Epic Games shows off a stunning Unreal Engine 5 demo on PlayStation 5

Epic Games shows off a stunning Unreal Engine 5 demo on PlayStation 5

Epic Games published a video showing the first glimpse of the graphics capabilities of Unreal Engine 5, the suite of tools that game developers will use to create video games for future consoles like the PlayStation 5, Xbox Series X and high-end PCs.

The Lumen in the Land of Nanite demo runs in real time on the PlayStation 5, which was designed to meet the need to feed a massive amount of data to the machine’s processor and graphics hardware, said Tim Sweeney, CEO of Epic, in a statement. interview with GamesBeat.

It’s a great time for games, and it reminds me of when Epic Games showed up Unreal Engine 4 for the first time in 2012. And among the players, the unveiling of the Unreal Engine 5 will ignite the same gasps of pleasure or skeptical contempt of those who argued if it was only a mirage or a final infographic border.

But I don’t see anything wrong here, except that the Unreal Engine 5 won’t be released until 2021, well after the launch of the PS5 and the Xbox Series X this fall.

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“This is a first look at the range of next generation Epic tools and technologies for game developers,” said Sweeney. “The graphics speak for themselves. Epic has always pushed the limits of what is possible on 3D hardware. In this generation, we are taking geometry to new levels with Nanite technology, also the Quixel mega-library, which produces cinematic-quality assets scanned from the reel to make content creation much more convenient, and the technology Lumen dynamic lighting. “

He added, “But our goal is not only to bring more functionality to the developers, but to help solve the most difficult problem of game development right now. Creating high quality content takes an enormous amount of time and money. We want it to be productive for people to create games at this level of quality. Nanite saves developers from having to worry about individual polygons. You just created your assets of the highest quality and the rest is the engine problem, sorting and scaling for each platform. It is linked to the Quixel Megascans library, where we have made available to everyone a large collection of rapidly growing assets for free use in Unreal Engine games. “

Superior film quality

Unreal Engine 5 will produce exceptional images for the PlayStation 5.

Above: The Unreal Engine 5 will produce exceptional images for the PlayStation 5.

Image credit: Epic Games

Epic’s ambitious goal in this next generation is to achieve photorealism tied with computer generated special effects and real life – andc makes it available to development teams of all sizes with highly productive tools and content libraries.

“One of the challenges of creating content for any game or interactive experience is the effort that is made to make it massive,” said Kim Libreri, CTO of Epic in an interview. “I endorse what Tim said about the mega-quixel library, but also Nanite, this super dense geometry system that we built – this means that now all the industries that use our engine no longer have to worry of the traditional creative process. You can load a movie quality element and it just works in the engine. The engine does all the work behind the scenes. Even if ultimately your target will also cover the mobiles, the engine will create smart levels of detail for this platform without the usual drudgery associated with creating game assets. “

The demo worked in real time, which means it was like a game processed live on a prototype of the PlayStation 5. It shows what Unreal Engine technologies can do for the creators of games, movies, animations and others images on the highest level of creative arts. And it’s supposed to impress fans who were less than excited on last week’s revelation of the games on Microsoft’s Xbox Series X rival.

“The next generation of consoles will give developers and consumers a leap forward in their gaming experience. Unreal Engine 5 is another leap on top of that,” said Libreri. “It looks like two generations of quality improvement, thanks to this new technology that we have been able to bring to life. The future is bright for gamers and anyone who uses our engine for any application. I’m sure our friend Jon Favreau[executiveproducerfor[executiveproducerfor[producteurexécutifpour[executiveproducerforThe Mandalorian, which uses Unreal Engine], when he sees this demo, will wonder if he can have it on his movie sets. “

This demo shows two of the new core technologies that will debut in Unreal Engine 5. The more I watch the video, the more I marvel at how it looks like a movie or a photograph, and I must remember that it ‘is a computer generated scene. If you notice, nothing appears at the last second, because the data is too slow to load in the graphics or the processor, as happens with the current generation consoles, which have horrible loading times for the graphics.

Nanite virtualized micropolygon geometry allows artists to create as many geometric details as the eye can see. Virtualized nanite geometry means that cinematic-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine – from ZBrush sculptures to photogrammetry scans to CAD data – and it works.

Nanite geometry is broadcast and scaled in real time so developers don’t have to worry about polygon count budgets, polygon memory budgets, or drawing count budgets. They do not need to copy the details to normal maps or manually create levels of detail (level of detail), and they have no loss of quality. To support much larger and more detailed scenes than previous generations, the PlayStation 5 offers a dramatic increase in storage bandwidth. PS5 Architect Mark cerny said earlier this year that the key was to add a fast storage device (SSD) to the PS5.

“If you look at previous generations, you’ve had to deal with magnetic discs, the lowest common denominator,” said Sweeney. “You couldn’t count on a lot of bandwidth-friendly scenes like this. You had a beautiful scene and a long load time, then another beautiful scene. It disrupted the gaming experience. goal for the next generation is nothing but continuous and continuous worlds, and to allow all developers to achieve it. You can have this level of loyalty for as many kilometers and gigabytes as you want. “

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