[HN Gopher] Unreal Engine 5 Early Access Release Notes
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       Unreal Engine 5 Early Access Release Notes
        
       Author : ksec
       Score  : 102 points
       Date   : 2021-05-31 16:37 UTC (6 hours ago)
        
 (HTM) web link (docs.unrealengine.com)
 (TXT) w3m dump (docs.unrealengine.com)
        
       | jayd16 wrote:
       | Any word on build/import times? Nanite looks great but I wonder
       | how it'll feel working with these large assets at scale.
       | Although, could be cheaper overall than importing all the LODs
       | and imposters you would normally make.
        
       | alkonaut wrote:
       | Does anyone know what (UI) tech is used for the editor?
        
       | Jyaif wrote:
       | The introduction of Chaos Vehicles and specifically the
       | "predictable physics simulation that can be replicated over a
       | network" sounds like something they made for Rocket League.
        
         | mhh__ wrote:
         | If they have proper physics I'll have to have a look at that, I
         | wanted to try and make my own simracing game in Unreal Engine
         | previously (i.e. use the engine for graphics and inputs etc.),
         | but the built-in vehicles were a step in the right direction
         | but ultimately very hard to try to use realistic physics with.
        
         | spywaregorilla wrote:
         | Does predictable physics mean it can be replicated over a
         | networked game easily?
        
           | ajdoingnothing wrote:
           | Yes - but I wouldn't put too much emphasis on the "easily"
           | part. I think that the physics are now pretty deterministic
           | if you run a simulation using the exact same input (on
           | different clients). However, in reality you'd still have to
           | synchronize the state of the objects every now and then
           | (e.g., if a client didn't receive certain inputs on time).
        
       | falcor84 wrote:
       | > "Full Body IK (FBIK)"
       | 
       | I have a sense that this acronym could have been clarified a bit
       | further. After going to the second page of Google results, I now
       | think it's probably "Inverse Kinematics", but it shouldn't have
       | been so hard.
        
         | alkonaut wrote:
         | It's like spelling out JPEG in the release notes for Photoshop.
         | You could do it for good form, but it's mostly a waste of
         | characters.
        
         | RobotCaleb wrote:
         | I don't disagree, but the target audience knows exactly what IK
         | means
        
       | daenz wrote:
       | UE5 is a game changer in a lot of ways, but I personally would
       | not begin to migrate any projects over to it yet. They are
       | looking for people to hammer out the bugs with the early access
       | (which is exactly what they should be doing), so you should know
       | what you're getting into if you're going to convert your large
       | project over. You could be in for a lot of pain. I have seen a
       | few reports on /r/unrealengine of projects with custom C++
       | modules having very little support (docs or otherwise) post-
       | migration.
       | 
       | That said, big features with UE5. Lumen is the biggest imo
       | (bigger than Nanite) because it (in theory) achieves a holy grail
       | of automatic dynamic global illumination, without a super
       | expensive RTX-like raytracing card. The number of lighting
       | problems and lighting-related workflows it will obsolete cannot
       | be overstated.
       | 
       | Nanite is cool, but from my super high-level understanding of the
       | tech, it is only going to work on static meshes where the engine
       | can build the fancy indexes it needs to render dynamic LODs. My
       | understanding is that it won't work on any mesh that needs
       | deformation of any kind (someone correct me if I'm wrong here
       | please).
        
         | gentleman11 wrote:
         | The best part of unreal compared to unity is the stability. You
         | lose that with experimental and early access modules or
         | versions
        
         | teamonkey wrote:
         | > without a super expensive RTX-like raytracing card.
         | 
         | Without a card that supports hardware raytracing, Lumen falls
         | back to a software raytracing mode that carries some
         | limitations[1]
         | 
         | The min-rec non-RTX GPU is a GTX 1070, so there's (roughly)
         | only one generation of supported GPUs that are supported but
         | don't support hardware raytracing. My prediction is that the
         | software fallback will eventually lose support and become
         | deprecated as raytracing cards become more common.
         | 
         | [1] https://docs.unrealengine.com/5.0/en-
         | US/RenderingFeatures/Lu...
        
           | vosper wrote:
           | > The min-rec non-RTX GPU is a GTX 1070, so there's (roughly)
           | only one generation of supported GPUs that are supported but
           | don't support hardware raytracing.
           | 
           | What about all of the AMD cards? There's the 5x00 and 6x00
           | series, peers of GTX 20x0 and 30x0 respectively. None of
           | those AMD cards have raytracing, right?
        
             | teamonkey wrote:
             | For Lumen's hardware raytracing:
             | 
             | > Video cards must be NVIDIA RTX-2000 series and higher, or
             | AMD RX 6000 series and higher.
        
         | proxysna wrote:
         | Well it is an early access after all. Curiosity aside, why
         | would anyone want to migrate?
        
           | mikepurvis wrote:
           | Because your particular project might really benefit from one
           | or more of the new features?
        
           | [deleted]
        
           | SeanBoocock wrote:
           | One reason would be that you have a future (years) ship date
           | and aren't yet in full production (but close). The sooner you
           | adopt the new environment art and lighting workflows, the
           | less sunk cost you'll have in assets/workflows that are now
           | irrelevant.
           | 
           | There are also staffing implications. If you no longer have
           | to create LODs for your environment art, do you reprioritize
           | your environment art outsource budget? Likewise lighting, if
           | we can hit higher quality with 1/3 of the personnel, where
           | does the budget then go to? The earlier you can get a handle
           | on the implications of these new workflows, the better you'll
           | be able to answer those questions.
        
         | 127 wrote:
         | It's really amazing not having to worry about light maps at
         | all. Also the integration of Quixel Bridge and all the free
         | high quality assets should be mentioned. It's really quick to
         | build something that sounds and looks impressive.
        
           | 411111111111111 wrote:
           | And nonetheless there are hilariously bad scam games on
           | Kickstarter like Dreamworld (which got it's first "funding"
           | through ycombinator)
        
             | astlouis44 wrote:
             | Agreed, see this thread here on HN that was posted recently
             | about how much of a scam it is...YC backed it too, which is
             | embarrassing to say the least!
             | 
             | https://news.ycombinator.com/item?id=27319457
        
         | ehnto wrote:
         | Lighting is easily the biggest hurdle I encountered trying to
         | build games as a solo dev. It's not particularly hard to
         | understand the concepts, but it's quite unintuitive and labour
         | intensive to get good looking lighting. It was also very prone
         | to engine-specific bugs or tweaks in obscure settings, very
         | frustrating.
         | 
         | I guess like many industries as these new technologies come in
         | there will be old-hands who lament how easy it is for
         | newcommers, but if I could do away with the whole lot and just
         | look at lighting as if I were dressing a movie set, and
         | materials acted exactly as you'd expect, it would be so
         | enabling.
        
           | ganonm wrote:
           | You should look at Unity's high definition render pipeline.
           | It uses physically based lighting so you can just e.g. look
           | up the brightness of a particular light, enter it in, then it
           | will render as you would expect.
           | 
           | And yes, you're right about it being enabling. Anecdotally,
           | I've heard that people coming from e.g. photography
           | background find HDRP insanely easy to get good results and
           | pick up quickly.
        
           | jayd16 wrote:
           | Lighting a movie set isn't trivial either but it would be
           | nice not to deal with implementation specific settings.
        
           | dagmx wrote:
           | I don't think any old hands will lament how easy things
           | become to get quicker feedback.
           | 
           | It benefits them as well. These aren't substitutes for
           | lighting knowledge and skills. Just more good tools in a
           | toolbox.
        
         | spywaregorilla wrote:
         | Lumen is very cool tech, but it has its imperfections. Namely,
         | fast transitions between lighting will have weird, unrealistic
         | fades. But honestly, who cares, it's very cool.
        
           | skohan wrote:
           | It's not unique to Lumen either, a lot of RT implementations
           | use multi-frame accumulation to achieve good results, we're
           | just not quite there in terms of raw power to do bounce
           | lighting without it.
           | 
           | This is probably one of those things which will separate
           | next-gen lighting from current gen when we have truly instant
           | bounce lighting fill after a geometry change or light
           | position change.
        
             | shahar2k wrote:
             | unfortunately with so many temporal optimizations even anti
             | aliasing is no longer "instant" I think that specifically
             | things like large bounce light changes will have to have
             | some sort of hacky "pre-accumulation" step that is done
             | case by case at least for the forseeable future... ray
             | tracing tech is still gorgeous stuff but again there are
             | trailing edges on so many moving objects because
             | information has to be collected over multiple frames.
        
               | skohan wrote:
               | I've implemented temporal anti-aliasing, and done poorly
               | it can leave ghosting artifacts, but done well it's like
               | magic how much more detail you can get out of a scene
               | using this technique. There's a really excellent GDQ talk
               | about this by the makers of Killzone: Shadow Fall, and
               | it's like night and day how much they were able to
               | improve volumetrics using temporal stabilization, and for
               | their split-screen multiplayer they basically use it to
               | upsample a half-resolution image with very good fidelity.
               | 
               | With AA it's a little easier, because you can just throw
               | away accumulation data if the new pixel is too far away
               | from the last frame's result, and you might get momentary
               | aliasing but without ghosting. With RT it's a little
               | harder, because that bounce lighting information actually
               | needs a few frames to exist at all.
        
       | Havoc wrote:
       | Demo was super impressive. Wish they had shown off a wider
       | variety of terrain though. Bit of jungle, bit of snow maybe.
       | Don't particularly blame them, but they were definitely playing
       | to their strengths there
        
         | shahar2k wrote:
         | the demo project is 100GB, I dont think I have the hard drive
         | space for more variety at this quality level!
        
           | dogma1138 wrote:
           | Which would actually be interesting for consoles and even PCs
           | the geometry detail that UE5 supports has a huge cost in
           | terms of storage space the demo project is quite tiny
           | compared to a game but it takes more storage than some chunky
           | titles out there that used uncompressed assets for video and
           | audio like the newer COD games.
           | 
           | People were already complaining about 50-70GB games now it
           | seems that 400-500GB titles might be coming in the next 2
           | years or so.
        
           | alkonaut wrote:
           | I hope there is a resurgence in procedural geometry. Much
           | better to have a nice 1kb rock than an awesome 1GB rock.
        
       | arduinomancer wrote:
       | > Nanite intelligently streams and processes only the detail you
       | can perceive, largely removing poly count and draw call
       | constraints, and eliminating time-consuming work like baking
       | details to normal maps and manually authoring LODs, freeing you
       | up to concentrate on creativity.
       | 
       | Not having to create normal maps/LODs seems like a pretty big
       | deal if this is true.
       | 
       | If I understand right normally in games you have multiple
       | discrete versions of the same mesh with different detail levels
       | depending on how close the player is. You sometimes notice this
       | glitching out in games where a model will suddenly pop in to a
       | higher detail.
       | 
       | It sounds like nanite is more like having continuous LOD for the
       | mesh.
       | 
       | I wonder how well it works in practice.
       | 
       | Also curious how it will affect game asset sizes
        
         | 127 wrote:
         | For non-vegetation non-deforming assets it works great so far.
         | Looks absolutely seamless and works an order of magnitude
         | faster.
        
         | DizzyDoo wrote:
         | Unreal actually already has an automatic LOD creation system
         | (https://docs.unrealengine.com/4.26/en-
         | US/WorkingWithContent/...), and there are quite a number of 3d
         | Content middleware solutions that run this sort of mesh
         | reduction processes. In one sense Nanite isn't anything brand
         | new, but what is really exciting about it is that it operates
         | from the sculpt downwards. As in, you import from zbrush raw,
         | with the highest raw textures, and everything is automatically
         | handled by the engine itself, in such a way that the LOD
         | transitions are really hard to spot.
         | 
         | From what I've seen on Twitter, it looks like it really
         | delivers, even in its early stage:
         | https://twitter.com/IonizedGames/status/1397636481913610241
        
           | Animats wrote:
           | Now that's impressive. Seeing the dog picture scale out is
           | encouraging. All the LOD algorithms do a good job on rocks.
           | It's all repeated instances of one object, though. I'd like
           | to see someone load in a big game level at high res and give
           | us a tour.
           | 
           | Quadric mesh reduction, where the algorithm tries to minimize
           | the volume difference between original and reduce geometry,
           | does great on rocks. Terrible on thin sheets like cloth or
           | long thin things like hair. Mediocre on objects with lots of
           | hard edges, like houses.
           | 
           | I've been trying to run the UE5 Early Access version on
           | Linux. Building UE5 Editor worked, and I built and ran one of
           | the built-in sample projects. But the files for the demo are
           | only available for download via Epic Game Loader, which is
           | only available as a 32-bit Windows program. Trying to run
           | that under Wine leads to a popup complaining some DLL is
           | missing. But it doesn't tell you _which one_. Some people
           | have been able to get it to work, probably depending on what
           | Windows DLLs they happen to have installed.
           | 
           | Trying to run Nanite on Linux produces a line of red text
           | saying that the machine doesn't have a supported graphics
           | card or driver. This is with a NVidia 3070 with the current
           | NVidia driver on Ubuntu 20.04 LTS, which is about as good as
           | it gets today.
           | 
           | It's a typical "we tossed the Linux users a crumb" port.
           | Well, it's early access. Filed all the appropriate bug
           | reports.
        
             | boulos wrote:
             | > This is with a NVidia 3070 with the current NVidia driver
             | on Ubuntu 20.04 LTS, which is about as good as it gets
             | today.
             | 
             | Driver installed by "hand" or via the Ubuntu packages? More
             | importantly: What's the output of nvidia-smi?
        
               | Animats wrote:
               | Ubuntu packages. Driver version 460.73.01 Cuda version
               | 11.2. GeForce RTX 3070.
        
       | simias wrote:
       | Looking at these image comparisons with the sliders I'm both
       | amazed at how far real time rendering tech has come and the
       | ingenuity on display, but also by how relatively little it
       | matters at this point.
       | 
       | Like the shadow comparison, it's undeniable that it looks better
       | and more details in the "shadow map raytracing" version, but it's
       | not like the reference picture looked all that terrible.
       | 
       | I don't have a particular point to make, but as time passes I
       | feel so privileged to have grown up with videogames in the 90's
       | and early 00's. A watershed moment in computing, where we went
       | from low res 2D graphics to high resolution 3D graphics. We've
       | clearly hit diminishing returns since then.
        
         | skohan wrote:
         | I think the difference real-time lighting makes will become
         | more obvious as games cease to be cross-gen and really embrace
         | current generation hardware. Baked lighting can achieve very
         | good, near-photorealistic results _in staticly lit scenes with
         | static geometry_.
         | 
         | Once we see games really take advantage of dynamic lighting in
         | highly dynamic scenes with a lot of moving elements, I suspect
         | we'll look back at current and recent games and see them as
         | lifeless by comparison.
        
         | aspaceman wrote:
         | The main advantage of new technology is interactivity. Dynamic
         | illumination is _dynamic_ instead of statically baked. That has
         | obvious environmental advantages. Comments like yours that
         | pixel peep screenshots miss the point.
         | 
         | These limitations seem imperceptible to you, but are very real
         | in terms of an artists ability to execute on their vision. Most
         | games do not currently have multiple dynamic light sources in a
         | scene. You can go back and play Fear on PC to see that and it's
         | awesome - Doom 3 as well.
         | 
         | But graphics tech optimized away from that direction
         | (rightfully), and now we need to account for dynamic
         | illumination and transparency. Better shadows (especially in
         | interactive moments) is a nice bonus.
        
         | amelius wrote:
         | That might be different once you start wearing VR goggles.
         | 
         | The experience becomes more immersive if you see a realistic
         | world, and not pixels.
        
         | ehnto wrote:
         | The difference is likely in how hard it was to get the original
         | result, and some unseen limitations in the technology.
         | 
         | Game lighting has always been dozens of tricks and shortcuts to
         | get lighting to look like it behaved properly, without it
         | actually behaving properly. But newer technologies work on
         | getting better at lighting and material behaviour and that
         | allows a level of "overall correctness" that is much easier to
         | achieve.
         | 
         | I've made a similar comment previously, but Raytracing can make
         | a Minecraft world feel like real life, because the lighting is
         | correct even if the world is surreal. PBR was a huge leap for
         | lighting correctness, and it's part of the reason why a game
         | with "okay" textures can still feel just as good as a game with
         | incredible textures. I think our brains can pick up on these
         | lighting cues.
        
       | dang wrote:
       | Recent and related, though without specifics:
       | 
       |  _Unreal Engine 5 enters Early Access_ -
       | https://news.ycombinator.com/item?id=27290854 - May 2021 (151
       | comments)
        
       | jscheel wrote:
       | I tried to run this on my 16" mbp (8 core i9, 64gb ram, radeon
       | pro 5500m 8gb). The starter 3rd person template maxed out every
       | single core and I was getting about 17-20 fps.
       | 
       |  _edit_ 2016 !== 16 ", and it was apparently still compiling
       | shaders behind the scenes. Now it's stable at 120 fps.
        
         | wilde wrote:
         | TBH that's better than I'd expect on an old laptop with an
         | unoptimized build. Like the hardware they're using is what, 20%
         | faster CPU and 400% faster GPU-wise, and they're developing on
         | Windows?
        
           | jscheel wrote:
           | So, I can't type. 16", not 2016.
        
         | speedgoose wrote:
         | I think you would need a laptop with more powerful cooling.
         | Your MacBook is most likely throttling a lot to not melt. My
         | 2019 gaming laptop, i9 and a rtx2070, becomes a fan heater if I
         | want good performances in Unreal Engine.
        
           | jscheel wrote:
           | So, I can't type. 16", not 2016.
        
             | speedgoose wrote:
             | It's a very nice x86 laptop, but it's still throttling a
             | lot when it gets warm.
        
         | lwansbrough wrote:
         | Not sure what you expected.. a 5 year old _mobile_ GPU simply
         | isn't cut out for modern gaming.
        
           | jscheel wrote:
           | So, I can't type. 16", not 2016.
        
         | ryneandal wrote:
         | I fooled around with it during my lunch break, it really is
         | power hungry. R5 3600/2080 and It still ate all CPU during
         | initialization.
         | 
         | Once running, it was sitting at 30-70% depending on what I was
         | doing.
        
       | stefan_bobev wrote:
       | One of the things I think goes a little underappreciated about
       | Unreal is the fact that everyone gets the source code. Interested
       | in how Nanite or Lumen work? The source is right there! With all
       | the comments (or lack of), with all the debug statements and
       | branches that can be used to diagnose the behaviour of the
       | system.
       | 
       | Often while developing, I dive into the source of the engine to
       | understand how exactly some low level system works. I also
       | blatantly copy all the complex UI widgets available in the editor
       | when I want to extend them/make custom ones for my games (I hate
       | UI programming). This is invaluable for teaching the next
       | generation of engine developers imo.
        
         | gentleman11 wrote:
         | True, but does it expose you to liability if you later do
         | engine dev work elsewhere? Actually curious how that works
        
           | zarzavat wrote:
           | Only if they have patented the algorithms and I seriously
           | doubt Epic sees a future for itself as a parent troll.
        
       | WillPostForFood wrote:
       | No mention of the scripting language they've been teasing, hope
       | it shows up soon!
        
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       (page generated 2021-05-31 23:02 UTC)