether0001
@Khether0001 4 года назад
@ 10:00 it is not just a direct light, it looks like it has some volumetric light effect into it too. Will we be able to have volumetric light in real time with that as well?
@LucasHussey
@LucasHussey 4 года назад
You were right. The bounce lighting is calculated across several frames, which is why you see the delay between the light moving and the GI changing at 13:53
@orangebananaaaa
@orangebananaaaa 4 года назад
Man, I played BF3 and BF4 a lot. You were the one behind Frostbite! That's awesome.
@NobleKos
@NobleKos 3 года назад
i would love an old indiana jones game like infernal machine to be completely(like everything) remade with this. it would look so amazing.
@zwickarr
@zwickarr 4 года назад
as a game developer artist I’m curious about how artists will need to adapt to these new workflows. A lot of my time was spent on creating uv’s, model LODs, baking and material setup to make things look real for PBR. So this is saying we can skip most of that. Will we need uv’s anymore? Will the triangles be so dense that we won’t even need to make textures anymore? And we could just store the colors in the millions of triangles? How much setup is needed in unreal to process this stuff. I’m rambling but I’m excited for this future. Another scene I’m curious about is a dense forest. Do we need to use transparency any more? Would each grass blade and leaf be modeled now? Each hair is modeled for an animal?
@dvz2760
@dvz2760 4 года назад
I don't know but when the character jumps over to the other side of the area. I don't see any shadows from the debris reflecting on the surface of the area. Another thing, I can't see is when the character view of angle changes the rock shadows look stationary.
@Fine_Mouche
@Fine_Mouche 4 года назад
20:05 The hand on the door or all other contextual body movement is the most important improvement for me, I hate when characters walk through a curtain using their heads...
@cuffyproctor9115
@cuffyproctor9115 4 года назад
Ok can I just say I subscribed just because I appreciate the lack of nonsense in the first minute of this video. Sir you are doing amazing work. !!!
@epmcgee
@epmcgee 3 года назад
13:35 "it takes a moment to change" yes, the initial change to light and angle is fairly similar to the original position, so most the GI remains in tact off the SLIGHTLY MODIFIED position.
@ElitGaming117
@ElitGaming117 4 года назад
I've found this video (and this channel) thanks to a news on the Videogame website I work for. I really appreciated you sharing your opinion and your knowledge on the subject. You got a new sub :)
@prashantdhotre
@prashantdhotre 4 года назад
Quixel and Mega scan also made miracles with Unreal ! just like icing on cake!
@Aelethil
@Aelethil 4 года назад
As someone who wants to use UE5 to get into the industry of Game dev. Your video absolutely informed and put everything together for me. Take my sub! I wil be coming here for advice I'm so glad I found your channel!
@Viewer13128
@Viewer13128 4 года назад
19:50 my character would never do this prior to Coronavirus, and definitely not during. they need pay attention to lettkng you customize your character tendencies to better complement their newer engines for more immersion.
@blake-green
@blake-green 4 года назад
That is implemented by game developers though. The game engine is giving them the option to do so, which is demonstrated.
@MarvelFC
@MarvelFC 4 года назад
The water looks terrible, just admit it. ;)
@illsaveus
@illsaveus 4 года назад
I thought it looked really good, just not as good when compared to everything else. I havent seen better water in other games though, which games have done it better?
@zayag3543
@zayag3543 4 года назад
Terrible water yeah kinda. But pretty awesome real-time fluid simulation. So it looks worse because we've gotten good at faking it. So I don't know if simulating it is worth it at this point but it's still interesting because it could open up fluid dynamics for new kinds of gameplay. Imagine a boat game with realistic currents and better physics
@testedalexthegreat1759
@testedalexthegreat1759 4 года назад
That probably has to do with the devs.
@bikeninja956
@bikeninja956 3 года назад
I just started playing with UE4, it's pretty cool. I'm coming from the CAD engineering side so never had much exposure with creating materials, I'm wondering if you can recommend any beginner tutorials on creating and using materials/textures in UE4... all that node connector stuff
@evanmagill9114
@evanmagill9114 4 года назад
As this sort of technology progresses, I'm curious how it might splash back into movie animations. At least for smaller studios that don't have a lot of dedicated rendering hardware. Could make high quality animation more accessible? It's an exciting possibility.
@TigerBears11
@TigerBears11 4 года назад
Game engines are already being used to some extent, with things like digital sets being used in stuff like The Mandalorian.
@jgndev
@jgndev 2 года назад
Very interesting, learned a lot. Subbed
@reverse5461
@reverse5461 4 года назад
10:00 there is actually enough colors to show, assuming there are 256x256x256 different combinations of colors that our computers can produce, although our monitor, displaying 2 green 1 red 1 blue pixel for every detail might not be able to show that to us:D edit: that's exactly 16.776.216 colors. Now thinking that LED monitor pixels have 1r1g1b line, it might be possible to see all colors that our computers produce if there are no compression-performance algorithms applied.
@ivanroux435
@ivanroux435 4 года назад
Awesome video. Definitely would like to see you do video on the technical breakdown.
@FSDraconis
@FSDraconis 4 года назад
I like to add that they used another neat video effect. They started the demo on her face with blue light and then ended the video again with the blue light on her face from the portal, before turning to watch her enter the portal. I think the blue was chosen specifically because that is the Playstation color of choice. Great video, thank you Cherno!
@sm8952
@sm8952 3 года назад
Now I'm interested to see how cel shading will improve as well
@billybollockhead5628
@billybollockhead5628 2 года назад
I worry about all these source level high poly/texture sizes, etc for memory consumption. Less for rendering, more for knowing how much space is being taken up Which, as you say, can be streamed from ssd on ps5, not so easy on pc.
@MrEcted
@MrEcted 4 года назад
I've watched this before and it blew my mind, it's really cool re-watching it with a professional who really understands what's going on because it blows my brain even further. Amazing!
@iacopoantonelli1979
@iacopoantonelli1979 4 года назад
Nice video, but I would have appreciated an in detail analyses on how, in your opinion, they would manage to store so many triangles in memory. Not talking about the rendering, but specifically how billions of tris are stored and eventually compressed (?) on the disk. Only talking about memory footprint which will be insane for different models each one having million triangles. We talk about GBs.. I am really curious about that.
@garychap8384
@garychap8384 4 года назад
I wonder if raytrace techniques and existing scene geometry can be applied to dynamic audio characteristics. I imagine this working as per-geometry "audio texture" channels that encode audio properties of the materials in the scene... such that you could tweak curtains, walls and metals for their different reflection/absorption/transmission characteristics. Like RT ray tracing, the graphics engine could then perform a kind of room "clap test" for audio (with far less rays than for video) and then tween these dynamics across a number of audio samples, giving each scene a dynamic audio feel. Does anyone know if any engine has ever attempted dynamic acoustics as a geometry/texturing problem? I imagine the effect would be sound properties changing as you move around a room, or outside noise being modulated by the flapping or opening of curtains before an open window... or, the opening of a jail door changing the general echo of a cell. I'm no audio engineer, but I think the principles are similar enough for existing shader pipeline techniques to be applied in approximating this relatively cheaply. I guess the devil is then in making the filter network that can be parameterised to take the most significant characteristics returned by the model. So, yeah... audio texturing in the scene geometry. Has it been done? Are there known problems?
@zuzusuperfly8363
@zuzusuperfly8363 4 года назад
Pretty much the only thing I knew about 3D rendering as a kid was that ambient occlusion and global illumination are bae. I loved watching CINEMA 4D draw a bunch of sample points in the preview mockup and then slowly produce the final image.
@saadesigner07
@saadesigner07 4 года назад
I NEED Uncharted 5 in my life.
@trublood6410
@trublood6410 4 года назад
I know man. Shame naughty dog has gone all SJW now thou
@creationsmaxo
@creationsmaxo 4 года назад
There's one thing I'm kinda scared when it comes to new engine like Unreal 5 going on with how realistic things are and so on... and that's about how it will affect imaginative creativity over just interpenetration of reality in the gaming industry. This is something that works quite in reverse over the time of the history of games. As techniques and techs moves on with better quality of rendering, much of the visual imagination seems to go out the window. If it was only because "real" is now-a-day easier to make the "unreal", I wouldn't complain much, but as I have tried Unreal 2, Unreal 3 and Unreal 4 as well as Unity 2, 3, 4, 5, 2019 as well as 2020, I noticed a really bad trend in engines development which hinder more and more those who want to make things unreal. As Junya C Motomura told during GDC about the work he and his team has done on Guilty Gears Xrd over 6 years ago, the hardest part of making the game looks like 2D frame-based animation (even if it's 100% 3D real-time rendering) was to fight against the system attempting to make it look "good" as in "realistic" and not as in the artistic direction that they wanted it to go towards. They had to strip most of the Engine's systems down and build their own system with tiny pieces of it. This is because the engine (Unreal 3) lacked the proper tool to change the lighting behavior which, ultimately is made for "realistic" and not "surrealistic". I have experimented one such thing myself with Unity 5 where Unity Tech changed the lighting engine. For rendering and baking realistic stuff, it was great, but the new lighting & rendering system used a different kind of edges detection flow which became non-linear. This helps high-fidelity rendering to be faster and baking lightmaps to be more optimized. But the cost was that every shaders ever made for it that made use of the previous linear edge flow were simply broken and most of those had to implement an update that added a make-shift solution to fix the issue. This isn't about Unreal, but it's a concern always come to my mind ever since it happened to me and that, because I absolutely had to upgrade to get the internal fix of part of my project that wasn't working properly due to the engine having certain specific issues with Android builds, I had to scrap all my models & animations (6 months of works) which ultimately returns me to barely 1 months of work done out of 7 passed. In such a case as displayed in the tech demo, how would the new systems works with a game that should look like a cartoon or a kid's book? What if I want things to look less real for an aesthetic reason? What if I want things to look like a painting? For example, if you wanted to make a game that looks like the movie Spider-Man: into the spider-verse, how would this system work with or against it?
@lasertaco1452
@lasertaco1452 4 года назад
I think raytracing can look fantastic in a spider-verse kind of game too. It isnt limited to stuff like this.
@jtinkerton2547
@jtinkerton2547 4 года назад
This is a valid concern. I've been dabbling in Unreal 4 trying to make a PSX styled game and the one thing that's probably the hardest for me to wrap my head around is old-school style vertex lighting. It's completely gone from the pipeline and you need to do material-based magic to pull it off. While reading up on it, I've found that Unreal 3 still supported it and it was just a matter of flipping a switch to move from lightmaps and dynamic to vertex-based lights. If the industry keeps focusing on realism, it's going to push indies by the wayside because not everyone needs/wants/can afford GI, high-poly sculpts, *a billion triangles* 8k textures, a million procedural animations and all this other stuff that you don't really need to make a great game.
@creationsmaxo
@creationsmaxo 4 года назад
@@lasertaco1452 You might have missed the main point I made about raytracing (in this situation). It's not that Raytracing isn't good, but that the tools made to produce it are far too focused one 1 style (realistic) to be practical in other styles. The way they described the work done on U5 seems to be primarily focused toward high-fidelity which is cool, but not always idea. Maybe they have also worked on parts of the engine still hidden to the public for those who might want to have a more "magical" approach to their artistic vision, but as I wrote it's unclear yet and all that is shown is pure realism (even the magical aspect of the tech demo). Whenever the rendering pipeline is completely changed internally like this AND involved specific techs (like Nanite and Lumen in this case), it usually involves additional barriers and tons of work to move around them when needed. If you have ever worked on a shader for more than 1 generation of any engine, you would know what I mean. To give you an example, the main reason why PBR materials did become a major hit in game production was because, for the 8 years past, the production tools made it possible to create PBR material not only out of thin air, but also out of previous non-PBR based textures and materials. Thousands hours saved, far fewer artists required and those tools which helped cover the time required to move from the old tech to the new one. In this case, what are the tools available to cover the changes in the workflow and rendering pipeline? If Nanite or Lumen requires some PHD in advance science with a specialization in either AI or core-engine development to be adjusted to any need, I can bet that the U5 will be pushed off by many who are targeting a less "realistic" approach for their project. There's nothing worse for any devs during development time than to hear (or read) that a part of their past work has become deprecated and has to be done from scratch because the new "way" simply don't cover the required angle.
@babochee
@babochee 4 года назад
Love how you break down the meaning of some references. Wish you would quickly go into detail as to what normal or bump mapping is as you go while using a visual reference.
@happywhale1786
@happywhale1786 2 года назад
I'm more interested in how he kept his hair suffering through "2 month of hell"s before lanchings
@macaroni3251
@macaroni3251 4 года назад
but wait you mean when a big open game comes out, we gonna be installing like 400gb for the game, that is if they add all that level of detail?
@Chkoupinator
@Chkoupinator 2 года назад
"2021! that's a while away"
@drhadouken5175
@drhadouken5175 4 года назад
Oh jesus. You're so smart and genius. I'm better understand more deeply. Thank for so much knowledge. Damn this video awesome 🙌💋
@this_is_private
@this_is_private 4 года назад
did you notice, that at 13:35 the light in the background doesn't change?
@SuikodenGR
@SuikodenGR 4 года назад
Good God, finally someone who actually knows about Game Engine and not someone who keeps guessing about the the graphics and not actually know what they are talkign about! You won my Like and Sub!
@vegitoblue2187
@vegitoblue2187 4 года назад
the culling sounds a lot like from idtech 7 in doom eternal so wel will be able to cull out parts of meshes instead of entire objects I guess? like perpolygon instead of full object
@Eirexeyes
@Eirexeyes 4 года назад
How would one start to make a game engine and what programs are involved? This is such an amazing topic I'd love for you to give us here your insights on...
@kai-xi2zh
@kai-xi2zh 4 года назад
Cherno has a whole series tutorial of his game engine hazel, check it out.
@CivicYt
@CivicYt 3 года назад
I like how warrior women always look like they just took a bath.
@Krejstrup
@Krejstrup 4 года назад
@Cherno - don't feel that you have to shorten your comments, we are all ears and eager to hear your thoughts... Thanks, this was an interesting video.
@derricksmith8978
@derricksmith8978 2 года назад
Don't always need a cape to prove something is moving
@HANZOREIZA
@HANZOREIZA 4 года назад
Would love to see a Cerny + Cherno talk about all the custom hardware and custom exclusive chipsets/technology in the PS5. The triangles is thanks to the geometry engine. Really impressed with UE.V. Looking forward to see what devs create with these tools. Making their life easier is beneficial to all of us.
@angustepuni1068
@angustepuni1068 4 года назад
Great content mate, commentary on point
@sarot.busala
@sarot.busala 4 года назад
Damn crazy ! Thank you so much for summarizing them up ! You're amazing !
@glorious240fps6
@glorious240fps6 4 года назад
1k butthurt PC fanboys disliked the video
@kirokununu
@kirokununu 4 года назад
Yes please, I want to see u talking about the technical breakdown soon. And for the most impressive part is when u actually do know about what's the problem are they talking about, and u did a very detailed explanation for us. Well, I do want to see u discuss it more. 'Cause there's so much new information that I can learn from u.
@MatthewCawley
@MatthewCawley 4 года назад
I've watched a few of these reactions, your reaction was the most impressive. The first person who actually knows what makes this new engine good and why :D
@dablasit
@dablasit 4 года назад
What games and engines handle better fluid interaction with moving objects? I thought it was pretty nice in here, although of course not as impressive as the particle effects, nanite and the lumen stuff.
@Prod-23
@Prod-23 4 года назад
Convolution Reverbs have been around for a couple of decades now. I'd be surprised if this was the first time it's appeared in a game engine
@prettyhatemachine101
@prettyhatemachine101 4 года назад
Love that I’m discovering your take on the new console tech. It’s so nice to get your perspective. It’s clear and precise and I’m learning a lot. Do you think the flying section is interactive or more scripted?
@smajin28
@smajin28 2 года назад
19:50 I want to see how they created the animation AI.
@ausilliam
@ausilliam 3 года назад
Hey Cherno, Id rather not email you but I have a question, is it better to render objects individually all together or to interleave them and do a bit of each? Since you're working with Vulkan and I'm interested in it I wonder what you picked, maybe the answer is obvious but I'm too new to see it. :)
@GaborSzabo747
@GaborSzabo747 4 года назад
In the first part, when the girl was walking in the cave, I thought I was watching a docu on National Geoprahic.
@nicksparrow009
@nicksparrow009 4 года назад
I am a student game developer. I want to make a game soon when college is done. Anyway I am not sure if I switch to UE5, not because it is bad, but because it is new, maybe unstable and experimental and a lot of plugins I need need to be rewritten. While UE4 is almost in his final state and would be stable and plugins will probably work. What is best for the clients, a stable game or new techniques. I honestly don't know
@EGOS42
@EGOS42 4 года назад
The water physics reminded me a bit of Outcast.
@getrekt8365
@getrekt8365 3 года назад
I guess thats why they bought the oogle corp. They need a in-engine implementation of a GREAT compression tech to in order for these 8k textures to load faster. Guess they will give you the option to auto-compress in-engine.
@getrekt8365
@getrekt8365 3 года назад
Also, a 40 mil polygon model is like 1 - 2 gigs of HDD space. And that is without mentioning the 8k texture maps. You will still have retopo'd models unless you want the games take 10 tera of HDD/SSD space (or maybe that oogle software works like alien tech which i doubt). The fact that your models will be able to have more polygons is good though. It will certainly help. Also the fact that you can simply drop the asset inside the engine to check how it looks before even going through all the other phases is also cool.
@bobrossaru6075
@bobrossaru6075 4 года назад
Give us all the detail! 2 hour long videos! We are here to listen to your expertise!
@DenCato
@DenCato 4 года назад
Rumor has it that this is just part of a demo Epic will be competing with in the 64K comp at Assembly 2020
@ilyazaytsev6827
@ilyazaytsev6827 4 года назад
Hey! This is interesting video, but unfortunately the audio side got very little by contrast. It's likely as most game devs are more focused on the graphical side of things, rather than audio. As someone who has no experience in game development, but plenty in DSP, I'd like to point out a little about convolutional reverb. How traditional convolutional reverb works is that you simply measure an impulse response of a given space, you get the characteristic of this space in the form of an impulse response and then you can "apply" this impulse response directly. However, the question here is: why are they talking about it like its a big deal? Anyone who knows audio DSP will know that convolutional reverbs are old news for more than a decade now. One potential answer is that they actually allow you to possibly map surface with this layer that basically will instruct the convolutional reverb about what kind of surface it is and how it would acoustically revebrate - somewhat like the raytracing technology, except likely far more rudimentary because doing it on similar scale is absolutely pointless. While this might sound complex, in all honesty from the perspective of a game dev the overall process would be incredibly simple to implement as all you literally have to do is paint things with big brushes as our spatial perception in psychoacoustics is very rudimentary compared to something like a bat. Most games, until this point, have had either no significant variance between environments in reverbration or alternatively different zones are only altered, such as the space stations in Elite Dangerous having incredible amounts of reverb whereas rest of space is just dead. It would be significant milestone if they implemented that and I'd be surprised at this point if they didn't because from a technical perspective, it should not be even close to the other feats here. Basically, it's something that even I could implement alone on a rather rudimentary level. Also, why is the formatting so bad in RU-vid?
@orenji13
@orenji13 4 года назад
where can we download the original uncompressed video of the demo?
@DefinitiveMedia22
@DefinitiveMedia22 4 года назад
Their SSD is ridiculously fast, it can appatently process 2GB of data in about a quarter of a second, also have a look at the (PS5 SSD speed video on youtube)
@MeniscusSunrise
@MeniscusSunrise 4 года назад
Yan did you see the Mandalorian making of? That's another unreal engine collab that's ground breaking for film-making I think you will like it. Keep it going.
@morganwardfilm
@morganwardfilm 4 года назад
"Putting that fortnite money to good use" those were my exact thoughts while watching this too!! I don't play it but you have to commend Epic for handling the phenomenon pretty well all things considered. Think of EA forcing studios to use Frostbite or Bethesda clinging to their ancient engine.. Epic is at least bringing their wealth back to the art and science that is game making.
@newagedesigntz
@newagedesigntz 4 года назад
Been obsessed with learning ever since I found out about blender, only problem is with normal commercial based PC's the process is painful, think of a duo core6th Gen processor on 4GB ram and an intel Graphics card with just 500MB ram memory, Painful, I want to learn how to make my own game engine to find out if If I could optimize its efficiency while still allowing me to make 3D worlds on commercial PCs without having to hope I dont fry my processor during render time, or as I work
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