Unreal Engine 5 | How Good is Lumen?
11:59
I made a VR Game in 7 DAYS!
14:45
4 жыл бұрын
Пікірлер
@geroldwaefler9485
@geroldwaefler9485 27 күн бұрын
Bla bla bla bla... why no one who make VR You Tube Tutorials speak about, if this is stereoscopic 3D or only in 2D to see in the VR Glasses ?????????????????😬😬😬
@edmunddarko783
@edmunddarko783 29 күн бұрын
This is beautiful
@danielgiambattistelli7380
@danielgiambattistelli7380 Ай бұрын
is that lumen or forward rendering?
@AlistairHume
@AlistairHume Ай бұрын
It's neither - it is deferred rendering (more flexible than Forward if you know what you're doing), but doesn't use Lumen. It uses baked lighting. Some Lumen experiments to come soon, using 5.4 and a very beefy GPU :)
@vloggingwithmichael7635
@vloggingwithmichael7635 Ай бұрын
While im watching this, i made a game in my mind
@henrybear4600
@henrybear4600 2 ай бұрын
I watch your video again as I continue build my first few levels. I was thinking it would be sweet to see hover crafts flying throughout the level. The night scene would be sweet. I wonder what kind of load it would put on the gpu. Just admire your detail.
@CHoWorlds
@CHoWorlds 3 ай бұрын
I don't understand why people who make these types of videos don't compile these demos and upload them so we can all try them.
@henrybear4600
@henrybear4600 3 ай бұрын
Sweet, love the work you have been doing. Was this city used in a VR program called "Air Car".
@Johnduhh
@Johnduhh 5 ай бұрын
Nice one, you are THE bob ross of ue 🎉
@James_McLane
@James_McLane 4 ай бұрын
Amen haha
@balls12324
@balls12324 5 ай бұрын
is there some kind of plugin that makes you record at 60fps or something because this looks like 45fps at 60fov
@Revo2Evo
@Revo2Evo 5 ай бұрын
music?
@TheLevitatingChin
@TheLevitatingChin 5 ай бұрын
Ue5 is the worst
@jaydavis4752
@jaydavis4752 5 ай бұрын
No offence I couldn't really see any changes. The issue for me I think is whatever you can see in the VR headset doesn't translate across to video or seeing it on a video screen. Alot of the data in VR is unique to the lenses and the headset, so all that depth and upgrade done is not translatable on screen unless you have the headset on. Nice video 📹 though I just wish I could of seen what you can see.
@TheFunDimension
@TheFunDimension 5 ай бұрын
I just started learning how to develop in vr with UE, and the education department is extremely poor, I simply can’t find the information I need it order to begin. More new features more confusion
@Warzone2Videos
@Warzone2Videos 6 ай бұрын
All we see are tech demos for the last 10 or so years. So far when it comes to games the best graphics are probably The Last of Us 2. Spider man 2. So if they don’t translate into games what’s the point.
@lanata64
@lanata64 6 ай бұрын
Idk i don't really care much for nanite at all. For me, post processing, shading, and rendering methods, such as SSAO, SSR, GI, upscaling, etc, are more important to me. God, especially SSAO - I'm not sure i know of a single VR game rendering using multiview, that has some form of SSAO. I see no reason to use UE5 over just man-handling something more lightweight like unity or godot, and writing my own rendering/shading methods. Especially with the file sizes... I'm not midas.
@alexandrelamarre7586
@alexandrelamarre7586 6 ай бұрын
This makes me want to replay Aircar a bunch.
@AlistairHume
@AlistairHume 6 ай бұрын
I did play it again recently, and it is still brilliant :)
@houthandelonline
@houthandelonline 6 ай бұрын
time to buy out Praydog UE injector? maybe?
@Toasticuss
@Toasticuss 6 ай бұрын
It looks too clean and shiny to me. Needs grunge
@peter486
@peter486 6 ай бұрын
models looks horrible, are you a cad artist
@waitumusprime
@waitumusprime 6 ай бұрын
You should look into using level instances and packed level actors so that you can get better performance with instanced static meshes. Noticed all of your "cities" are one big group of normal meshes. And changing some of those lights to spotlights 😄
@johanlarsson9805
@johanlarsson9805 6 ай бұрын
A VR developer waiting for Nanite to work in VR without knowing that "Nanite" is actually 14 years old and originally called Unlimited Graphics?
@notaspectator
@notaspectator 6 ай бұрын
As an artist and a software engineer, I am enjoying deeply your thoughts and effort and passion.
@evolicious
@evolicious 6 ай бұрын
As a fellow Deckard believer, I must say, that kit is the only hope of PCVR surviving in the next 5 years. Mobile XR2 Quest is the vast majority market (80%+ marketshare that is growing every second), and no respectable studio with a sense of business would dare to make a PCVR game. It's a dead platform, unfortunately. Meanwhile, Valve has added steamlink that works with Quest, which is the first big PCVR support software we have seen in 7 years other than steamvr. Here's hoping that more devs can see the light, a huge market of PCVR owners that have given up becasue Half Life Alyx was literally the first and last AAA PCVR game.
@AlistairHume
@AlistairHume 6 ай бұрын
A worrying but accurate assessment, I think. Especially since my studio is making a PCVR game that absolutely could not run on Quest - even the 3. Its a small team, but a very cool project. It uses Nanite, millions of triangles and tries to push for next gen visuals at every turn, without requiring a 4090 to play. We're targeting PS5/Xbox Series X performance as our benchmark, with FSR to boost perf on lower end machines. These days, its best to program it to run on flatscreen as well as VR, to make up the numbers and access a wider player base, which is our approach to justify targeting high-end VR. PSVR 2 also helps, though its still quite niche. We think we can pull off a successful game without the Deckard, but I want to see the high-end industry thrive. That's where the excitement is, as well as the true frontier of immersive gaming! I'd rather do a series of high end games than pivot to mobile, as most of my peers have done. I guess we'll see :) Wish us luck lol! Worst case, we'll port it to the quest 5 in 2028
@myfrankfurt
@myfrankfurt 6 ай бұрын
Amazing! Can you please work for Rockstar Games and bring GTA to psvr2? :)
@AlistairHume
@AlistairHume 6 ай бұрын
I have some friends working at Rockstar - I will scream at them to add VR next time I catch up :)
@A5tr0101
@A5tr0101 6 ай бұрын
The performance looks really bad, i hear VR is a pain in Unreal
@immortal3164
@immortal3164 6 ай бұрын
Do you know how i can disable physical movement for my character while im playing? I mean, when i move in the physical world, the player in game also moves. How i can disable that? (You are my last hope)
@ricepony33
@ricepony33 6 ай бұрын
Foveated rendering in effect?
@Alexcolin12-kw5gn
@Alexcolin12-kw5gn 6 ай бұрын
VR need great games
@NicoleSummer8
@NicoleSummer8 6 ай бұрын
Awesome 👍
@NicoleSummer8
@NicoleSummer8 6 ай бұрын
Woo,Awesome!👍💪👏
@kabargin
@kabargin 7 ай бұрын
3fps
@Snack.Dragon
@Snack.Dragon 7 ай бұрын
It's time to upgrade UnReal engine to Real engine
@TheSilentStar
@TheSilentStar 7 ай бұрын
Need a play tester?
@jdigi78
@jdigi78 7 ай бұрын
Honestly all I could think of while looking at the result was how passable a simple prerendered skybox would have been
@kristinaF54
@kristinaF54 7 ай бұрын
Always a foggy, smoggy environments, never a clear day. I wonder has any game developer/cgi artist ever seen or visited a place without smog/fog? Or maybe it's the grimy glasses they wear that makes them see everything as foggy?
@rodneyabrett
@rodneyabrett 7 ай бұрын
Nice to not have to worry about making imposters or LODs. I'm sure that will still be applicable in some circumstances, but I think it'll eventually be one of those things in the pipeline that goes the way of manual UV unwrapping or entering skinning weight values using a table instead of a brush. With each game engine advancement, more busy work is removed which liberates the artist more. My only concern is that the first couple of commercial games that use Nanite tend to make environments way too noisy and busy just because they can, however, it doesn't always equate to good design.
@Dylan-yl2ok
@Dylan-yl2ok 7 ай бұрын
i`m imagining what vtol vr could look like with this level of detail...
@MetalDeathHead
@MetalDeathHead 7 ай бұрын
It looks ok but it still needs FAR more detail to be realistic in VR.
@XCanG
@XCanG 7 ай бұрын
Watching your video make me think about one thing. If you gonna record some voices, your voice would be suitable for announcer/narrator.
@1979nige
@1979nige 7 ай бұрын
Thanks for this Alistair will be having a go at this to test our VR project
@R34L17Y
@R34L17Y 7 ай бұрын
What is the reason that this requires PCVR?
@user-dz6on9or5d
@user-dz6on9or5d 7 ай бұрын
Can rtx 3050 run unreal engine 5.3??
@thesystemera
@thesystemera 7 ай бұрын
Bro! Love your videos! Long time. Hope all is awesome 💜🤓
@DaddyVader87
@DaddyVader87 7 ай бұрын
This scene looks great in the day light id suggest maybe something slightly different for the night time maybe. This is however not me bashing it as a vr gamer and an unreal engine wanna be dev this is perfect.
@superkanal2013
@superkanal2013 7 ай бұрын
Why are you whispering bro?
@flameknight7
@flameknight7 7 ай бұрын
As a vr enthusiast, I'm excited to see the potential for proper nanite usage in vr games.
@James_McLane
@James_McLane 4 ай бұрын
Same!
@superextranoob370
@superextranoob370 7 ай бұрын
3:22 what is the title of this music ?
@ibrews
@ibrews 7 ай бұрын
excellent video Alistair!! thanks for continuing to evangelize VR with your awesome projects and I appreciate the visual shout-out to a few of my vids at the beginning. one thing to be aware of : when you bake lighting with nanite meshes, the baked lighting goes onto the proxy meshes (the lowest LOD ones). Won't notice for the most part with this city view, but getting close to, say, nanite furniture you'll see some funky shadows.
@AlistairHume
@AlistairHume 7 ай бұрын
Thanks a lot :) Same to you! Your videos are always such a great guide for what's possible in UE5 - and its always months before anyone else! Looking forward to seeing what comes next :) And yes, that's one of the more annoying limitations on static lighting for Nanite at the moment. There is a workaround that is fine for mid-poly workflows though. If you adjust the relative error for the fallback mesh down to 0 (or a smaller figure for more complex organic meshes), then the fallback mesh that is used for the bake, is the same is the Nanite mesh. Its not ideal, as the entire scene is now a lot heavier for non-nanite platforms. Ideally, there would be an option to 'Use Nanite Mesh for Static Lighting' that gets included in future versions. I haven't requested a feature like that yet, but I also haven't checked if anyone else has. Other workarounds we're looking into include: a) Changing the fallback mesh at build time back to defaults. b) Having a more explicit workflow that builds simplified levels for non-nanite platforms (mostly mobile). Both come with drawbacks, but in the short term we're fine with the current setup, as we can still keep building our projects :)
@ibrews
@ibrews 7 ай бұрын
@@AlistairHume great point!!
@MrDmonahan96
@MrDmonahan96 7 ай бұрын
Hi Are you plugged in or streaming over wifi?
@thevrhubnetwork
@thevrhubnetwork 7 ай бұрын
ima check it out is it on steam