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Unreal Engine 5.2 Feature Showcase | GDC 2023 

Unreal Engine
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Watch the recording of our presentation ‘Unreal Engine 5.2 Feature Showcase’, originally shown at our booth at GDC 2023.
In this talk, we provide a broad overview of the new features and tools in UE5.1 and 5.2. We cover many of the newest Unreal Engine features, and we hope you’ll come away inspired to explore and experiment with these latest additions.
Check out our blog post for news on UEFN, 5.2, MetaHuman, and more: www.unrealengi...
#UnrealEngine5, #GDC2023, #EpicGames, #GameDevelopersConference, #UE5, #GameDevelopment, #UE5.1, #UE5.2

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29 авг 2024

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Комментарии : 136   
@mossberg8817
@mossberg8817 Год назад
You guys have some very competent presenters. A good demo like this really takes some frustrating stumbling around out of the process of learning new functions. Cool stuff.
@PLAYERUNOWNED
@PLAYERUNOWNED Год назад
agreed Chris is always top notch!
@iamthenightshift
@iamthenightshift Год назад
@@PLAYERUNOWNED Chris is worth his weight in gold. He was already great a few years ago when I first saw him do his presentations, and he's only gotten better at explaining and demoing things. Not to mention just generally being a good communicator and friendly to talk to.
@cedricvillani8502
@cedricvillani8502 Год назад
Stumbling around how?? The worst invention was Microsoft’s “Developer Advocate” a person that was all talk, no play and worst of all no experience. I don’t see this guy as that, idiots can be sus’d out in a minute flat after one question, I hate Advocates. This was a well rehearsed presentation, by someone who actually knew what they were doing.
@VRchitecture
@VRchitecture Год назад
In terms of learning materials & presentation quality I’d say Epic as good as SideFX (Houdini developers). I wouldn’t be surprised if either Epic or SideFX would acquire another company one day. It would be really powerful extension to the ecosystem.
@UnrealDirective
@UnrealDirective Год назад
A great overview, thanks Chris! Timestamps 2:45 Nanite Displacement Map 4:00 Render Resources Utility 4:45 Niagara Decal Renderer 6:00 Sequencer Niagara Sim Cache 9:25 Soundscape Ambience 13:45 Procedural Content Generation (PCG) 19:30 Scriptable Tools
@PLAYERUNOWNED
@PLAYERUNOWNED Год назад
cheers for the timestamps too! Chris did great!
@prometheus_beard
@prometheus_beard Год назад
Nice, thanks!
@Lit_BoY
@Lit_BoY Год назад
Hero
@rohitbhardwaj7719
@rohitbhardwaj7719 Год назад
birth of a legend
@rkalla
@rkalla Год назад
You saint!
@maxmustsleep
@maxmustsleep Год назад
chris is always such a treat, what a great and fun presenter! I gotta check these tools out, can't wait for 5.2!
@m1sterv1sual
@m1sterv1sual Год назад
Chris is such a unique character, love to watch his presentation🙏
@unotoli
@unotoli Год назад
This presenter is priceless! So much love to product, team and users.
@PhilipZeplinDK
@PhilipZeplinDK Год назад
Finally a presenter that's neither cringy, or going into endless useless details while stuttering, OR reading up a badly premade script. More please!
@scaredyfish
@scaredyfish Год назад
Chris is a fountain of knowledge. Great presentation!
@perfectionist724
@perfectionist724 Год назад
You guys at epic are doing an outstanding job with unreal engine! I'm so glad I use unreal engine!
@Real_MisterSir
@Real_MisterSir Год назад
I think UE5 in general is missing a massive opportunity by not simplifying some of the essentials that otherwise present a rather major gatekeep barrier for people who aren't diehard developers already. And I say this because UE5 has so much potential to be the engine that actually brings in new people who were otherwise not inclined to do game dev/art work simply due to how straining the general learning curve is even to accomplish the simplest tasks. What do I mean exactly? For example, something as common as removing texture tiling, sure there are a number of ways one could do it, but every single one of them requires 100s of hours of tool experience and tutorial exploration, and then also a good half hour or more of just doing the actual work itself. And this, just for the most simple thing like removing texture tiling -an issue literally every single game has to face, and is even one of the earliest problems people will have to deal with. Then there is the way meshes are imported, like height maps etc, its so full of bugs and you can literally do the exact same import sequence in 3 different scenes, and get 3 different results/issues. The whole layout is made excessively cumbersome, surely due to the complexity of all the features packed into the engine in general, but at the same time it also locks out so many potential newcomers who aren't already well versed in game dev stuff. Lots of clutter, needless windows everywhere, things aren't where you expect them to be, there is very little systematic structure to UE5 in general. I truly think splitting up the engine in a "simple" vs "advanced" mode could greatly benefit Epic as a whole. Where "simple" is minded towards focusing on the essentials for newcomers, getting rid of some of the heavy node-based blueprint reliance, automating the most commonly used features, and streamlining the UI for a more intuitive experience, and then let the "advanced" mode be the full restructure like how UE5 is currently. So much missed potential, I know many people who turned down UE5 because of these reasons.. The community could easily be 10x bigger if steps were made to ensure the barrier of entry isn't excessive, given how much power UE5 has the potential to put in peoples' hands, and how many people are drawn to it prior to never passing that initial barrier.
@iamthenightshift
@iamthenightshift Год назад
I think the simple versus advanced paradigm you're referring to is sort of being addressed with the release of Unreal for Fortnite, which seems to be fulfilling that need for a more plug and play experience for people who are not looking to become full time devs yet, but still want to create cool stuff quickly. That being said, I'm not going to argue that Unreal Engine is easy to master, because it's very complex and has many moving parts, and bugs, and frustrations, but at the same time the devs are really doing a fantastic job at adding quality of life changes over each release. And you have to keep in mind, while I'm sure Epic would love to lower that barrier for entry, they also need to offer enough depth with each feature to allow full time devs to do complex things. Eventually, if you're serious about gamedev, you will have to learn the tools, as complex, buggy as they may sometimes be, and learn to love them, warts and all. The perfect engine doesn't exist, and some things will never be simple.
@superch4rgzed
@superch4rgzed Год назад
A good example would be the snow tool he created towards the end, why not package that up as a tool one could select and use 'out of the box'.
@Real_MisterSir
@Real_MisterSir Год назад
@@iamthenightshift While I am sure they are doing their best and the engine will improve in the future, as someone who has experience with multiple visualization engines, Unreal is one of the least intuitive that exist, and it's a core issue of how the engine is structured from a UI pov, not so much the complexity. Many other comparable software have just as much depth and complexity, yet the surface level interaction is simpler and easier to navigate (aka better for optimizing workflow too). Even when I watch experienced devs working in Unreal going at the pace of Mach 10 through their workflow, I am still often left wondering (did they really spend all that time just to do that simple thing?". I mean sure they're working very fast, but seems much of their work is kinda redundant and I can imagine for entire studios with multiple devs working in Unreal, it's 1000s of hours "wasted" each year just because some of the core functionality is left needlessly complex. And I'm also using myself as an example because I was heavily invested in learning UE5 and using it in my own workflow and spent near full-time work hours just learning it, but in the end I just had to realize that unless I am deliberately gunning at becoming a game dev or my entire work is exclusively UE5 dependent, then there is no point. It's too cumbersome, especially for ideative work where simple things are as complex as the complex things. And the problem is that the identity of UE5 is kinda the opposite. They have all this power with Nanite, Lumen, Quixel megascans, amazing texture assets etc, it's all begging for a plug-and-play experience. But the entire foundation of the engine is still "old Unreal Engine", it didn't update the core way you use the engine despite all these new features that are begging for a full overhaul. I think/hope that's what they will bring with Unreal Engine 6 in the future, because 5 ain't it and I don't think it ever will be. I don't think the creators understand just how much potential the engine has outside of strictly seasoned Game dev and some dedicated visual art professions.
@sophiaoconnell1927
@sophiaoconnell1927 Год назад
When the guy started talking about the particle effects decals that kinda blew my mind. I know very little about the development of games, but I love knowing enough to be amazed by it. Just thinking about how such simple things are actually so complicated but also how exciting it will be to finally have these tools. cant wait to see how people take advantage!
@raulizquierdo7395
@raulizquierdo7395 Год назад
Chris, you are amazing, I’m gonna be implementing all of these on my worlds!
@DJalm007
@DJalm007 Год назад
Amazing tools really... We don't even have time to master the previously introduced tools that a new Unreal version comes with yet another bunch of incredible novelties. What a time to be a game dev
@SaperPl1
@SaperPl1 Год назад
This showcase was really good. Can we get more of those tool-howto's? And give that man a cookie or a whole box of cookies, he deserve it :)
@Touchgrassplz
@Touchgrassplz Год назад
as a newbie in UE5 cHRIS MAKES ME SO PUMPED TO TRY A NEW SCENE
@swrcPATCH
@swrcPATCH Год назад
I love this guy soooo much!! PLEASE tell him to do more videos/gdc talks. I'd subscribe!!!!!!!
@geefhotmail6311
@geefhotmail6311 Год назад
I think he started a little slow but once he got going it was great.
@anroidanicver6783
@anroidanicver6783 Год назад
Was nice to see it at GDC!
@Louie_
@Louie_ Год назад
I am super excited for the Soundscape Ambience. I have been painting sound emitters with the foliage tool but it isn't perfect. But having a configurable procedural ambience is something I'm pretty hype over.
@PossessedGR
@PossessedGR Год назад
This is an incredible presentation! So much useful and on-point information without any unnecessary cringy humor. I wish more presenters were like that. Also, I'm really curious in the system specs of the PC used for this demo, as this was the smoothest and fastest demo I have watched so far .
@carlosrivadulla8903
@carlosrivadulla8903 Год назад
YES!!! MY FAVOURITE UNREAL EVANGELIST!!!
@Yanivbd1981
@Yanivbd1981 Год назад
Chris is so awesome! Love his presentations👏
@longestsoloever
@longestsoloever Год назад
Chris gives me big Ian Hubert vibes and that's wonderful
@krz9000
@krz9000 Год назад
I could listen to this guy all day long
@prometheus_beard
@prometheus_beard Год назад
Great presentation man. On the node viewer, how do you straighten out the lines of nodes please? I always do it manually! These new features have me back on Unreal tomorrow. WOOOO!!!!
@JoelJansson
@JoelJansson Год назад
Press Q. Play around with it, the behaviour is not always obvious. It does follow some rules so you just have to get used to them.
@prometheus_beard
@prometheus_beard Год назад
Thank you Joel and Max, very helpful!
@VRchitecture
@VRchitecture Год назад
@@prometheus_beard also keep in mind, straightening will be applied for current zoom level, i.e. once you zoomed out your blueprint it might seem not that well aligned. Just try it for 1:1 scale and then zoom out to -12 (you can see current value at the right top corner of the graph view). Not sure why it works that way 🤷🏻‍♂️
@cokemaniac1
@cokemaniac1 Год назад
Anyway I can get the project used in this demo so I can dissect it? Or any of the projects from all the other demos? Or does Epic never release these?
@illyay1337
@illyay1337 Год назад
Wow that snow tool is crazy actually. I need to use more of these tools later.
@MrSnaztastic
@MrSnaztastic Год назад
Dude, just five minutes in and that decal renderer is already blowing my mind.
@m0rph3u5.
@m0rph3u5. Год назад
As always a superb presentation by a very talented man.. One of the best presenters along with of course Zak Parrish :*(
@kZkZ
@kZkZ Год назад
this guy really knows how to present
@malice_wonderland
@malice_wonderland Год назад
This is definitely well presented!
@prestonmiller8485
@prestonmiller8485 Год назад
Amazing!!!
@robertcummings882
@robertcummings882 Год назад
Great Chris Gold as usual, long may it continue.
@randfur
@randfur Год назад
Chris was a great presenter and I just wanted to make sure everyone was aware of it.
@TheWok640
@TheWok640 Год назад
the pcg 5.2 addition is a game changer for small development teams
@therealarien
@therealarien Год назад
This guy is a natural. He could sell me bottled tap water
@Guus115
@Guus115 Год назад
This bloke would be a great teacher
@TheMefizz
@TheMefizz Год назад
Thanks for presentation, was really interesting to see what comings next.
@nameinvalid69
@nameinvalid69 Год назад
He present it so well even an utter noob like me that know nothing about game development understood it... 😁
@DigitalHandle
@DigitalHandle Год назад
Petition for chris to be the permanent presenter
@BluishNomad
@BluishNomad Год назад
Really like this presenter, he reminds me of Jack White a bit.
@PietOlsen
@PietOlsen Год назад
I get the feeling this guy wanted to make sure that everyone was aware of it.
@matka5130
@matka5130 Год назад
Great presentation, lovin it
@ErichToven
@ErichToven Год назад
Bug Sound people. Unreal has felt your plight.
@jineshb2587
@jineshb2587 Год назад
Amazing
@tonytran07
@tonytran07 Год назад
My question to people who use Unreal Engine is: Do you guys use mainly blueprints? Or do you guys actually code? If you guys use blueprints, doesn't it get messy?
@3dchick
@3dchick Год назад
Not a game dev, using UE for animated films. I use a lot of BPs, although mostly ones I buy. I'm only comfortable creating them for skeletal meshes. Dunno if that helps or not.
@tonytran07
@tonytran07 Год назад
@@3dchick anything helps. Thank you :)
@XPLOSIVization
@XPLOSIVization Год назад
Great showcase and very easy to understand
@abinari
@abinari Год назад
cool pres!!
@sumsumab1809
@sumsumab1809 Год назад
I'd kill for a PC which runs unreal that smoothly 😂
@BATCH3
@BATCH3 Год назад
Amazing presentation! This guy is really awesome!
@unrealengine5-storm713
@unrealengine5-storm713 Год назад
YES
@jasonking1284
@jasonking1284 Год назад
Unreal Engine 5 is a significant development in Computer graphics. It will finally take us into the realms of photo realism....
@Silpheedx
@Silpheedx Год назад
OMG Love this man. 😂 . Also Crazy powerful tips! Thank you so much!
@animhaxx
@animhaxx Год назад
16:30 that was some Houdini type stuff
@Glowbox3D
@Glowbox3D Год назад
Really great demonstration.
@SolomonJagwe
@SolomonJagwe Год назад
Thank you!!! Awesome features :)
@giogamer4825
@giogamer4825 Год назад
Hope to see allot of UE5 games on Ps5 in the very near future!!
@arupsan
@arupsan Год назад
Awesome
@GES1985
@GES1985 Год назад
Can you make crickets that chirp everywhere *except* near the player? That would be nice
@kerosene4751
@kerosene4751 Год назад
So we can just say "hey... make a snow blueprint" ? Cool, I didn't know UE had voice recognition and AI. 🙂
@dailyflossproduction
@dailyflossproduction Год назад
26:52 How did you zoom the camera like that?!
@cedricvillani8502
@cedricvillani8502 Год назад
Clap clap 👏
@vitaly2432
@vitaly2432 Год назад
I'm very glad this guy really wanted to make sure we were aware of all this
@Lv7-L30N
@Lv7-L30N Год назад
gracias, es realmente bueno
@crystalx1979
@crystalx1979 Год назад
Wer hat sich das Video auch 2 Mal angeschaut?
@brightrrs1740
@brightrrs1740 Год назад
I'm not sure, but did he wanted me to be aware of something?
@importon
@importon Год назад
Chapters people. Chapters
@nicolaastanghe475
@nicolaastanghe475 Год назад
Thx
@avaifia3760
@avaifia3760 Год назад
Было бы здорово, если бы скидывали проекты для тестов
@perfectionist724
@perfectionist724 Год назад
I'm having some frame hiccup with 5.2. Anyone know how to fix it?
@Hollywoodbridge
@Hollywoodbridge Год назад
Wicked cool
@mikeporetti7795
@mikeporetti7795 Год назад
how do i match the uv tile repeats of my material?
@coromotostudio9842
@coromotostudio9842 Год назад
I would like to have access to the Painting Scripting Blueprint to make veins in UE5.2 21:10
@Khalid_Looby
@Khalid_Looby Год назад
Nanite or FSR v2 for mobile?
@eliasmora715
@eliasmora715 Год назад
@davidfitcher2953
@davidfitcher2953 Год назад
How powerful is human brain?
@AlvaroRealtimeMayhem
@AlvaroRealtimeMayhem Год назад
Top
@john-rg6bz
@john-rg6bz Год назад
Where are these games?
@worthlessendeavors
@worthlessendeavors Год назад
John Hand style
@rifat.ahammed
@rifat.ahammed Год назад
Ore ore, great
@REKLAMA.Business
@REKLAMA.Business Год назад
Офигенский графон
@SmokeyMcPot42087
@SmokeyMcPot42087 Год назад
Why no 4k upload?
@chrismurphy6966
@chrismurphy6966 Год назад
I wasn't running 4k on the machine!
@SmokeyMcPot42087
@SmokeyMcPot42087 Год назад
@@chrismurphy6966 Ah, fair enough
@vectoralphaSec
@vectoralphaSec Год назад
okay im an Unreal Engine catholic.
@rcadenow7543
@rcadenow7543 Год назад
PS6 era will be almost photorialistic!
@BradLasers
@BradLasers Год назад
Can’t wait to make some profiles!! Lets all report the lack of “color does not effect brightness settings” in the DMX layers to support@pangolin. Can’t wait to make a dmx profile with a proper dmx gobo rotate effect….
@CadyCadwell
@CadyCadwell Год назад
unity: "we have weta"
@DarkionAvey
@DarkionAvey Год назад
I love how they are giving us a glimpse into next-gen gaming: stutters and all...
@ErichToven
@ErichToven Год назад
Is the RC out? Do I need to build again.. Will I have use of my ram later? Why is the sky blue. Why is called "taking a dump" when afterwords you take nothing and only leave things? I wish mom were still alive.
@XAHAK
@XAHAK Год назад
chris
@N8N.
@N8N. Год назад
We need more destruction updates. Red Faction Guerrilla was almost 15 years ago made on a much worse engine and completely eclipses UE5.2
@aviatedviewssound4798
@aviatedviewssound4798 Год назад
Will unreal engine support mesh shaders?.
@bunksoup8137
@bunksoup8137 Год назад
Man, they’re just doing anything and everything they can to avoid bringing back tessellation. I won’t complain too much, this new Nanite displacement method is at least faster and easier than before, but it still lacks so many of the benefits of true tessellation. True tessellation happens at runtime, so not only are you not bound by real geo created by displacement map, you can modify your map at runtime too. Tessellation allows you to animate geo displacement or even just dial it in more carefully. Not to mention heightlerping - one of the most amazing UE features for env artists just completely useless in UE5, and unlike these Nanite displacement tools, I have seen absolutely nothing to answer for depreciated heightlerping workflows.
@dnlmgwi
@dnlmgwi Год назад
👍 1K
@djp1234
@djp1234 Год назад
All I want is photorealistic VR games. There's not enough VR content with good graphics. Most of it is just boring cartoon graphics.
@maxek46
@maxek46 Год назад
I appreciate his enthusiasm but all the upward inflexions and the redundant 'go ahead and's got really grating.
@Chillingworth
@Chillingworth Год назад
Dear Epic, I appreciate how much work you guys do on the upkeep and the impressive amount of rich content detailing the engine. But as someone who works in the engine all the time and tries to keep up with this stuff obsessively, it really is unfortunate for me to have to view this stuff in 1080p and rely on the commenters for time stamps. You should be giving us the 4K output and chapters. I’m not nitpicking - it would save a ton of people so so much time. Additionally, you guys need to turn off the grid lines in the background of the Blueprint editor for live streams so that it can compress it better. The compression algorithms have a hard time figuring out the motion vectors for the P frames and disabling the grid lines will help it significantly so that it only needs to move the nodes/text around. Somehow, you guys possess by far THE most cutting edge technology in the entire VFX and graphics fields - an engine that can literally render global illumination at 4K 60 FPS with enormous polycounts on consoles, and yet you can’t even get us a RU-vid video showing off the new features in 4K within a month of the announcement? How could you design an engine that literally renders out 4K in real-time, but you can’t handle selecting 4K from the options in your video editor??? As a customer and developer, I don’t understand why anyone thinks this is acceptable. Even the quality RU-vid gives in 4K is just barely acceptable, but 1080p? Are you smoking crack or do you have a legally blind person in charge of getting your content uploaded to RU-vid? This isn’t an elitist viewpoint…this is literally just what anyone who ACTUALLY USES the software would obviously agree with me on. Working in this industry literally REQUIRES that you have a keen eye for visual detail. Just take a look at how the developers who are selling content on your marketplace advertise their effects. Most of them use 4K uploads, and they’re not the guys literally in charge of the engine; they’re just selling $10 little particle effects. This really is ridiculously under the bar. I’m sick of squinting and staring at things for everything you guys upload. There isn’t a reasonable excuse this could ever be acceptable, especially not from the literal top country in the world when it comes to rendering quality 4K content in real-time. The irony is just too much to handle 😂 And not having chapters really sucks. I have to rely on comments and searching through the transcript auto generated by RU-vid to find things because you guys suck so much at documenting things in the actual documentation that I have to click through a billion RU-vid videos and desperately try to find things I know I saw before. It is a horrible experience trying to figure out how to use new features and it seems that these videos serve as the authority on a lot of topics, even years after these features are released sometimes, because you’ll make some docs, but they never actually detail things like these videos do. That’s why I’m so irate about these videos being so crap quality…you literally force us to go combing the desert for things and so much of the time, this ends up being the only place that thoroughly documented certain features, and on top of it all, you guys don’t even click the right damn button so that I can read what is on the screen?!
@jordenb9469
@jordenb9469 Год назад
What a Geek..
@stratblacknosugar.5125
@stratblacknosugar.5125 Год назад
So ends Hollywood.
@Essey209
@Essey209 Год назад
i will never understand why Epic Games does not make games anymore (no fortnight doesnt count) they know everything about the engine , the games would be so awesome ..
@Alex_Eicher
@Alex_Eicher Год назад
This guy could sell me a Tesla… he looks like Elon Musk…
@jooyichen
@jooyichen Год назад
The best implementation of RT still belongs to the first game that used it ( Cyberpunk ). And it's not even a real one until now. UE5 is starting to look like the Marvel cinematic universe to me. Bland with the same darker tone. It's like modern gaming starting to look the same. We need *Path Tracing* level of lighting, not its immitation. AMD's top cards can barely do RT medium. So it's another 3-5 years I guess to really make a widespread difference.
@Nohiro.3D
@Nohiro.3D Год назад
Bring back per instance mesh painting ffs.
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