If you want to learn Unreal Engine 5 check out the UE5 Beginner Tutorial! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-k-zMkzmduqI.html Also if you want to take a deeper dive join the Unreal Masterclass unrealmasterclass.com
AAA is a Myth these days. They dont have *Quality* everything is a broken mess =( But yeah this will give small indie teams a huge boon to create highly detailed stuff!
Not entirely true...youll still need a very powerful pc to run stuff at that tier. In canada its above the 8000$/mark for a reliable midrange unreal5 pc. Gfx cards and processors arent cheap for GOOD ones. Also subscriptions to 4-7 different programs to fully utilize them in pipeline. Money for assets is highly probable unless your some kind of insane speed modeler/coder/designer who can pump out models daily to meet with the demand of filling an entire world. Theres also some programs that dont have subscriptions. Theyre buy only for commercial use and the the price is exceedingly high in thousands of dollars. So far to amass all the things i needed. It costed around 15000$ cdn and 400$ in monthly fees for subscriptions. Anyhow. This is just personal experience at "getting my foot in the door of game development" It still isnt cheap enough to be called available to anyone.
If small indie developers, asset flippers and script kiddies can easily make games with high graphics quality, the standard of AAA games will improve tremendously and it will eventually cost much more to make
The thing I love most about your channel compared to others is that you don't just recap the official demo trailer or run the samples, you actually show the tools being used.
@Repent and believe in Jesus Christ "And Jesus said unto Paul, 'Come forth, and receive everlasting life.' But Paul came in fifth, and received a toaster."
@@sferrin2 chad answer - I hate it how people negatively react to Automation - I recently got alot of backlash for supporting restaurants for having AI powered bots to take orders in the place of human workers , automation should be celebrated at
@@user-jh9eh9cn7d People need to embrace this stuff as another tool in the kit. I'd have killed for something like this. (Of course the computers back then couldn't handle that kind of poly count so there's that.)
Im old enough to remember the first releases of software like Photoshop, 3D Studio Max, AutoCAD, Lightwave, etc.. and have used all of them in the past. I used to participate in community creations of motocross racing maps for Motocross Madness (video game) back in the late 90's using simple displacement maps and stock textures of grass/dirt/rocks, etc.. This technology absolutely floors me due to the advances they have made in just a little over 2 decades. Younger generations just don't know how difficult and time consuming this stuff used to be, creating 2d wireframe maps, extruding them on the 3d plane, then forwarding that design to another app to add textures, lighting, etc.. This Unreal Engine is simply beyond words.
I worked with 3d animation for movies in the late 1990ies. 3D studio classic. Back then there were no way ever, we would get this kind of fidelity and realism - even after hours and hours of rendering for a single frame. It could not even raytrace... It looks just like magic now.
I used 3D Studio R4 in DOS during a high school class in 1996. I convinced the teacher to buy 3D Studio MAX for the school, so I was the first student to use it, but we had to get a new Windows NT machine to run it. Good times ! The latest copy that I have currently is R8 from ~2006. I need to check out Unity, as I haven't done any animation or game design in over 17 years.
Thank you for the in-engine demonstrations, Sensei. I've watched the 5.2 demo multiple times and this is the first time I am able to really visualize the new features.
Same here! Everything feels so disjointed there's so much COVERAGE. I don't really absorb anything until one of these here's all the new shit in the new update type videos 😂
40+ years ago my first computer had 2k of memory and we saved (maybe 1/10 successfully) our programs on a cassette recorder. This is beyond incredible and I cannot wait to see what the people using this level of technology are able to envision and create for the next generation.
We still use digital tape drives, IBM can make them puppies hold 330 terabytes in one drive. Make no mistake, quantum computing will still use digital tape for archival storage as well, they have come a long way but still are fundamentally the same magnets and coil.
Yes, I remember using the Turtle Graphics thing on Colleco Adam and being happy I could make a colidascope of single lines on the screen (tv)... Imagine in another 30 or so years
I love this! Tools like this allow smaller teams or even solo devs to focus on the gameplay, the story and other aspects and not worry about hand crafting a believable environment that doesn't throw the player out of the experience.
Literally in the same boat, been using unity for about 6+ years and just switched to ue5 maybe 2 or 3 weeks ago, this is an absolute golden decision. and for anyone else considering it, DO IT!
Are you serious? I mean.... while Unreal is good, if you had invested that much time.... Like switching these programs I imagine is not like upgrading to a physical handtool... ? I imagine there is more of a learning curve? Anyways, good luck!
@MRSketch09 Unreal 5 is so much more powerful than Unity, it's worth the time investment to relearn some things because they'll end up having a much better tool at their disposal than they would had they stuck with Unity.
I am moving from web/mobile dev to game dev as I was just bored of my work life. I chose Unity as I really enjoy 2D games and I believe 3D usually require bigger teams but I prefer the indie stuff. Is the 2D a good enough argument to stay on Unity?
These are basically tools used by the film industry for the last number of years but now in the realtime tool set. Neat to see that bridge being crossed. It will encourage more film adoption too. Great stuff.
Im hoping we will get to see full movies being released in VR. By the time the next generation of consoles comes around, we should be able to render these movies in realtime. Imagine watching a movie at the theatre, then rewatching it, and checking out extra details and easter eggs that were offscreen before.
@@SteveDavies80 I doubt that'll happen for a very long time, at least widely. When the resolution ratio of the average person's TV was indeterminable, films had to compensate by fitting every relevant piece of content into a certain range on the screen. Although it's _possible_ that corporate movies will include Easter Eggs and extra details as you mentioned, it will probably only be by indie creators.
This video was fantastic… incredible how everything is advancing so fast. Procedural content (and associated tools) have become the bread and butter of level design
I am not a designer/programmer of any games, not sure why this video was on my recommended list.. but holy...! I enjoyed every second of this. So interesting to see what programs have to go through and game designers to make it all happen! Thanks for the informative video..!
On the topic of PCG, it would be really interesting to see a tutorial/example of how to build a city with PCG complete with roads and other networks too.
@@MaxStudioCG2023 ‘the problem’ is a bit much, don’t you think? UE is free, Megascans is free, trillions of free, good quality resources out there. God forbid if every once in a while you’d have to pay for something, right?
I love the fact that this is accessible for everyone to use. With a little bit of experience this gives anyone with enough creativity the opportunity to develop complex games/ movies/ tv shows in a matter of hours. It looks so simple to use as well, there's no complex coding, no learning curve, just straight to the near final developmental stage. Absolutely incredible!
WPO no longer invalidates virtual shadow maps outside the 'WPO Disable Distance'! This is so huge because you can finally use WPO and virtual shadow maps together with foliage without your your entire shadow cache being invalidated every frame!
This is such a (literal) game-changer. This is definitely ushering in a new era of games. They'll be built faster, cheaper, and with ridiculously high graphic quality
The era of games with ridiculously high-quality graphics, but fast and cheap design is already here, and it is not the best. :/ If wielding these tools would come with a proportional advancement in design intelligence and deep artistic considerations, it would be awesome. But no, only a select few will be able to make good use of these super tools. Crappy games with mesmerizing graphics will multiply, and once in a while, we will get games that deserve to be called games. But we wait for the gems and they are so worth it.
@@metatrix4251 You're definitely right. Also, while these tools are really cool, and I'm sure they'll be used to great effect, graphical fidelity is not everything when it comes to graphics. The aesthetic of a game is usually much more important and I just hope that all games don't start looking the same because of things like these in UE5.
@@vesk4000 Yeah. On the positive side, I think the artistic sense will prevail in the long run, because the direct human appreciation of the game will always be the ultimate metric. Although it is disturbing to see how some game producers naively orient games development around making a quick buck, it is the actual quality and depth of the games that will define the real big players in the industry. It is just that there can be a lot of crap that co-exists with masterpieces or even just decent products. And even if you don't have to it, too much crap is quite unsavoury, just being there on the landscape. Some might say I'm exaggerating, but I don't think I am. The incentive to make money is high-jacking a lot of people's minds and it is creating a lot of crap on our planet on many levels! And now we got super technology, but we keep making stuff just because we can make money out of it. We could become a multidimensional land of garbage pretty soon. Ok, Now I'm really exaggerating haha. I actually have a lot of faith in humanity lol.
If you look at the stats as we get better equipment for producing games, development time sees more delays, less quality content and higher prices, while I am a gamer and love games never be excited for the tools if you don't use them. I don't want to be a damper on the insane quality of the engine but every engine that's come out has had features considered game changing at the time yet gaming is still in the position it's in now, I will have high hopes for games when the developers actually make one with these tools that isn't terrible not just when I know they have said tools.
For me it's absolutely insane what is currently state of the art.. Back in the mid/end 90s I've mapped a lot for Doom, Duke Nukem 3D and Quake 1-3 and you had to model and place every item by yourself.. And today the tools are so powerful that 80% of the work is done by just clicking a bit around.. I think it's time for me to try out UE5.
Honestly this would be perfect for a puzzle solving / adventure video game about traveling through dimensions in realtime. The environment changes as you travel to different dimensions and hop between them.
The way Unreal folks are improving engine is just mind boggling. Unreal is now becoming a platform rather than just another Game Engine. They are expanding in many areas and can give serious threat to many mainstream modelling tools and CGI software. Epic has got really solid foundation which allows them to expand in many areas. I think really bad days for Unity as I doubt they will be able to compete with this Godzilla. If someone tries Unreal once it's very difficult to go back to Unity especially after Unreal Engine V4.
@@pleasejustletmebeanonymous6510 they can be relevant for medium term but until something magical happens they are going to be totally irrelevant in some years. I don't know how many people remembers "Torque" engine. It was Indie darling for few years until Unity came. One fine day Torque fired the whole team and closed the doors. Now theoretically speaking someone can argue if someone can grab Unity or Torque than some day Unreal will also face the problem. Now at first end this sounds logical until you realize length and breath of the Unreal engine. They have long history and relationship with many big studios which Unity and many Indie devs don't have. Remember Unity came as a Indie engine which than grabbed lot of attention from pro studios as well. Unreal is opposite case it came from Pro background to Indie scene.
These showcase reels are partially for hollow attention. As someone who's used both, I can confidently say that Unity and Unreal will continue to excel in their own fields parallel to each-other. Just because you see something 'shiny' on an Unreal showcase, it doesn't make it the be all end all definitive choice of a game engine. Unreal focuses on visual appeal and large scale worlds, Unity is focused on being actually reliably functional. Unreal has major foundational flaws of their own, which they don't show until the user's only ankle deep in the software.
Pretty excited for this! Been trying to make a UEVR demo to demonstrate all the bells and whistles of UE for VR content, but kind of stuck (mostly because I'm dumb) Have you considered one day making a series for VRcontent making? Preferably starting from zero, without stuff like the VR template scene, as I had some issues starting from there.
UE is being used in movies and TV shows. The Mandelorian is shot on that spherical video wall stage and they have a complete staff of folks on the computer making all the backgrounds and editing them on the fly
Sensei I'm one of your students, will you be updating the Master Class with latest techniques available in 5.2, specially PCG would be something I'd like to learn from you :)
If you get the chance, an update to the free tutorial vid would be amazing too! After two years of playing with UE with an underpowered PC, I'm finally doing a serious upgrade. I've only just found your intro tut, but I've been blown away by pretty much everything since 5 went into alpha... x
You cover the new features better than any other video, including the ones from UE. Nobody is as concise and informative at the same time. Absolutely essential videos when these big version changes happen. Thank you, please change nothing about your videos.
You’re not getting those visuals/density in a VR game anytime soon - the requirement for a higher resolution and framerate precludes high end ue5 visuals.
As a Unity Developer, Unreal has been impressing me for a long time. I don't know if i should move. But i think working on both engines is a must for future technology.
Use a language learning model, add PCG tool, make worlds through verbal descriptions. 100% a doable thing. You could read books descriptions of spaces and depending on the depths of the writing pow intractable in book environment.
Please do in-depth tutorials on how to create more complicated PCG tools like in the official demo. It's easy to create a few trees with it, but I want to learn how to use it to create full environments like the oasis you showed, which had much more detail, like all the little plants and rocks. I'd also love to see a tutorial on how a create a city with PCG, complete with roads and smaller details.
This is amazing. Every time I thought of something that could possibly be a limitation. You covered exactly what I was thinking seconds after I thought of it. This is really really excellent video demonstrating how amazing this feature is perfectly. Seriously. I've seen a lot of unreal tutorials lately and this video had so much attention to detail and care put into it. It truly shows how expert you are and how passionate you are about doing it.
I had been using UE4 since 2018 (and since have moved on to Unity due to the needs of my project), but it is great to watch the further evolution of Unreal Engine throughout the years
I use Unity as well and love coding in C#. I've got a lot of time invested in Unity. But, if I had to start over, WOWWWW, I'm blown away by UE. I would go with UE for sure.
this is amazing! i can't wait to see what kind of cool games people make with this! my only issues is that it may become too easy for people to do and then we'll all get kind of bland and stale content from it after a while. this tool should be used as a way to help people make content faster, but there are some potential downsides to it that can occur the future
Neat. Contrary to what some folks are saying, I think these tools are best suited for AAA development, not indie. Once you have a large beautiful environment, then you need to fill it with content. Which takes a tremendous amount of work.
This is wild. I just downloaded UE 5.2 and am excited to start learning the program. I LOVE design and my favorite games of all time are the Sims and Animal Crossing for the reason that you get to build worlds. UE is like those games on crack. I'm so excited to start learning and building and will defiantly come back for any video you post! Much love from a noobie
Incredible innovation by the UE team, this is so exciting to see!! I wouldn't throw out Houdini as yet though. I've been building a city generation tool where the player can enter each room in each building and it is an mind bogglingly difficult task - to make all the rooms interesting at least. To me the biggest problem comes in where you want to create variation in each room, but you have to place objects within each room so they don't intersect, are placed in various orientations and that the items you place makes sense for that kind of room. Then there's variation in the room shape, kinds of windows, doors etc. etc. Is this kind of thing possible in PCG? If not now, with the pace these guys are innovating, it might not be long
They already use procedural generation to create their planets and cities, they have been using this tech, just not from unreal engine. no way they could have created Arc Corp without procedural generation for example.
This is the first time in years that I have questioned myself if I was looking at a real-life picture or a rendered one. If this is possible, who knows what else is!
Off-topic: you have "fewer" trees, not "less" trees. "Less" is for things you can't count, like water. As for the procedural generation, amazing. Really powerful.
I'll start celebrating this development when it becomes an ESSENTIAL PART of an AWESOME GAME. Not a second sooner. All i am seeing right now is that it allows AAA publishers to concentrate even more on flashy graphics and even less on making actually good games.
4:45 Oh yeah, time for MineCraft in UE5.2, with procedural generation it's now possible to have terrain deformation, regrowth, world generation.. everything needed is now easily possible in UE. Unfortunately I'm a Unity schlub so someone else will have to do it lol
I've been learning Unity to make worlds in VRChat, to eventually make a video game I want to make. I always planned to switch to UE5, but this solidifies it. Unreal.
Blender Guru is an expert in 3D and makes doughnuts on all versions of Blender. You are also an unreal expert and on top of the list on youtube when someone searches unreal for the beginner. You should also make unreal beginner tutorials on all versions.
IMO the evolution of technology is almost as interesting as the tech itself. Coming from witnessing the birth of everything related to computer graphics in any way & going to what we now have has been a priceless experience.
Looks like I'll be switching from UE4 to UE5 real soon. I'm just finishing my course on UE4 and will make my first project on UE5 to learn these new features. Thanks for the video!
I am filmmaker and i am using years After Effects, Premiere Pro and Photoshop but it pulls me to Unreal Engine and i went through yours 5 hours tutorial as well. I still struggle with my laziness and the possibility of using UE in film making
Issue with these PCG's is they utilize the same assets just over and over. It also doesnt seem to take into account terrain form. You might be able to make an environment quickly, but much of the environtment needs to be hand picked through and manual changes made so it doesnt look overly repetitive. Still much quicker than doing it manually entirely.
I hope in the future the developers of this engine will improve it to such an extent that anyone at home without any problems can easily create their own game and upload it to Steam. Many modern video game developers have many opportunities, but no good ideas, they make games only for the sake of money, at the same time, there are many gamers who have good ideas, plans, but there is no opportunity to create a game themselves, for many it seems difficult. I hope that in the future there will be technologies and opportunities for ordinary gamers to create their own games, especially multiplayer games.
I know nothing about using unreal and have no experience at all in things like modelling, this is one of the things I wish I could just play with whenever I wanted
The PCG knows where the water is at all times. It knows this because it knows where it isn't, by subtracting where it is, from where it isn't, or where it isn't, from where it is, whichever is greater, it obtains a difference, or deviation.
I legit almost cried when seeing how far this engine is pushing the boundaries of game making. Makes me almost want to get it and start making one myself.
All this time, as I was staring in wonder at the amazing detail and realism of all the Unreal 5 demos, all I could think , was "yeah, but at what cost? Its going to take FOREVER for artists to do all this!" I had no idea, it actually got _easier_ But I'm sure thats still somewhat true for custom textures and such... right????
As good as PCG is, hand placing objects usually force devs to actually put something in these places, since it took a while to create them. If you can just Generate any random locations we will see an increase in locations that have nothing besides trees/lakes etc. No quests or activities.
idk why but I kind of want to learn more about coding and check into this now. Watch tutorials and see what I can do. You did make it look like they may have simplified it enough for me to be able to take a more proper stab at it. Glad this hit my recommended.
I've been playing with Blender a bit. From not a game dev, but artistic/creator perspective, I was excited to try UE 5.1 when it dropped. And then I saw I need Epic Games' 2.5 GB launcher bloatware and over 100GB for UE itself. It scared me off for now. Anyone else? I was expecting like 50 but like 115 IIRC? Don't get me wrong, it looks great from what I've seen on videos - but I'd have to saturate my internet connection for the better part of a day and clear out 1/4 of my games SSD or 12% or my data drive. PCG seems awesome but I don't see myself using that in the foreseeable future.
It is interesting how the PCG workspace is incredibly similar to tools within the "data engineering" realms -- examples being Microsoft SSIS and Apache NiFi.
Hello Unreal Sensei, We are new to Unreal Engine, learning from online tutorials. Thankyou for making Unreal Engine Tutorials, they are very much helpful for every new learners. We started from Unreal Early Access 5.0 and also upgraded now with Unreal Engine 5.2. We have also installed 4.26 & 4.27 engines because we found most of the Unreal Engine Asset and Effects open in them, we are making a short film with metahumans in 5.2 as we have Metahuman Animator in it and using most of the ready available Assets like Environment, Character, Foliage, Particles and Niagara Effects from Unreal Engine Marketplace, some are compatible with 5, 5.1 & some with older versions 4.26, 4.27...... please let us know how we can use them in our 5.2 projects, we tried to migrate them but the folders are not visible in content browser when we open the project or might be we are missing something. It will be really helpful if you guide us the process for the Assets and Effects of older versions to 5.2. Thank you in Advance
Bruh I have spent hundreds of hours carefully handcrafting a map for my game and I could have just skipped that and used this program, I’m crying in pain right now
Although I haven't used UE since I only have a laptop, I don't see how coding is worse than visual scripting/blueprints. I'm sure it's not the same, but if I compare Scratch's visual scripting to writing code in C#, I would choose C# any day. To me it's much faster, simpler and more comprehensible.
WOW, that is one marvelous piece of software and greatly explained video, I am downloading it now and will watch your vids. An ENORMOUS "Thank You" Unreal Sensei
Now, if they can manage to let you get Google map data into this you can make some really realistic current time games for warfare simulations like MW or GR and also racing or exploration games.
I really just can’t explain how amazing this all is! Could you please make a tutorial about how to use Scriptable Tools? I see a lot of potential for speeding up workflows there :)