I love the notion of their nanite engine and basically removing concern about LoD (though we've heard that pitch over many generations of engines), and it looks like they're finally improved on what was a terrible, clunky, extremely dated UI.
What I don't love is that it leans into going crazy with assets. Already games are getting simply ridiculous, with new games hitting 300GB, many with an unending stream of enormous patches (looking at CoD Warzone).
Instead of 100GB of rock meshes and textures, isn't there a benefit to procedural on-demand generation for stuff like this?
Like how demoscenes do it? I would think a huge trade off is the performance hit (and potential delay / popin) of the generation
I tried to load the demo used for the UE5 videos, but that's only loadable through the "Epic Games Launcher", which is Windows-only. It's apparently possible to bash that into running under Wine, but I don't have time to make that work right now.
For those who don't know what the deal is with Unreal Engine, there's no charge until you get the first million dollars in revenue. Then they take 5%. The nature of the game industry is that the top 50 or so titles generate almost all the revenue. So, rather than bothering with restrictive licenses for all the little guys, Epic just waits until a successful game starts getting media coverage and shows up on the industry charts, then has their billing department contact the game company.
[1] https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0...