Thank you for trying the demo and for your kind words! I already invested 3 years of my life into this project and I don't plan to stop on this. Fluid Flux 3.0 is coming soon, and you can expect even better performance, more effects, and higher quality! Stay tuned :)
@farloux23 күн бұрын
Jesus dude this plugin is probably the absolute best one available for UE5. I can't believe it. Better than anything Epic can do probably. I wouldn't be surprised if they copied it and ran you out of business. They probably wouldn't be nice enough to buy it off you.
@thundergroup23 күн бұрын
im excited! awesome work!!
@201crunt623 күн бұрын
Minecraft 2.0 please
@ujugamestudio23 күн бұрын
Man, 3 years 😱 You've specialized this area ❤❤❤
@jeremiahshields782723 күн бұрын
Awesome work.
@maestro-zq8gu23 күн бұрын
It feels like we've been seeing these amazing demonstrations for years now but still waiting for games to use any of it.
@PMoney-sk7kb23 күн бұрын
I feel like there haven’t been any games that came out on UE5 with all this shit enabled yet, prob waiting for this next gen hardware to come out and then another few years after that to develop the games
@Billy-bc8pk23 күн бұрын
@@PMoney-sk7kb Pretty much. We also saw a ton of unique and awesome features in UE3 and UE4 that were never utilised in games either. Anyone remember The Samaritan demo from way back in the day?
@ImaginaryBlend23 күн бұрын
It was actually used in Senua's Saga: Hellblade II :)
@SkyDawg9123 күн бұрын
Genuinely curious how many people in the world right now would even be able to run it and for it to be stable.
@ImaginaryBlend23 күн бұрын
@@SkyDawg91 My 10 years old notebook (Lenovo Y50 - GTX 960M) says 'at least 25FPS on every map'.
@nuclearmouse635422 күн бұрын
dude imagine flood games now, like a sandbox city where you can survive floods with friends in multiplayer, and imagine like doors breaking and the water seeping in or a tsunami hitting, or an underground facility with leaks or even a ship survival (might be a bit harder but still) the potential is insane
@nuclearmouse635422 күн бұрын
meant underwater facility
@FordHoard22 күн бұрын
Titanic: Honor and Glory was supposed to have this. I think they said it won't have it anymore.
@samuelalvarez_art18 күн бұрын
Exactly, there must be a catch. Something that isn't being said. ATM is talked about like a dream scenario, yet it must clearly not be.
@chagaze719913 күн бұрын
but it is a simulation, so I think it s not replicated and is processed on each client separatly, meaning each client wont see exactly the same thing. It could impact any multiplayer experience if the gameplay is based on the simulation.
@StaYUTI4209 күн бұрын
You have a good idea here, how do we microtransaction every part of the gameplay, is the only thing you left out. Otherwise the shareholders are onboard!
@KCM25NJL23 күн бұрын
I can't even begin to imagine the complexity of VRAM management for something like this. $350 isn't a steal...... that's literally giving it away.
@BenjaminDelmas-v1o23 күн бұрын
ya it's huge for a person but it's nothing for a studio.
@o_o903920 күн бұрын
@@BenjaminDelmas-v1o yeah Nvidia has realtime water simulation much better than this and I'm pretty sure it's open source (literally free) but that's also a massive company
@CallumCarmicheal19 күн бұрын
@@o_o9039 Yes but you will need to integrated it with the graphics yourself if you want something that looks nice.
@OreoRobDog14 күн бұрын
speak for yourself. its a steal its not giving it away. its 350$
@TheImbeseal7 күн бұрын
@@OreoRobDog brother if you pay a company to build a system like this it would cost and infinite amount more, I get that its a lot for a person but he could charge 10k and companies would love that price still
@CallardAndBowser23 күн бұрын
People who Surf are going to want a Surf Simulator Game made out of this ! Build a replica of Honolulu, the beach and Ocean and have multiplayer Surfing !!
@dainjah21 күн бұрын
in VR ! :)
@Casey_N714 күн бұрын
Only the current problem with VR is smoothly handling fidelity vs physics. VR at its current capabilities is throttled by high demand visual development engines. The tech isn't there yet.
@Kholaslittlespot111 күн бұрын
@@Casey_N7hmm I'm not so sure. Feels like we're breaking away from that. With modern GPUs basically anything is playable in VR at 90hz+
@VALLANCEGAMING23 күн бұрын
Very cool, now we just need those rocks to become darker where water has touched it
@dakaodo23 күн бұрын
That's just a texture thing. Games and demos have done mud/blood/wet textures and decals for a long time now.
@VALLANCEGAMING23 күн бұрын
@@dakaodo Oh yea I am aware of that, I just mean this particular demo needs to implement it
@dakaodo23 күн бұрын
@@VALLANCEGAMING Gotcha. I don't mind giving a specific tech demo a pass. :D For instance, my personal "I wish they had X" moment was watching the stock model android avatar doing its momentumless running and jumping. That actually prompted me to search for any UE5 demos of modules or whatever where people have done work on a player character's physics interactions with its environment and movements. Like sinking and bending the knees, chest and head dipping and leaning forward after landing a jump, or the little weight shifts to start or stop running. Bouncing and catching itself with its hands against nearby rocks, the boat, etc. I found hit momentum demos, but nothing else. Maybe I'm just missing the right keywords to search. :P
@VALLANCEGAMING22 күн бұрын
@dakaodo Those exist, that's how games have better player controllers than the standard UE5 tech demo, the foundation was expanded upon. This tech demo of water physics is indeed a tech demo that shows a wide variety of properties and the purchasable version will have further accessibility I'm sure, it might also be expanded upon to include more features, an oversight would be the example I mentioned.
@privatebryan19246 күн бұрын
Do you guys think that realism is a good thing for gaming? I have my own reservations, I mean playing Elden Ring with real physics might be either really good, or really bad because it's no different from reality. Isn't a game meant to be a distraction from reality?
@perfectionbox23 күн бұрын
The waves don't actually crest, which means the water is a heightmap texture and probably computed by a vertex/tesselation shader. The local momenta are probably also stored in a vector map texture to easily update the whitecap material. Quite clever, and of course will run very fast. But the main problem is that it's what they call an "expensive material", the kind of thing you can't have if you want to have 60 fps with all the other stuff a game needs to do.
@chrismathewsjr22 күн бұрын
we'll see. i foresee even more bugs and microstutters in our future
@MadsterV21 күн бұрын
you mean the realtime fluid simulation of a whole beach could impact performance? who would have thought!
21 күн бұрын
Looks ugly off the bat too sadly.
@perfectionbox21 күн бұрын
I find it okay, but waterfalls could use tweaking. It looks like the heightfield in that part has a large vertical vertex delta, the momenta get huge, and the whitecap texture gets really stretched. The heightfield simply can't support a true vertical slope, let alone break up into independent pieces of falling water, and you'd need more texture resolution vertically to support slower momenta at the top.
@deloford17 күн бұрын
It runs at over 250fps at 7680x2160 on my PC so I suspect you could quite easily fit some other game stuff in there!
@nottoogoo22 күн бұрын
Physics that are interactive are game-changing in my opinion. It's the one aspect in games that is missing. It takes a static world into a simulation. Destructable environments, weight, lighting.
@CC-qx7hk23 күн бұрын
Finally. I've been saying we got the graphics and lighting down good enough now a days. They need to start working on particle fx, fluids, faces, and material deformation in way that can be used in gameplay or just in the world in general. We are damn close to nailing the uncanny out of faces too *Changes the water to pee color* "Wow...that is- that is really pretty." No but fr looked gemlike especially the bright blue was super pretty. One thing I noticed tho is it seems like currents don't affect the character.
@beastmasterbg23 күн бұрын
to bad if they make games the optimization will awful
@SIINAPB23 күн бұрын
@@beastmasterbg optimization is coming, with advancing hardware and software optimizations but first they are pushing and innovating tech in many different fields.
@askeladden45023 күн бұрын
Imagine thinking rendering fidelity is what makes a game good. Seems like 90% of the AAA industry is focused on just the visuals because is what they can show in trailers. And then the gameplay is the same as games from 2000s. Time to forget about this gimmicky stuff and focus on improving AI behavior, animation fidelity, good gameplay loops, good art direction etc. No one should care about real time water simulation. Only 1 in a million game thats about kayaks or something will benefit from such stuff. All other games can just model them using baking/animations, like in RDR2 etc.
@electricdazz22 күн бұрын
Apparently Valve is working on those things with HL3/HLX
@Fellow_Traveller198523 күн бұрын
I was hoping for a mega tsunami simulation.
@GiftFromGod22 күн бұрын
I kinda expected a 2012 or Interstellar type of scene too
@GardenGuy194222 күн бұрын
MAGA?? REALLY? Politics have nothing to do with this.
@MrMontanaNights19 күн бұрын
@@GardenGuy1942 Lol. He said MEGA, not MAGA. As in, a "giant" tsunami.
@ptwon713617 күн бұрын
@@GardenGuy1942 facts
@GardenGuy194217 күн бұрын
@@MrMontanaNights ok I see now. I’m still voting for Donald Trump.
@mrburns36620 күн бұрын
The part of the demo where you're behind a glass dome is SUPER COOL. Imagine a game scene in a glass tunnel that gets broken by a creature and water comes rushing in.. like that scene in Jaws 3
@GraveUypo18 күн бұрын
not possible with this since you can't have water over water with it.
@OreoRobDog14 күн бұрын
@@GraveUypo i dont think you realise what he means
@Omili23 күн бұрын
We are SO close getting performance friendly full scale real time physics simulation that collide with everything from small details and items up to large structures and so on. When that happens, it's new and truly life changing peak in digital world. Think about booting Skyrim and watching grass, flowers and trees sway in wind while dragon flies above you and stays in air because it's wings generate uplift in real simulated air/wind etc. As you walk down the road, all your items that are shown on your character are actual physical items that you can pick up, use and put back while interacting with your player model, backpack, clothes, cape and weapons. Your characters hair is rendered real time with actual physics and collide realistically with all equipment on your character while also swaying in the wind and changing depending to the random simulation of wind direction and speed. When you reach river and waterfalls you will hear it far before even being close and once there you see animals drinking from it, moving bit close animals notice you and react realistically by not instantly running random direction because they have full blown AI controlling the actions and decisions. Bandit attacks you from behind but you manage to deflect the strike with your sword and feel the heavy collision of 2 swords like in real life. But that didn't feel realistic enough so you close the game and start it again while wearing your VR headset, and continue the journey fully emerged into the world. Funny things is... almost all that... is kinda possible already... We have all that without the physical real time simulations but looking at this video and how well the water simulation works. I think we are damn close reaching the point where everything I said above is possible for everybody with average or better computer. And when that happens, we have reached actual simulated world and next all we can do is figuring way to go in that world like one would boot a computer and have couple hours gaming session with friends. Well that is far away but fun thought.
@Psychonaut-im3zz22 күн бұрын
I agree this is one of the most impressive things ever. Most realistic water simulation. Never thought this would be possible, but there it is. Look how realistically the foam dissapates on the rocks 12:00
@Stonehawk22 күн бұрын
I think once it calculates what the sustained flow characteristics of the geometry at a spot are, it doesn't need to *continue* calculating it. It can continue using the same calculation, and these characteristics can be somewhat pre-calculated to create a baseline state that can be modified at-need by interfering factors as they occur. As states stabilize, they can be 'parbaked'.
@coldreaderNETNEWS18 күн бұрын
wrong.
@Stonehawk18 күн бұрын
@@coldreaderNETNEWS if that's not what they're doing, they really should, because having to recalculate the same shit to the same basic result barring some light surface-level variations that can be cheaply replicated on the fly is stupidly inefficient.
@Mark_badas11 күн бұрын
@@Stonehawk What if the environment changes. Like someone walks through it, or a giant boulder falls in? It needs to be updated continuously.
@Stonehawk10 күн бұрын
@@Mark_badas then only the localized exception needs to be recalculated in that moment and not the whole thing.
@2020Tech4U23 күн бұрын
Unreal keeps proving its name. Awesome, the water was creeping inbetween the rock crevices. Physics going on....Cannot believe it was not rendered.
@Jaap-Relou17 күн бұрын
Yes, and no. Unreal has had bigger problems like multi-threaded performance and shader compilation stutters for years now, which are arguably way more important to fix than adding stuff like this because those are fundamental problems every Unreal game experiences. And yet, they prioritize stuff like this. It feels strange.
@2020Tech4U15 күн бұрын
@@Jaap-Relou Your right, I always run into some issue that I have to find a work around for, but eventually things get a fix, by adding more things people can find the 1 that works for their game/cinematic. But your right.
@edwardevans149811 күн бұрын
@@Jaap-Relou Who the fuck is THEY!?
@Jaap-Relou11 күн бұрын
@@edwardevans1498 Don't know why your swearing, but ok. Love is the answer brother, not hate 😅 I know now that this is another developer developing this tech for UE engine. With They I refer to the unreal team. I feel they keep prioritising new features over fundamental problems which the engine clearly has.
@kylek2923 күн бұрын
It usually takes a couple years for that research development to make their way into games at playable framerates. I think we'll see some pretty cool stuff over the next few years with how much of the ML physics / light simulation / other enhancements has been getting research funding.
@SedrikGSX21 күн бұрын
350€ for this is ridiculous. THere are models that cost hunderds or thousands, and they're just a 3D model. If you implement this in your game, it changes it completely, introducing possible new mechanics and gameplay just from this system. This is NUTS
@privatebryan19246 күн бұрын
Wait what? Dude could become a millionaire with this only lol
@sikliztailbunch23 күн бұрын
15:31 the depth doesn´t cost any performance, because there is only a waterlevel grid being deformed. There are probably some helping particles or voxelfields involved but never even does this high performant sim, fll up the scene to the bottom with particles. Maybe there are some very low resolution voxels involved but even that might be limited to some area around the waterlevel in order to transfer velocities from subsystem to subsystem. The fact that textures still move, when the sim is paused, reinforces my assumption: My highly educated guess: It uses Houdini´s heighfields or a system, that works very similarly. It does't really "care" about how deep the water underneath is - performancewise, because only the surface moves, hence, needs simulation info to deform correctly. It is all clever displacement. Down in the depths there is literally nothing going on so there is most likely also no calculation going on. Or maybe a voxel tesselation of a 10 by 10 by 10 meters per voxel or even lower for general current at that depth level. It at all. You can easily use a single vector down there that uses a small area around the player to determine current direction, so a player can get sucked down, pushed up and so on. The depth is ultimately just a simple float value involved in the calculation deformation solver. That's why the wavegenerator demo works. But not because real particles are being pushed and meshed. That still takes ages at that scale. Even on a 4090. I don´t want to downplay this. It´s amazing and extremely sophisticated in terms of optimization. But there are some limitations. It cannot create separated entities like a cluster of particles that can splash off. It cannot produce waves that bend over and collapse like for a surfing game. And will not be able to fill up a container and walk around with it and spill puddles with it. But I guess, it will not take that long until we can. This is already a giant leap into the right direction.
@realhet23 күн бұрын
It's funny how people can be amazed of things that doesn't require actual power from the GPU. It's 4 cylindrical columns shaded in a dense fog. The GPU sleeps on it, 250m or 8192m, doesn't matter. :D And the problem with new games that they are not want to employ artists and programmers who are optimizing clever tricks that puts a realistic and optimal illusion in front of the player, they just want to brute-force all by the engine. These games lack the human touch, the creativity. They want to outsource LOD-s to AI, they want to outsource map generation to Finite Element Method. And they surprised that people like the games in the past better.
@sikliztailbunch22 күн бұрын
@@realhet You are right. Now every game that uses this add-on will have the exact same water physics. Different games will feel like different skins of the same game
@MyEarsHurts13 күн бұрын
The reason it is so preformant is because it uses something called a "shallow water simulation" not an actual water simulation
@The.Pickle23 күн бұрын
You know what we were all waiting to see...a humongous tsunami.
@fooboomoo23 күн бұрын
damn, i want to jump down a waterfall in vr now
@thecouchyeti23 күн бұрын
Aside from your camera placement, this was an amazing Demo.
@XeonPrototype22 күн бұрын
I want to see this in a rain demo, in the dark driving down the highway, wipers on, i'd be absolutely mind boggling
@sikliztailbunch23 күн бұрын
To be honest, you shpwing us new tech and being amazed about it was the original reason why I started watching your channel. I really love Harsh Doorstop but it´s good to know you are still doing these too :-) Although fluid flux has been around for quite some time now. Obviously no devs are using it in games so far. It is too exepnsive as an addon to just play around with it for fun
@isayawhaat16345 күн бұрын
I wanted to see you throw oil in the water and then have all the oil flatten out the water that would be awesome
@sleeksky374022 күн бұрын
Rockstar did such a good job replicating this with there engine, literally any rapids you find in game look almost exactly like this
@BlairSantos22 күн бұрын
in my opinion the speed of the water should affect the force in which it pushes the player and objects, that water was going way too quick for that player to be swimming as calmly... nevertheless, it's all still quite amazing
@captain510417 күн бұрын
I want to see how it handles a sinking vessel....like a proper ocean liner....not a rowboat
@lacm814 күн бұрын
Titanic the video game TM?? 🤔
@Hipporider23 күн бұрын
I've still not seen a decent accurate physics based scuba diving simulation game, with Boyle's Law, Henry's Law in it, Nitrogen Narcosis, Decompression Sickness, and more. This physics model would certainly be a good basis to start from.
@Xenomystus20 күн бұрын
Catastrophe SImulator (A game where you have to build barriers etc. or escape (mayb in coop mode) to save before the river overflows/the tsunami gets you/the tornado/the lava destroys your house) would be cool...
@cybercat881923 күн бұрын
imagine seeing this in Operation: Harsh Doorstop like for water pipes under the ground being able to get damaged and maybe food a whole town preventing tanks and other vehicles from entering the city also forcing people out from buildings and maybe even be able to kill the electricity in the town, and even cooler would be if maybe we could have physics based materials like dirt that turns in to mud if to much water gets mixed. would be really cool to see, this physics by it self is really awesome.
@deloford17 күн бұрын
Just tried the demo and wanted to say it runs at between 200 and 320 fps on my 4090 at a resolution of 7,680 x 2160 (dual 4k 55" OLEDs). Never seen anything close to this before.
@bluntonaut22 күн бұрын
Incredible! It would be even more insane if you could shoot holes into the glass tunnel and the water would spill in and fill it up
@600k4l8 күн бұрын
Considering the state of current game development and Rockstars game's budget. I have extremely high expectations for the release of grand theft auto 6. Although I have my doubts, Rockstar can pull it off. However, even if they would, then the community still wouldn't be satisfied.
@paddleman31319 күн бұрын
I can already tell it heavily uses a surface mesh for rendering and simulating. If you watch the waves here 10:00 you'll notice that there is no overhang, just really steep slopes. clever shaders is what really sells it.
@Daniel-n7b7d11 күн бұрын
Fuck me, this blown my mind mate!!! I've got over 27 years IT experience and work as an IT Consultant in the UK and I love playing games. Never got into programming or game design so my mind now says "The Computer Says NO" error because I cant compute how this is done. Its just incredible!!!! I've looked at some new games coming out and they look real and I might even say some look better than real if that makes sense. I remember the days of playing games that was 4/8/16/32 colours only and now this in a span of 30 years, just incredible... Nice video mate!!! ❤❤❤❤ Wow, so when you then started swimming I lost it, so normally games are written by code I believe and its sort of set in stone. You can walk, run, swim, fly in certain places and that's it. Its not really fluid, its whatever was programmed and then the code needs to be changed if something is required to be changed but this seems to be a code that is "ALIVE" and changes based on what is happening on screen. So this is the opposite of programming as before because you experience what was programmed and see that on the screen, now what you see on screen and experience is writing or updating the code, hence the environment changed (flooded) making it swimmable. This is insane!!! Our lives will never be the same since AI came to play,. I've just installed the first AI system in the world for the Courts and Tribunal in Scotland (So the first Court and Tribunal in the world to use this 😁😁😁, so we will be a template for others to come) system to transcribe/translate court cases where in the past it took 5 humans a week to do one days video recording and cost thousands of Pounds to now on-prem AI with on-prem LLM's (due to security concerns) doing it in 106 seconds with a 96& accuracy (the 5 humans was around 92%. Saving the Courts millions a year... So yes, AI scares the shit out of me but I can also see the benefits and if it means in the end we will be wiped out by it then so be it. Reckon it will be the best thing for other life forms on this planet and maybe that is what is mean to to happen. I want to see how far we can push it and if it means we get games like this, I'm all for it! BTW, the water effects everything except yourself, | would have expected it to push you...
@artfx93 күн бұрын
I can't believe it automatically comes with plastic trash in the water! So realistic! 😮😮😮
@leminsc83 күн бұрын
just for the demo. but yes... now e canm simulate climachange in unrel in future...
@alexbedwell52277 күн бұрын
Wow, imagine a Battlefield level, for example, where a dam explodes at the start of the round, and the complex you fight in slowly gets flooded Infantry zones get moved steadily upwards and new areas can be reached by swimming. Boats can maneouver through buildings as they fill up, and by the end of the level everyone is forced onto rooftops.
@bobhawkey378310 күн бұрын
Astonishing. Dev needs a ton of recognition for all the hard work I know this required.
@Harddiskfail23 күн бұрын
This video has more slow motion actions then the 300 movies. But a great video non the less.
@Hamilton_Gilpin10 күн бұрын
A tsunami survival game would be dope with this
@dahah768323 күн бұрын
I think this is just an animation, when the water flows from above it is something that is already animated but then they add physics to the objects “carried by the water current, they also add water wave animation when our feet touch the water, the way to prove that water is physics is to make some kind of barrier in the river so that it makes the water flow in different places
@nuztuz90323 күн бұрын
yeah it does look pretty baked. I would like to see it in a non prepped environment and see how it does
@StalwartTirith22 күн бұрын
7:08 If you want to showcase sounds you should probably stop talking constantly. Your audio is so loud that it completely covers up all those amazing sounds you were hyping up, so I couldn't hear a single thing
@R1PPA-C5 күн бұрын
I do a lot of intense and very accurate fluid sims.. And yes you're right some can take a week to calculate even before rendering but that's down to accuracy, voxel count and scale, and secondary particles like foam, splash and mist, and the file sizes that go with all this data ... This Unreal sim is great, but it's not doing anything special really, that's why it's also resource friendly. I just hope that more games incorporate more sims and extra mechanics to calculate in their games so they start utilising more cores. Unless of course this software is using the GPU instead like Liquigen and Embergen does. At the minute anything over 4 cores / 8 threads is more or less wasted on games is it not?..
@HawksNestYT7 күн бұрын
Would be cool to make some accurate water sim puzzle games with this!
@sonatine326623 күн бұрын
And now think about upcoming games like Cyberpunk 2 Orion, Witcher 4 (+ the whole new trilogy) and all these games being developed in UE5. I hope so much that Bethesda will drop the CA and go for UE5 for TES6.
@TheDman13123 күн бұрын
13:43 you can see that this also makes parts of the environment wet you can see the sand is wet from the water! Though my only question is can it make characters show signs of being wet its hard to tell if the robot is wet because of how shiny and white it is!
@CynHicks15 күн бұрын
That would be dependent upon the material physics. Not the liquid physics itself.
@jkasar10 күн бұрын
It's so awesome how altering and combining some code just the right way results such a massive increase in computational efficiency.
@milkdawgmcgee74982 күн бұрын
As sick as this is, YOU made this video exciting the whole way through. Your enthusiasm and the way that you speak seriously makes you THE GUY to talk about this kind of stuff. Never seen you before, but I'll keep an eye on what you're posting! Also, your beard is literally perfect. I've been trying to get the angles on mine right for like 6 months, and I think I'm gonna steal your style lol
@0IHasanI023 күн бұрын
Very awesome stuff! But towards the end of the video you can see the texture of water droplets where it is submerged. I dont think it is that far optimized unless there was water inside the Tunnel
@briananderson124622 күн бұрын
Dictionary Definitions from Oxford Languages · Adjective ( ☆ 1. ~ Able to burn or corrode organic tissue by chemical action. "a caustic cleaner" Similar: corrosive, corroding, mordant, acid, alkaline, burning, stinging, acrid, harsh, destructive ( ☆ 2. ~ Sarcastic in a scathing and bitter way. "the players were making caustic comments about the refereeing" Similar: sarcastic,cutting, biting, mordant, stinging, sharp, bitter, scathing, derisive, sardonic, ironic, scornful, trenchant, acerbic, vitriolic, tart, acid pungent, acrimonious,astringent, rapierlike, razor-edged, critical, polemic,, virulent, venomous, waspish, sarky, mordacious, acidulous Opposite: Kind Noun 1. A caustic substance. ☆☆☆2. Physics : A caustic surface or curve. ☆☆☆ ⬅️ 👀 😬👍 🫡
@TankUni7 күн бұрын
Running the world map is the first time I've seen convincing rolling surf on a beach in a game environment. Every other engine typically has waves clip through the sand, rather than run up and down the beach. And it runs on my crappy old Nvidia GTX1060 in 1080p at +50fps. Amazing.
@arthurdsjrjbr12 күн бұрын
Love to see you coming back to tech demos and game simulations!
@SpankeyMcCheeks10 күн бұрын
Looks fantastic, and being so computationally cheap is very impressive. The biggest thing missing from making this look properly GOOD is more splashing and particle effects around where the water hits the rocks and having some dynamic mist appear around the larger water falls. THEN we're talking some serious shit. Right now it looks almost a bit too viscous since it doesn't cause much slashing.
@Crux_Riajuu23 күн бұрын
I just came here cause I wanted to hear you say “water” over and over again. Don’t turn it into a drinking game guys - you’ll die. Also make more Johari and collab again with Andromida.
@Agret23 күн бұрын
take a shot every time he says "crazy" or "insane"
@Nasrul26023 күн бұрын
If one person was able to simulate an entire ocean in Unreal Engine, I can only imagine what this tech would look like if it was made with a thousand people! Absolutely excited to see the future of gaming !
@seanc675423 күн бұрын
I mean yes it's very cool but You said "it's running in a game".. no it's not.. it's running in the engine with no NPC ai going or environment simulation or weather simulation or animal simulation there's no complex building structures stuff like that so yeah I'm not surprised it runs really well.. put that water simulation in RDR2 on a large scale and let's see how it works
@joeshill366722 күн бұрын
The only thing I liked was the physics and water effects. This is Assassin Origin, Assassin Odyssey.
@TheGoobMeista22 күн бұрын
I've been seeing these fascinating Tech Demo's for like 5 years now and i still have yet to see any of the tech used in a game. (Although imagine Sea of Thieves with this tech)
@scott-richardson14 күн бұрын
I'd love to see if you could apply a wind source and have the wind direction affect how the waves and ocean looks. Classically, wind blowing from the land towards the ocean will make for the best water conditions, and smooth out the turbulence of the water while maintaining the waves - most likely to create 'barrels'. Meanwhile wind coming from the ocean towards the land makes for choppy and messy waves.
@kurisu788523 күн бұрын
I would love to see this stuff in games. If hurricane type weather is indeed in GTA6 like rumored this would be awesome to see for flooding.
@onlyarandomusername20 күн бұрын
15:00 my thalassophobia kicks in
@colintibor23 күн бұрын
As impressive as this is unfortunately it’s not FULLY simulated. It takes a lot of planning to make the water go down waterfalls and fill up pools etc. like you can’t just make a map and have the water simulation automatically work. But that would still work in a game like subnautica and I honestly hope they do this.
@briananderson124622 күн бұрын
8:22
@colintibor22 күн бұрын
@@briananderson1246like I said LOTS of planning. That map is just really well made.
@FurlongStrongPersonal21 күн бұрын
I don’t understand what makes you say that it isn’t fully simulated? Everything I’ve found online about it, says it is tricky to get it perfect but it IS fully simulated, can’t do caves yet , but bridges work fine “ for the algorithm” based on 2d fluid physics somehow. Not bing argumentative, just trying to understand.
@Pilot--6 күн бұрын
"Listen to the sounds!" Continues incessant rambling over the sounds.
@ryankoch50415 күн бұрын
Damn, the water physics are huge to me - I'm imagining battlefield maps where a Dam explodes and changes the game (or other structures affecting the map), a castlebuilder or like a Valheim where you can use the water to change the map. Survival games as well, terraforming games, etc. This has massive potential.
@greenhacker0com21 күн бұрын
The closer simulation becomes to reality, the closer i wonder if reality is a simulation.
@natedisrud19 күн бұрын
I was thinking this the whole video lol
@tr1pmine6 күн бұрын
you are not the thinker lil bro 😭 🙏🏻
@Suzuki_Hiakura13 күн бұрын
the coolest thing about that water, at least for me, is how areas that would have less flow, have less flow. Around the edge off the beaten path at 1:13 the water slows as the course of flow changes and the area behind the fall in 1:19 is near completely stagnant as the water cannot flow away from there, but has been filled. Its amazing. Still not sure how I would use any of this stuff, or for what reason lol. Would be nice to go back to game dev, but I tend to enjoy making text based or 2d games (like classic GBA Zelda lol)
@Libertas_P7717 күн бұрын
That fluid dynamics demo is a glimpse into the future of VR and gaming in around 5-10yrs time. Love it.
@neoqueto5 күн бұрын
This is one of the most impressive things I have ever seen. And Bluedrake makes an amazing job showcasing and explaining it.
@Vartazian3602 күн бұрын
Amazing. But yet UE5 still cant run a game without stuttering
@alanfi76465 күн бұрын
Volumetric water is one of those effects I've waited ages for. Simply amazing, my mind is actually blown right now.
@scorpius66699922 күн бұрын
Umm, this isn't simulation in a classical sense, I mean, it's not "deep ocean water" (pretty cool post-processing though) and I don't think this will fill caves the way you described, but it looks cool regardless. I saw the first version of this I think a year or so ago, I do remember that first map you showed. It's cool the whole thing is being developed over time.
@EviLLivEClan7 күн бұрын
The boat takes like no collision when the water runs into it. It just starts to float instead of being pushed too.
@romulusxyz672220 күн бұрын
BeesWithGuns. Miss you dude. Thrilled to see you thriving!
@m_tth_w964710 күн бұрын
Bru whenever I say damn it's js gets even better wtff
@NollieFlipX21 күн бұрын
Man I'm speechless, this is completely mind blowing! And you can see how close this tech is from even simulating full barrel wave. I think people don't realize how absurdly difficult is to pull what this dude just did! This programmer deserves some kind of prize, I would risk saying he deserves a tech nobel. It is that insane! I wonder how far will this go, specially for multi density fluids
@austinbergeron71502 күн бұрын
Imagine the survival games we are going to have, for example an island survival game would be absolutely beautiful with this, could have things wash up on shore with waves, giant storms, difference in high and low tide, fishing, diving and having current affect your speed in the water. Maybe rain causing floods and pools of fresh water. Games are going to get absolutely insane in the next 10 years and I'm all here for it
@TruthIsKey36922 күн бұрын
About time......... where's all the destruction at?
@chopchopofficiel22 күн бұрын
This tech will make the first surf game
@user-ne9sd4ow1o19 күн бұрын
There was PS2 surf games if i remember correctly
@TropicBlunder14 күн бұрын
I just don't understand how this is possible? The amount of math calculations ever second I would assume be enough to melt down an array of 4090s.Of all the demos I have seen UE5 do, this is by far the most impressive. And it is not even close.
@Samuraiii628 күн бұрын
What? Operation Harshstop is from you? Sick, I bought the supporters Edition. Keep on!
@lamsmiley194423 күн бұрын
I hate that I can’t just enjoy this tech these days. My mind spends the whole time thinking about how it could look so much better. I used to be able to appreciate tech where it was at, now I’m just cynical.
@chrismathewsjr22 күн бұрын
also we don't ever get to see this stuff used in much outside of tech demos. when i do sit down and try out something that has added new features, i find i have a distaste for the regression in microstutters, bugs, lack of depth, etc.
@TooToo24623 күн бұрын
I remember playing AC Origin for the first time, and just marveling at how good the water looks. How murky it is near the banks of the Nile river, and then it slowly gets clearer and more blue as you sail into the sea with more clear scattering of the light on its surface.......To this day, I think the AC games have the best water in games (not including this demon of course)
@Baleur22 күн бұрын
More UE5 tech tests and yet we wont see any games using this for another 10 years, like with Nanite or Lumen. Why? idk why. Ive done UE5 prototypes with Lumen, Nanite and water sim. Idk why actual full games opt out of using these systems. Are they just too buggy at scale or impossible to optimize?
@ArchieDuncan-e3g10 күн бұрын
Imagine if war thunder had this
@MCRaptok23 күн бұрын
I wonder if you could modify this to work as an atmosphere for space games. I also wonder if he’s working on a system for water pressure at depths. If so it wouldn’t be far fetched to see it become more than just a fluid sim but an atmospheric simulation too. Extremely cool stuff, keep up the amazing work 🫡
@livehr413622 күн бұрын
hydrophobia prophecy: "hold my beer son!"
@notthemessiah92438 күн бұрын
The possibilities are endless. You could have a town that is behind a dam and break it if you want and then the things in the town get washed away randomly so when you try to find them they are always in a different place with each play through perhaps even buried
@MaxskiSynths7 күн бұрын
A disaster game where you actually have to escape a non scripted event would be soooo good..
@skorne76824 күн бұрын
Whoever came up with the algorithm and GPU compute code to run this this fast in real time is a genius.
@denischen819612 күн бұрын
Does the fluid simulate less accurately the farther away you are from it, or when you are not looking at it? Can't wait to see the first ever 3D fluid physics puzzle game!
@thegreywanderer84275 күн бұрын
This simulation would be fantastic to have in survival games where people can build dams, dig the ground and alter the rock surfaces too.
@mikedytham999623 күн бұрын
It's amazing to think that we've moved from 8-bit 2d sprites in Space Invaders to this. Makes you wonder where we will be in another 10 years.
@skiptoacceptancemdarlin6 күн бұрын
The water is pushing the turbine without even touching it. TECHNOLOGY!
@arnaudmorel836915 күн бұрын
In slow motion, at the beginning of the video, it was look like 10 yo effect, once you put the video on realtime it seems real, good work !
@stoched23 күн бұрын
Not sure how performant it is in the context of a full game with a lot of other stuff going on at the same time but it would be sick if the new Subnautica had this haha
@alan8325121 күн бұрын
This is really cool. Keen Software is trying to do something similar for Space Engineers 2. Fun times ahead!
@Pandarah17 күн бұрын
Every time I see an update on this simulation, I'm left in awe. I just can't believe that this is real time, yet I'm watching it happen!
@GTChris11 күн бұрын
Can't wait for a developer using this to make a game where you explore the ocean in this engine.
@andresilvasophisma23 күн бұрын
It's impressive but there are some things that look weird. For instance at 4:42 if you look at the outlines of the water against the background (rocks) you can see that the lines themselves are static, it doesn't move like water at all. I hope they improve on this because it has potential but it still looks a bit uncanny valley.