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Unreal Engine 5 - Film quality rendering, in real-time


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Introduction:

So this dropped yesterday. Epic demoed a real-time demo (so they claim) of the new Unreal Engine 5 running on PlayStation 5. In development for the next-generation hardware but also supporting current-generation consoles, Unreal Engine 5 has two key mechanics that change the way developers create assets.

  • Nanite: Nanite is the main asset here. Unlike current engines, where a high polygon mesh is converted to a low polygon one and then normal mapping is applied to give the look of a high polygon mesh and which relies on LOD (Level-of-detail) with potential pop-in, Nanite foregoes this and introduces virtual geometry on a micropixel level. In essence, what Nanite attempts to do is implement a REYES (Renders Everything You Ever Saw) algorithm in real-time. Because everything is virtualized, polycounts are dramatically increased and film-quality assets are used 1 for 1. Because you aren't doing the previously mentioned steps, you simply use the same model that is also used in movies.
  • In order to do this, fast throughput is needed - PlayStation 5 carries a custom SSD with incredibly high output to stream these assets in and out at sufficient speed. Being that it attempts a REYES style rendering approach, detail is practically endless - Extreme close ups carry amazing detail, but farout shots are equally high in quality. But Nanite was not the only new tech mentioned.
  • Lumen: Lumen is the new global illumination system in UE5 that supports infinite bounces and is fully dynamic. This is reminiscent of Unreal Engine 4's initial reveal, that relied on a custom global illumination solution called SVOGI (Sparse-Voxel-Octree Global Illumination). It had to be dropped because the current-gen consoles could not handle the real-time implementation of this, and an updated Lightmass was used instead, which relies on baked lightmaps. With Lumen, the whole process of baking lightmaps is completely eliminated. Every light that is put into the editor updates in real time and takes into account the physical characteristics of it. It creates very natural lighting as a result.

UE5 will support hardware raytracing. The following demo ran using assets of the Quixel MegaScans library, whose company was bought out by Epic last year.

 

Video:

 

 

Digital Foundry coverage:

 

 

Screenshots:

Spoiler

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Edited by Redneckerz

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Funny, I saw this in my recommendations on YT last night, and I was wondering if a topic was going to surface here as well. Guess it did :D .

 

This is all really impressive, I was stunned at the amount of detail, realism, and sense of scale in some parts of the first video. This engine is only getting better it seems. It's a bit underwhelming that they're already pumping out a new engine though, always had the impression that UE4 wasn't quite as popular as it should have been.

 

It looks like it wants to bury traditional HDDs as well, judging by the description. Guess it's finally time to upgrade it seems, really should upgrade some day, but this PC is kind of a dead end due to some unwise decisions. Dang.

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1 hour ago, seed said:

It looks like it wants to bury traditional HDDs as well, judging by the description.

What does that mean? What description? What's wrong with HDDs? I'm still on 2TB HDDs and never used an SSD because they're still pretty expensive for any decent amount of space. I can't afford to simply upgrade at any time, especially these days.

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5 minutes ago, Nevander said:

What does that mean? What description? What's wrong with HDDs? I'm still on 2TB HDDs and never used an SSD because they're still pretty expensive for any decent amount of space. I can't afford to simply upgrade at any time, especially these days.

 

2 hours ago, Redneckerz said:

 

  • Nanite: Nanite is the main asset here. Unlike current engines, where a high polygon mesh is converted to a low polygon one and then normal mapping is applied to give the look of a high polygon mesh and which relies on LOD (Level-of-detail) with potential pop-in, Nanite foregoes this and introduces virtual geometry on a micropixel level. In essence, what Nanite attempts to do is implement a REYES (Renders Everything You Ever Saw) algorithm in real-time. Because everything is virtualized, polycounts are dramatically increased and film-quality assets are used 1 for 1. Because you aren't doing the previously mentioned steps, you simply use the same model that is also used in movies.
  • In order to do this, fast throughput is needed - PlayStation 5 carries a custom SSD with incredibly high output to stream these assets in and out at sufficient speed. Being that it attempts a REYES style rendering approach, detail is practically endless - Extreme close ups carry amazing detail, but farout shots are equally high in quality. But Nanite was not the only new tech mentioned.

 

What I highlighted in bold.

 

To me this sounds like the new Nanite technology will require hardware capable of high throughput, which traditional HDDs cannot provide. I understand your worry though, I'd really like to leave HDDs behind too, but a 1TB SSD is not cheap in the slightest... and a 256GB one just for Windows and everything else to crawl... sounds pretty useless...

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Firstly i think this is absolutely fantastic, Unfortunately i think my PC would melt from the stress it would cause on the system. Not only is that a big concern but the Size, good god the size is massive and if you have a slow speed (which most people do) it's going to take forever to download that, hopefully any games that are produced with it are less draining on memory resources.

Edited by Morpheus666

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2 hours ago, seed said:

It looks like it wants to bury traditional HDDs as well, judging by the description. Guess it's finally time to upgrade it seems, really should upgrade some day, but this PC is kind of a dead end due to some unwise decisions. Dang.

 

25 minutes ago, Nevander said:

What does that mean? What description? What's wrong with HDDs? I'm still on 2TB HDDs and never used an SSD because they're still pretty expensive for any decent amount of space. I can't afford to simply upgrade at any time, especially these days.

UE4 has been used quite a bunch :)

 

To iterate on the points above: This is also what Digital Foundry is questioning, considering it supports current-gen platforms aswell that rely on HDD's. How will this be scaled back? The DF posits some options:

  • Perhaps the engine has the ability to scale back to the LOD based workflow.
  • Perhaps the engine can reduce the microdetail offered by virtual geometry. It is set to 1 polygon per pixel, but it could be scaled back to 4 polygons. So, reduced microdetail.

This is not however discussed by Epic right now, but i reckon they will later. At the same, DF wonders how realistic the support for current-gen consoles is - UE5 is planned for full release at the end of 2021, with Fortnite functioning as testbed for mid-2021. So essentially, any third party game using UE5 is definitely near the end of 2021 or beginning of 2022 - How feasible are current-gen machines still then?

 

The mid-gen refreshes (PS4 Pro/Xbox One X) likely still will hold up relatively well back then, but the base PS4 and especially base Xbox One would definitely be in the doghouse by then.

1 minute ago, Morpheus666 said:

But does it really matter if the graphics and stuff are super high end but some drunk guy at 3am built the game levels and slapped it all together?

It does, because AAA games generaly aren't made by drunk guys at 3 AM that slap it all together. We have shitty Doom mods and terrywads for that purpose. :P

 

1 minute ago, Morpheus666 said:

Just because we have quality beyond the human eyes perception doesn't mean there's any excuse for shitty games nowadays.

That depends on what you consider a shitty game. Game development, although far easier as compared to the DOS days, has also increased in complexity since and is not an easy task to learn, and a harder one to master. It requires extensive knowledge of math, compilers, shader work and code.

 

What you and i see is just the end result and yes, that end result can disappoint. But what happens under the bonnet is a complex framework of code interacting with one another, compiled.

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@RedneckerzI too am a game developer, i know how to do things and i know the stress of how it can be, though i've never worked for a company or anything notable i know that there is always time for people to improve the game, and the "It's the engines fault" isn't a valid excuse in my book.

 

Take Cuphead for example: a game that was worked on for 7 years straight! this is proof that with more time and effort a good game can be made despite limitations. (which if we are being honest there really isn't any limitations for the UNR5 engine from a visual standpoint

)

Edited by Morpheus666

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2 minutes ago, Morpheus666 said:

there is always time for people to improve the game, and the "It's the engines fault" isn't a valid excuse in my book.

But ''Shipping on time'' is a valid excuse. developers working at an AAA company have to report to a manager that works for the publisher. Crunch time exists because you can't just endlessly iterate on a feature, instead you work towards ''shipping'' status.

 

Endless iterating on new features puts a developer into Duke Nukem Forever, or earlier, Daikatana, or later, Star Citizen territory. You have to ship at some point, else what's the whole ordeal of developing in the first place? Then you aren't developing a game, but selling an idea instead.

2 minutes ago, Morpheus666 said:

Take Cuphead for example: a game that was worked on for 7 years straight! this is proof that with more time and effort a good game can be made despite limitations.

Cuphead is an indie title and one that takes several experimental strides, at that. They likely found a small time publisher or self-funded the game. When there is no publisher pressue because you aren't part of a bigger company, you can iterate several years. That does not mean that's the way AAA titles should go forward with. Customer demand can't wait 7+ years for every game out there, so Cuphead is more an exception than a norm, and its an indie title to begin with.

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It looks nice. Doesn't really mean jack, I just want games to be fun and for them to have a distinctive look, something that can be achieved using all manners of styles that don't involve photorealism, that in fact I'd prefer to photorealism. 

 

Plus it doesn't really mean anything to game design, just like the last generation of engines didn't, and what we got was still the same as the generation before and the generation before that. Maybe when they take further steps with AI and Physics more possibilities might open up but I think visuals hit a creative dead end a decade ago. 

 

And I'm sure @Redneckerz is going to debate what I just said with his reasoned points, and they will likely be good points, but I am old, I am set in my ways and I, without irony or repentance think Streets of Rage 4 is more awesome than Doom Eternal. There is no reasoning with me if you're not willing to cut out your slavish reliance on technology. :P

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That looks incredible and, combined with the rumbles about the step up the RTX 3000 series is meant to be, along with the surprisingly low price rumours going around, I suspect next year or the year after would be a fantastic time to build a totally new PC. I guess it's time to start saving!

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2 hours ago, hybridial said:

Plus it doesn't really mean anything to game design, just like the last generation of engines didn't,

 

I think Epic is hoping it does, in a round-about way. The main benefit of this isn't just that it looks better, but it's quicker and easier for devs to implement. Without needing to spend time baking lightmaps or creating LoD versions of assets, devs can spend more time iterating on different ideas and less time just getting the assets right.

 

Creating assets and getting the content to look right is the most time consuming part of modern AAA game development, and it can lead to a lack of experimentation. Destiny is a good example: making even a small change to a map literally took all night to render, so map designers were extremely conservative about trying anything interesting because there was no chance to iterate on unusual ideas.

 

The hope with this tech is that if you can quickly and easily drop in all your assets and lighting in a moment, as a developer you can spend more time trying interesting ideas and less time just worrying about getting the graphics to work.

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2 hours ago, hybridial said:

It looks nice. Doesn't really mean jack, I just want games to be fun and for them to have a distinctive look, something that can be achieved using all manners of styles that don't involve photorealism, that in fact I'd prefer to photorealism.

Which easily could be done in UE5. Artstyle is a developer's choice, not an engine choice.

 

The difference here is that with UE5, you can have that ''Pixar'' CGI look and doing so more convincingly than with UE4, simply because its the same asset.

 

Ultimately, how a game looks is developer-defined, not engine-defined.

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Plus it doesn't really mean anything to game design, just like the last generation of engines didn't, and what we got was still the same as the generation before and the generation before that.

Except in this case, it does. Because the current development pipeline of having to make LOD models is now eliminated, the workflow changes - You simply don't have to worry about creating multiple versions of the same asset any longer.

 

I know you are often negative about game design in general, but in this part your opinion does not hold this time around. The underlying fundementals behind virtual geometry and essentially using lossless assets is a literal game changer. Games can be made faster, because you don't have to do the process as described above - You simply create one extremely high poly asset, and just import it in UE5. You are cutting steps 2, 3 and 4 out of the pipeline and what developers love most, is saving time on their iteration scheldule.

 

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Maybe when they take further steps with AI and Physics more possibilities might open up but I think visuals hit a creative dead end a decade ago. 

UE5 implements a further refinement on Chaos physics, which were introduced in UE4. In order to support the kind of visual fidelity seen in the demo without it breaking immersion, animation systems had to be refined so that things flow more naturally. And, if you see the video, water interaction is also improved.

This is not just about visuals - its about the total package.

Quote

 

And I'm sure @Redneckerz is going to debate what I just said with his reasoned points, and they will likely be good points, but I am old, I am set in my ways and I, without irony or repentance think Streets of Rage 4 is more awesome than Doom Eternal.

Well atleast you are honest. :)
And sure you can love SR4 more than DE - But what you are going against isnt purely visuals or engine technology, but artstyle.

 

Quote

There is no reasoning with me if you're not willing to cut out your slavish reliance on technology. :P

Essentially you are saying here that your opinions on game design and visuals should not be taken seriously, because ''there is no reasoning with me''. That's a dangerous precedent you set out for yourself, and only makes your negative view look more unreasonable than what you try to convey.

Edited by Redneckerz

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19 minutes ago, Redneckerz said:

Essentially you are saying here that your opinions on game design and visuals should not be taken seriously, because ''there is no reasoning with me''. That's a dangerous precedent you set out for yourself, and only makes your negative view look more unreasonable than what it is not.

 

I was being facetious. But I'm very results orientated, everything you said is "look at things they can do now." I am more inclined to wait and see what is actually done with it before assuming anything worthwhile actually will be done with it. I am just entirely unmoved by hypothetical tool improvements, although at least in my basic understanding, if engines are becoming easier to use and lowering the barrier of entry for designers to make games at all levels, that's a good thing, I can see the positives in that. But I feel the last several years of AAA games development has been samey and boring. 

 

Like when it comes to film, and if you were to isolate and consider the high budget, high technology films of the last number of years, and I've seen some, not all, but I can reasonably say this I think; Blade Runner 2049, one which didn't even really make its money back was the only one that I think used the technology it had access to, in artistically meaningful way, in a way that has stuck with me, in a way where that technology created visualisations laced with a great deal of meaning. I am at least very interested in what the same director might be able to do with Dune. But the simple fact is that level of movie making is locked into the need for financial return meaning popcorn films that range from acceptable to dumpster fires in terms of artistry. Its just a harsh reality that artistic quality is more likely to be found outwith the Hollywood system, and I'd argue that the videogame industry has gone the same way in far less the time it took Hollywood to go that way, the AAA industry is just unexciting in design terms compared to the more daring days of the PS2/GC/Xbox gen which was my favourite of all the periods of games I've lived through. If I did an exhaustive list of games I liked to prove that I don't hate everything, a great deal of the games come from that generation. 

 

I'm just coming from the position, don't show me the tools, show me what someone crafted with them, that's what I need to give a damn. And to be fair Amid Evil was made on Unreal 4 so someone might do something with Unreal 5 that I like as much. It just probably won't be a AAA game given precedence. 

Edited by hybridial

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1 hour ago, hybridial said:

I was being facetious. But I'm very results orientated, everything you said is "look at things they can do now." I am more inclined to wait and see what is actually done with it before assuming anything worthwhile actually will be done with it.

Being facetious often carries a shimmer of truth. But if you are more inclined to wait, then why is your initial reaction that of dismissal? Because you take your experiences from the past and apply them here in advance?
 

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I am just entirely unmoved by hypothetical tool improvements, although at least in my basic understanding, if engines are becoming easier to use and lowering the barrier of entry for designers to make games at all levels, that's a good thing, I can see the positives in that.

Its not hypothetical - They are literally demonstrating this. It exists.
 

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But I feel the last several years of AAA games development has been samey and boring. 

You keep on saying this yet i never hear you mention things like Dreams or No Man's Sky or hell, even Minecraft. What i find is that you focus more on the negative aspects of gaming to the point where how a game approaches design or its mechanics becomes your own personal bar of approval, and you measure every game you play to that same bar, without taking into account that every game emphatizes different things.

 

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Its just a harsh reality that artistic quality is more likely to be found outwith the Hollywood system, and I'd argue that the videogame industry has gone the same way in far less the time it took Hollywood to go that way, the AAA industry is just unexciting in design terms compared to the more daring days of the PS2/GC/Xbox gen which was my favourite of all the periods of games I've lived through.

So basically what you would like now are indie games in terms of budget and gameplay mechanics, as these are rougly the same (i reckon) as to what AAA games were in the PS2/Xbox/NGX era.

 

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If I did an exhaustive list of games I liked to prove that I don't hate everything, a great deal of the games come from that generation. 

Those games weren't that different in execution, mind you. Perhaps you are more inclined to their gamey look as opposed to the current and upcoming generation's emphasis on realistic look?
 

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I'm just coming from the position, don't show me the tools, show me what someone crafted with them, that's what I need to give a damn.

If that's the case then why did you effectively shut down on the engine with your initial post? Its a tech demo, a demonstration of something to come. You can't claim ''It means jack'' and then say ''Show me what someone crafted with them'' when the engine is 1.5 years away from being released and this serves as a tech demonstrator.


And on that note, Alex Battaglia of DF did a technical deep dive in the demo, i did get some things wrong - Its a micropolygon renderer that is used in UE5. But the gist of what was said (that it removes obstacles in terms of game development) is the same.
 

 

Edited by Redneckerz

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As much as I'd love to snark and say something like "tech demo lmao" this looks genuinely breathtaking. I am surprised to see a UE5 after playing like, three games made with UE4 however.

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2 hours ago, Redneckerz said:

If that's the case then why did you effectively shut down on the engine with your initial post? Its a tech demo, a demonstration of something to come. You can't claim ''It means jack'' and then say ''Show me what someone crafted with them'' when the engine is 1.5 years away from being released and this serves as a tech demonstrator.

 

Then I think a fairer way to say it is the tech demo is what I'm criticising, because they're very clearly in the demo emphasising the high level realism orientated graphics, and I simply wasn't impressed by that, and that's not going to sell me on a game being used by the engine. Perhaps if they'd opted for a different presentation form, one less focused on demonstrating one single thing about the engine (and yes I am considering how "realistic" the graphics are as one single thing), like demonstrating the variety of potential visuals, of demonstrating some of the underlining principles for laymen to grasp. I think I am simply irritated by the constant focus on realism as if that's the only thing thats worthwhile with these new engines, with games in general. I think alternative stances need more consideration here and that's mainly the reason I'm mouthing off.

 

Also just for the record, No Man's Sky in every way represents a direction for games I don't want to see, because I hate procedural generation on principle. As far as I'm concerned, that's just ripping out the actual art of content making and that is something I feel would kill games entirely dead as being worth anything to me, and yeah I'd just throw up my hands and leave the hobby if that's what it becomes all about. 

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22 minutes ago, hybridial said:

Then I think a fairer way to say it is the tech demo is what I'm criticising, because they're very clearly in the demo emphasising the high level realism orientated graphics, and I simply wasn't impressed by that, and that's not going to sell me on a game being used by the engine.

That's exactly the intention of a tech demonstrator like this: To showcase new visual fidelity.

 

That such visual fidelity is rooted in realism rather than artstyle is something the real-time graphics guru strife (pun intended) towards: To run a scene that can be defined as ''real'' (Some would say.. ''Unreal'' :P)

What you want is a demonstration of a non-realistic artstyle to be convinced. Unfortunately, that's not what these tech demos set out to do because that's not the focus of real-time graphics as a whole.

Obviously games will be made using non-realistic artstyles with UE5, but to request a tech demo whose primary point is to highlight new advances in graphics on the basis of realism to use an artstyle that is the opposite of it is not a good selling point. See previous engine tech demo's. You will find that the vast majority of them don't use non-realistic artstyles.

22 minutes ago, hybridial said:

Perhaps if they'd opted for a different presentation form, one less focused on demonstrating one single thing about the engine (and yes I am considering how "realistic" the graphics are as one single thing), like demonstrating the variety of potential visuals, of demonstrating some of the underlining principles for laymen to grasp.

Digital Foundry and UE literally attempt to explain this to a layman. But if you want it cut down to two points:

  • UE5 changes the workflow by eliminating baked lighting as much as possible and eliminating the need to create various variants of assets to be used in a game.
  • UE5 instead moves to a rendering theory to rendering the world as it is, with microdetail and where assets are the same as the ones you see in a movie.
22 minutes ago, hybridial said:

I think I am simply irritated by the constant focus on realism as if that's the only thing thats worthwhile with these new engines, with games in general. I think alternative stances need more consideration here and that's mainly the reason I'm mouthing off.

If you think this, then i don't think you understand what the point of these tech demonstrators is. This isn't about showing off artstyles: Demonstration reels made by artists do that. Tech demonstrators are what they say on the tin: Demonstrating new technology.

Besides, cartoony rendering is pretty much equivalent to an anime already, what with the Guilty Gear games and all. Even more so, that's Unreal Engine 3.

22 minutes ago, hybridial said:

Also just for the record, No Man's Sky in every way represents a direction for games I don't want to see, because I hate procedural generation on principle. As far as I'm concerned, that's just ripping out the actual art of content making and that is something I feel would kill games entirely dead as being worth anything to me, and yeah I'd just throw up my hands and leave the hobby if that's what it becomes all about. 

.... That's not what procedural generation is, by principle. What you think of is the procedural stuff that is used to randomly author new assets based on slight variations.

No Man's Sky takes a different approach. Procedural generation in basis  has strong elements of reducing file size, and is also known as algorithimic generation.

I notice you aren't referencing Dreams. I take it that's a ''game'' (Because its more a creation factory) that passes the test? :P

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I won't lie, I find your entire response is entirely tone deaf to any point I tried to make, and I think we just are the proverbial round peg and square hole destined to never fit :P

 

And I don't even know what Dreams is, so I'll just need to take your word for it that its a thing that exists. I'll maybe look into it sometime, but if you had to list it with Minecraft and No Man's Sky, probably not for me. 

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9 hours ago, hybridial said:

I won't lie, I find your entire response is entirely tone deaf to any point I tried to make, and I think we just are the proverbial round peg and square hole destined to never fit :P

Explaining the purpose of a tech demo and why they aim for a realistic artstyle whilst acknowlediging that what you like to see is something different = being "tone deaf". Okay. 

 

Feels to me that you prefer arguing just for the enactment of arguing rather than discussing if this is the argument you come back to after the post i made clearly discussing things. Come on now.

 

9 hours ago, hybridial said:

And I don't even know what Dreams is, so I'll just need to take your word for it that its a thing that exists. I'll maybe look into it sometime, but if you had to list it with Minecraft and No Man's Sky, probably not for me. 

I listed it along with the other two to highlight that creative games outside the AAA mold can be popular aswell.

 

If AAA games is samey and boring according to you then im surprised you not know about Dreams. It was in development for 7-8 years, and it shows why:

 

 

This was made just using Dreams:

 

 

Dreams also allows you to make music, or create art.

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18 hours ago, Nevander said:

What does that mean? What description? What's wrong with HDDs? I'm still on 2TB HDDs and never used an SSD because they're still pretty expensive for any decent amount of space. I can't afford to simply upgrade at any time, especially these days.

Personally, I paid a little under $500 for a 1TB SSD in 2015, and I consider it one of the best upgrades I've ever made to a computer. And now they're under $200. I never regretted buying it, but I am absolutely amazed that they've gotten this cheap. I went from a minute and a half cold-boot to windows, to around 10-15 seconds (actually, just checked and it's around 30 now. It was faster before, but it seems to be a bit slower since I went from Windows 7 to 10). But it's an amazing change even in day to day use. I have a laptop with some specs that are even better than my desktop, and it slogs quite often. And I'm thinking it's because it still has an HDD. Save up some cash if you can, and get one. It makes a world of difference.

 

And now I don't have to hear the HDD whirring constantly... unless I use my 1TB or 500GB backup HDD drives. After I installed the SSD, I used the computer for a while before I decided to put the old 1TB back in as a backup, or for things that wouldn't really benefit from it. Like old games, Doom, GOG games, what have you. First time I went into that drive and I heard the HDD whirring, it startled the hell out of me. Thought my computer was dying.

Edited by Jello

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21 hours ago, seed said:

always had the impression that UE4 wasn't quite as popular as it should have been.

Same. I'm surprised at a UE5 reveal. This just goes to show how much "gamers" really care about graphics. It's like the 90's all over again. New engines every year or two lol. (i know it's not that quick but damn...). UE4 still looks amazing to me but i guess i'm not really in the "age demographic" anymore ;). I'm not as easily impressed with these things. Good games are what impress me the most. Source ports too :)

 

13 hours ago, Mr. Freeze said:

I am surprised to see a UE5 after playing like, three games made with UE4 however.

Haha! I know right? Compared to UE3 there doesn't seem like there is a lot of great games made with UE4. There are quite a few UE4 games but imo not as many good ones as previous engines.

 

54 minutes ago, Jello said:

Personally, I paid a little under $500 for a 1TB SSD in 2015, and I consider it one of the best upgrades I've ever made to a computer. And now they're under $200. I never regretted buying it, but I am absolutely amazed that they've gotten this cheap. I went from a minute and a half cold-boot to windows, to around 10-15 seconds (actually, just checked and it's around 30 now. It was faster before, but it seems to be a bit slower since I went from Windows 7 to 10).

I still don't have an SSD in my desktop PC but i don't feel like upgrading now. I don't have the money (it takes me months to save up) nor the strength really to build one. I do however have an old intel 40GB SSD in a little micro itx PC (it's weird and old; Core2Duo, DDR2 ect) that i don't really use anymore but 40GB ain't shit so i'm never going to use it in my bigger desktop. That little PC does boot really fast though.

 

Now they have those M.2 SSD's which i know nothing about as well. Also i do cold boot all the time as i'm used to shutting my PC down ever since i got some major error the last time my PC went into sleep mode. I don't mind waiting a min or 2 to fully boot. It's not that long actually. Also that Win 7 to Win 10 comment makes me giggle. I'm so not going to enjoy it when i have to switch to Win 10 whenever i do build a new PC.

Edited by CyberDreams

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2 hours ago, CyberDreams said:

I'm so not going to enjoy it when i have to switch to Win 10 whenever i do build a new PC.

 

Yes you are, please ignore the anti-W10 trolls, mostly coming from people with faulty hardware or not knowing to use Windows... also I recommend clean installs, not upgrades, as those can lead to random issues.

 

2 hours ago, CyberDreams said:

Same. I'm surprised at a UE5 reveal. This just goes to show how much "gamers" really care about graphics. It's like the 90's all over again. New engines every year or two lol. (i know it's not that quick but damn...). UE4 still looks amazing to me but i guess i'm not really in the "age demographic" anymore ;). I'm not as easily impressed with these things. Good games are what impress me the most. Source ports too :)

 

Kinda what I meant too. I don't care much for graphics although I admit that this is eyergasm even for me, loving the photorealism and huge sense of scale.

 

But coming back to that point, yes, I don't feel like UE4 enjoyed many noteworthy games unlike UE3, and it apparently didn't enjoy to live as long either. Unreal Tournament would've been one of the few games I would have found truly noteworthy, but Epic had to kill it for fucking Fortnite - well, NDS' SS re-imagining will be another worthy game :D . I've always always had the impression that UE4 was kinda shadowed by Unity, everytime I heard or seen someone doing something, they were using Unity instead of UE4, so I imagine Unity had more benefits I guess, or was easier to toy with.

Edited by seed

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@CyberDreams I've got a Samsung 512GB M.2 SSD in my PC. I'd guess it's 4 years old now, so I don't know how it would compare or be priced these days, but it was probably £200 at the time and was one of the higher spec options. It's incredible for loading Windows 10 on and helps make games like Doom Eternal and Forza Horizon 4 run incredibly smoothly and load very, very quickly. Definitely a worthwhile investment, IMO.

Edited by Phobus

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@seed UE4 is not really overshadowed or less represented when several in-development games are coming out using it.
Vampire: The Masquerade: Bloodlines 2, for instance. Numerous fighting games, aswell. Smaller titles like Hypercharge: Unboxed.

 

Square Enix has used UE4 for Kingdom Hearts and Final Fantasy. PUBG uses it, as does ARK: Survival Evolved or other titles, like:

 

Spoiler
  • Earthfall
  • Eximius
  • Inner Chains
  • Abatron
  • Last Year: The Nightmare
  • Chivalry: Medieval Warfare 2
  • Mordhau
  • Abatron
  • PositronX
  • Kings of Lorn
  • Atomic Heart
  • Amid Evil
  • Sky Noon
  • Genesis Alpha One
  • Spellfront
  • City of Brass
  • Journey to the Savage Planet
  • Deathgarden
  • Terminator: Resistance
  • Predator: Hunting Grounds
  • Quantum Error
  • Project RIP
  • PWND
  • Bloom
  • Valorant
  • Witchfire
  • The Outer Worlds
  • Borderlands 3
  • Quantum League
  • Vicious Circle
  • Citybattle: Virtual Earth
  • Splitgate: Arena Warfare
  • Redemption: Saints and Sinners
  • Postal 4: No Regerts

To name a few :P UE4 is still very omni-present, its just been reported on less :P Both it and Unity are used quite everywhere, but i agree, UE4 has seen a lot more usage within the indie scene because of its low, practically non-existent licensing costs, as compared to UE3. That much is true.

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I have the feeling that this will divide gamers (gamers in general I mean) even more than its now. There are already a lot of gamers which "play" in graphics AKA "if graphics is gud the game is gud". And here we have ultra-real realistic real-like real-time Real Madrid real-renderer.
While it looks good (Im not impressed because I still remember Crysis and its impact on....everything games related?) I have a bad feeling about this.

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1 hour ago, Kronecker–Capelli said:

I have the feeling that this will divide gamers (gamers in general I mean) even more than its now. There are already a lot of gamers which "play" in graphics AKA "if graphics is gud the game is gud". And here we have ultra-real realistic real-like real-time Real Madrid real-renderer.
While it looks good (Im not impressed because I still remember Crysis and its impact on....everything games related?) I have a bad feeling about this.

 

I'm really not seeing how this can divide people in any way honestly...

 

1 hour ago, Redneckerz said:

To name a few :P UE4 is still very omni-present, its just been reported on less :P Both it and Unity are used quite everywhere, but i agree, UE4 has seen a lot more usage within the indie scene because of its low, practically non-existent licensing costs, as compared to UE3. That much is true.

 

Yeah, that's what I meant, I know a lot of games use/used it, but it seemed far more popular with other kinds of projects in relation to Unity.

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