Why Unreal Engine 5.4 Is A Life Changer | Asmongold Reacts

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  • čas přidán 25. 04. 2024
  • Unreal Engine 5.4 shouldn't be possible..
    by @UnrealSensei • Why Unreal Engine 5.4 ...
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    Channel Editors: CatDany & Daily Dose of Asmongold
    If you own the copyright of content showed in this video and would like it to be removed:
    / catdanyru
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Komentáře • 1,5K

  • @niox1920
    @niox1920 Před 16 dny +1183

    the blender donut tutorial has spread so much

    • @Wampert
      @Wampert Před 16 dny +28

      its just a meme, a Donut meme

    • @keithwinget6521
      @keithwinget6521 Před 16 dny +20

      It's the donut virus.

    • @M_k-zi3tn
      @M_k-zi3tn Před 16 dny +10

      I know right! That's how I actually started learning blender

    • @niox1920
      @niox1920 Před 16 dny +23

      @@Wampert a meme that started from the blender donut tutorial by blender guru

    • @krozareq
      @krozareq Před 16 dny +20

      Not many will get the donut reference, but those who do are the real heroes.

  • @ThomasWindar
    @ThomasWindar Před 16 dny +964

    A little bit of explanation from a 3D Generalist - the features you see in Unreal 5.4 are not something exceptionally new that you couldn't get in other software but what they are doing is getting rid of the "issues with the pipeline" for assets. Usually to make a game you would need to Make a 3D model and then make sure "The textures will work in the engine", "The Animations import correctly", etc. You had several Software packages from several different companies - and you hoped it all worked out.
    Unreal 5.4 is basically putting all of the features you need - directly into the engine itself.
    This cuts down on SO MUCH NONSENSE related to importing assets that it's an incredible time saver.
    It also is a direct competitor to all the software out there that provides the features.
    No longer you need to purchase Substance Designer and Substance Painter - you can just make the materials in UE5.4.
    Same with the motion matching animation. You no longer need to spend a ton of time, making sure the State Machines all work correctly - you just create animations, name them correctly and the system assembles it for you. It's a gigantic time saver.
    It cuts costs - especially for Indie developers.
    These updates will directly impact indie Devs in a positive way. You just need a Team that "learns Unreal engine" - and you can all work Remotely, cause there are no pipeline issues anymore. Everyone has assets that work in the engine from the get go.
    So yeah - very impressive.

    • @RobertMituOfficial
      @RobertMituOfficial Před 16 dny +15

      This.

    • @YuviMan13
      @YuviMan13 Před 16 dny +55

      Couldn't agree more, it took more than 1 week of research to figure out how the automatic import textures from substance painter to maya arnold works. Most "professional" software are often extremely bloated and riddled with bugs that make certain features, especially the cross-software one, unsuable.

    • @solomondesormeaux
      @solomondesormeaux Před 16 dny +9

      Guess cd project had that insider info and switched waiting to see their next projects.

    • @hiTocopter
      @hiTocopter Před 16 dny +10

      One issue with this approach is that once substance designer and blender come up with new and better ways of creating things, UE will now be bloated with features that no one should use, yet lots of people still will - because they don't know any better. Another issue is that the more features unreal gets, the more unwieldy it will become, since everything needs to work with everything else. Not to mention that you have to live with UE's fantastically terrible ux.
      I haven't experienced any of the artists at my studio complain about "pipeline issues" between other software and UE. If anything, they're very happy with how smooth it is.
      With that said, maybe it's just doomsday thinking and it turns out great in the long run. But we already have a pretty good contender for this where it has already happened - Unity. It's trying to appease so many possible angles of use that simply knowing what tools you should use within the engine is a minefield.

    • @Daniel_Vital
      @Daniel_Vital Před 16 dny +3

      It will take a while for them to get better than the adobe suite. They are trying to do everything at the time, and it takes years to catch up.
      I believe that inside the industry, no changes will occur for some years (At least in the bigger studios with high budget)

  • @Mecha_Gear
    @Mecha_Gear Před 16 dny +65

    Back in the 90's I started smoking because I had nothing else to do while waiting for all the frames to render and make sure they would actually render overnight. When I quit working in CG, I also quit smoking.

  • @Solacecrafting
    @Solacecrafting Před 16 dny +291

    It is important to understand (full time game developer here) that while this has the potential to very much reduce iteration speed when it comes to bypassing the lengthly cost of waiting for high quality renders in non-real-time engines, the actual workflow of producing and generating content is still not all that different. This isn't some magic fix for solo devs that want to get into cinematics. It's definitely a big step in a very good direction, and a very cool thing, but for 95%+ of game developers this isn't actually a toolkit of things that have never been available, they're just now much more available in a much more tight nit space, -out of the box-. Previously most developer would buy special packages to be able to do these kinds of things in Unreal and Unity.

    • @chelfyn
      @chelfyn Před 16 dny +43

      I'm a 3D artist and animator, and I'm loving leaving the modelling behind and concentrating on the cinematics in UE5. Some of the UE5 workflows are seriously superior to the likes of Maya/Max/Softimage/C4d etc, and it's a joy to work with realtime viewport. Taking the rendering step out does more than speed up that step of the workflow, it takes people out of the piepline.

    • @skywriter4308
      @skywriter4308 Před 16 dny +8

      I just finished typing a comment to the same effect! At the very least though I'm glad to see Asmon appreciating the ingenuity of the game design tools we've been using already.

    • @user-ec3rm9wr1n
      @user-ec3rm9wr1n Před 16 dny +2

      Normal people talk it's a marketing moves in reality it's just a tool

    • @legendofmats2073
      @legendofmats2073 Před 16 dny

      ​@@chelfynisn't softimage, just an older version of Maya,

    • @legendofmats2073
      @legendofmats2073 Před 16 dny +3

      ​@@chelfynand what do you mean by, leaving modelling behind?,
      you still need 3D modelling,

  • @VisionofTomo
    @VisionofTomo Před 16 dny +1396

    So wild . Its like all of a sudden 10 years of game advancement happens in the blink of an eye

    • @bobross9370
      @bobross9370 Před 16 dny +44

      Mainly because Epic Games didn't invent or "advance" any of this.

    • @doesntmatter6084
      @doesntmatter6084 Před 16 dny +100

      @@bobross9370what other technology can do that in real time?

    • @Luca-yq5ux
      @Luca-yq5ux Před 16 dny +64

      @@bobross9370 hater

    • @TheRealPots
      @TheRealPots Před 16 dny +61

      To us? Sure it's a blink, but for the intelligent people working on UE its been quite a journey.

    • @Hopemaxxing_For_My_Chair
      @Hopemaxxing_For_My_Chair Před 16 dny

      Yeah that is true man, though I can not complain because it is cool.

  • @bk8230
    @bk8230 Před 16 dny +492

    We used to say realistic when games came out on ps2, but look where we are now.

    • @vdxxxy484
      @vdxxxy484 Před 16 dny +31

      We used to say realistic when games came out on the ps6, look where we are now

    • @DHankins19
      @DHankins19 Před 16 dny +7

      @@vdxxxy484 I can actually imagine real graphics by the time ps6 drops.

    • @0Heeroyuy01
      @0Heeroyuy01 Před 16 dny +23

      been playing the PS2 a lot lately modern games are boring and i think part of that can be blamed on graphics and how everyone has such a hard on for photo realistic graphics

    • @DHankins19
      @DHankins19 Před 16 dny +6

      @@0Heeroyuy01 Just because you play bad games does not mean we all do.

    • @Erucus
      @Erucus Před 16 dny

      Just wait and see where we’re at in 20 years it’s gonna be crazy

  • @vettie
    @vettie Před 16 dny +141

    5:59 I don't think anyone who is not an animator understands how huge this is but i'm drooling rn

    • @YAgamer1995
      @YAgamer1995 Před 16 dny +23

      As an aspiring animator I understand how much of a breakthrough this is. Stuff like this last year would've either been impossible or take an ungodly amount of time to render. Now we can do what was almost or flat out was impossible, instantly.

    • @oreoicecream1829
      @oreoicecream1829 Před 16 dny +7

      I hope i won't lose my job i might start learning this technology now😅

    • @vettie
      @vettie Před 16 dny

      @@oreoicecream1829 I program almost exclusively with the assistance of GPT now. Get used to the tools. We're not going backwards.

    • @illyaeater
      @illyaeater Před 16 dny +2

      mmds about to level up

    • @armondtanz
      @armondtanz Před 16 dny +6

      @@YAgamer1995 I seen this about a year ago on 2 min papers channel. Prompt to animation has been a thing now. Still a bit messy, unreal team have smoothed everything out.
      Next will be gaussian splat type 3d. Then using similar technology to make animations.
      Midjourney just announced 3d is coming. They just hired some industry leaders from gaming, apple, nvidia.
      Exciting times.

  • @RmonteiroHQ
    @RmonteiroHQ Před 16 dny +12

    This features are not new, but are all over the place, on lots of software that we use on a pipeline. What we are seeing here is that Unreal is integrating a lot of tools used on a game pipeline inside the same engine, the same thing blender is doing, a single software that does moddeling, sculpt, texturing, rigging, animating, editing and post editing... unreal is doing the same. It still doesnt replace the powerful softwares on the pipeline, but it defnitly makes the process more democratic for new devs. The industry software pipeline is really expensive, and having similar tools, for free, integrated into the engine, even if its not as powerfull as the other specific software, is amazing for new devs or indie devs.

  • @louisless
    @louisless Před 16 dny +443

    19:18 Bethesda engine losing to a donut is so wild and yet so accurate at the same time 😂

    • @hierox4120
      @hierox4120 Před 16 dny +28

      You can't really compare the doughnut simulation to Starfield's though. It's in a vastly different setting. The unreal simulation was mainly just simulating donuts. Starfield's was simulating the bricks and the map, in-game systems, animations, etc. A more appropriate example may be trying to simulate doughnuts in say, the Matrix city.

    • @mercerwing1458
      @mercerwing1458 Před 16 dny +6

      @@hierox4120 Which you can easily do? wtf is your point lmao

    • @AlenLoebTutorials
      @AlenLoebTutorials Před 16 dny +25

      @@mercerwing1458 In the doughnuts demo there also weren't any physical interactions, which is the biggest performance hit to the whole simulation in starfield. The starfield physics actually handle the simulation quite well. Without any physical interaction you could render 1 mil doughnuts at +60fps no problem.

    • @Texansfan59
      @Texansfan59 Před 16 dny

      Sounds like a whole lot of coping to me​@@hierox4120

    • @hierox4120
      @hierox4120 Před 16 dny +8

      @@AlenLoebTutorials Saves me the effort of replying to a 3 year old punk lol.

  • @hunterxgirl
    @hunterxgirl Před 16 dny +257

    As a Unity Developer for years, Unreal Engine is looking very hot right now.

    • @SwangoZone
      @SwangoZone Před 16 dny +31

      At least unreal isn't crooks like unity

    • @repriat6846
      @repriat6846 Před 16 dny +29

      wasn't unity the game engine that started charging people to sell their games lol

    • @hunterxgirl
      @hunterxgirl Před 16 dny +42

      @@repriat6846 yeah… need to lie down thinking about this. It’s hard to move on when you invested years into a engine

    • @dakdak3331
      @dakdak3331 Před 16 dny

      Relate to this hard. All the best, we will find ways to make it work! ​@@hunterxgirl

    • @KwehShiro
      @KwehShiro Před 16 dny +18

      @@hunterxgirl i've had to learn both at school back in the day, and i can say unreal is much more intuitive than unity, if it helps. And your knowledge from unity isn't lost. though unity is more coding and unreal is about nodes, the essential stay similar. The hardest part is switching engine mid-game devloppment :/

  • @skywriter4308
    @skywriter4308 Před 16 dny +49

    Most of this technology has already been around for years. What's impressive is that it's packaged into the game engine itself. When I work on games, I use Blender for 3D models, rigging, and animations, Krita/Gimp for textures, and Unity to tie it together with logic. I've also created some of my own procedural terrain generator that works similarly to what was showcased here. We've just never seen all these features as part of the same program before. It mainly means faster workflow and fewer compatibility issues. It's not exactly revolutionary, but very, very convenient!

    • @diarana
      @diarana Před 16 dny +2

      i just hope unreal improves the animation enviroment soon or with this update, cus for now the biggest thigns keeping me on blender are how easy it is to animate there and being able to model stuff on the same place, if unreal adds that i feel fully switching would be more posible

    • @Fxnarji
      @Fxnarji Před 13 dny +1

      this ^
      I feel like Asmon would be similarly shocked by a substance Painter feature reel from 5 years ago or something like that

    • @nmezero7762
      @nmezero7762 Před 3 dny +1

      and FREE

  • @The10thX
    @The10thX Před 16 dny +76

    I swear someone says this every Unreal update.

    • @YAgamer1995
      @YAgamer1995 Před 16 dny +2

      Lol yea most updates are "game changers"

    • @Josh72769
      @Josh72769 Před 16 dny +2

      @@YAgamer1995 They are just literal episodes to me.

    • @Grom84
      @Grom84 Před 16 dny +8

      unbelivubal! realistic! next-gen they say) but the games come out crappier and crappier lol.

    • @sora5982
      @sora5982 Před 16 dny +12

      ​@@Grom84because a lot of people with no skill and no passion are now able to make games as well.

    • @Grom84
      @Grom84 Před 16 dny

      @@sora5982 yep

  • @Juggalorazzy
    @Juggalorazzy Před 16 dny +110

    I had computer programming in high school in the late 1980's. I programmed a stick figure to walk around. Had to program per pixel LOL😂

    • @mrgojangles1752
      @mrgojangles1752 Před 16 dny +8

      Exactly. We had to tell the computer how to draw a circle or make sound on apple computers.

    • @Lagrangeify
      @Lagrangeify Před 16 dny +1

      @@mrgojangles1752 And managing attribute clash for those of us toiling on a ZX Spectrum with its 16 colours, two of which were black 😆

  • @bobbobber4810
    @bobbobber4810 Před 16 dny +192

    I just wish they would do good games.
    Graphics don't make a bad game good.

    • @327thepeanut
      @327thepeanut Před 16 dny +11

      Hotline Miami is one of my favorite games and graphical fidelity is the last thing it's known for. I don't care about graphics, just make a good game with good art direction.

    • @jackcarterog001
      @jackcarterog001 Před 16 dny +23

      Yep. I'll take New Vegas 2 using older tech over Fallout 5 any day.

    • @mike-2275
      @mike-2275 Před 16 dny +38

      True. But making good graphics cheaper will enable smaller studios without mega budgets to create better games. Since triple A games are so expensive, studios play it safe.

    • @johnpp21
      @johnpp21 Před 16 dny +7

      unreal engine doesn't only used in gaming, chinese animators uses game engine to make anime.
      one of my favorites is the Throne of Seal and graphics are really amazing

    • @dwarflord420
      @dwarflord420 Před 16 dny

      Exactly.
      Just Look at Morrowind for example.

  • @AnnihilatorCZ
    @AnnihilatorCZ Před 16 dny +28

    9:15 I love Asmon looking at the graph as if he has any chance of understanding it.

    • @Real_MisterSir
      @Real_MisterSir Před 16 dny

      node lines and boxes go brr

    • @Hietakissa
      @Hietakissa Před 16 dny +4

      as if anyone could understand the spaghetti that is visual scripting

    • @tomtoo7860
      @tomtoo7860 Před 15 dny

      Even when doing the dreaded donut tutorial I could barely understand what I was doing during the graph section 🤣

    • @BioClone
      @BioClone Před 4 dny

      the best of the nodes is for people never using them it feels like "oh so easy" later when you realize you need to exactly connect one to another one to maybe 1 of 20 options... no longer looks that easy... xD

  • @user-es4rm4ts5t
    @user-es4rm4ts5t Před 16 dny +4

    I remember a dream I had where I was traveling very quickly over a huge amount of land and everything was so beautiful and you just knew life and settlements were all throughout the land and water even though you couldn't see it all. Green and blue in sunlight and everything clean. When I woke up it made me think of video games from the future how good they would be. Gave me that good but weird feeling you get after one of those dreams too.

  • @somerandomperson9670
    @somerandomperson9670 Před 16 dny +48

    As a wise man once said “all of it just works”

    • @RobertMituOfficial
      @RobertMituOfficial Před 16 dny +6

      Todd has fully turned into a meme, in all the negative ways, in the past 8 months. And deservedly so.

    • @JamesRoss-ro8fj
      @JamesRoss-ro8fj Před 15 dny

      @@RobertMituOfficial Don't insult our lord and saviour! seriously though yeah, ever since he said "it just works" and it infact did not just work he's been a bit of a laughing stock. he's started gaining popularity again though now the fallout series is doing well

  • @ashrakkrazlegan6114
    @ashrakkrazlegan6114 Před 16 dny +61

    The engine is a game on itself, I wanna play it

    • @ghstproject
      @ghstproject Před 16 dny

      Do it! It's free and you will get addicted 100% :D Even if you only use it as a hobby it drags you in really quickly! Also you get free marketplace assets every month and whenever they feel like giving away some cool stuff! However it takes a good amount of time to get things working and you will have to watch tons of youtube videos and you will re-watch them a lot. Also expect to watch multiple videos to get to a single solution! :D
      I've been using unreal as a hobby for about 4 years now and I've bought tons of assets from the marketplace and honestly for someone like me that likes to create shit and just play stupid shit its the best thing ever! I can make a crappy almost not working diablo singleplayer clone in a week now without any fancy graphics and without the use of any assets or templates and I bet every actual game dev would hate the way I do things but its fun and it works! :D
      Also doing escape from tarkov cloes with the fps template is super fun :D simple racing games with the template are also fun! You can do so much with it honestly...
      I probably would pay for the engine if they ever decide to release a pay to use engine... I really like it!

    • @nemesisone8927
      @nemesisone8927 Před 16 dny +1

      you can play whole multi player games with it add your own stuff to it.

    • @jordanwillem7755
      @jordanwillem7755 Před 16 dny

      What.

    • @exnozgaming5657
      @exnozgaming5657 Před 16 dny +12

      It actually is. One thing all game devs know but don't tell is , *_the best game is game dev_*

    • @iller3
      @iller3 Před 16 dny +3

      So was Garry's Mod and SFM for a long time... they just were never going to get close to these results for Amateurs

  • @Immortal_BP
    @Immortal_BP Před 16 dny +3

    This is amazing because i have been using blender but the load on my rig was always too much even with simple scenes. just previewing my animations with everything turned off like materials, sfx, etc i would get 15 fps. I can not express how happy i am that i can make animations in REAL TIME with normal FPS. not to mention they have drastically improved importing Blender models into Unreal which hindered me using Unreal for a while now. i think this is life changing for a lot of people no joke

  • @gingerbread_GB
    @gingerbread_GB Před 16 dny +5

    The motion animation selectors will work seamlessly with motion actors now. You just create a list of motions for the actors to act out. Drop them into the system and it'll just work.

    • @iller3
      @iller3 Před 16 dny

      not really, more iterations doesn't solve the uncanny effects that come from trying to rig match from motion sensors, an animator still has to look over every sequence to catch the IK mismatches

  • @bobross9370
    @bobross9370 Před 16 dny +36

    This technology has existed for a long time, you still need people to make the systems, you still need people to make/clean up the animations, you still need people to set those animations up in script. Nobody is getting replaced, it's just a different way of handling movement & animation, not all games will use this way.

    • @mattabbott4891
      @mattabbott4891 Před 16 dny

      Most will not

    • @MangaGamify
      @MangaGamify Před 16 dny +2

      @@gezenews can you reiterate that? cause it sounds to me it makes the labor market have less opportunity on a software thats free to use by anyone and only starts charging when you earn your first 1M if you are a developer, and $1k+ for evryone else like arch vis to name a few

    • @ryanthompson3737
      @ryanthompson3737 Před 16 dny

      ​@gezenews Except the market demand will mean they can produce more content faster and cheaper. Of course people won't pay for every game that floods the market, so game publishers will have to either make the game even better than ever before or make them cheaper to match the demand. Supply and demand will always remain true.

    • @ladyville3
      @ladyville3 Před 16 dny +5

      You don't think AI will be able to clean up the animation soon? Putting your hands over your eyes doesn't hide you from the world.

    • @bobross9370
      @bobross9370 Před 16 dny

      @@ladyville3 That's completely unrelated to any of my points? And even then, no, there are far too many variables for an AI to take into consideration for it to go in and precisely clean-up choppy keyframes, or retarget armatures, or fix blendshapes they would need to pull from data that specifically tells them what to do and every situation is slightly different, the variability is just too much. People keep talking about the AI uprising, but I haven't seen it have much of an impact? It's been around for a long time and it's more or less being used as a tool alongside other things rather than a way of replacing peoples jobs.

  • @skulldgry1215
    @skulldgry1215 Před 16 dny +6

    haha good vid but always makes me chuckle to watch people react and get so excited about things are aren’t new, just new to unreal. Like the Ik bone rigging, procedural texture map gen, etc. hahaha I’ve been a cgi animator since 1999 and used to be the reseller in my state for Maya, Studio max, lightwave, and all discreet products(edit*, flint, frost, flame, etc) as well as a post production engineer and manager.
    It’s has been extremely cool to see how far things have come over the last two decades, especially some of the common tools now that are real time or slider based which have me laughing at how fast they are compared to how much time it used to take to create and then render the same things 20 years ago. Anyone remember waiting to calculate volumetric lighting, radiosity, or hyper voxels? hahaha. Back in the day when clicking the render button and watching the render manager tell you estimated time was 2386 mins per frame just for a simple draft image to test your layout.

    • @macvirii
      @macvirii Před 16 dny +1

      Yes, I didn't even know that there wasn't a blend mode for animations/auto calculation of intermediate key frames for the animation, mas using a 'free' game engine and run in real time is still pretty impressive

    • @_l3m35_
      @_l3m35_ Před 14 dny

      I guess the point is exactly that it's all new to Unreal. More and more, creators won't need multiple softwares to do the same work.

  • @hm09235nd
    @hm09235nd Před 15 dny +1

    The motion matching/procedural thing was kinda done by that one guy who's making that rabbit fighting game (ok youtubed it - Overgrowth) that's always being memed on for being vaporware. He did some cool stuff that seemed ahead of its time.

  • @the98themperoroftheholybri33

    The parts talking about procedurally generated environments will be used in the Dune Awakening game.
    They said the PVP zone will have regular sandstorms which change the environment and location of rare resources so clans or the most powerful players can't simply block off areas for other players like they can in games like Ark

    • @BioClone
      @BioClone Před 4 dny

      Dune awakening is going to be 80% conan exiles.... mark my words

  • @Hazzikaze
    @Hazzikaze Před 16 dny +14

    I’ve been playing games for at least a decade and a half, and have modeled & animated on different software such as 3DS max, Lua, adobe, etc. Unreal is the best thing to ever happen to not only gaming and animation, but to technology as a whole. It’s so good it must be unreal.

    • @chelfyn
      @chelfyn Před 16 dny +2

      playing games since pong, been a coder, 3D modeller, animator, and compositor in my time. Nothing has excited me as much as UE5. I've been learning it for the past few weeks and it's fricken amazing.

  • @jediryan9454
    @jediryan9454 Před 16 dny +4

    This will add another 5 years of development for Ashes of Creation.

  • @CubsYT
    @CubsYT Před 9 dny +2

    18:06 It's worth noting that the donuts did not have any collision, while the video with the milk he was comparing it to did have collision.
    Collisions between objects is one of the, if not the biggest performance hit. These are just particles with a 3D model, and we've been able to render millions of particles at once for many many years now.

  • @immoralnight9895
    @immoralnight9895 Před 15 dny +1

    I just love the idea of some game devs creating a huge rpg world. Then forming the games plot around warring factions fighting over the land and its resources. Being able to procedurally generate the land imbetween, at least to my perspective, frees up so much time for the devs to really get into the nitty gritty details of what makes the world. Monsters, dungeons, factions, mechanics, player impact on the world.

  • @ExeErdna
    @ExeErdna Před 16 dny +3

    Now this is gaming changing for it. This is basically either gonna cut more "middle management" out of game dev so you can put more experts on something like this to make really good games. OR what they're most likely gonna do is protect their middle management roles and burden like 3 people to make the whole game.

  • @pascalblanche
    @pascalblanche Před 16 dny +17

    it will allow us to do way more with same amount of ppl. it is basically how cinema and game prods evolved since the introduction of digital tools

    • @Dzarafata
      @Dzarafata Před 16 dny +3

      Or rather the same amount with fewer people

    • @ez260
      @ez260 Před 16 dny

      ​@@Dzarafatathis what the greedy companies will go for but I'm hoping studios like Larian will do it the right way

    • @Real_MisterSir
      @Real_MisterSir Před 16 dny +1

      @@Dzarafata or rather a lesser amount with almost exclusively AI assisted work and one single overworked dev to manage it all

  • @ixenharroc3727
    @ixenharroc3727 Před 16 dny +2

    I don't know if it's just me, but seeing the evolution of Unreal, and what it is capable of gets me extremely giddy and excited. I got the same way seeing the progress of The James Webb Space Telescope.

  • @tgykurtulus
    @tgykurtulus Před 14 dny

    I am a bit confused, we dont need blendspace anymore? because what i ve seen from the tutorials, with few of licks, player can have the basic locomotion which can be replaced by old-school blend space. Did i get it right ?
    And If we can implement the lyra style animation bp loading system , I think new animations are gonna look better and much more optimized?
    ,

  • @lurtiskoe
    @lurtiskoe Před 16 dny +5

    unreal tech has been great for a while now its just getting even better. this will be HUGE for the next decade of games coming out.

  • @_Rie_
    @_Rie_ Před 16 dny +10

    The other game companies had this tech for a time now its available to public

  • @nicholaserwin988
    @nicholaserwin988 Před 15 dny

    9:50 even the far cry map editor you can build a road through the tree generator system. The collection system randomly places tress, bushes and foliage of tropical plants for example without you having to place them all idnvidually and then a road replaces that area. This has been in that game for over a decade.

    • @BioClone
      @BioClone Před 4 dny

      this is actually very different... on Far Cry ussualy there is forest or there is no forest (gap for a road) here the forest surface is the same but the trees and terrain of certain area gets modified where you want the road...

  • @Zeltaris
    @Zeltaris Před 16 dny

    I used similar programs a long time ago. However, it took about a day to render one complicated frame at high quality, 30 years ago. It's crazy how fast this can go now!

  • @JD-ko4xr
    @JD-ko4xr Před 16 dny +5

    Maybe games will be cheaper if its easier to make

  • @MikeG.666
    @MikeG.666 Před 16 dny +8

    "We had to wait for each screen to render... so lame"
    "Back in my day... we drew each frame from scratch! By hand! Through the snow... both ways!"

  • @tnsrs2719
    @tnsrs2719 Před 12 dny

    For an open world i think the next step is having the different Nodes(oasis , jungles etc) interreact with one and the other into an even bigger subset. So a river would cut through a hill in some amount of time for instance

  • @ALLIN-bw3if
    @ALLIN-bw3if Před 14 dny

    its crazy with the animation thing more animations you put in the data base the better moment and more natural feeling it will get

  • @PlayerEIeven
    @PlayerEIeven Před 16 dny +4

    The Witcher 4 is going to be insane...

  • @xavier2094
    @xavier2094 Před 16 dny +8

    I can't wait to get even higher quality shovelware be sold at the steam store

    • @npcimknot958
      @npcimknot958 Před 16 dny +1

      More expensive bait shovel ware yup.

  • @digimbyte
    @digimbyte Před 14 dny

    the new blend animation, I know the source. it was a dynamic animation driver. its a flow map with context. I can't recall but the concept was an anubis god sitting down on a chair from different angles. this is an extension of that prototype

  • @local9
    @local9 Před 16 dny

    Saw a paper on the animation stuff last year, they've done amazingly well with it.

  • @mattcollins4886
    @mattcollins4886 Před 16 dny +4

    Making games easier to create just so they can charge us $150 anyway

  • @chelfyn
    @chelfyn Před 16 dny +6

    I grew up in the early days of 8 bit gaming, where the market was full of quirky little games with weird machanics by solodevs in their bedroom. Then we had decades where for 99% of cases, you needed a fairly large studio to make a game. now with UE5 we're back to a single dev being able to make games in their rooms again. I am excite.

    • @Daniel_Vital
      @Daniel_Vital Před 16 dny

      And the market will be flooded with trash again :D

    • @RePeLSTeeLTJe--
      @RePeLSTeeLTJe-- Před 16 dny +1

      @@Daniel_Vital I honestly think it will help gaming more, because now the eccentric ambitious solo devs can really step their game up.
      I've pretty much seen it with most AAA devs now, i only play stuff that's either a decade old or made by small studios such as HellDivers 2.

    • @Daniel_Vital
      @Daniel_Vital Před 16 dny

      @@RePeLSTeeLTJe-- helldiver 2 isn't a small studio with a small studio with a small budget.

    • @chelfyn
      @chelfyn Před 7 dny

      @@Daniel_Vital It already is flooded with trash, but now the trash won't cost 100's millions to develop and won't cost 100's $$s to buy. At least the coming indie trash tsunami will be filled with an explosion of mad ideas, unlike the rinse-repeat cycle of the current AA & AAA games.

  • @chaver28
    @chaver28 Před 16 dny +2

    what date did 5.4 release?? i just need to wait for all the plugin i use to get updated before i can update to 5.4

    • @ZoltanPatai
      @ZoltanPatai Před 15 dny +1

      April 23

    • @chaver28
      @chaver28 Před 15 dny

      @@ZoltanPatai think i will have to wait awhile for all the plugins to get updated then haha

  • @M_E_T_R_O__9
    @M_E_T_R_O__9 Před 7 dny

    So to help me understand, are people building, animating and rendering the entire end product essentially in UE5 or do the assets all get exported into another tool for this? Can a mac studio m2 ultra run this, or would it need to be PC?

  • @mastermandan89
    @mastermandan89 Před 16 dny +4

    Asmon watches an enormous leap forward in design animation. Him: "Oh, well that's better."

  • @davidbenedict5617
    @davidbenedict5617 Před 16 dny +8

    I wonder if they can make a tv show using unreal

    • @ghstproject
      @ghstproject Před 16 dny +4

      Would be crazy if they would make a tv show with unreal! I would love to see a big franchise maybe like star wars or somethig

    • @G0DKILLER_
      @G0DKILLER_ Před 16 dny

      the madolorian uses UE for their enviroments on gaint screens. so the cast can see what planet they are walking on while acting so they don't have to pretend to know what they are doing

    • @itzshft
      @itzshft Před 16 dny

      @@ghstproject I cant tell if this is sarcasm😂

    • @dagreatberich1070
      @dagreatberich1070 Před 16 dny

      The mandalorian used unreal engine, google it.

    • @Jairjax
      @Jairjax Před 16 dny

      @@itzshft No? it would be super cool

  • @FeroxOccisor
    @FeroxOccisor Před 16 dny +2

    An all-in-one solution environment for video game development, animation, texturing, graphic design, procedural generation and fool-proof rigging without needing to code. Just hook up a bunch of the appropriate nodes in a graph, tweak it for a while and you're done.
    The fact that they've also increased output fidelity (in real-time) while increasing performance rate is even more mind blowing. I wonder what kind of ancient eldritch mathematics they've discovered to be able to achieve this XD

  • @montasarboughanmi6366
    @montasarboughanmi6366 Před 12 dny

    i wanna know if the new games will be bigger in space with that new unreal engine soo should i buy the rtx 4090 ti or what ?

  • @Pside22G
    @Pside22G Před 16 dny +3

    Dude... Blender is going to become irrelevant at the rate UE are going. I do like Blender though :P
    Upon watching further, they have taken a lot of features from Blender. This is really good. I may finally start playing with the UE engine.

    • @ubuntux22
      @ubuntux22 Před 16 dny +2

      Use both, just make a nice low poly 3d model on blender and append it into UE5 to play with it in real time... UE5 will be nice now to make quick animations without waiting ages to get it render, but blender is still useful if you want to make specific 3d models i guess.

    • @Pside22G
      @Pside22G Před 16 dny +1

      @@ubuntux22 Agreed. They don't quite have 3D modeling in here just yet but suspect it will be here soon.

    • @ubuntux22
      @ubuntux22 Před 16 dny

      @@Pside22G Indeed, maybe this make the blender team to reconsider their graphic engine approach one more time idk. Anyway blender its open, UE its not... but its way more accessible than most of the professional software, and you can find a tutorial for it everywhere on the net. Hopefully AI doesnt kill this kind of job for future generations lmao.
      I myself im not a 3D artist or something, but hard surface modeling and animations on blender has been so fun to learn to complement with my engineering projects... Its always fun to learn this kind of things, and im glad UE5 its getting so much better putting everything in the same software.

    • @DarkSession6208
      @DarkSession6208 Před 16 dny

      Nobody will use UE5s own modeling tools if they release something like this. Industry standard was always Max or Maya, Blender was good for freelancers, but Blender is well thought trough, unreals implementations were always complete jank and no serious artist used that stuff. The only good things in Unreal is Blueprints, the C++ Implementation and the Foliage tool. Everything else is jank. UE5 also does not need this because making a proper 3D Model is not a task of 20 minutes but rather hours, so usually you make mulitple models before you import them into UE.

  • @34959
    @34959 Před 16 dny +10

    Asmon NEEDS to do a ue5 stream where he tries to learn it, its shockingly easy to understand once you know what everything does.

    • @davy4842
      @davy4842 Před 16 dny +10

      It’s not …you clearly never tried it

    • @YAgamer1995
      @YAgamer1995 Před 16 dny +2

      Game development is very hard bud. I don't plan on doing it as a job just as a side hobby. I only plan on doing modeling and animation as a job.

    • @chelfyn
      @chelfyn Před 16 dny

      @@davy4842 "shockingly easy compared with all previous methods". fixed that.

    • @davy4842
      @davy4842 Před 16 dny +1

      @@chelfyn nope still the same as EU 4 ..I know what I’m talking about just like 20% less hassle.

    • @MrRafagigapr
      @MrRafagigapr Před 16 dny +5

      bro Asmon cant even read a game hint covering 20% of his scree do you really think it matters lol LMAO

  • @TeamChemicalDestruct
    @TeamChemicalDestruct Před 13 dny

    A problem i see is that a lot of these tools get you really fast to 80% quality of something you could do before in another way or another tool, but then possibly prevent you from going further, because the detailed control has been abstracted away. Like the 2d Editor, better integrated, but i doubt it is as powerful as photoshop, or the motion matched Animations that could simply stop working as your movement system gets more complicated.

  • @DivinePonies
    @DivinePonies Před 15 dny

    Reminds me of some map creators in older games like Age of Mythology, except this is magnitudes above.

  • @lowercase21
    @lowercase21 Před 15 dny +6

    Now they can fire all the woke employees!! 😂

    • @donutello_
      @donutello_ Před 10 dny

      the fuck does that have to do with anything

  • @Bananaman-jm4xl
    @Bananaman-jm4xl Před 16 dny +44

    My life isn’t changed by this

  • @locke6854
    @locke6854 Před 5 dny

    Uncharted used the motion matching for some cool things.... if near a blazing fire, Drake will shield his face towards the direction of the fire. If he walks close to a wall and he's injured, he will put his hand/arm out to brace himself against the wall while walking along it. I'm sure something similar is used for pushing through crowds. Curious if the newer Assassins Creed games use this.

  • @colinh8983
    @colinh8983 Před 14 dny

    @10:49 yes definitely. Agreed in full!
    Regarding the more dynamic animations for players in game. Would that not effect online FPS shooters. In a negative way.
    I have no clue what I'm talking about but under the fancy graphics it's still basic hitboxes and x and y axis etc they are all built on.
    With more fancy Insta fluid animations when jumping around not wreak havoc with peoples shots /aiming?

  • @Bella_Malk
    @Bella_Malk Před 16 dny +63

    Bethesda's got this. The next Elder Scrolls will be a great game

    • @B-------D
      @B-------D Před 16 dny +9

      In 2045

    • @alchapwn
      @alchapwn Před 16 dny +37

      Try not to OD on the hopium

    • @altairtodescatto
      @altairtodescatto Před 16 dny +10

      If they trully get the fuck out of creation engine we gold

    • @EliteUwUPrime
      @EliteUwUPrime Před 16 dny +1

      Surely

    • @Durzza
      @Durzza Před 16 dny +15

      theyre still going to use creation engine. and the game is going to be as shit as their last 6 releases. stop it. dont preorder

  • @thephilosopher7173
    @thephilosopher7173 Před 16 dny +6

    And this is all FREE. 🤯

  • @KingGameReview
    @KingGameReview Před 16 dny

    When I took a 3D modeling class in the mid 2000s in college, it took like an hour to render each frame. We had to leave our computers in the computer lab rendering overnight, so by the time we had the next class it would be done.

  • @RokenPL
    @RokenPL Před 14 dny

    I work with Cinema 4d and UE as a motion designer and also make a lot of product visualisation, new UE is great but still falls behind C4d when it comes to details on renders and those details cheat the eye.

  • @TheMisbegottenOphanim
    @TheMisbegottenOphanim Před 16 dny +3

    Imagine if Bloodborne got a remake and they use Unreal as the game engine, that shit will break reality. (This will sound a little controversial, but... what if Helldivers 2 was moved to Unreal Engine? Seriously, the game would literally be unreal!)

  • @gail_blue
    @gail_blue Před 16 dny

    I like Unreal Sensei but he might be reading too much into motion matching with that "automatically bracing for a fall" statement. It's more like a blendspace that can take acceleration into account, which is cool as heck, but it can't read a character's mind. So if you tried to mix in both animations of a character being throw with a character jumping voluntarily, it would probably confuse the two. It will make your statemachines a whole lot simpler, and remove a lot of the busy work from setting up Animations, but it won't "just work".

  • @SkaldCG
    @SkaldCG Před 16 dny

    I always thought about starting for real in UE, now I am seriously on board.

  • @chasehill7271
    @chasehill7271 Před 16 dny +3

    5:40 knowing nothing about game development, but everything about Halo...in Halo 2 the melee animation for the Battle rifle is unique because it has a couple different animations that chain together if you keep meleeing without lowering the weapon. I don't know of that's similar to what they're talking about here but it sure sounds like it, and Halo 2 was back in 2004.

    • @sokotroko5488
      @sokotroko5488 Před 16 dny +1

      Kind of like that but you wouldn’t have to create those in between animations. Saving a lot of time

  • @GlassesAndCoffeeMugs
    @GlassesAndCoffeeMugs Před 16 dny +6

    Something I will never use and have no interest in ever learning: OMFG THIS IS LIFE CHANGING

  • @Volvith
    @Volvith Před 16 dny

    Even for unique bodies, in terms of animation... You'd only have to create the stills. After that, the animation loops are generative.
    Which mean that even when you're working on a single animation scene, this _will_ benefit you.
    I haven't even processed how insane UE5 is yet, and now, UE5.4 is not just putting in several consecutive home-runs, they're aiming for Hubble and hitting the damn thing. Insane.

  • @BudsRoses777
    @BudsRoses777 Před 16 dny +2

    I downloaded it and thought i was going to build a cityscape. Uninstalled it next day too in depth for my brain. Ill just play em

  • @Steezyjo510
    @Steezyjo510 Před 16 dny +4

    Overwatch "fan animation" community is going to have blast lmao

  • @Tyrael66
    @Tyrael66 Před 16 dny +3

    When is Unreal A.I. release? Bet that A.I. can create better version of this.

  • @ytubeanon
    @ytubeanon Před 16 dny

    6:40 with motion matching how does the algorithm know if an animation belongs to the forward or backward motion vector? the pressure to learn Unreal over Unity continues to build, especially for me since with UEVR almost any UE4&5 game works in VR

    • @tbunreall
      @tbunreall Před 15 dny

      I switched from unity a long time ago, unreal is much friendlier engine to use.

    • @ytubeanon
      @ytubeanon Před 15 dny

      @@tbunreall installing 5.4 atm - yeah, people mock Visual Scripting in Unity, while Blueprints are used by the majority in Unreal lol

  • @kpzz1545
    @kpzz1545 Před 15 dny +1

    Wow, Exanima developers made the transition between animations over 5 years ago. It turns out this is an incredibly cool thing that I noticed but didn’t know was a breakthrough. I respected these guys even more.

  • @PadaV4
    @PadaV4 Před 16 dny

    Are they doing something about the shader compilation micro stutters which plague many games made with UE?

  • @les_crow
    @les_crow Před 16 dny +1

    Yes, they will be able to lay off a chunk of the industry, however making games will now become cheaper which also means new dev teams will spring up more easily rehiring much of the laid off talent. What this really means for the consumer is more game studios and possibly great IPs that were abandoned coming back.

  • @fluffy6597
    @fluffy6597 Před 16 dny

    it's basically like MASH from maya and I love it. Finally I can focus like 80% On UE

  • @DonJuanDM
    @DonJuanDM Před 16 dny

    I hope the future remaster games will use the motion blender. GoW and Uncharted would be cool.

  • @mitchellterry4961
    @mitchellterry4961 Před 14 dny

    You can make the motion capture animation unique.
    On top of that.
    You only have to make 1 dataset for the entire project and persists at the snap of your fingers into others.
    Nutty

  • @MuscleWizard.
    @MuscleWizard. Před 16 dny +1

    Looks like our favorite Overwatch animations with the horizontal dance will be produced faster.

  • @hedonepicurea4327
    @hedonepicurea4327 Před 15 dny +1

    10:25 I think final fantasy should try this. Also, Spore was one of the first games to use pcg I believe.

  • @Suzuki_Hiakura
    @Suzuki_Hiakura Před 16 dny +1

    The thing about Starfield using Bethesda's engine over Unreal is due to them being able to make it how they want; there is also the topic of modders being more able to work with a system similar to Skyrim and Fallout, which I am all for.
    For those not aware, Skyrim Special Edition has a multiplayer mod that performs well and quite stable at 20-40 players, and the same team started working on a Fallout 4 one that looked promising, but was discontinued and replaced by a Hogwarts Legacy mod project, which they had just stress tested with over 150 witches and wizards at the time I found out about it; A dev from the same team also ported the code from the Skyrim mod to Starfield, getting to about 70 percent completion, before playing the game, declaring it crap, and posting the unfinished port to Github.
    The performance gains would be amazing for games like starfield, if it was ported to UE5, but the only reason I planned on buying it was if I could play with friends, be a crewmate on their ship, and help them raid and complete missions.

  • @SantanuProductions
    @SantanuProductions Před 12 dny

    The noise that Blender and Unreal are making today was done by me in 3DS MAX 20 years ago. Just that today we have a modern looking interface and way higher compute power.

  • @RaoulEvilD
    @RaoulEvilD Před 14 dny

    Will that the next step be to refine mesh editing capabilities? so that people no longer need to learn any 3rd party modeling sofware unless for very specific needs?

  • @hedonepicurea4327
    @hedonepicurea4327 Před 15 dny

    9:54 its funny to see because it's like using game maker but more complex. I had to learn c#/c++ to finish my summer rpg back when I was about 14. Game maker wasn't advanced enough and unreal was still in beta I think. This was back when Minecraft was a beta. I actually tried to use minecraft for my rpg.

  • @nemesisone8927
    @nemesisone8927 Před 16 dny

    with the WorldScape Plugin you can make whole worlds in an instant in UE the developers of this plugin for UE are also making a game with this which is called Q A N G A its really amazing, you can fly off world no loading screens go to another moon land there etc etc UE will i think even bypass StarEngine from SC V2 is coming

  • @Merivio
    @Merivio Před 16 dny

    18:40 the major difference between the donut simulation and anything in starfield is collisions. Collisions are off in this case, but they are one of the more expensive processes computationally-speaking.

    • @Denomote
      @Denomote Před 13 dny

      yeah the donuts are basically particles so it's really lightweight

  • @JCLorenzo95
    @JCLorenzo95 Před 16 dny

    With all of this it cuts costs, specially for Indies. Also it cuts time needed to fight each asset working correctly after you imported it

  • @johnodarod9629
    @johnodarod9629 Před 15 dny +1

    we see this kind of movement in hell divers 2
    Imagine this movement animation in warframe, shits gonna look cool as fuck and maybe even cinematic

  •  Před 14 dny

    This is similar advancement to the introduction of the JPG for still images

  • @Focused2341
    @Focused2341 Před 15 dny

    A big difference between the donut (UE5) and melon (starfield) examples are the settings. Starfield is rendering a much bigger area with a lot more going on. There was a reason they set the donut example in a dark room where you can only see a small section of the floor. However, knowing bethesda, they still wouldn’t even come close, imo. Even still, think the world being less demanding in the in the donut example is worth noting.

  • @UncensoredScion
    @UncensoredScion Před 13 dny

    so yeah one of the things for this is going to be the creation of things like specific animations for the models to move by, but that is going to eventually be done by procedure as things get more advanced, rather than say you need to have a stagger animation due to tripping, things like this are going to understand what "tripping" is and how it will work on the body and then generate it.
    What this ultimately will mean for producing content is that it'll allow for a MASSIVE amount of rubbish to be made and that'll flood the market so that the actually skilled creators of tomorrow will be able to use this to make beyond top level videos and animations for their own projects. It's gonna be a very interesting time.

  • @Tall_Order
    @Tall_Order Před 15 dny +1

    Regarding the generated texture work; you know how in older games the textures are like 64x64 or 128x128, and they look like a blurred mess on a modern HD PC with Bilinear filtering enabled? Well, I kinda think that wont ever become a problem for any game made with unreal 5.4. The game would generate the textures to the appropriate size for the resolution of the monitor. So 20 years from now you play a game made today, it wont look that bad.

  • @maladyofdeath
    @maladyofdeath Před 16 dny

    I think procedurally generated worlds should be based on a radar function where the starting point has certain qualities, difficulties, rewards, items, rarities etc, expanding outward in a radar ring like pattern.

  • @Tremorsthegame
    @Tremorsthegame Před 15 dny

    As a 3D generalist and game developer, I've been using Unreal Engine since 2017. I had to learn around 15 different software applications because, at that time, there weren't many tools for creating 3D models, UVs, cloth simulations, and rigging. I had to create these assets in different software programs and then import them into the engine. Gradually, Unreal implemented everything needed for visualization, cinematics, and development. This is going to save a lot of time 😊.

  • @dreamstalker89
    @dreamstalker89 Před 13 dny

    @ 11:20 ; I used to agree about the 80/20 idea, but with all the ai tools we could imagine having AI write an epic saga/story then take that and fill in the details around it aka side quests and poi's referenced in the story, take that and draw the open world based on the story aka mountains rivers distance from each other, fill in villages, towns roads cities castles, generate dialog for all NPCs and the cherry on the cake here is review this multiple times to develop separate dialog and scene ideas based on how you play. Similar to witcher 3 where if you skip something the game knows and thus the dialog changes immediately or later on in the game. Once done generate a list of events that designers/developers can work on and then just final testing and closed alpha etc.. saving the game years and millions in design value.

  • @UnrealSensei
    @UnrealSensei Před 16 dny

    Nice! Honestly even I am surprised at how fast Unreal is improving

  • @SVTBert
    @SVTBert Před 16 dny

    In Unreal 6 they'll add in an AI assistant and you can just tell it to generate a brick texture proceduraly and it'll just work. That way you can create textures in-engine in minutes instead of hours.

  • @Lunar_Leit
    @Lunar_Leit Před 16 dny

    10:55 that is how must open worlds are made. pre-generated and then edited and added to by hand.