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UE5 using voxel landscape

This is what I expect every new gen of consoles (not just terrain deformation, but interactivity too in every way), but things are getting worst and worst, except for rare cases like Control. I really hope this will be the gen where we finally start to see more interaction. Pretty crazy to think that Red Faction did something similar (and better if we consider you could tear apart walls too) in 2001.
 
It's not even the destructability that is most impressive to me for this application - it's the physical interactivity with the environment that has legit effects. Like that's what I want from this gen - we have open world where you can basically go anywhere - and it looks great. But I want to be able to interact with things the way I choose instead of just them looking pretty
 
Who said it was just about destructibility? :rolleyes:

You're right, What they can't do was never actually specified. So may I ask what it is you guys think this demo is doing that AAA devs can't/won't.

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.

No what exactly? what is here that would be impossible/hasn't been done by a large team?

Anyway, I'm not saying that this stuff is easy, I'm saying that there are reasons it's not being done other than all the AAA devs being so unskilled that they can't pull it off. the issue is that they can't get more interactivity/destructibility for free and they just don't see the cost as worth it whether that cost is having to design the gameplay or the hit to performance.

And for the record developing/maintaining software was my job for almost two decades.
 
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I really hope we see some big games using this tech in the future. Though just because the features are there doesn't mean they will be used.
Red Faction Guerilla on ps3/360 already had some really fun destruction based gameplay, so the tech is there....... but pretty much no one did something with it on ps4/Xb1.

IMO what's most exciting about these videos is that, at least to the untrained eye like mine, all of these features sort of look really easy to use. It gives me hope these new engines and tech will make it easier for smaller studios to make nice looking games with cool tech they wouldn't have been able to use before. Which I think will be all the more important in 10-15 years as AAA gaming continues to move towards multiplayer focused GaaS
 
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Happy GIF

Data collected : impressive
 
Makes me very excited for FF7R-2 as it'll no doubt be using UE5 and be PS5 only. One of the heads has already signalled as much: https://www.unrealengine.com/en-US/...-engine-to-modernize-final-fantasy-vii-remake

They also have the benefit of a big budget and all the groundwork from part 1.

Plus they'll have all the open environments to render between the different locations.

I wouldn't get too excited, the interviewer asks if he's seen UE5 and he basically just says that it looks neat.

Large dev studios often stay away from using the very latest version of public engines and often prefer to stay with their customized versions of older builds. Dragon Quest XII being built in UE5 gives me hope, but that's a totally new project being built from the ground of vs one that's already had tons of work done. We don't know how easy it would be for them to move between versions, we don't know if it's stable enough for full-scale AAA development.

They may be extremely wary of taking this kind of risks for a project of this scale. Especially after the massive delays with part 1.

I'll bet part 3 will be in UE5 for sure though..
 
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looks good, but need a long time to be fully implemented in video games.
 
Don't know how long it takes to qualify as necrobump, perhaps missed it, but it seems euclideon which works on old fashioned hard drives like ps4 and xbox one hard drives with old laptops seems to have similar tech



Also it seems sony solved the issue of skeletal animation with similar tech in atom view



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All of these seem releated to an old image based application idea I had based on fractal image compression called the finitiude of the possible.


The perfect network the brain is near fractal in structure.
 
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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..

A field with rocks in can be thrown together in a couple of days by a single person, like this was. Your requests are possible but would require the efforts of a full size art department for a much longer amount of time. This guy and the internal demo team at epic have to prioritise being efficient while showing off engine features.
Give it a while, you'll get both of those things.
 
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All of these seem releated to an old image based application idea I had based on fractal image compression called the finitiude of the possible.


The perfect network the brain is near fractal in structure.

NAH - the video is messed up after about 36 minutes. Now I won't be able to finish it :D
And its all your fault!
Grampa Simpson Meme GIF by MOODMAN
 
NAH - the video is messed up after about 36 minutes. Now I won't be able to finish it :D
And its all your fault!
Grampa Simpson Meme GIF by MOODMAN
there are other versions in youtube and elsewhere you just have to search a bit, there are also two fractal documentaries very good stuff.

Fractal image compression people scoffed at it, but that was early version of fractal image compression, think off patent now, I suspect more advanced fractal based image compression algorithms could give deep learning algos a run for their money.






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the neural network in the brain has near fractal structure
 
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I am not in a position to judge if this is indeed viable, but it seems voxels is where it's at.

I might just need a new gen of GPUs to optimally support it on hardware level this like they did with raytracing.
 
I am not in a position to judge if this is indeed viable, but it seems voxels is where it's at.

I might just need a new gen of GPUs to optimally support it on hardware level this like they did with raytracing.
euclideon ran on old laptops from hdds. And atomontage don't know what it uses. Nanite seems to use ssds, they use triangle but probably some mathematically equivalent idea to voxels, or sampling technology which is the future. What I don't know is how atom view can run 90fps vr with similar tech which is said to be not triangles or voxels.

 
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euclideon ran on old laptops from hdds. And atomontage don't know what it uses. Nanite seems to use ssds, they use triangle but probably some mathematically equivalent idea to voxels, or sampling technology which is the future. What I don't know is how atom view can run 90fps vr with similar tech which is said to be not triangles or voxels.


Now I really don't wanna talk about euclideon or unlimited detail that stuff was garbarge/vaporware for gaming.

However the word you are looking for is point cloud data.
In Terms of Resolution/Surface Area I would say:
triangle>voxel>point cloud data
 
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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..
Nanite doesn't really work for organic stuff yet and lumen doesn't support translucency (leaves!) yet so we will have to wait for updates. Engine is still in alpha and not feature complete.
 
Now I really don't wanna talk about euclideon or unlimited detail that stuff was garbarge/vaporware for gaming.

However the word you are looking for is point cloud data.
In Terms of Resolution/Surface Area I would say:
triangle>voxel>point cloud data
fractal also important as it allows for perfect compression and nanite and microvoxel algorithms might be fractal in nature, it is also conceivable physics simulations and ai simulations might also fall to fractal like codes that as said appear to give perfect compression. More modern fractal like image supersampling might give deep learning a run for its money as I said.

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blood vasculature fractal, lungs fractal, heart beat fractal, brain network near fractal, perhaps perfect neural network would be some sort of fractal.
 
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