Thread: Unreal Engine 5 - Showcases by artists, demos, concepts.
Hype Thread
obv im talking about a game built from the ground up, not an engine port

I think the first one will be Redfall this summer. STALKER 2 also uses UE5 but who knows when that will release. Most UE5 games don't have a date yet.
 
We'll see if the next generation can escape the Unreal Engine stutter curse

That's completely left up to the developer. We pre-compile our shaders before even loading the UE editor. UE's built-in streaming code for compiling shaders on-demand (it's inheritly asyncronous) causes havoc on the FPS with most games because of the complexity of the scene shaders. But it's trivial to force the shaders to compile on level load or even at the title screen (ala Horizon ZD).
 
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I'm looking forward to games implementing all the lighting tech that's possible with UE5. Desperately needed, way more important than more detailed textures or other effects.

IMO I don't think the graphics hardware is powerful enough for this without some frame generation tech (ala Nvidia's DLSS3). I'll know more details about this as I spend more time with UE5.
 
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IMO I don't think the graphics hardware is powerful enough for this without some frame generation tech (ala Nvidia's DLSS3). I'll know more details about this as I spend more time with UE5.

As so often when a new UE hits, it'll take the next gen to fully make use of it. Still, I hope that it's scaleable enough to improve the "standard" level of lighting quality this gen.
 
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Dangit. I shouldn't've watched that...
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Can't wait till this makes it to games!



I remember the physics race back when physX was a selling point. Hopefully the spirit of that makes a come back.


The water itself is looking great, but the reaction to the characters movement is totally wrong. Those wide round "waves" caused by every move.... that's not how it should work.
 
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- 100% procedural generated 4 sqkm map
- Photogrammetry scanned assets
- Ultra highres Nanite foliage
- Lumen dynamic lighting
- Virtual Shadow Maps
- Full dynamic wind
- Player foliage interaction
- Hundreds of different assets

This is the first time I've seen a forest environment that actually looks realistic in terms of fauna biodiversity and ecological succession. Running in real time. Then there's the fact that it's supposedly procedurally generated. I would never have guessed that. It's actually still hard to believe.
 
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- 100% procedural generated 4 sqkm map
- Photogrammetry scanned assets
- Ultra highres Nanite foliage
- Lumen dynamic lighting
- Virtual Shadow Maps
- Full dynamic wind
- Player foliage interaction
- Hundreds of different assets

This is the first time I've seen a forest environment that actually looks realistic in terms of fauna biodiversity and ecological succession. Running in real time. Then there's the fact that it's supposedly procedurally generated. I would never have guessed that. It's actually still hard to believe.


That looks really damn nice. UE5 will shine next gen (it's been designed for next gen, current gen is only able to scratch the surface).
 
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