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turning on mega-lights dimmed all the lights by quite a bit. it looked much better and realistic before you clicked mega-lights. they must be taking some shortcut.
"Expect an absolutely beautiful open world with less random events and attention to detail than a Ubisoft game." Goodbye Rdr2, nobody will ever get close to your amount of perfection.
@tiredcaffeine Oh, don't worry kid, I do my research, 12 years in gamedev, learning to be a graphics programmer / techartist. Unstable 30 fps on PS5 Pro with 200% upscale in a static indoor scene is not impressive *at all* . Just enabling Megalights (tm) takes 3-6ms on average hardware (around rtx2060), not to mention that it forces you to use VSM, which limits your performance to 30 fps on average hardware unless you make them look worse than CSM, and dynamic GI which I don't even need to tell you how inefficient it is. All of it exist only for offline render demos for investors, and cinematographers/archviz people. Don't know about you, but I prefer playing games at 144 fps, not 24.
Not really. All they did is to take old technologies and slap temporal effect on it to make it more performant. Also, old good LOD technique still runs faster than Nanite meshes. What did we get with this? Blurry video games where image quality is very mushy.
@@pifopifo1000 The temporal AA band-aid really has done more harm than good it seems. Undersample everything, slap on TAA pass, done. Blurry? Ghosting? At least it looks nice in screenshots, right?
If you understand a single thing about engines and how their work, you'll understand that it is both dev's and the engine fault. At the start ue5 was exciting, now its simply "add bunch of new features, so it looks good on paper", instead of adding anything of the value. Game devs should go back to making their own engines.
@@diredevil1then go play games with custom engines and let people make games without having to learn how to make a game engine from scratch for no reason
@@Pixel-Jam I was not arguing about that lol, and Im also not saying having an widely used engine is bad, obviously having popular engine makes hiring much easier due to the points you just said, from management side it makes sense, But from the user perspective it didnt bring anything of the value, only flop after flop and thats an engine fault as much as it is devs. The games from pre-UE5 was looking in some cases better and run way more impressive then the upscaled poop UE brings.
I don't even know any single thing about engines but I always watch your videos because they are extremely informative and also you don't make them as long as an hour or something, you just go straight to the point and show everything accurately, not just showing some random rendered irrelevant video clips merged together, and because of the quality and being as informative and as short as possible I always watch your videos and I enjoy them so you deserve to be liked and subscribed
Did not realize how refreshing it was to hear “there is no sponsor for this video.” Thanks so much for making this incredibly concise and easy to digest video! Love all the new updates
They've been hyping the engine's tech for years but no worthwhile game has come out with said tech. Games are performing worse, looking worse, and playing worse than ever before. Nobody gets hyped for games anymore after being lied to constantly so now the powers that be are hyping GAME ENGINES instead.
@@pro_154 Nah he's right, there are so many games looking like ass, but demand ridiculus power to run smoothly. Dragons Dogma 2, Cyberpunk on Launch, Jedi Survivor, the list goes on. Compare the looks of BF1 or the Battlefront games from Dice to BF2024. The latter requires much newer hardware while looking objectively worse. The fkn Gollum game required a 3060 as a "minimum" spec. Devs became lazy and relie on "one click solutions" and baller hardware instead of optimizing their games properly, and i say that as someone with a 3080ti
@@Jordan_C_Wilde how do you use gollum as an argument? that 3d game was developed by a studio that only made 2d point and click adventures before. can hardly serve as an example here, they were set up for failure.
They have really expressive mouth animations, but sadly the eye region still looks very static. Is it known whether a future version of Unreal Engine will make major changes the Metahuman? We have come really far in animating faces, but the eye region still lacks behind
@@TheFutureIsHere808 eye roll and brinking and squinting needs updating with automated realistic movements and why not inlcude realistic nose and eyebrow movements too
@@BIGBASSSAMA_4 The entire region above the mouth needs a complete revamp, otherwise we will never get to immersive character interactions. When you look at the animator tool, there seems to be a highly reduced amount of measuring points above the mouth region which most likely causes this issue. Obviously, if you don't measure a region as much as another region, you will get worse results.
@@fitmotheyapYeah but it's both AAA developers and Epics fault. Most of the AAA games released recebtly have performance issues and many of them even not use UE. And epic really needs to take a break and make a update just for optimizing
game developers are concerned with sales, not graphics. Minecraft is one of the most popular games despite the fact it is essentially small squares on bigger squares, yeah, and the flowers are also squares. You don't have to build something insanely beautiful with insane graphics, most of the players won't care. Take black ops 6 as an example. I like shooters and action games, but I got sick after an hour of playing BO6. Not because it has bad graphical components, not because the game was poorly optimised, no. I felt sick because my view was shacking the whole time (despite the fact I turned it down as much as possible). Because the leveling system is something they haven't changed since 2012 (at the very least, last I played is MW3) and it's been awful for ages. Because the game's mechanics are meh, and are absolutely optimised for beginner players at the cost of someone experienced (like the accuracy, which decides whether you hit the center or slightly off the center). And a lot of other things are wrong with that game, technically (mentioned above) and creatively (nothing new in the last 10 years) speaking. Despite the fact that graphically it is a good game and you might see some great models there, it is awful and I won't even come close to it. Yet I still would love to play some CS 1.6 or CS:S that came out like 20 years ago, these two are still MUCH better than anything new today.
Idk.. I was born in 83 (yeah, i played NES, but that was when I was like 5). But when N64 came out, I thought Goldeneye was the pinnacle of gaming. Nothing could beat it. Now that I'm older, I wish I was born 20 years later.
Think that Unreal 5.5 for kids today is like super Mario Bros in our youth. These kids 40 years later are gonna say "When Unreal 5.5 came out, it was the pinnacle of gaming, now that I am older..." I am scared how that sentence it's gonna end.
I grew up during the same era, and I remember the same. It's absolutely insane to think how far gaming has come since we were kids. With technology rapidly advancing faster and faster, who knows what kind of crazy things the future generations will see? The boundary of reality and fantasy might start blurring, especially as VR develops.
Sadly people think that that new hardware is the way to fix this issue because they love to hate on weak console hardware. Now companies can release unnecessary hardware with insane prices and everyone will have to deal with it because that’s what they’re asking fir
The way you break things down and explain them is worlds above any other channel I’ve seen covering UE. I’d love to see updated tutorials on some of the newer features like the ‘new’ sequencer, materials editing, full character rigging and weight painting inside UE, and others to complement your Cinematics courses.
Good recap with exemples but it would be interesting to talk about drawbacks too. Megalight is worse for moving objects (more noise, less responsive) and don't support many things for now as an exemple.
Its such a garbage, bloated engine. It can't run anything properly without massive AI upscaling and even then it still has problems and frametime issues. Everything always looks so nice with their little updates and demos, but actual in-game performance is horrendous. AI upscaling has become a crutch for them. Awful engine.
@@thepunisherxxx6804 Tell me you know nothing about game engines and unreal without telling me you know nothing about game engines and unreal. People these days, lol.
I am a Unity Dev and some of the things I like alot in this new 5.5 UE update 1. Mega Lights 2. Meta Characters 3. Mesh Modifier 4. Nanite Painting And the last one improved Ray tracing. These may change new generation games alot.
@@HappyBirthdayMrPresident "all" is a pretty bold choice of words. Most UE games run fine. Every time i see comments like this i wonder how long people expect their 1000 series gpu to last them. Todd Howard was right about one thing, it might be time to upgrade. That xbox 360 GPU will only support the future for a limited time.
@OfficialExplosionMusic If its runs well then it means it looks like Blurry shit with TAA on, DLSS on and all the crunch exist in this world to give it a playable fps. Unreal engine ruined gaming. Games looked visually much sharper before this mid engine was a thing.
Wow. As a AE/C4D animator I think it's finally time I dive into Unreal. I've bounced off it in the past with not spending enough time getting over the learning curve but it seems like this update bridges the gap in a huge way for motion designers.
Epic discussed at Unreal Fest how Unreal’s systems related to streaming struggle when there are a large number of actors to add to the world. Improving this is a massive, multi-magnitude task, and enhancements are expected in version 5.6.
they replaced the good old and robust world composition that had no issue with some world partition mess that isn't even half finished and load parts of the maps in almost a voxel minded chunk approach it's pretty bad, i don't understand their philosophy on this one.
@@Mewsashi-cz9fo This also occurs with World Composition and traditional level streaming. The AddToWorld process takes too long, and the initialization of actors and components is not asynchronous. Epic Games is working on making this process more parallel and incremental. Efforts to decouple the game thread from rendering are also underway.
It's not traversal stutter. It's the game trying to load in new assets and it locks up for a split second. It's the single most annoying feature of Unreal engine and a lot of games suffer from it no matter how beastly your PC is.
@@colinholzmann1586 I think OP is saying it's uncanny that in a day-night cycle you see sun move across the sky but not the stars. I hadn't noticed it before, but after rewatching it's bugging me now too lol.
@@ClearAlera The night skybox needs to rotate slowly, and Sun/Moon need to move at an angle too to mimic rotation of the Earth. Seems like a fixable issue.
I wish this engine wasn't a noisy ghosting mess outside of Promo material. TAA/TSR sux. Megalights add even more ghosting to shadows btw after testing so lol. The optimized Metahuman thing is really cool though, actually usable now.
This and it feels like the engine runs worse (at a baseline, I mean) with each version. :/ I'm not a fan of the increasing reliance on frame gen to offset lacking optimization.
the blurring/ghosting thing is definitely awful, really off putting. but the micro-stutters on every unreal engine thing I've played in the last four years has been even worse. stuff popping in and out, microstutters even when capping something at 60fps. huge steps back in terms of polish, over and over
@@chrismathewsjr A lot of UE5 games just seem to have poor performance in general too. I'm not sure how much is actually UE's fault, but it is rather unfortunate
Well.. he created the environment with the known limitations of the previous UE version. He said that he ran the new version on his project. Said project was designed to be ran with the previous version's limitations in mind. That being said, without the limitation in place, the issue with frame rate wouldn't be an obstacle and will allow for a more in depth focus on light source intensity per source.
As a Rocket League player, this is awesome. But, Rocket League has been on Unreal Engine 3 for nine years, and we have been promised Unreal Engine 5 for five years. We still haven't gotten Unreal Engine 5.
You don't want rocket league to be ported forward to UE5. It'd be like recreating it in a new engine, sure it would look great and the mechanics would probably be fine. But they wouldn't feel the same. It's the same thing with CS2, CSGO got brought up to Source 2 and they had to recreate a lot of it, and it just feels off. With a game that's as technical as Rocket League I think the players would actually hate it. If it ain't broke
You dont want ue5 on rocket league, its a competitive game, All of these features are just ease of use and convenience for developers, they improve performance but at the end they are way more taxing on hardware. UE3 while old is a solid engine, look at batman arkham knight, it runs on UE3 and look amazing even years later.
as a colorist and a tech nerd, I really LOVE every single UE5 updates. As a gamer, not so much. I stopped playing new games on PC despite having a 7800xt because it seems like every single UE5 title has micro stutters/slow downs. While the run can run at 144fps no issues, it will always have the 1% of frames at 60 or 40 even, making the experience absolute garbage at the end. I really wish they'd focus more on that than any new fancy features that sounds amazing on paper but doesn't bring all that much to the table if the game feels like crap to play. That being said, the color correction tab looks amazing and fun to play with as well as the new material layer system. One day I might get back to 3D animation who knows
@@daftcruz black myth was made on UE4 originally then continued to move to better UE5 games. This constant change is what made the game poorly optimized. Even digital foundry was perplexed on how they managed to not utilize Nanite as it’s supposed to be used.
Vertex painting looks good for making small changes to a scene. Also for not having a sponsor this video looks great. Idk if its related but this is very resourceful and fun to watch, your speech is good to hear. not everyone has a good voice
@@wtfbros5110 came here to comment the same. I rarely even hear of good games running latest Unreal Engine... It's like they are making this engine for themselves
Great video! Some of my favourite games were made with UE 4... then UE 5 released, & the experience has improved considerably, from a player's perspective. Better graphics & performance If the creation process is also becoming smoother, then, I'm all for UnReal Engine
Right. I love how UE 5 turns all games into the new crysis now. In 5 years, we'll be able to run them on " regular " sub 600 euros GPUs. That's the futuristic aspect of it.
Meta humans and time of day has got me buzzing. I'm literally learning from you currently as a beginner. So the timing for this easier system has helped a lot 😊
Has there been any talk/updates about traversal stuttering in UE5 games? I really hope to hear that there is some sort of research/improvements going on in that field as someone who can’t stand stuttering.
Epic discussed at Unreal Fest how Unreal’s streaming systems collapse when there are large numbers of actors to add to the world. This issue requires significant improvements on multiple levels, and updates addressing this are expected in version 5.6.
@@stealthhunter6998 I was wrong, they do mention "render parallelization" improvements. But I don't know whether this helps with traversal stuttering or whether it's more a general performance boost.
Guess I’ll just keep watching digital foundry reviews of UE games to see if they get around to fixing the issue cause until then I dont want to buy a game that stutters.
Thanks for the video, it seems 5.5 is more exciting than I thought! Will you make an animation tutorial? I'd love to learn more about human and facial animations, but I haven't found any good tutorial, and yours are always so well explained. Thank you!
Oh please. Its such a garbage, bloated engine. It can't run anything properly without massive AI upscaling and even then it still has problems and frametime issues. Everything always looks so nice with their little updates and demos, but actual in-game performance is horrendous. AI upscaling has become a crutch for them. Awful engine.
I'd just like to point out one thing I noticed over time with the advances of game tech: the term "animate" is replaced more and more by the term "simulate". Might seem pretty trivial but I think it showcases a fundamental shift in how we want to create games in the future. Games are more and more supposed to be immersive. The advances in the technology that will allow this are great and they are happening FAST. Just think back 4 years when UE5 just released. Its abilities were much more limited. However while all of this is great it has to be noted that optimization seems to be an issue and also hardware is not yet ready to take full advantage of the advances - most GPUs are not 4090s at the end of the day. Many games based on UE5 make some use of the features while running rather poorly. Hopefully over the next, say, 10 years, we will see a much wider and smoother implementation of all these super fancy features because the software has matured and the hardware has caught up to the point where this tech can be done on even entry level GPUs. Games created by passionate dev studius should reach a whole new level of quality if they do it right.
@@addictedtosynthwave The sequel to cyberpunk wont be using CDPR proprietary engine. They have made the switch to UE5 for the Witcher and Cyberpunk series. Hopefully it's the right decision!
And you'll still have good old UE 5 traversal stutter. Maybe even shader compilation stutter if the game doesn't do a good job pre compiling all or most of the shaders.
Its impressive but graphics isnt all... When will new features of upcoming UE updates finally focus on physics and body motion synthesis? Real Euphoria Engine features (no ALS) in UE when?
RAGE Engine had volumetric clouds 7 years ago. I can’t imagine what the new one will be like compared to Unreal Engine 5.5, looking forward to the comparisons.
The mouth AI mapping is huge for translations/localizations. You don't have to worry about mocapping the mouth and having it out of sync with different languages.
NOBODY cares about lip sync. nobody. never met a single gamer that cared about it. not one. i take that back, they make fun of how shit it is. literally nobody cares if the lips are accurate
cool, but when are they going to optimize it for real life pcs? so we don't have to buy high end gpus to only play with dlss and frame generation at 60fps
By "BSG" I am assuming you are referring to Tarkov. Now, Tarkov is made in the Unity engine, meaning it won't benefit from anything from the Unreal Engine. Because... they're two completely separate engines. BSG would need to either: Wait for Unity to do this and update OR Switch to UE5 which would take several years.
6:40 not a dev but why on earth would you need thousands of polygons FOR A WALL??? well, i guess it's just a preview so i really hope stuff like this is being baked into a bump texture or something like that
Well because nanite.. You can have millions and millions of polygons in your scene without effecting performance now. The detail on the wall could be useful for a cinematic or something like that!
Since it is Nanite it does not cost that much in performance. Baking it into a mesh would take up more disk space than blending 2 height maps and you have less control.
No. 😂 A lot of people said that about ps3 and gtaV and later on Ps4 😂 then they said it again about the ps5 😂😂 I guess they never learn. Oh in 1985 they said that by 2018 we'd have flying cars 😂 but we still working on tvs and over heating consoles and pcs.
00:48 before lumen and probably when not using lumen we bake lighting once and achieve high performance good looking light even higher than offered by lumen
Yes but then it's not interactive, it's mostly static lighting when baked (maybe can be turned on off not sure). Baked lighting goes back to the mid 90s like with Quake. Hardware and software suprass that now.
Yes and you can still bake lighting, but with baked lighting it is impossible to get real time bounce lighting for moving lights or a time of day system. Bake lighting is limited but should still be used if you have a static environment like a multiplayer map.
Unreal is a competitor and nothing more. Until they find a way to play AAA games in 4K only using 4GB of invidia graphics then they have changed nothing.
i find it cool that we are at a point where all the pre-baked process that we use on games is being transitioned to real time stuff, yeah It's going to be more expensive cuz well, it's real time, it's always going to be more expensive, but It's still cool to see
Damn mate this video lock me in, even i dont use unreal. Great visualization about all the features and perfect simple explanations. Awesome work. Thank you
Simulating a whole planet gives interesting ideas.. 6:00 - Ah yes, every time I think I could do something with this, remind me of the node system stuff and it's a good way to discourage me immediately x3 8:44 - That is soo cool! This is very, very neat..
Yes very impressive tech is here, but they need to do a better job with scripting. Skyboxes with stars, Sun, and Moon all need to move/rotate at an angle not straight up down. It all needs to move/rotate to simulate rotation of the Earth. Then it would look much more realistic.
Couldn't care less about photorealism, I think we're past the point where it doesn't make any difference anymore. What excites me is optimizations that ease the burden on hardware.
have you considered making a new upadated free beginner course? I'm talking about one with all the systems previously mentioned in the current tutorial that were previously in beta or inaccessible, being demonstrated with the new UE5.5 instead of 5.0
Amazing! I noticed the volumetric lighting / smog light got less "filled", in lack of a better word. Could that easily be compensated for if it messes with your vision for the scene?
Check out the Unreal Masterclass Black Friday Sale:
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Ok, but what about traversal stuttering? Any improvements there?
People need to make it easy for AI to code the scene by itself.
turning on mega-lights dimmed all the lights by quite a bit. it looked much better and realistic before you clicked mega-lights. they must be taking some shortcut.
@Kaydin66 Yup. Nothing's free.
@@CarlTSpeak well, no, actual new tech wouldn't sacrifice lighting. it's possible. it's just not happening here.
"expect a wave of great looking, bad games"
Bruhh💀💀
Lmao
This is like every new gen of games, lol
My gameplay with be walking slowly through my beautiful environments. Nothing more.
"Expect an absolutely beautiful open world with less random events and attention to detail than a Ubisoft game."
Goodbye Rdr2, nobody will ever get close to your amount of perfection.
5.0 = game changer
5.1 = a huge deal
5.2 = game changer
5.3 = a BIG deal
5.4 = game changer
5.5 = a BIG deal
6.0 = game revolutionary
6.1 = massive deal
6.2 = game revolutionary
6.3 = HUMONGOUS deal
To be fair, MegaLights is a big deal.
@@tiredcaffeineYes if you have rtx4090 or 5090, if not then no.
@@FireF1y644 The MegaLights demo with hundreds of lights run on a standard PS5. Do your research about the subject before making baseless assumptions.
@tiredcaffeine Oh, don't worry kid, I do my research, 12 years in gamedev, learning to be a graphics programmer / techartist. Unstable 30 fps on PS5 Pro with 200% upscale in a static indoor scene is not impressive *at all* . Just enabling Megalights (tm) takes 3-6ms on average hardware (around rtx2060), not to mention that it forces you to use VSM, which limits your performance to 30 fps on average hardware unless you make them look worse than CSM, and dynamic GI which I don't even need to tell you how inefficient it is. All of it exist only for offline render demos for investors, and cinematographers/archviz people. Don't know about you, but I prefer playing games at 144 fps, not 24.
The people working on unreal engine are wizards.
In some respects, sure. Too bad this engine has been plagued by PSO stutters and traversal stutter for over a decade now.
Lets not bring superstition into this. Took us long enough to get rid of it.
Now it's the matter of the game devs to optimize the engine to it's full potential
Not really. All they did is to take old technologies and slap temporal effect on it to make it more performant. Also, old good LOD technique still runs faster than Nanite meshes.
What did we get with this? Blurry video games where image quality is very mushy.
@@pifopifo1000
The temporal AA band-aid really has done more harm than good it seems. Undersample everything, slap on TAA pass, done. Blurry? Ghosting? At least it looks nice in screenshots, right?
The reason I love this series of videos is because he actually explains it in a way that is also understandable to non-professional people. thanks
I understood this and I can’t even use scratch
That's because he's not a professional either. This man doesn't know anything about game development and technology.
AAA Devs are still gonna find a way to make their UE5 games stutter and run like crap.
Can't wait to play Sims 6
If you understand a single thing about engines and how their work, you'll understand that it is both dev's and the engine fault. At the start ue5 was exciting, now its simply "add bunch of new features, so it looks good on paper", instead of adding anything of the value. Game devs should go back to making their own engines.
@@diredevil1then go play games with custom engines and let people make games without having to learn how to make a game engine from scratch for no reason
@@Pixel-Jam I was not arguing about that lol, and Im also not saying having an widely used engine is bad, obviously having popular engine makes hiring much easier due to the points you just said, from management side it makes sense,
But from the user perspective it didnt bring anything of the value, only flop after flop and thats an engine fault as much as it is devs. The games from pre-UE5 was looking in some cases better and run way more impressive then the upscaled poop UE brings.
@@diredevil1 I like Triple Expansion Reciprocating engines.
The release notes for 5.5 goes on and on and on.......... it's about 10 years worth of Autodesk feature release in a single UE point release. 😂
And Adobe combined 😂😂
@@vornamenachname906 and its free! LOL!
More like 100 yrs of autodesk lol
yeah but this is Realtime, not pre-rendered
we live in an UE world
I don't even know any single thing about engines but I always watch your videos because they are extremely informative and also you don't make them as long as an hour or something, you just go straight to the point and show everything accurately, not just showing some random rendered irrelevant video clips merged together, and because of the quality and being as informative and as short as possible I always watch your videos and I enjoy them so you deserve to be liked and subscribed
Same
Spend a whole week trying to make a good looking night time scene and when I'm done unreal engine updates for easier time of day and clouds 😅
well, it saves you from having to redo that week for all future night time scenes i guess.
do u have screen shots?
Congratulations anyway. 😀
But if you carefully look you can see a reduction in shading etc. when using the new technology so…
If i would like to learn this can you recommend some good materials? Thank you
Did not realize how refreshing it was to hear “there is no sponsor for this video.”
Thanks so much for making this incredibly concise and easy to digest video! Love all the new updates
They've been hyping the engine's tech for years but no worthwhile game has come out with said tech. Games are performing worse, looking worse, and playing worse than ever before. Nobody gets hyped for games anymore after being lied to constantly so now the powers that be are hyping GAME ENGINES instead.
Console gamer spotted
@@pro_154 Nah he's right, there are so many games looking like ass, but demand ridiculus power to run smoothly. Dragons Dogma 2, Cyberpunk on Launch, Jedi Survivor, the list goes on. Compare the looks of BF1 or the Battlefront games from Dice to BF2024. The latter requires much newer hardware while looking objectively worse. The fkn Gollum game required a 3060 as a "minimum" spec.
Devs became lazy and relie on "one click solutions" and baller hardware instead of optimizing their games properly, and i say that as someone with a 3080ti
well, devs and publishers need to prioritize fully optimizing their games, regardless of which engine it's being developed on
@@Jordan_C_Wilde Yeah all these bells and whistles are nice, but mean nothing if the person using them is incompetent.
@@Jordan_C_Wilde how do you use gollum as an argument? that 3d game was developed by a studio that only made 2d point and click adventures before. can hardly serve as an example here, they were set up for failure.
Your Unreal update videos are always an insta-watch. Thanks for the great content.
It makes me wish I could be an unreal game developer or unreal movie maker. But no, instead Im a fullstack developer doing less cool stuff.
And then there never comes any content out with the actual engine in the next 5 years.
@@SarahEdelfabrik Aww come on! Why you gotta break my heart like that??
Keep in mind Megalights is in preview form in UE 5.5.
And you currently cannot use a directional light (ie. the sun) with Megalights.
@@adz951 Why would you want to do that anyways?
What do you mean?@@Arterexius
Yeah! Megalights still needs improvement by making it usable too on non-hardware lightings like software Lumen at its release form.
@@Arterexius *shrug* why not? Moonlight? Areas where you have the sun streaming in through skylights? Plenty of reason why you would.
The new optimized metahumans will be a game changer for high quality game ready characters!
And now we can enable nanite for skeletal meshes 😮
I'm going to go make one now.
They have really expressive mouth animations, but sadly the eye region still looks very static. Is it known whether a future version of Unreal Engine will make major changes the Metahuman? We have come really far in animating faces, but the eye region still lacks behind
@@TheFutureIsHere808 eye roll and brinking and squinting needs updating with automated realistic movements and why not inlcude realistic nose and eyebrow movements too
@@BIGBASSSAMA_4 The entire region above the mouth needs a complete revamp, otherwise we will never get to immersive character interactions. When you look at the animator tool, there seems to be a highly reduced amount of measuring points above the mouth region which most likely causes this issue. Obviously, if you don't measure a region as much as another region, you will get worse results.
UE looks like an endless tech demo, I have yet to see a triple A large open world game to actually work on UE.
PUBG is 100 players, massive maps, vehicles, runs at >150fps easily, etc. But that is UE 4.x and the engine is barely updated over 8 years :D
@@JFinns I think he was pointing out UE 5.x, it's a disaster with all the optimization problems a lot of modern games have
@@fitmotheyapYeah but it's both AAA developers and Epics fault. Most of the AAA games released recebtly have performance issues and many of them even not use UE. And epic really needs to take a break and make a update just for optimizing
Indeed. It's like they keep making this engine for themselves only
game developers are concerned with sales, not graphics. Minecraft is one of the most popular games despite the fact it is essentially small squares on bigger squares, yeah, and the flowers are also squares. You don't have to build something insanely beautiful with insane graphics, most of the players won't care.
Take black ops 6 as an example. I like shooters and action games, but I got sick after an hour of playing BO6. Not because it has bad graphical components, not because the game was poorly optimised, no. I felt sick because my view was shacking the whole time (despite the fact I turned it down as much as possible). Because the leveling system is something they haven't changed since 2012 (at the very least, last I played is MW3) and it's been awful for ages. Because the game's mechanics are meh, and are absolutely optimised for beginner players at the cost of someone experienced (like the accuracy, which decides whether you hit the center or slightly off the center). And a lot of other things are wrong with that game, technically (mentioned above) and creatively (nothing new in the last 10 years) speaking. Despite the fact that graphically it is a good game and you might see some great models there, it is awful and I won't even come close to it. Yet I still would love to play some CS 1.6 or CS:S that came out like 20 years ago, these two are still MUCH better than anything new today.
Idk.. I was born in 83 (yeah, i played NES, but that was when I was like 5). But when N64 came out, I thought Goldeneye was the pinnacle of gaming. Nothing could beat it. Now that I'm older, I wish I was born 20 years later.
Think that Unreal 5.5 for kids today is like super Mario Bros in our youth. These kids 40 years later are gonna say "When Unreal 5.5 came out, it was the pinnacle of gaming, now that I am older..."
I am scared how that sentence it's gonna end.
I grew up during the same era, and I remember the same. It's absolutely insane to think how far gaming has come since we were kids. With technology rapidly advancing faster and faster, who knows what kind of crazy things the future generations will see? The boundary of reality and fantasy might start blurring, especially as VR develops.
My only issue is the optimisation on games. There are some games that even 4090 can't run properly
Sadly people think that that new hardware is the way to fix this issue because they love to hate on weak console hardware. Now companies can release unnecessary hardware with insane prices and everyone will have to deal with it because that’s what they’re asking fir
Most of the optimization issues are the developer's fault. Unreal is creating and improving their tools so they can create better products.
this is not on the hardware its game maker being either lazy or pushed by corporate to put out games fast and make money :/
An engine programmer is dying inside somewhere.
@@Vendeleska999 if i were them id cry seeing this kind of comments 💀
The way you break things down and explain them is worlds above any other channel I’ve seen covering UE. I’d love to see updated tutorials on some of the newer features like the ‘new’ sequencer, materials editing, full character rigging and weight painting inside UE, and others to complement your Cinematics courses.
Good recap with exemples but it would be interesting to talk about drawbacks too. Megalight is worse for moving objects (more noise, less responsive) and don't support many things for now as an exemple.
It's still in preview. It will improve just like Nanite and Lumen.
I also want to know what I lose from using it, great power comes at a cost
Its such a garbage, bloated engine. It can't run anything properly without massive AI upscaling and even then it still has problems and frametime issues. Everything always looks so nice with their little updates and demos, but actual in-game performance is horrendous. AI upscaling has become a crutch for them. Awful engine.
@@thepunisherxxx6804 Tell me you know nothing about game engines and unreal without telling me you know nothing about game engines and unreal. People these days, lol.
@@tiredcaffeinecan you explain why he's wrong? Just an honest question, I don't know much about game dev...
I am a Unity Dev and some of the things I like alot in this new 5.5 UE update
1. Mega Lights
2. Meta Characters
3. Mesh Modifier
4. Nanite Painting
And the last one improved Ray tracing. These may change new generation games alot.
Yeah by giving more blurry games and horrible performance.
@@HappyBirthdayMrPresidentnot the engines fault doe, our systems suck ass still so.
@@emma6648
All unreal games looks blurry and have performance issues. Definitely an engine fault. Unreal stopped being great after unreal 3
@@HappyBirthdayMrPresident "all" is a pretty bold choice of words. Most UE games run fine. Every time i see comments like this i wonder how long people expect their 1000 series gpu to last them.
Todd Howard was right about one thing, it might be time to upgrade. That xbox 360 GPU will only support the future for a limited time.
@OfficialExplosionMusic
If its runs well then it means it looks like Blurry shit with TAA on, DLSS on and all the crunch exist in this world to give it a playable fps. Unreal engine ruined gaming. Games looked visually much sharper before this mid engine was a thing.
Wow. As a AE/C4D animator I think it's finally time I dive into Unreal. I've bounced off it in the past with not spending enough time getting over the learning curve but it seems like this update bridges the gap in a huge way for motion designers.
What about traversal stutters ? Any news ?
Epic discussed at Unreal Fest how Unreal’s systems related to streaming struggle when there are a large number of actors to add to the world. Improving this is a massive, multi-magnitude task, and enhancements are expected in version 5.6.
they replaced the good old and robust world composition that had no issue with some world partition mess that isn't even half finished and load parts of the maps in almost a voxel minded chunk approach it's pretty bad, i don't understand their philosophy on this one.
@@Mewsashi-cz9fo This also occurs with World Composition and traditional level streaming. The AddToWorld process takes too long, and the initialization of actors and components is not asynchronous. Epic Games is working on making this process more parallel and incremental. Efforts to decouple the game thread from rendering are also underway.
@@Mewsashi-cz9fo world partition is already a deprecated one... they are working on a new landscape system for ue 6 (not joking)
It's not traversal stutter. It's the game trying to load in new assets and it locks up for a split second. It's the single most annoying feature of Unreal engine and a lot of games suffer from it no matter how beastly your PC is.
I cannot unsee the stars being stationary in those night-day transitions
They are lol how else could they have mapped out the constellations perfectly
@@colinholzmann1586 I think OP is saying it's uncanny that in a day-night cycle you see sun move across the sky but not the stars. I hadn't noticed it before, but after rewatching it's bugging me now too lol.
@@ClearAlera The night skybox needs to rotate slowly, and Sun/Moon need to move at an angle too to mimic rotation of the Earth. Seems like a fixable issue.
@@colinholzmann1586 what?
@@colinholzmann1586 ???
I wish this engine wasn't a noisy ghosting mess outside of Promo material. TAA/TSR sux. Megalights add even more ghosting to shadows btw after testing so lol. The optimized Metahuman thing is really cool though, actually usable now.
This and it feels like the engine runs worse (at a baseline, I mean) with each version. :/ I'm not a fan of the increasing reliance on frame gen to offset lacking optimization.
the blurring/ghosting thing is definitely awful, really off putting. but the micro-stutters on every unreal engine thing I've played in the last four years has been even worse. stuff popping in and out, microstutters even when capping something at 60fps. huge steps back in terms of polish, over and over
TSR is way better than TAA.
@@burretploof Engines will always run worse while developing on them. Poor performance is much more on the developers than the engine.
@@chrismathewsjr A lot of UE5 games just seem to have poor performance in general too. I'm not sure how much is actually UE's fault, but it is rather unfortunate
2:03 thousands of lights, yet the ground isn't visible past 5 meters ...
You're either very new to this industry or you're joking
Well.. he created the environment with the known limitations of the previous UE version. He said that he ran the new version on his project. Said project was designed to be ran with the previous version's limitations in mind. That being said, without the limitation in place, the issue with frame rate wouldn't be an obstacle and will allow for a more in depth focus on light source intensity per source.
As a Rocket League player, this is awesome. But, Rocket League has been on Unreal Engine 3 for nine years, and we have been promised Unreal Engine 5 for five years. We still haven't gotten Unreal Engine 5.
As a bethesda game player, I cry in the corner with my glorified creation engine
You don't want rocket league to be ported forward to UE5. It'd be like recreating it in a new engine, sure it would look great and the mechanics would probably be fine. But they wouldn't feel the same. It's the same thing with CS2, CSGO got brought up to Source 2 and they had to recreate a lot of it, and it just feels off. With a game that's as technical as Rocket League I think the players would actually hate it. If it ain't broke
You dont want ue5 on rocket league, its a competitive game, All of these features are just ease of use and convenience for developers, they improve performance but at the end they are way more taxing on hardware. UE3 while old is a solid engine, look at batman arkham knight, it runs on UE3 and look amazing even years later.
As an ex-rocket league player, I would like Epic Games to give me the game they stole out of my Steam Wallet back.
@@Leboobs22 You mean glorified Gamebryo engine.
Every update brings huge improvements. Without these videos, I would be lost on all the new adjustments. Thanks
Always blessed when we get an update from our Sensei 🙏
as a colorist and a tech nerd, I really LOVE every single UE5 updates.
As a gamer, not so much.
I stopped playing new games on PC despite having a 7800xt because it seems like every single UE5 title has micro stutters/slow downs.
While the run can run at 144fps no issues, it will always have the 1% of frames at 60 or 40 even, making the experience absolute garbage at the end.
I really wish they'd focus more on that than any new fancy features that sounds amazing on paper but doesn't bring all that much to the table if the game feels like crap to play.
That being said, the color correction tab looks amazing and fun to play with as well as the new material layer system.
One day I might get back to 3D animation who knows
"1% of frames with a dip"
Absolute garbage.
I'm glad I'm not so precious as to bitch about 1% of frames dipping for literally a moment.
I think it’s more of an optimization issue. Game studios are rushing there games
@@balloonb0y677 But even Black Myth which was definitely not rushed still have those issues. I don't think it's all developers fault.
@@daftcruz black myth was made on UE4 originally then continued to move to better UE5 games. This constant change is what made the game poorly optimized. Even digital foundry was perplexed on how they managed to not utilize Nanite as it’s supposed to be used.
@@balloonb0y677 Because Nanite makes things worse (a lot of times). And even Fortnite suffers from some of the issues with UE5.
10:53 me when I see another UE5 update
Vertex painting looks good for making small changes to a scene. Also for not having a sponsor this video looks great. Idk if its related but this is very resourceful and fun to watch, your speech is good to hear. not everyone has a good voice
8:15 Substance Designer is purely node based, think Painter was the intent. Texture painting layers makes more sense than nodes in many ways
Every time I see these videos, I am regretting to have no time for playing games or having a PC that is able to show me these amazing features.
dont worry, the games that have these features are all garbage
@@wtfbros5110 came here to comment the same. I rarely even hear of good games running latest Unreal Engine... It's like they are making this engine for themselves
Most of then aren't optimized and shit
2:45 so THAT'S how Mark Zuckerberg's costume works.
Great video! Some of my favourite games were made with UE 4... then UE 5 released, & the experience has improved considerably, from a player's perspective. Better graphics & performance If the creation process is also becoming smoother, then, I'm all for UnReal Engine
Sweet my 7900xtx will have to use fsr performance mode at 1080p now ….. can’t wait
Right. I love how UE 5 turns all games into the new crysis now.
In 5 years, we'll be able to run them on " regular " sub 600 euros GPUs. That's the futuristic aspect of it.
Seeing the screen swipe over the fuzzy metals from Lumen made me audibly gasp. That has been my biggest issue with Lumen since UE5 launched
It's an absolute game changer, just disappointing that we gave to wait for years for new games with UE5 to be released
Meta humans and time of day has got me buzzing. I'm literally learning from you currently as a beginner. So the timing for this easier system has helped a lot 😊
Has there been any talk/updates about traversal stuttering in UE5 games?
I really hope to hear that there is some sort of research/improvements going on in that field as someone who can’t stand stuttering.
They didn't mention anything about traversal stutter / increasing CPU parallelization.
@ :( I almost have no hope for the future of this engine I can’t play games on it because I can’t tolerate the stuttering.
Epic discussed at Unreal Fest how Unreal’s streaming systems collapse when there are large numbers of actors to add to the world. This issue requires significant improvements on multiple levels, and updates addressing this are expected in version 5.6.
@@stealthhunter6998 I was wrong, they do mention "render parallelization" improvements. But I don't know whether this helps with traversal stuttering or whether it's more a general performance boost.
Guess I’ll just keep watching digital foundry reviews of UE games to see if they get around to fixing the issue cause until then I dont want to buy a game that stutters.
You're doing a wonderful job making videos on such a powerful yet under-documented tool!
Keep up the good work!
Thanks for the summary! Sometimes with work and rushing around, we miss out on everything.
Thanks for the video, it seems 5.5 is more exciting than I thought! Will you make an animation tutorial? I'd love to learn more about human and facial animations, but I haven't found any good tutorial, and yours are always so well explained. Thank you!
I can't even imagine how big of a deal Unreal is going to be in the future
Don't get amazed if we get Texture system for eye pupils
It’s gonna be unreal honestly
Oh please. Its such a garbage, bloated engine. It can't run anything properly without massive AI upscaling and even then it still has problems and frametime issues. Everything always looks so nice with their little updates and demos, but actual in-game performance is horrendous. AI upscaling has become a crutch for them. Awful engine.
@thepunisherxxx6804 you just have a poor pc
@@reshavaep Ugh
I'd just like to point out one thing I noticed over time with the advances of game tech: the term "animate" is replaced more and more by the term "simulate". Might seem pretty trivial but I think it showcases a fundamental shift in how we want to create games in the future. Games are more and more supposed to be immersive. The advances in the technology that will allow this are great and they are happening FAST. Just think back 4 years when UE5 just released. Its abilities were much more limited. However while all of this is great it has to be noted that optimization seems to be an issue and also hardware is not yet ready to take full advantage of the advances - most GPUs are not 4090s at the end of the day. Many games based on UE5 make some use of the features while running rather poorly. Hopefully over the next, say, 10 years, we will see a much wider and smoother implementation of all these super fancy features because the software has matured and the hardware has caught up to the point where this tech can be done on even entry level GPUs. Games created by passionate dev studius should reach a whole new level of quality if they do it right.
0:56 Farcry 4 UE5.5 Patch
congrats on 500k!!! i haven't been here long but really enjoy watching your videos
I am excited for that new Material Editor and the new cloud/lighting system! Just gotta download 5.5 now!
ye the mat editor looks nice
Correction: Just gonna make my pc burn storage in 5000 hours now!
Oooo. Cyberpunk Orion is gonna benefit massively from MegaLights. Very exciting.
cyberpunk doesnt use UE5 bruh they have their own cd red engine
@@addictedtosynthwave they scrapped their engine, they're using ue5 now if i remember correctly.
@@addictedtosynthwave The sequel to cyberpunk wont be using CDPR proprietary engine. They have made the switch to UE5 for the Witcher and Cyberpunk series. Hopefully it's the right decision!
@@ryanhansen5756 oh thank god. They wouldnt had the 10000 bugs when CB came out if it were UE5
@@addictedtosynthwave I wouldn't be so sure. Remember the disaster of GTA Defective Edition (which ended up "fixed" nowadays).
So many new Unreal optimization technologies... and yet
Modern devs: "You need 4080, good luck" 😂
And you'll still have good old UE 5 traversal stutter. Maybe even shader compilation stutter if the game doesn't do a good job pre compiling all or most of the shaders.
Always love your videos man. Thanks for the info.
Its impressive but graphics isnt all... When will new features of upcoming UE updates finally focus on physics and body motion synthesis? Real Euphoria Engine features (no ALS) in UE when?
RAGE Engine had volumetric clouds 7 years ago.
I can’t imagine what the new one will be like compared to Unreal Engine 5.5, looking forward to the comparisons.
R* will probably knock it out the park as always
said literally nobody. lmfao
Can't wait for Unreal Engine 5.70. I assume it will be awesome! :D
The mouth AI mapping is huge for translations/localizations. You don't have to worry about mocapping the mouth and having it out of sync with different languages.
Thought the same. Especially with development cost going crazy this gen, this will be a big money/time saver.
No kidding! That's a bigger deal than MegaLights IMO.
NOBODY cares about lip sync. nobody. never met a single gamer that cared about it. not one. i take that back, they make fun of how shit it is. literally nobody cares if the lips are accurate
@cloudnine5651 I assume you're being facetious.
@@tWobithobo only somone livling in a bubble who cant handle being proven wrong would even suggest that
Unreal Engine 9.2: Instead of using pixels, we now use atoms to build our meshes
Great summary video!! Thank you, Zach! I had no idea about some of those new features!
cool, but when are they going to optimize it for real life pcs? so we don't have to buy high end gpus to only play with dlss and frame generation at 60fps
0:32 take notes BSG...
By "BSG" I am assuming you are referring to Tarkov.
Now, Tarkov is made in the Unity engine, meaning it won't benefit from anything from the Unreal Engine. Because... they're two completely separate engines.
BSG would need to either:
Wait for Unity to do this and update
OR
Switch to UE5 which would take several years.
My expectation for my fav game Subnautica 2 is gonna be so high
Hope they upgrade their version to 5.5 instead of just vanilla 5.0
Subnautica is based on Unity not unreal.
@@zen_blade_Subnautica TWO is gonna be on Unreal
@@Hero_Bryan yup
Can't wait for these features to be scaled back at 480p 30fps on current gen consoles
Fantastic info! Thank you.
6:40 not a dev but why on earth would you need thousands of polygons FOR A WALL??? well, i guess it's just a preview so i really hope stuff like this is being baked into a bump texture or something like that
Well because nanite.. You can have millions and millions of polygons in your scene without effecting performance now. The detail on the wall could be useful for a cinematic or something like that!
Maybe not for a game, but movie showcase?
@@93hothead that i can see
Since it is Nanite it does not cost that much in performance. Baking it into a mesh would take up more disk space than blending 2 height maps and you have less control.
GTA 7 in 2030 is going to wild
Rockstar use their own engine - RAGE
Dude we probably won't get gta6 on pc until 2027
Gta6 will probably be 2035
@@Alucard-gt1zf ?? GTA 6 is set to release next year(2025) on the xbox and 2026 for PC. It was a hyperbolic statement
@@Alucard-gt1zfdepends if rockstar releases rdr3 if not gta 7 will be quicker
No. 😂 A lot of people said that about ps3 and gtaV and later on Ps4 😂 then they said it again about the ps5 😂😂 I guess they never learn. Oh in 1985 they said that by 2018 we'd have flying cars 😂 but we still working on tvs and over heating consoles and pcs.
00:48 before lumen and probably when not using lumen we bake lighting once and achieve high performance good looking light even higher than offered by lumen
indoor lighting was shit before lumen
Isn't it still possible to bake in the light and only activate it on necessary objects
Yes but then it's not interactive, it's mostly static lighting when baked (maybe can be turned on off not sure). Baked lighting goes back to the mid 90s like with Quake. Hardware and software suprass that now.
@JFinns is that why all new triple a games using unreal run like shit?
Yes and you can still bake lighting, but with baked lighting it is impossible to get real time bounce lighting for moving lights or a time of day system. Bake lighting is limited but should still be used if you have a static environment like a multiplayer map.
Ive never worked with UE before but this video blew my mind...
Great news for all developers! It is always good to see improved tools. Not only do you get better visual results, but production costs are reduced.
WOOOO I cant wait for insane unoptimized slop that won't run at more than 40 frames on the latest and greatest hardware!!!!!!!!!!!!!! LETS FUCING GOOO
Or regardless of specs will run at a high frame rate but with what has become that signature UE 5 traversal stutter.
belive or not i was wating for this video since preview
Yeah we know it. Every version, every hotfix is a game changer huge BIG deal at Epic.
And still nothing happens...
Unreal hireling.
What does "nothing happens" mean?
What are you on about?
Unreal is a competitor and nothing more. Until they find a way to play AAA games in 4K only using 4GB of invidia graphics then they have changed nothing.
Nice, thank you for explaining the 5.5 features
This is awesome. I’m not familiar with all the technicalities of this but it popped up in my feed and that was a fun watch. Excited for future games
Me watching at 144p:
i find it cool that we are at a point where all the pre-baked process that we use on games is being transitioned to real time stuff, yeah It's going to be more expensive cuz well, it's real time, it's always going to be more expensive, but It's still cool to see
@UnrealSensei does your masterclass also teach 2D or 2.5D game development using Unreal? Thanks!
Nice job! Thanks for the overview 😊
Damn mate this video lock me in, even i dont use unreal. Great visualization about all the features and perfect simple explanations. Awesome work. Thank you
you can clearly see the reduction in quality when you activate megalights...but still better to have increased frame rate.
This is amazing, I am glad to use Unreal in my animation projects
Simulating a whole planet gives interesting ideas..
6:00 - Ah yes, every time I think I could do something with this, remind me of the node system stuff and it's a good way to discourage me immediately x3
8:44 - That is soo cool!
This is very, very neat..
Yes very impressive tech is here, but they need to do a better job with scripting. Skyboxes with stars, Sun, and Moon all need to move/rotate at an angle not straight up down. It all needs to move/rotate to simulate rotation of the Earth. Then it would look much more realistic.
Why is this video only 1080p, normal bitrate? I came to see eye candy, but I guess I need to find another channel
Dani: pfft, more baked lighting, ffffffUUUUUUUU-
Edit: yes, ik Dani uses Unity.
AMAZING channel inspiring thanks a lot keep it up ❤
this is so cool, can't wait to see what games get made with this
It took me a second to realize the model’s mouth movements were synced to thethe video’s audio 2:53
wow! volumetric clouds are amazing
The people who made this engine are gods
Every new patch: "Why this bug fix patch is a MASSIVE game changer for games."
Couldn't care less about photorealism, I think we're past the point where it doesn't make any difference anymore. What excites me is optimizations that ease the burden on hardware.
This is actually insane, the people behind UE are doing amazing things with every release.
This is truly amazing. I can't beleive how far this technology has come in a relatively short time. Unreal!
have you considered making a new upadated free beginner course?
I'm talking about one with all the systems previously mentioned in the current tutorial that were previously in beta or inaccessible, being demonstrated with the new UE5.5 instead of 5.0
beautiful
I love your analysis, great job!!!
Amazing! I noticed the volumetric lighting / smog light got less "filled", in lack of a better word. Could that easily be compensated for if it messes with your vision for the scene?
The people who create UE need to stop and just make a fire ass game before they update UE anymore.
wow. This is getting super-realistic. In the end, we'll discover we're living in unreal engine 42 all along!
I see a bright future for this version upgrade.
5:43 The reflection of the moon does not participate while the sun moves?
Indy Great Circle uses which version of UE?
The more updates that come out, the more I consider the possibility that we live in a simulation