Unreal Engine 5 Early Access Release Notes
docs.unrealengine.com
docs.unrealengine.com
That said, big features with UE5. Lumen is the biggest imo (bigger than Nanite) because it (in theory) achieves a holy grail of automatic dynamic global illumination, without a super expensive RTX-like raytracing card. The number of lighting problems and lighting-related workflows it will obsolete cannot be overstated.
Nanite is cool, but from my super high-level understanding of the tech, it is only going to work on static meshes where the engine can build the fancy indexes it needs to render dynamic LODs. My understanding is that it won't work on any mesh that needs deformation of any kind (someone correct me if I'm wrong here please).
There are also staffing implications. If you no longer have to create LODs for your environment art, do you reprioritize your environment art outsource budget? Likewise lighting, if we can hit higher quality with 1/3 of the personnel, where does the budget then go to? The earlier you can get a handle on the implications of these new workflows, the better you'll be able to answer those questions.
I guess like many industries as these new technologies come in there will be old-hands who lament how easy it is for newcommers, but if I could do away with the whole lot and just look at lighting as if I were dressing a movie set, and materials acted exactly as you'd expect, it would be so enabling.
It benefits them as well. These aren't substitutes for lighting knowledge and skills. Just more good tools in a toolbox.
It's about the seeming unfairness in cost of producing, not the end product. Everyone benefits with the new way (assuming its actually undeniably better). The newcomers also don't have the 'back in the day we had to...' stories either, and will make some mistakes the old hands wont with the new technology.
And yes, you're right about it being enabling. Anecdotally, I've heard that people coming from e.g. photography background find HDRP insanely easy to get good results and pick up quickly.
This is probably one of those things which will separate next-gen lighting from current gen when we have truly instant bounce lighting fill after a geometry change or light position change.
With AA it's a little easier, because you can just throw away accumulation data if the new pixel is too far away from the last frame's result, and you might get momentary aliasing but without ghosting. With RT it's a little harder, because that bounce lighting information actually needs a few frames to exist at all.
Without a card that supports hardware raytracing, Lumen falls back to a software raytracing mode that carries some limitations[1]
The min-rec non-RTX GPU is a GTX 1070, so there's (roughly) only one generation of supported GPUs that are supported but don't support hardware raytracing. My prediction is that the software fallback will eventually lose support and become deprecated as raytracing cards become more common.
[1] https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lu...
What about all of the AMD cards? There’s the 5x00 and 6x00 series, peers of GTX 20x0 and 30x0 respectively. None of those AMD cards have raytracing, right?
> Video cards must be NVIDIA RTX-2000 series and higher, or AMD RX 6000 series and higher.
Like the shadow comparison, it's undeniable that it looks better and more details in the "shadow map raytracing" version, but it's not like the reference picture looked all that terrible.
I don't have a particular point to make, but as time passes I feel so privileged to have grown up with videogames in the 90's and early 00's. A watershed moment in computing, where we went from low res 2D graphics to high resolution 3D graphics. We've clearly hit diminishing returns since then.
The experience becomes more immersive if you see a realistic world, and not pixels.
Game lighting has always been dozens of tricks and shortcuts to get lighting to look like it behaved properly, without it actually behaving properly. But newer technologies work on getting better at lighting and material behaviour and that allows a level of "overall correctness" that is much easier to achieve.
I've made a similar comment previously, but Raytracing can make a Minecraft world feel like real life, because the lighting is correct even if the world is surreal. PBR was a huge leap for lighting correctness, and it's part of the reason why a game with "okay" textures can still feel just as good as a game with incredible textures. I think our brains can pick up on these lighting cues.
Once we see games really take advantage of dynamic lighting in highly dynamic scenes with a lot of moving elements, I suspect we'll look back at current and recent games and see them as lifeless by comparison.
These limitations seem imperceptible to you, but are very real in terms of an artists ability to execute on their vision. Most games do not currently have multiple dynamic light sources in a scene. You can go back and play Fear on PC to see that and it's awesome - Doom 3 as well.
But graphics tech optimized away from that direction (rightfully), and now we need to account for dynamic illumination and transparency. Better shadows (especially in interactive moments) is a nice bonus.
I won’t disagree with your central point about diminishing returns. On the other hand, the jumps are probably bigger than I realised until I went back and looked.
Not having to create normal maps/LODs seems like a pretty big deal if this is true.
If I understand right normally in games you have multiple discrete versions of the same mesh with different detail levels depending on how close the player is. You sometimes notice this glitching out in games where a model will suddenly pop in to a higher detail.
It sounds like nanite is more like having continuous LOD for the mesh.
I wonder how well it works in practice.
Also curious how it will affect game asset sizes
From what I've seen on Twitter, it looks like it really delivers, even in its early stage: https://twitter.com/IonizedGames/status/1397636481913610241
Quadric mesh reduction, where the algorithm tries to minimize the volume difference between original and reduce geometry, does great on rocks. Terrible on thin sheets like cloth or long thin things like hair. Mediocre on objects with lots of hard edges, like houses.
I've been trying to run the UE5 Early Access version on Linux. Building UE5 Editor worked, and I built and ran one of the built-in sample projects. But the files for the demo are only available for download via Epic Game Loader, which is only available as a 32-bit Windows program. Trying to run that under Wine leads to a popup complaining some DLL is missing. But it doesn't tell you which one. Some people have been able to get it to work, probably depending on what Windows DLLs they happen to have installed.
Trying to run Nanite on Linux produces a line of red text saying that the machine doesn't have a supported graphics card or driver. This is with a NVidia 3070 with the current NVidia driver on Ubuntu 20.04 LTS, which is about as good as it gets today.
It's a typical "we tossed the Linux users a crumb" port. Well, it's early access. Filed all the appropriate bug reports.
Driver installed by “hand” or via the Ubuntu packages? More importantly: What’s the output of nvidia-smi?
But your driver was released in April. While there are a lot of serious-ish sounding issues fixed in the 460.80 series [2], I sort of doubt UE hardcoded that. Then again, UE now relies entirely on Vulkan and it feels like every NV driver release has fixed at least one major Vulkan bug, so maybe since they just released it they are asking folks to use 460.80+?
[1] https://docs.unrealengine.com/4.26/en-US/Basics/RecommendedS... (then select Linux from the drop down icon I guess)
[2] https://www.nvidia.com/Download/driverResults.aspx/175203/en...
Often while developing, I dive into the source of the engine to understand how exactly some low level system works. I also blatantly copy all the complex UI widgets available in the editor when I want to extend them/make custom ones for my games (I hate UI programming). This is invaluable for teaching the next generation of engine developers imo.
People were already complaining about 50-70GB games now it seems that 400-500GB titles might be coming in the next 2 years or so.
Unreal Engine 5 enters Early Access - https://news.ycombinator.com/item?id=27290854 - May 2021 (151 comments)
edit 2016 !== 16", and it was apparently still compiling shaders behind the scenes. Now it's stable at 120 fps.
Once running, it was sitting at 30-70% depending on what I was doing.
I have a sense that this acronym could have been clarified a bit further. After going to the second page of Google results, I now think it's probably "Inverse Kinematics", but it shouldn't have been so hard.