Epic Games has released a video that gives a first look at the graphics capabilities of Unreal Engine 5, the suite of tools that game developers will use to create video games for future consoles like PlayStation 5, Xbox Series X and High-. End PCs.
The “Lumens in the Land of the Nanites” demo runs in real time on the PlayStation 5, which was developed to meet the need to supply a large amount of data to the device’s processor and graphics hardware, said Tim Sweeney, Epic’s CEO, in one Interview with GamesBeat.
It’s a big moment for games and it reminds me of the first time Epic Games launched Unreal Engine 4 in 2012. And among players, the unveiling of Unreal Engine 5 will evoke the same joy or skeptical contempt that fought over whether it was just an illusion or a final frontier in computer graphics.
But I don̵
“This is a first look at Epic’s next generation tools and technologies for game developers,” said Sweeney. “The graphics speak for themselves. Epic is always one step ahead of what is possible with 3D hardware. In this generation, we’re taking geometry to new levels with Nanite technology, the Quixel Megascans library, which creates film-quality assets scanned from the reel to make content creation much more practical, and dynamic lumen flash technology . “
He added, “However, our goal is not just to provide developers with more features, but to solve the most difficult game development problem right now. Creating high quality content takes a lot of time and money. We want people to be productive, Developing games at this level of quality. Nanite frees developers from worrying about single polygons, they simply create their highest quality assets, and the rest is the problem of the engine by sorting them out and scaling them to any platform. It’s with the Quixel -Megascans library, in which we provide everyone with an extensive and rapidly growing collection of assets for free use in Unreal Engine games. ”
Outstanding film quality
Epic’s ambitious goal in this next generation is to achieve photo-realism that is comparable to computer-generated special effects and real life at film level – and to put it into practice through highly productive tools and content libraries for development teams of all sizes.
“One of the challenges of creating content for any game or interactive experience is the effort it takes to make it massive,” said Kim Libreri, Epic’s chief technology officer, in an interview. “I agree with what Tim said about the Quixel Megascan library, but also about Nanite, this super-dense geometry system that we built. That means that all of the industries that use our engine are no longer concerned with that traditional authoring process. ” You can load a film-quality asset that only works in the engine. The engine does all the work behind the scenes. Even if your goal ultimately also covers mobile devices, the engine creates clever LODs for this platform without the usual drudgery associated with creating game assets. “
The demo ran in real time, which meant that a game was processed live on a prototype of the PlayStation 5. It shows what the Unreal Engine technologies can do for developers of games, films, animations and other images on the website at the highest level of creative arts. And it should inspire Fans who were less than excited about the unveiling of last week’s games on Microsoft’s rival Xbox Series X.
“The next generation of consoles will give developers and consumers a quantum leap in their gaming experience. Unreal Engine 5 is another leap beyond that, ”said Libreri. “It feels like quality improvement after two generations thanks to this new technology that we were able to bring to life. The future is very promising for gamers and anyone using our engine for any application. I’m pretty sure our friend Jon Favreau[Executiveproducerfor[executiveproducerfor[AusführenderProduzentfür[executiveproducerforThe Mandalorianwho uses Unreal Engine]When he sees this demo, he will ask if he can have it on his film sets. “
This demo shows two of the new core technologies introduced in Unreal Engine 5. The more I watch the video, the more I am amazed at how it looks like a film or a photo, and I have to remember that it is a computer-generated scene. If you notice, nothing is displayed at the last second because the data is too slow to load into the graphics or CPU, as is the case with current-generation consoles that have terrible graphics load times.
Thanks to the micropolygon geometry virtualized with Nanite, artists can create as many geometric details as the eye can see. Nanite’s virtualized geometry can import film-quality source art with hundreds of millions or billions of polygons directly into Unreal Engine – from ZBrush sculpts to photogrammetry scans to CAD data – and it just works.
Nanite geometry is streamed and scaled in real time so developers don’t have to worry about polygon count budgets, polygon storage budgets, or meter count budgets. You don’t have to bake details on normal cards or create LODs manually (level of detail), and you have no quality loss. The PlayStation 5 offers a significantly larger memory bandwidth to support much larger and more detailed scenes than previous generations. PS5 architect Mark Cerny said earlier this year that the key is to add a fast solid-state storage device (SSD) to the PS5.
“When you look at previous generations, you have to look at magnetic disks, the lowest common denominator,” said Sweeney. “You couldn’t rely on many bandwidth-supporting scenes like this. They had a nice scene and a long load time and then a nice scene. That disrupted the gaming experience. Our goal for the next generation is nothing more than seamless, continuous worlds, and enable all developers to achieve this. You can achieve that level of fidelity for as many kilometers and gigabytes as you want. “