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UE5 using voxel landscape

hlm666

Member
This was an interesting video about UE5 using voxels for the landscape, nanite for the horizon/distance detail and lumen. Some really interesting potential here and it's running on a 1080ti. We are starting to see more and more stuff that isn't a brown desert ;)

 
shocked in awe GIF by bartek ujma


Simply wonderful!
 
Looks good, but it doesn't really seem to solve a lot of issues related to more accurate destructibility/dynamism of enviroments.

Can it simulate destruction-by-weight? Fire? How it handles fluids? How do different materials behave? How persistent is the destruction? Those are all tasks that need to be overcome in order to accomplish a proper destructible enviroment.
 
Brushify content packs are amazing. I bought a couple of them and I love the quality. The democratization of game development via the Unreal Marketplace is great to see.
 
The grass reminded me of how they did the fog in Returnal with voxels. The future looks bright for this gen. Can't wait to see more innovations and devs getting really creative
 
I guess Epic games has started a trend of creating rocks, grass, hills, mountains using unreal engine 5.0

While it looks great, how about creating:

-Rainforest with animals and insects roaming around. Lots of foliage With leaves fluttering, and branches bending in response to wind. On top of that, lets add "rain" to the rain forest along with raytracing since water makes things shimmer. (performance would tank so bad)

-A City with lots of skyscrapers, cars, people walking around and interacting with each other, and lets add again: Rain with raytracing with the rain drops hitting and bouncing off people, cars with reflections (performance would most likely tank)

Gotta get off this rock, mountain, grass, hills trend..
 
I guess Epic games has started a trend of creating rocks, grass, hills, mountains using unreal engine 5.0

Gotta get off this rock, mountain, grass, hills trend..
These assets were made for UE4 years ago. The point of the video isn't to demonstrate years old content packs, but rather the voxel based destructible landscapes.
 


Does not impressive me much. We had environmental destruction since 1998 and better physics 20 years ago. Those heavy rocks-chunks fly, roll like a football down a hill.
 
Goddamn.

I can't imagine what Naughty Dog will do with the PS5. Holy shit.

I doubt they will do anything with UE5.

Plus I have a feeling devs really like to have everything static, when they can have full control of the environment. Half Life 2 was a breath of fresh air in terms of physics and interactivity and in PS3/360 gen we had games that used it (RedFaction) and many games had a lot of interactive objects (shit like barrels, bricks, garbage etc.) but in PS4 era and now? Most games have no physics aside ragdoll (look at new Wolfenstein games)...

I was surprised how much interactive objects FFVII remake had, FUCKING JRPG
 
Thanks OP.

This post + the japanese producer one has finally convinced me to start making my own prototypes in UE5, its time. There is really no excuse these days, you can make something in a day with no money down.
 
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Does not impressive me much. We had environmental destruction since 1998 and better physics 20 years ago. Those heavy rocks-chunks fly, roll like a football down a hill.
Well AAA studios are not going to sacrifice the visuals for interactivity, so if we want cool physics and destruction we have to play things like teardown. Things like this suggest the visuals wont have to be sacrificed so we might see more dynamic worlds in the big budget games. We may not aswell, maybe it's still too much once all the other game systems are in place and running but I really hope we start seeing some improvements this gen. Even stuff like batman being able to use the explosive gel on any wall and cause structure damage would be a start.
 
I dont understand how one person can do this but entire dev teams with budgets of $200 million cant.
 
I guess Epic games has started a trend of creating rocks, grass, hills, mountains using unreal engine 5.0

While it looks great, how about creating:

-Rainforest with animals and insects roaming around. Lots of foliage With leaves fluttering, and branches bending in response to wind. On top of that, lets add "rain" to the rain forest along with raytracing since water makes things shimmer. (performance would tank so bad)

-A City with lots of skyscrapers, cars, people walking around and interacting with each other, and lets add again: Rain with raytracing with the rain drops hitting and bouncing off people, cars with reflections (performance would most likely tank)

Gotta get off this rock, mountain, grass, hills trend..

It's almost like these are small scale demos to show off specific features and not many people are going to spend months putting all that together just for fun.
Mountains are a great way to showcase the new feature without building a whole pointless scene.
 
Whenever i hear about voxels it reminds me of those unlimited detail cunts, uclideon or something. Funny how nothing came of that. This looks good though, i hope it becomes usable.
 
I dont understand how one person can do this but entire dev teams with budgets of $200 million cant.
It's because software development was, is, and always will be, about talent and skill. It's not something you can throw money at and just have it cranked out. If that were the case developing software would be way cheaper than it is, and it would also be a lot more predictable in terms of time tables. It's an incredibly hard field in which to execute well.

To quote Chris Farley in Billy Madison:

"I know from experience dude ... if you know what I mean."

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It's because software development was, is, and always will be, about talent and skill. It's not something you can throw money at and just have it cranked out. If that were the case developing software would be way cheaper than it is, and it would also be a lot more predictable in terms of time tables. It's an incredibly hard field in which to execute well.

To quote Chris Farley in Billy Madison:

"I know from experience dude ... if you know what I mean."

11677830-4c5b-11ea-bfee-860985aa83ce
I dont understand how one person can do this but entire dev teams with budgets of $200 million cant.


Actually it's because they most certainly can if they decided that the idea would be profitable when you factor in the deisng limitation of a game made to be extremely destructable.

Most devs just don't want to design a game where you can break every level.
 
Actually it's because they most certainly can if they decided that the idea would be profitable when you factor in the deisng limitation of a game made to be extremely destructable.

Most devs just don't want to design a game where you can break every level.
Who said it was just about destructibility? :rolleyes:

So many people are experts on software development on this board with all this "ackchually" stuff. :messenger_tears_of_joy:

No, just no.

And if you think you know better, go get hired to lead a software engineering team/company. It's the same thought process that slags off a brilliantly engineered and executed game like Ratchet & Clank Rift Part, and then no one can provide a reason as to why no one else has done anything near it, if it is indeed so easy.
 
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Good stuff, but I'd like to see applications beyond beautifully rendered rocky landscapes. Its becoming as omnipresent as the wet/glossy shader look that was slathered all over UE3 titles.
 
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