Do I smell the stench of some "Wokeness" at EG in their naming convention?
@AndiDev2 жыл бұрын
The Lumen issue is a migration issues when you go from EA to 5.0 release. Go into post process, search for Gather Quality. That’s falsely set to 0.25. Set it to 1 and the LCD trip is solved.
@saimon19872 жыл бұрын
Exactly this. Lumen is not showing right because Gather Quality is set to its minimum.
@mike-aaa2 жыл бұрын
How did you increase the text size of the interface? Everything is so small for me.
@fleurbird2 жыл бұрын
i'm so hyped! translucency reflections? Sub surface scattering? improved lighting on foil*cough* the two main things that where
@LittleBlue422 жыл бұрын
I have not had any issues myself with lumen in the new preview build. I also noticed that you had some odd shimmering in the trees and such. Is it possible there is an issue with your gpu?
@jmalmsten2 жыл бұрын
Every time I see one of these videos about UE5 my mind starts racing with the stuff I could do. And also seeing the developments that ILM has managed with what I presume is v4(?)... It looks very much awesome and fun. Then I have to stop myself from downloading it and sinking the hours into it that I would need to make a workflow because... really... I want to make 3D world backgrounds for my 2D handdrawn animations... and... well.. I don't need it to be realtime. And I adding another step to my workflow as it is is unecessary if I can already get CyclesX in Blender3D to make good enough photoreal renders already. I mean. I am stoked to see what this engine can do for games and stuff that needs the realtime performance. But I have to remember that I don't need it right now. :P
@felixmikolai73752 жыл бұрын
hi is nanite out for foliage still not right ?! does lumen now work with wind actors? thx
@NuttachaiTipprasert2 жыл бұрын
I'm using UE4 for my work and I really appreciate the cleaner UI layout of UE5. The clustered UI layout has always been a pain point for me using any version of the Unreal engine.
@22kmhigh2 жыл бұрын
As a VR developer, I'm so far underwhelmed by UE5 preview features. I expect some level of nanite support for VR eventually (and maybe some partial Lumen support, one can always dream). LWC coordinates support is a great news, irrespective of anything VR.
@luckieluuke1312 жыл бұрын
Im a noob so I dont undestand how it cannot be supported. Don´t you build your VR game in the same way that you build any game, only that the controls and monitors are different At a high lvl generel point of view, obviously there are small details but they shouldnt matter when it comes to how the game is rendered?
@AnthonyMiele2 жыл бұрын
@@luckieluuke131 I believe its an issue with there technically being two cameras, how the engine would the two seems the problem.
@charlesmetal82242 жыл бұрын
Since several people asking, new engine versions show up at the top and bottom of the available versions list. Also it may take a minute for the launcher to check in and notice there are new preview versions or whatever. My question on the engine though is everything looks great, but Chaos physics seems to be ignored this time. That one is the most useful new feature to me by far since most PhysX features are locked to Nvidia hardware. Also Chaos will be the only available option on full release unless that changes anyway.
@blackheartgaming61212 жыл бұрын
3:26 FIREWORKS!!!!
@etherealregions2 жыл бұрын
did you see preview2 is out?
@Tenchinu2 жыл бұрын
did they remove UE5 from the Epic Store? The tab is not even there anymore. Now, I can only download up to 4.27.2 :(
@brandonfarfan19782 жыл бұрын
That preview has some really nice features in it. Like Nanite. Wow!
@gutterballz21802 жыл бұрын
I'm having a weird issue with lighting, not sure as to what the problem is yet; assets and shadows are pitch black. I also had to rebuild my asset materials
@T0mT4yl0r2 жыл бұрын
It's not an LOD system. It eliminates the use of LOD steps which leads to popup stuff if the get more visible. It's ground braking differently.
@XxxGuitarMadnessxxX2 жыл бұрын
I mean, it's dynamic LODs. Using algorithms and culling techniques to render more polygons closer to the camera and less further from the camera is the definition of what LODs are - just...more dynamic lol
@T0mT4yl0r2 жыл бұрын
@@XxxGuitarMadnessxxX No. LODs are precalculated and in very few steps. Polygon Streaming has nothing to do with it. It's completly different.
@XxxGuitarMadnessxxX2 жыл бұрын
@@T0mT4yl0r I think we may just have a different definition of what the concept is, so I apologize on that lol but what Nanite does is dynamically adjust polygon count of objects based on algorithms and the like, relieving the need to explicitly create static LODs and some mipmapping with normal textures by chunking the polygons into logical triangle clusters. In my definition, that is what I mean by dynamic LODs as it achieves the same core function dynamically versus statically
@T0mT4yl0r2 жыл бұрын
@@XxxGuitarMadnessxxX The technic is completly different. It eliminates LODs. It's a new way to render and you cannot even compare it. It has nothing to do with LODs. Nothing. And no, it's not dynamic LODs, it's vertex streaming. You cannot even compare anything of it, if you look at implementations it's new world we are entering.
@XxxGuitarMadnessxxX2 жыл бұрын
@@T0mT4yl0r Correct, the implementation is different but what it achieves is (as an oversimplification) dynamic LODS. I haven't gone over the entire source for Nanite yet, but it reads in a mesh, stores it's vertex, color, etc information as well as their offsets into aligned structures and then encodes and packs them into efficient internal representations. In another oversimplification, they create and split the mesh by linking these packets of data in a hierarchal list based off of the chunks that were created when loading the mesh and when creating a graph view of the mesh (the graph view includes adjacent and local cluster representations). They normalize these values and create permutations to achieve implicit mipmapping while sorting them and then assign the clusters to what they refer to as "pages", which I assume is very similar to OS page files, except for use in cache lines on the GPU. It then builds the maps needed (vertex, color, material, etc) and writes them out to the GPU to render. If that isn't dynamic LODs, I'm not sure what is lol but yes, you are entirely correct that it is streaming mesh data.
@Royce_Wegner2 жыл бұрын
is this compatible with legacy hardware like gtx 6xx,7xx,8xx,9xx ???
@JauStudioFR2 жыл бұрын
I would be more worried about hard drives if I were you... It doesn't cost more GPU time (in theory), but nanite needs to read blazing fast ! Looks like you have retro-compatibility for PS4 era, but on desktop, I don't know how it will behave.
@Royce_Wegner2 жыл бұрын
@@JauStudioFR solid state and nvme yes. i don't use hard drives much anymore besides a secondary storage.
@odo4322 жыл бұрын
Seems UE5 Preview still has an issue with causing my GPU to run at 100% (causing fans to spin like crazy). Perfectly fine in UE4.x. Disabling Lumen doesn't help. Bit of a shame. Was hoping it would be fixed. Only solution is to manually throttle my GPU which isn't ideal.
@DaDarkDragon2 жыл бұрын
By default unreal editor and games without intervention has an unlocked frame rate which means that it will try and use all avalilble processing power There is a console command "t.maxFPS 60" will lock the frame rate to 60 or whatever number you put in and will use less resources
@odo4322 жыл бұрын
@@DaDarkDragon Yeah, I tried that. Didn't help unfortunately. I had to cap the framerate to around 45fps before my GPU would start dropping below 100%. There's also an issue with using that command line. You have to use it every time you open the editor which can be annoying. It can be manually set in Editor Settings but again, it's a bit annoying having to cap the framerate to such a low number. I'm curious to know why UE5 is such a resource hog even with Lumen/Global Illumination disabled. Particularly when I don't have this issue with UE4.x which can run with uncapped framerate without any issues.
@steveelbows37972 жыл бұрын
I recommend checking out the NiagaraFluids plugin in 5.0 preview. Especially the example at Engine/Plugins/NiagaraFluids Content/Templates/Gas/3D/Systems/Grid3D_Gas_ColoredSmoke
@fleurbird2 жыл бұрын
I will!
@voc0072 жыл бұрын
Linux version for download ? or do we still have to compile it ?
@riedewaanbey6172 жыл бұрын
My experience as a noob with UE5 P1 is not as exciting😌 as I though it would be especially with mobile side lol😀. 1st the retargeting system changed😌. 2nd had to change some settings so it could compile for android😌. 3rd found out that on mobile the sky atmosphere needs a material😌. 4th android projects compiled in P1 is slower than Early Access...😌 And I don't think that will be the end of my problems lol.😌😌😌 Things I like about P1 is the new UI and the fact that it now comes with 2 new levels😁🤗🤩. The "Open World" and the "Empty Open World". That's so super cool cause I like open world games... but yeah, that's just my experience. Hope the final release is much better than P1. For now I think I'll stick to 4.27 and Early Access.😜
@blackheartgaming61212 жыл бұрын
4:14 this part reminds me of the Nintendo 64 game turok when I used to put the cheats in lol
@abdulsadiq88732 жыл бұрын
Is the hardware ray tracing still Nvidia only?
@Stormrage6992 жыл бұрын
No
@tortswaristalker54722 жыл бұрын
does it work with 1050 ti now?
@TheFunDimension2 жыл бұрын
Have they added native multiplayer physics features?
@HeavensDisciplesGames2 жыл бұрын
Unreal!!! We now have Large World Coordinates!!!
@madcatlady2 жыл бұрын
I am looking forward to Nanite foliage being added just so I can listen to you cough the whole review video
@KomunitasBelajarForex2 жыл бұрын
We need nanite for foliage :)
@TheTELproductions2 жыл бұрын
nanite foliage is the future
@nathanmiguel762 жыл бұрын
why it's kinda noise?
@etherealregions2 жыл бұрын
Finally! I guess it's time.to start a new project and take it for a spin.
@ezenki94842 жыл бұрын
is there still no talk about a new programming language?
@perregrinne25002 жыл бұрын
That's probably never going to change, honestly. If you introduce more languages, you split up the community, as not every tutorial is for that specific language, not every forum member can answer questions for that specific language, and the devs have additional languages to support. Two attempts to support C# in UE4 were made, but without a big community around them (plenty of UE4 C# tutorials, experienced C# UE4 devs, and people to continue working on MonoUE and USharp), they both fell by the wayside.
@lpnp94772 жыл бұрын
Verse is a scripting language that wraps c++. I don't know when it's coming, but it's under active development and you can see that there is significant groundwork for it already in 5.1s source code.
@ezenki94842 жыл бұрын
@@lpnp9477 so verse is for real, I thought it was just a fortnite modding thing, seems nice, and I already use godot's gdscript so that would be pretty awesome
@Tycholarfero2 жыл бұрын
They said that there currently is a bug with lumen when the final gather quality is set to .25, as it is in Stack-o-bot, just go to your post process volume and change it to 1 and it'll fix the weird firefly effect
@mrslake70962 жыл бұрын
to my knowledge, Nanite is fundamentally different from LOD, even thought it provides similar functionality
@sammyjenkin2 жыл бұрын
On the *Whole*, this looks good.
@FreakZado2 жыл бұрын
It does not give me the option to download the UE5 preview, wtf lol
@gamefromscratch2 жыл бұрын
You may need to update the Epic Game Launcher, generally when an option doesn't appear that's the issue.
@FreakZado2 жыл бұрын
@@gamefromscratch I figured it out. you just need to hit that little + icon, and then click the little orange dropdown button and choose the UE5 preview.
@Ares93232 жыл бұрын
Finally support for visual studio 2022 without Building from source
@XxxGuitarMadnessxxX2 жыл бұрын
VS 2022 is a pretty dope upgrade (minus having to change how I use vformat_to in places =[ lol ) so this next step is definitely awesome in my opinion *JUST* for the convenience factor
@loli422 жыл бұрын
@@XxxGuitarMadnessxxX why because it's slower and buggier?
@washynator2 жыл бұрын
I couldn't find any mentions about it, could you link to where you found this information please?
@XxxGuitarMadnessxxX2 жыл бұрын
@@loli42 Well, I'm taking OP's post at face value and if they integrated UE5 with VS, then that's awesome lol but if you're referring to my comment on the msvc's format implementation - they slightly changed the implementation so where I *WAS* using "std::basic_format_context" as the context argument for vformat_to, VS2022 doesn't allow that. So now I'm left trying to get my logger back to ~0.68us where due to that change, it's at ~1.42us
@XxxGuitarMadnessxxX2 жыл бұрын
Not the biggest change to my code really, but it does mean I have to rework some code >.> *BUT* i do like the "Hot Reload" aspect of VS2022 - I just think I'll probably be sticking with 2019 for a bit longer
@daonlyowner66312 жыл бұрын
Whats up with the trees? They shimmer weirdly
@the_one_and_carpool2 жыл бұрын
vampires from twilight
@plagiats2 жыл бұрын
You got to check that cough, I heard a good remedy for that is artificial wine corks. Faux liège if you will.
@r2com6412 жыл бұрын
Vaginal discharge is even better for his cough
@pthevenphtevenson91802 жыл бұрын
Underrated comment.
@saul85102 жыл бұрын
3:33 my eyes: that hurts.
@gamefromscratch2 жыл бұрын
Warn you I did. Blind you, I may have.
@nowherebrain2 жыл бұрын
@@gamefromscratch you HAVE to put that in as part of the description.
@IGarrettI2 жыл бұрын
He did warn you
@saul85102 жыл бұрын
@@gamefromscratch yea.
@Theraot2 жыл бұрын
@@gamefromscratch To blindness lumen leads, yes. The shortcut to the dark side it is.
@EnovairStudios2 жыл бұрын
Can wait to try this out!
@jcjensenllc2 жыл бұрын
Lifeless environments - ROCKS.
@zavallibirhayalet2 жыл бұрын
He wasn't joking about "a little messed up" lumen. I didn't have photosensitive epilepsy but I have now. Thanks.
@tarekhasan61472 жыл бұрын
Ahh! I see you found a new weapon aganist your viewers. After bleeding our ears now you want to blind us.
@draido-dev2 жыл бұрын
Huh the really stuff interesting me in this engine is what engine they use, is it Vulcan or what?!?
@GrounddevLF2 жыл бұрын
thanks for the update!
@wildrelicproductions48792 жыл бұрын
Ooh 😲 it looks like it will be getting unreal engine 5 in the next few months like probably around Q2/3
@DavidMaclin3512 жыл бұрын
They have announced Spring release in a live stream a couple of weeks ago :)
@KimForsberg2 жыл бұрын
Good lord, they finally added LWC, let's just see if they've un-bork Landscape handling, or when that will happen. Been working on integrating a massive LIDAR data-set for landscape, and maybe now with UE5 that would be a real possibility to use. What I would love to see is multi-resolution landscapes handled in a better way. Basically lower-resolution tiles mixed in with high-resolution tiles.
@Theraot2 жыл бұрын
Waiting for Unre… No, no, no. Waiting for Godot. Godot 4 Alpha 3 is out.
@DavidMaclin3512 жыл бұрын
Use what is best for you, always! But play with the rest when you can. They are all amazing :)
@MrERJ19922 жыл бұрын
Is there even a reason that you mention Godot at all?
@Asinsful2 жыл бұрын
Waiting for Godot 4 Beta :)
@pthevenphtevenson91802 жыл бұрын
@@MrERJ1992 Godot users are the crossfitters of the game dev world, they need to talk about it constantly.
Is using Unreal engine really making a "gamefromscratch"?
@odo4322 жыл бұрын
Yes, because a game engine isn't a game. It's merely a tool and platform used to create and run your game.
@gamefromscratch2 жыл бұрын
It’s been over a decade and well over 5 years on KZbin… the meaning behind the name GFS has loooooooooong since sailed.
@joeltarnabene50262 жыл бұрын
@@gamefromscratch I understand, it was mostly an amusing observation :)
@yanko6942 жыл бұрын
I went back to early access...
@fakesiyanda2 жыл бұрын
UI looks way better for smaller screens
@woodbyte2 жыл бұрын
F O L I A G E
@TechDunk2 жыл бұрын
Still waiting for official scripting support
@michaelollom99642 жыл бұрын
3:27 Seizure!!!
@hiromichael_ctranddevgames10972 жыл бұрын
Soon !!!1
@robosergTV2 жыл бұрын
add C# and we can talk. Otherwise I'll pass on UE5
@MrERJ19922 жыл бұрын
Not me.
@lpnp94772 жыл бұрын
If it's really important to you there is a mono implementation for ue4, but you're always going to end up missing something you'd be able to do in c++
@pxrposewithnopurpose58012 жыл бұрын
i hope they get a mode just for film production
@tommydell91912 жыл бұрын
Don't they already? Once ue5 is launched it asks whether your new project is for games, film, architecture, etc.
@newone48512 жыл бұрын
Mike can you not drink coffee or sound like your paying for oil when recording a video . stressing us out with the pace !
@urrova82612 жыл бұрын
Nice!
@Tarbard2 жыл бұрын
I'm sticking with AMOS Basic for now.
@WalterRDK2 жыл бұрын
" Preview 1 "
@matheus-kirchesch2 жыл бұрын
Nanite is not at all a LoD system
@odo4322 жыл бұрын
Epic Games state in their documentation of Nanite that it works purely on the detail that can be perceived and that it automatically handles LOD. So if it's not just an advanced LOD system then what do you think it is?
@22kmhigh2 жыл бұрын
Taxonomy-wise, it IS a LOD system. It brings dynamicity and autonomy compared to old LOD systems, but still adresses the same issues.
@sporefergieboy102 жыл бұрын
Unichs on suicide watch
@sams_3d_stuff2 жыл бұрын
Wohuhuhuhahahahaha :D
@RADkate2 жыл бұрын
get ready for a new generation of men for nintendo to hire
@snesmocha2 жыл бұрын
nintendo? wouldn't they want raw programmers since they program their tools from scratch? i would say something more like ubisoft maybe
@blakegt.73262 жыл бұрын
OMG... UE5 FPS Framerate is still bad........
@Cerbyo2 жыл бұрын
Is there like a 'learn this inside and out' course for unreal engine? the idea that u can learn this effectively through scattered tutorial videos is a joke. the idea i get an answer worth reading is also a joke.
@joseph.cotter2 жыл бұрын
That's because you are trying to learn something in a single course that would really take an entire bachelor's degree to learn. Quit trying to learn it all in way too little time and effort and you will be much happier. Having said that, I recommend courses on Udemy and at Unreal's learning portal. If one researches those two and configures a series of courses adapted to one's specific target trajectory I think you will find it gives some of the most optimal results. Add to that youtube channels/courses that target one's specific interests and one can come up with a learning path that will get you where you want to go if you have the commitment.
@andrewhines24282 жыл бұрын
Sorry, but I'm done with the foliage gag, good bye.
@gamefromscratch2 жыл бұрын
Adios. /cough
@nowherebrain2 жыл бұрын
I just want to have scripting...that's it.
@gamefromscratch2 жыл бұрын
I'm really surprised they haven't talked more about their new scripting.
@saul85102 жыл бұрын
go to c++ then.
@nowherebrain2 жыл бұрын
@@gamefromscratch I know...1 brief mention and then silence...
@nowherebrain2 жыл бұрын
@@saul8510 that's overkill. Do you C++?
@occultsoftworks90632 жыл бұрын
@@nowherebrain Yes. Constantly.
@grixxy_6662 жыл бұрын
Sweeeeeeet
@MaxIzrin2 жыл бұрын
Forget Nanite and Lumin, how about getting viewport coordinates and touch events in a Widget class, and a better 9-slice system. The more I delve into Unreal the worse my opinion of it is. And don't get me started on the naming convention... what a mess.
@AdventGamesOfficial2 жыл бұрын
But you can get viewport coordinates and touch events in a widget class, not sure about the 9-slice system.
@MaxIzrin2 жыл бұрын
@@AdventGamesOfficial You only get touch events that happen over a widget, so a touch end event (for making a joystick, or any custom drag behavior) is not sent if it occurs outside the bounds of the widget in question. I had to create a listener pattern, and get the global touch events from the Pawn class. Getting viewport coordinates requires conversion, and converting that back to widget local coordinates is a mess! One of the biggest issues was the naming convention, again. Viewport doesn't mean viewport, you see... pixel coordinates is viewport, while viewport is local. Yes, I'm serious, that's how the screen to viewport methods work. And why would I need this conversion? Because Pawn touch events return viewport coordinates, but widget events use *screen coordinates, the desktop coordinates* (negative X if you have a monitor to the left of your main, for example). God only knows what possessed the Unreal dev team to make those decisions. It took me 3 days to implement an on-screen joystick that is a child of another widget. The 9 slices system requires you to have the texture scaled for the specific UI element and DPI, while Unity allows the image component to handle the scaling, more indie friendly. I made my own component for this, but that took some time, because the material editor Texture Crop node doesn't crop at all, but stretches the texture over the UV coordinates, basically scaling. Not too difficult to implement cropping using basic math nodes, but it was a glorious waste of time figuring out what was wrong. This is just a small ample of headache I've encountered thus far. Unreal has amazing polish for anything that is "standard". Go beyond that even a little bit, and prepare for trouble.
@droidmaster58512 жыл бұрын
The ui of Unreal Engine 5 looks almost identical to Unity 3D engine.
@CyberWolf7552 жыл бұрын
Most software visuals seem to consolidate over time, as they figure out common UX solutions for their users, in their UI