Woah those textured area lights are insane. So cool. Gosh that would make things so much easier for devs in many situations.
@gamefromscratchАй бұрын
The textured area lights are absolutely mind blowing, a holy grail of real-time lighting in many ways. Will open up so many opportunities.
@CapewearerАй бұрын
To be precise, textured area light were in Crysis 3 (you can also find them in open-source Ogre3D-Next), but there never were so much shadow-casting lights. That's the real achievement.
@gjorgdyАй бұрын
The Cyberpunk sequel is using Unreal, imagine what they can do with those...
@masterodst1Ай бұрын
@@gjorgdy It's going to look insane when it releases
@skippyzkАй бұрын
Super Mario 64 remake lol
@present_artist1033Ай бұрын
I actually enjoyed a real, awkward person sharing the update, that felt like hearing from a developer themselves vs a rehearsed, fake personality.
@VeriStrawberiАй бұрын
Brother... Tim Sweeney is multi-billionaire running a 20,000 person company. Not an average dev.
@present_artist1033Ай бұрын
@@VeriStrawberi Haha fair point. My key word I suppose was “felt like” as speaking in front of people is awkward.
@AakashVPАй бұрын
@@VeriStrawberi he has been a developer much longer than a billionaire.
@victormagnum2275Ай бұрын
These presentations never feel honest. The graphics are amazing, but notice that there is NEVER much - process - concurrency.
@PallavSenАй бұрын
Bro made a game using notepad ❤
@_tsu_Ай бұрын
The Ancient Egyptians built the Pyramids, Roman Empire Built the Colosseum. We made unreal engine. Shutout too all them kids that bought VBucks.
@braiesteanuАй бұрын
damn, the megalights were definitely impressive (and running on a ps5?) what i'm a lot more giddy about is the mobile visualizer, we need that in ALL engines
@CronofearАй бұрын
Anyone who has tried to add lightning to an environment knows how impressive it is to have an engine that just let you add whatever light you want.
@DerjynАй бұрын
Don't get it twisted. You still want to be familiar with lighting. This just allows people to suck with lighting on a grander scale 😉
@Vanderer11Ай бұрын
I don't believe them when they say it's PS5. I've seen so many scams in this matter to believe in this. Although it doesn't seem to be smooth, so maybe they wasn't lying there...
@litjellyfishАй бұрын
The ui visualizes? Unity has had those since many years back.
@Burnout3DАй бұрын
So with Nanite Skeletal Meshes and Mega Lights... I can easily imagine Times Square or Shibuya Crossing being possible with all the vehicle traffic and pedestrians in UE5.5 and looking amazing.
@alyasVictorioАй бұрын
Hell Yeah! Imagine all UE5 games updating its engine version to 5.5 (best minimum version) or better
@omegezues01Ай бұрын
I'm gonna use this in a production environment.
@KaosRichieАй бұрын
Naughty boy
@ashy49592Ай бұрын
I want them to focus more on optimization with the next one or will need a 2000$ gpu just to run the ue editor
@cialkАй бұрын
They already started, a month or so ago they added cpu parallelization for many critical parts of the engine, megalights also seems a lighting chunking system which should make light rendering more efficient in normal use The roadmap is also full of optimization focused stuff
@LittleBlue42Ай бұрын
Exactly. Anybody complaining about performance, hasn't kept up with the news and definitely hasn't tried 5.4. Huge difference on my project.
@chelfynАй бұрын
I've never know a dev of any stripe in the professional world (worked in the industry 25 years ago) NOT have the most kick-ass machine to develop on, You need to be at least 2 years ahead of the curve for what people are actually playing on. I still can't believe we get this for free, so stop complaining you ingrate :P
@ДНПСИгрыИСервисыАй бұрын
@@chelfyn You forget about indie developers and those who are just learning. Not everyone here is a professional.
@stickguy9109Ай бұрын
@@chelfyn 🤡
@magicmulderАй бұрын
As someone whose job is about 50% optimizing stuff other people coded, it's a joy to see how much progress they made with regard to speed.
@existentialselkath1264Ай бұрын
Megalights seems to solve the same problems as Nvidias raytraced direct illumination. I wonder how performance compares.
@CaScho1975Ай бұрын
Nvidia also implemented a very cool thing called restir gi, which allows scene lighting without any lights but only with emissive materials. And this in almost pathtraced quality. Hope this will come, too.
@KomodoBitGamesАй бұрын
After adding 200 movable point lights to the third person template I got 105 fps with screen space GI and 40-50 fps without mega lights in screen space GI. It doesn’t require lumen which is really nice and can be toggled in post process.
@DerjynАй бұрын
I was just working with Nvidia's 5.4 branch, and experimenting in 5.5 Preview, I can already say it's way more performant across several tests. The fact it's at the level it is now in preview, can only mean it's going to be pretty dialed in soon. Honestly I want to look under the hood - I wouldn't be surprised if Epic rolled in Nvidia's tweaks/fixes/additions. But I also wouldn't be surprised if it was homegrown either.
@computron5824Ай бұрын
Anecdotal, but megalights performance has been significantly better than anything I've ever tried from nvidia's NVRTX branches. RTXDI was always marketed as a way to boost performance, but in reality the results have been mixed and it's coupled with a denoiser that destroys detail. Ray reconstruction could help in some cases, but that has not been widely released yet. On top of that, RestirGI seems somewhat unstable, and I can't even say that it makes a significant visual difference compared to lumen. For all the real time path tracing marketing, I expected the NVRTX builds to be multiple levels above anything else visually, but in my opinion that's not the case.
@existentialselkath1264Ай бұрын
@@computron5824 what hardware are you running it on? I can imagine Nvidias stuff is more forward facing and less practical in the moment, but a lot of this raytracing stuff scales much better the newer the GPU.
@WagnerGFXАй бұрын
The most impressive things are: (1) The area lights that actually light the ambient with either individual pixel color or some kind of calculated area, while also casting blurry shadows dependending on size and distance to source/surface. (2) Moving light sources and moving objects. (3) The raycast view, that shows probably how this works. This seems like they make some automatic 3D space calculation for all lights and then light each pixel with that data. (4) How easier it will become to setup lighting without having to care about a bunch of tricks to make them work as intended and run on a simple setup. (5) Running in realtime on a PS5. Even if it's the new PS5 Pro, the hardware might be equivalent to a Core i5 12400/Ryzen 5 5600 with a RTX 4060/RX 6700 XT, Which is a somewhat affordable PC even in 3rd world countries.
@pwnonatorАй бұрын
if those mega lights were running on ps5 I'm now curious how my high-end pc will handle them. That was my fav part. Unreal engine is just so damn good.
@vi6ddarkkingАй бұрын
Nanite Skeletal Meshes and Mega Lights have me absolutely salivating. As someone that started working with 3D in the early 2010s not having to worry about polycount is a boner worthy thought. And I always sucked with lighting, this is going to make things so much easier.
@VariapolisАй бұрын
It's important to keep in mind that nanite has some significant drawbacks like overdraw, aliasing, worse performance than good LODs, and requiring VSMs. The Unreal documentation stating that nanite should always be turned on is simply not true or good advice.
@vi6ddarkkingАй бұрын
@@Variapolis Unreal has auto LOD tools so I don't see the problem here. Besides when I want performance I use a static mesh with vertex animations.
@VariapolisАй бұрын
@@vi6ddarkking The auto lod tools aren't optimized for overdraw and can't be used in conjunction with nanite, so the auto LODs are worse than nanite, but nanite is worse than good lods, but then there's also the other drawbacks like if you use nanite you need to have VSMs enabled which can hurt performance by quite a bit alone.
@andreaspokorny3089Ай бұрын
Well .. they blend you with quality - but not performance - it is a pain to watch more and more games falling for nanite and lumen. The longer they struggle with getting nanite in a competitive state the more I think that .. maybe a 3d pixel isnt a triangle, maybe media molecule was right..
@Billy-bc8pkАй бұрын
@@andreaspokorny3089 The thing that bothers me most are all these people calling Nanite and Lumen the second coming, and using them willy-nilly without optimisation, and then we end up with all of these games that don't look much better than well-optimised games from two generations ago, but run far worse. A good example of that is Immortals of Aveum, which just had horrible performance and and VFX-vomit everywhere.
Props to the Unreal Engine developers, that was a magnificent showcase. Thanks for sharing this.
@CronofearАй бұрын
Nanite for SK meshes? Many said it was not possible.
@CapewearerАй бұрын
The hardest part is CPU bottleneck due the high amount of vertexes being transormed on CPU (that's traditional way of performing it). It seems that they have somehow applied GPU skinning.
@sadasd-n2fАй бұрын
It was possible it was matter of when
@PikabobAlexАй бұрын
10 years back someone asked me if they can directly import the highpoly model to unreal engine, I said impossible. Until the arrival of Nanite. I wish I could go back time and say, welp, nothings are impossible, give it time.
@alyasVictorioАй бұрын
@Capewearer I think that's because the way UE's polygons rendered works in comparison to Unity's. UE's polygons is just connected to each other but their sides are still individual, unlike Unity where polygons share their same sides of lines instead when connected to each other. The same reason why UE5, despite having Nanite to optimized its games polygon wise, still had hard poor performance on mobile unlike Unity games due to the way their polygonal rendering works.
@CapewearerАй бұрын
@@alyasVictorio I don't think that's the reason why UE performs worse on mobile than Unity. It uses deferred rendering, and, well, phones are bandwidth-limited. So it's very likely the difference is between forward and deferred rendering.
@ymi_yugy3133Ай бұрын
The graphics look very pretty as always. I think area lights bring UE5 one step closer to competing with path tracing as seen in Cyberpunk 2077 or Alan Wake 2. Seeing it run on console makes it even more impressive. It does seem however, like the biggest technical issue with Unreal Engines remains mostly unchanged. Difficulties around shader compilation, perversive traversal stutter, poor CPU performance and bad CPU scaling.
@dawidbujakАй бұрын
Regarding CPU - it's very true. Unfortunately some UE defaults (like components), are pretty bad for CPU. Let's hope MASS will fix this.
@maxmustsleepАй бұрын
They did address this in the release notes and other talks. There are more improvements on renderer parallelization faster shader compile times and mass instances / the scene graph entity component system in the future. The commits for 5.6 also show a new shader caching method that might help in upcoming versions As you can imagine this is a massive and very complex topic filled with trade offs. Their roadmap is very interesting and they are definitely working on solutions but it simply takes a lot of time to overhaul or replace older systems without breaking everything for their existing users
@thegamedevcaveАй бұрын
that megalights demo looked INSANE. i hope they di keep working on that and eventually have it production ready because i sure will want to use that! Nanite skeletal meshes also are something that makes my non-artist heart happy!
@bedisaouadi848Ай бұрын
Seems like they are preparing the engine for cyberpunk 2 through these new vehicles and light systems
@Col-iy5slАй бұрын
Very curious about this game. New, way better engine + Cyberpunk 1 experience, it may end in crazy solid game. I hope.
@bedisaouadi848Ай бұрын
@@Col-iy5sl I hope it will be on the next gen only like the ps6 and the next xbox, UE 5 is made to shine on next gen hardware, this gen and particularly xbox series s is extremely limited hindering what the game can be.
@Billy-bc8pkАй бұрын
Even with these tools it's still a far step behind the performance and quality of what the Red Engine has achieved with path-tracing mods. It's very impressive stuff. I fear that the bloat of the Unreal Engine may do more a disservice to Cyberpunk 2 than if CDPR had just kept on their rendering engineers and refactored Red Engine to whatever it was they needed it to do for Cyberpunk 2.
@trashboatex29 күн бұрын
@Billy-bc8pk Let's be honest they switched because the RED engine caused many problems for them when developing Cyberpunk. Now they don't have to worry about maintaining and updating the engine you're gonna see a lot more studios switch.
@Billy-bc8pk29 күн бұрын
@@trashboatex Every engine gives every studio a problem; it comes with software engineering. Red Engine still vastly outperforms Unreal where it counts: in stable frame-rate performance at high-fidelity graphics rendering, same thing with the Frostbite (well, up until the Frostbite engineers left to go make Embark Studios). There isn't one open-world game built on Unreal that runs or looks half-way as good as Cyberpunk 2077 maxed out, and Unreal cannot run open-world games with path-tracing quality lighting like the Red Engine can. You're right that it is costly to update and maintain a proprietary engine, but that's why you hire and keep on engineers familiar with the pipeline. You're also right that we're going to see a lot more studios switch to Unreal because they keep having DEI hiring mandates and that makes it impossible to have high-enough skilled engineers to maintain proprietary engines like Red Engine. Don't be surprised that EA switches off Frostbite and goes to Unreal as well for their games; heck they did it with Jedi Survivor and those games perform WORSE than DICE's Battlefront games and does not look nearly as good nor are they running nearly as many processes as the Frostbite was, which is kind of crazy because those Battlefront games were running on much older hardware and had much more stable frame-rates. When rendering engineers did a frame analysis it was amazing just how unoptimised Jedi Survivor was by comparison.
@Alucard_SevenАй бұрын
I wasn't planning on upgrading my pc soon, but with UE 5.5 I might now lol.
@LMHPOLYАй бұрын
This is what I call true next gen of lighting.
@Dash359Ай бұрын
Unity vs Unreal is no longer a fight but a brutal beating by Unreal in fidelity and Godot in simplicity.
@Billy-bc8pkАй бұрын
Fidelity is great for cinematics, but not for performance, and in that regard, both Unity and Godot still outperform Unreal significantly in terms of smooth running games (without threaded hitching) on scalable hardware.
@comicipediaАй бұрын
@@Billy-bc8pk It's 2024, whats the point of making a mediocre looking "performant" game that can run on a GTX 1060. The 5090 is about to be released soon.
@Billy-bc8pkАй бұрын
@@comicipedia Majority of people still don't own a 40xx series, so I don't see how the release of the 50xx series of cards changes the need for optimised games. If anything, it just further limits the product to a niche demographic --- unless that was your point and you were just being facetious?
@comicipediaАй бұрын
@@Billy-bc8pk Its better for some people to love your game than for everyone to just think it's OK. Look how much traction the few UE5 games that have been released so far have received. Even though its pretty much unplayable on a 1060 Black Myth Wukong has sold 20 million copies. It sold that many because in a sea of games that mostly look like they could run on a PS4 it stands out. And people with the hardware to support it are crying out for a game that justifies their purchase. I just bought a used 3070 this week for only £240 from CEX so its hardly expensive to get higher end hardware these days that can run UE5
@purplevincent4454Ай бұрын
@@comicipedia you'll find unity devs coping everywhere. They have beaten spouse syndrome, after unity already humiliated them and beat them with their license they still come back for more.
@aliahmed-x6k6nАй бұрын
I wish they can improve Blueprints, like how fast blueprints are compared to C++, and improve it
@libshastraАй бұрын
I have a feeling that Megalights will only work for a specific pipeline i.e. to get it's maximum effect, you need to use nanite, vat and megalights together. Otherwise, you will be stuck just working on optimizing the scene for megalights. Definitely need to wait a couple of months for the tech talks. Though once you understand the pipeline, it will be hell of a time saver.
@gamefromscratchАй бұрын
I actually think the earlier comment about "almost at a fully nanite rendering pipeline which will speed up peformance" was a hint that you are probably right. I bet this at the least is twinned to nanite.
@KomodoBitGamesАй бұрын
It works with the third person template and in screen space GI with non nanite meshes.
@libshastraАй бұрын
@@KomodoBitGames sure it will but I think you will max your render budget sooner rather than later. Instead of being able to place 1000 light sources with non nanite meshes you will be limited to 200-300 light sources. In order to get those 1000 light sources, you will need to use nanite with vat with lumen and then you can use megalights on top of that.
@libshastraАй бұрын
@@gamefromscratch yes, I feel like Epic just wants you to stick with their pipeline in very subtle ways. It is not a bad thing, Epic's pipeline is pretty battle tested and effective.
@Uncle_FredАй бұрын
@@libshastra Except it's really not, especially if you enable raytracing , nanite and virtual textures. The engine will eat all of your VRAM in production, even if you only have the default sample map loaded. Virtual textures still have loading-in issues, and everything just runs really slow compared to a baked lighting setup. I'm sure it will get there, but it's still some ways off. I hope that we can get performance improvements for the next version rather than more features. The engine desperately needs refinements over more things.
@808draftАй бұрын
What kind of alien technology did epic games find.
@nahuelcutreraАй бұрын
it's called fortnite, haha but the aliens still don't know how to fix stutter 😄
@scratchos9816Ай бұрын
Must be something from Na Pali that's how unreal it is lol
@indieguy7297Ай бұрын
Holy smokes this channel works fast
@krukhlisАй бұрын
The most crucial aspect is their significant improvements to the skeletal editing and animation tools. Additionally, I hope they have enhanced the overall performance of Unreal Engine, as the same scene in version 5.4 runs approximately 20% slower than in 5.2.
@charlesscholton5252Ай бұрын
I have been waiting forever for something like Megalights with shadows. I have had to battle with lighting for cyberpunk and dark environments forever.
@RyhonАй бұрын
Yay, more features that will make games look 10% better at half the framerate
@gamefromscratchАй бұрын
This is certainly true today, but with a new console generation on the horizon and the non-stop march of progress with CPUs and GPUs, this stuff will eventually be mundane.
@B1aQQАй бұрын
And console games will still be running at 30 fps checkerboard 900p, like they do now! But with prettier colors!
@CronofearАй бұрын
Nanite makes games look 90% better at greater distances tho? The problem is that using it now is kinda risky, but it will not be in a few years. And if you don't understand the implication of megalights as well, then idk what to tell you.
@ДНПСИгрыИСервисыАй бұрын
@@gamefromscratch But which are becoming more expensive every year 😞
@VariapolisАй бұрын
@@gamefromscratchexcept the constant push for TAA and DLSS will always keep it looking blurry so it will never run at a good frame rate natively because "why bother optimizing it when we can rely on the cheap temporal filter to fix all our problems with shitty ghosting and blur"
@jackiehollow6611Ай бұрын
The problem with unreal engine is the tendency of indie devs to see this stuff and just go absolutely buck wild without any real clue about the consequences and limitations of using these tools. Unreal engine is great, but its the ultimate rugpull generator.
@ardagenc4674Ай бұрын
The animation updates are very nice for indies wish they lean more into explaining the control rigs and lowering the knowledge barrier to use those. And same for the vfx, still having a hard time discovering the full potential But guessing 1- Those doesnt attract new users into the engine 2- These are the updates that new games , like cyberpunk, gonna benefit most so in case of business decision I understand the approach
@trashboatex29 күн бұрын
I mean who says they can't use these same tools, but smarter? The same way someone can create sloppy code which has memory leaks in a game engine like unity, the same can be said for Unreal devs if they make sloppy work then it will be sloppy, however nothing is stopping them from making clean work it's a choice not a limitation.
@nameinvalid69Ай бұрын
I like to see the game engine is now become closer and close to production rendering software like Vray, Lumion, Enscape, etc you put something there and "IT JUST WORKS" without any limitation or work around. this definitely will allow artists to have more freedom in doing what actually important, but of course - performance do matter so don't get too crazy 😄
@etherealregionsАй бұрын
I wouldn't mind seeing a few more templates. Like the side scroller template, and a few Pew, Pew templates would be nice as well. lol
@vegitoblue2187Ай бұрын
What about long overdue World Partition and Chaos fixes?
@sheeftzАй бұрын
It feels like they do what they want to do, rather what they really need to do.
@vegitoblue2187Ай бұрын
@@sheeftz Yeah just read the roadmap. Our team is mad. Why can't they just give us physx back? It still exists under the hood since the project settings show it's options.
@sheeftzАй бұрын
@@vegitoblue2187 That's the state of Unreal. They cut PhysX out before Chaos become any good. I suffer from this too. What can you do about that?
@vegitoblue2187Ай бұрын
@@sheeftz We have been lookih into third party systems for vehicles. Apart from that, not rely on the physics engine at all. We would love to mod the engine and find a way around things but we lack tech to do so at the moment.
@DragontwinGameАй бұрын
@@sheeftz They also cut World Composition out (or at least deprecated it, though it can still technically be used so far) before World Partition was ready. Even to date it is impossible to make a large map with WP because it needs to load everything into RAM when importing instead of chunking it like WC.
@RyanStillGamesАй бұрын
Unity: Runtime fee. Godot: Rogue community manager. Unreal: *Presents actual black magic.* 😎
@KomodoBitGamesАй бұрын
Tim Sweeney is a great ceo
@mgodoi3891Ай бұрын
Meanwhile Unity: 😂😂😂😂
@apoclypseАй бұрын
No matter what Epic is doing or what they've acquired they never forget that the game engine is their core business, even if it's not what's bringing them the most money. They spend a lot of resources on the engine and it shows.
@hirkdeknirk1Ай бұрын
Absolutely impressive.
@racoonartworksАй бұрын
phew.... mega lights could finally be the thing that breaks the neck of offline rendering. Nanite and lumen were all good and fine but using "unlimited" light sources like that frankly is one of the last key pieces that held us back. Can't wait to see the tech talk breakdowns of this!
@IlseMulAuthorАй бұрын
That new lighting system is AMAZING! I hope it will make it from experimental to production at some point! Thanks for another interesting update!
@tmanookАй бұрын
Wow, that is impressive.
@id104335409Ай бұрын
My PC: Don't you even think about it!!!
@humman007Ай бұрын
Megalight as long as it will actually run smoothly on an average PC has more potential and possibilities than lumen, which is little used by games because almost no one can get it to run smoothly and the ON/OFF effect itself is not that knockout
@activemotionpicturesАй бұрын
hopefully they can integrate ai raytracing with that new lighting/layering shader method. THEN, it would be a game changer.
@aaronwe9850Ай бұрын
I hope they add more documentation for Chaos notifications. Other than that, it looks interesting.
@drinkwwwaterrrАй бұрын
Unreal's development speed is absolutely insane. At this point there's almost no use for offline renderers unless they start implementing similar tech to make render times bearable.
@gstreetgames2530Ай бұрын
This megalights stuff looks amazing, but I am wary of new & emerging technology, especially from Epic. They cut a lot of corners and are relying on up-scaling to solve problems that should be fixed at the production level. Perhaps I'll be truly excited once it has proven itself as a new technology.
@KomodoBitGamesАй бұрын
I tested mega lights and it’s a huge performance boost, roughly 200% performance increase
@FreznosisАй бұрын
I noticed when they are turning the lights off and on you can see the bounced lighting and reflections fade in and out even though the light instantly changes its state. But the whole engine is built like that so it’s a given. Still very cool though!
@gstreetgames2530Ай бұрын
@@KomodoBitGames I'm still going to wait until at least 5.7 before I think about using this new technology in anything production wise. Luckily, I won't need to work on any levels for some time anyway.
@Uncle_FredАй бұрын
@@gstreetgames2530 The've had lumen and virtual textures for some time, let I found these setups unworkable for production, yet.
@ZackarySimmonsАй бұрын
I can't believe no one is talking about the built in deformer, I was literally looking into how to do this manually this morning
@heckensteiner4713Ай бұрын
My grandma always said, "If you want real-time textured area lights, use Unreal engine 5.5." Wise words from a wise lady. RIP Grandma.
@abdoulraoufgamboАй бұрын
So cool ! The question I ask myself is that Epic games will continue to give away free assets on the marketplace or on FAB ?
@spiritjzl8376Ай бұрын
I like the nanite skeleton mesh most, hope stormgate overcome the crowd issue soon
@liontuga155Ай бұрын
Loved the reveal at the end that it was running on a GTX 1060 the all time! /s
@Frigol33tGamingАй бұрын
Oh how I wish I was an expert using Unreal Engine and all of its features. The amazing things you can build is just mind blowing. I try to learn it but just at a hobby level so not really creating anything special yet :D
@PaulMawson-75Ай бұрын
OMG! Blown away. Can't wait to play with this preview.
@marsmotionАй бұрын
theyre really getting close to being done with graphics....now we need those rubber suits that make you feel stuff lol
@victims5820Ай бұрын
Nice. Let's hope Twinmotion gets some love for the PT rendering as well. I get so much flickering with interior lights it's Unreal (pun intended).
@NeedlessEscapeАй бұрын
Exciting until you realise its TAA dependent technologies that are blurry in motion and drown out the details in the scenes.
@jtjames79Ай бұрын
World War 3 has started, and I'm just excited about video game engines. Mad world.
@moravianlion3108Ай бұрын
Hardly. This is ruzzian Vietnam. They're fighting a war they can't win (various reasons).
@marsmotionАй бұрын
@@moravianlion3108 they are winning stop being fooled by empire media....jesus
@poleve5409Ай бұрын
@@marsmotion1. Stop sucking daddy Russia 2. Show proof
@MichaelHurdleStudioАй бұрын
Great video bro. I don't see 5.5 on the marketplace. Can I download this today?
@KuraiNoOniАй бұрын
I was just browsing the market place to pick up this month's free assets and noticed the update icon on the library tab and was surprised they just shadow dropped the 5.5 preview. Not even 10 minutes later you released a video on the update. Curious to try out mega lights. But the real question right now: does it still ship with the "old" bridge plugin, and does it include the fab plugin( or an early access/preview build) that will be available later this month for other Engine Versions, like the one available for UEFN?
@nuggerАй бұрын
Weren't lighta already dynamic and cast shadows? Or is it now you can have a lot of them?
@ExposeStudioIDАй бұрын
I wish Twinmotion can implement this Mega Lights better and faster. Even the Lumen implementation was ... still ... well ... not yet as expected.
@DFDark2Ай бұрын
Megalights look truly impressive I have to say.
@rickkillinger418Ай бұрын
New to unreal/ game development. Just wondering if youre halfway through making a game could updating to the latest version have any unforeseen consequences?
@gamefromscratchАй бұрын
Oh yes, 100%, with all game engines.
@jimj2683Ай бұрын
It will take 10 years before consoles will be able to run graphics at this level.
@trashboatex29 күн бұрын
The demo we just saw ran on a ps5 though
@ujugamestudioАй бұрын
Damn, no one can ignore the lighting part OMG
@abuk95Ай бұрын
It is crazy that Unreal Engine is for free when it can do so much and so well
@SixR6sАй бұрын
i wish they would do something about Chaos Destruction :(
@gamer-zu4biАй бұрын
So is megalights an alternative to lumen?
@RADkateАй бұрын
i do wonder how the Shadows in megalights work, i dont think is is don like conventional shadowmapping unlesss they do some insane timeslicing based on visibility and updates in the light area(thopugh looking at tit again they do graduality fade in still not sure), so i guess its some sort of raytracing via lumen, very impressive
@KomodoBitGamesАй бұрын
It works with any GI, basically they combine all the lights in the scene into one and just do a single render pass instead of rendering each light as their own.
@RADkateАй бұрын
@@KomodoBitGames thats deferred lighting, has nothing todo with shadows,i dont see how you could render thousands of shadows in one pass
@kamberhasan4245Ай бұрын
Megalights and Ninite are just preparing the ground for more dynamic environments. The baked lights are highly optimized, but they are not suitable if you want destructible environments, for example. This is just the first step toward the future - today, it seems expensive and not really necessary, but in the not-so-distant future, it will be game-changing. Something needs to drive the progress.
@trashboatex29 күн бұрын
I agree this stuff will definitely get better overtime it's wild that UE5 has only been out for 2 years it seems to keep delivering in terms of experimental technologies. I think now that every major studio is switching to it this is gonna give epic games a chance to finally start optimizing it and making it more stable.
@igorthelightАй бұрын
The catch with Nanite that is uses quite a lot of CPU power. So what is the catch with Megalight? ;-)
@trashboatex29 күн бұрын
Burns your entire pc, jkjk idk I saw someone run it on a 4060 and 3060
@heyheyhophopАй бұрын
Megalights... Next: megatextures!! Wait.. ;D
@GothicpolarАй бұрын
Imagine a Neon City with mega lights.. oh my..
@apoclypseАй бұрын
Cyberpunk 2078?
@GothicpolarАй бұрын
@@apoclypse possibly yeah since the sequel is using UE5
@DerjynАй бұрын
Two days ago, cloned and compiled NVIDIA's UE branch to utilize their direct lighting and other goodies for a project... Totally forgot about Megalights in 5.5 🙄 Also wasn't expecting the preview to drop so soon! Heck to the yeah.
@vulcan4dАй бұрын
When Unreal 6 comes out we will finally get good Unreal 5 games.
@Billy-bc8pkАй бұрын
That seems to be the case with most iterations these days. It's funny seeing people go, "but UE5!" whenever people talk about next-gen gaming, and we're still waiting on a good UE5 game that doesn't have multi-threaded hitching and major performance issues.
@Vitis-n2vАй бұрын
True. These visual demos have basically only input handling and player collision against the world and the rest is all gpu rendering so they run smooth because there's no game logic
@leeoiou7295Ай бұрын
@@Billy-bc8pk Black myth? it was made with ue5
@Billy-bc8pkАй бұрын
@@leeoiou7295 I haven't kept up with that game's performance scaling. But I'll take your word for it that they managed to get it running smooth; but I also wouldn't be surprised that if I search up launch day benchmarks to find that it still suffered from hitching and was only fixed with a post-launch point patch (or two).
@trashboatex29 күн бұрын
Most major UE5 titles haven't came out yet. It's been 2 years since ue5 came out let's relax a bit and give it time. We have a couple of UE5 games released already and they're pretty good. 1. Black Myth Wukong (RPG game) 2. The Finals (FPS Game) 3. Dragon Ball Sparking Zero (Fighter) 4. Fragpunk (FPS Hero Shooter) 5. Palworld (Survival) We're gonna see a lot more studios and individuals switching to UE5 it's important not to hype this up as UE being the second coming of Jesus, but as just another tool and a good one at that. There will still be games that use proprietary engines or Unity and Godot they are great engines as well.
@RodrigoFariasRezinoАй бұрын
is it youtube or the FPS is struggling for the lights?
@eduanca8151Ай бұрын
Unreal is just insane! what a beautifull light!
@malserAIАй бұрын
Am so glad that i moved from fkn Unity to Unreal.... And also i have much more fun to creating a game with Unreal Engine... 🎉
@MrXlee1967Ай бұрын
Can someone explain how this changes from using normal lights? I don't get it, you would have to set a light source in a room or world anyway, no? is this faster and easier to use? Faster as in Its less work for the engine? thanks
@ulrich-tonmoyАй бұрын
Since Unreal engine is already 100+ gb adding few gbs of blender features wont make much difference in size but will definitely make a huge difference in workflow And nowadays these hyper rounded corner makes it hard to design ui like in my phone i was playing games and in top corner 1/3 of the icon was cutoff
@bes12000Ай бұрын
I hope this demo will be available to play around with.
@trashboatex29 күн бұрын
Most likely
@matthiaskolley1048Ай бұрын
So I finally don't need to use blender to create my animations from scratch?
@gamefromscratchАй бұрын
I don't think it's quite there yet, but that's clearly the goal.
@DonaldJPump24Ай бұрын
OLEDS are going to be sooo much more important now.
@TheFunDimensionАй бұрын
Cool and and all, but all I’m saying is for this lighting system can be use in VR with no problems.
@Atlantica-WorldsАй бұрын
Megalights are going to be useful for creating cities.
@XD-iy4hhАй бұрын
I hope it's not just a really undsampled effect with taa
@ExzeriosАй бұрын
Megalights are just nuts. Nanite was quite cool, but its underlying idea wasn't something special. Lumen was cool, but then again it wasn't something completely new. But this is, oof. Were there any tech talks already about how they achieved it?
@KomodoBitGamesАй бұрын
Someone said it’s stochastic lighting and a variant of a nvidia tech demo a while back. Basically they render all the individual lights as one big light.
@pixelasmАй бұрын
#megalights for sure look like the next big thing after #nanite I am truly stoked for this update.
@adamsmith1300Ай бұрын
Megaligthts - wow, I have goosebumps).
@cindyzxecАй бұрын
I am working on my game and still at 5.3 , I tried to covert it to 5.4 but ran into issues so I am staying with 5.3 for this game. Game is quite big to try and debug all the issues with 5.4. I really like the animation side. 5.3 had the bone editor which make me able to animate stuff without having to go to Blender. I was looking forward to 5.4 auto IK rigg and am excited to see it improve in 5.5! That lighting look impressive but it only says it running o PS5 not sure how that translate to PC since I had issues with shadows. Too much shadows and lose so much FPS. I hope this mean it 5.5 fixes that, that i can have many shadows without too much lost of FPS. Anyway I prob really work on 5.5 when I am done with my current game which is still on 5.3 but it almost done.
@gabeo9740Ай бұрын
So mega lights is now on par with Nvidia branch of unreal engine 5.3 and 5.4
@noname2031-w5rАй бұрын
" DO NOT us in production project "...... heheh guess what im going to do :D
@imDanoushАй бұрын
Wow! Just wow! UE is amazing!
@un852Ай бұрын
lol, at least he remembered to wear a clean shirt this year
@nTu4KaАй бұрын
Wow! This looks amazing!
@LithiumLogicaАй бұрын
I'm like Tim in this respect, but worse. At least he can get through it. Good talk, though.
@_casgАй бұрын
Them boys really out there
@havocthehobbitАй бұрын
New cyberpunk games incoming
@Volt-Eye.Ай бұрын
I wonder what GPU they using to showcase that game ?
@gamefromscratchАй бұрын
It was running on a PS5
@TheReferrer72Ай бұрын
Open Source can't light a candle to closed source solutions.
@user-oj6he8hc7rАй бұрын
Wow. This makes me want to jump ship back to UE from the-engine-that-can't-be-named.
@MarekGamer76Ай бұрын
Glad to see some attention for mobile!
@ZurpanikАй бұрын
"Next Generation" has been more than 5 years now!! Come on!! Let's see the games with these improvements and capabilities! I'm tired of crap coming out over and over that does nothing to take advantage of underlying tech like this!