[HN Gopher] Why Unreal Engine 5.1 is a Deal [video]
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Why Unreal Engine 5.1 is a Deal [video]
Author : ksec
Score : 131 points
Date : 2022-11-27 10:47 UTC (12 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| veidr wrote:
| The TL;DR of the video is that 5.1 can render foliage
| (trees/shrubs) better, and that is a significant advance.
|
| It's not that it's a bargain, or a good value for the price. The
| title of the video is "Why Unreal Engine 5.1 is a Huge Deal".
|
| Without the word "Huge" it comes across rather differently.
| ohgodplsno wrote:
| That's definitely not all it can do.
|
| Foliage without pop in and into Nanite is cool, but Nanite
| still has work to be done on (AFAIK you still cannot deform and
| animate Nanite assets). Lumen advances to get translucent
| materials working is massive. Large worlds is super cool. And I
| can't remember if it's in 5.1 in beta, but it brings a new
| layering model for complex materials that works better than
| clear coat (which is the current 2-layer model, like a car with
| blue paint and a protective layer on top) with many more
| possibilities.
|
| Putting those abilities into the hands of anyone is a massive
| thing (well, putting all of UE5). I've seen firsthand people
| with absolutely no experience in gamedev but in other media
| production get up to speed with building environments in less
| than a week, complete with animations & all. Making small
| virtual worlds is available to basically anyone.
|
| And yes, the author of the video has a target audience of
| people who already use Unreal Engine. To these people, 5.1 is
| pretty damn massive.
| herendin wrote:
| There's a HN auto filter that removes unnecessary words from
| titles
|
| That could be the cause
| Aardwolf wrote:
| This are the weird and visible cases of HN's title rewriting
| algorithm going wrong.
|
| I guess the cases where it does the right thing are not
| noticeable, and that's why I only see the bad cases. Are
| there examples where HN title rewriting did something good,
| or cases where before HN did this titles were very bad or
| clickbaity?
| veidr wrote:
| Thanks! (Including the descendant commenters.)
|
| Wondering about that is why I bothered to comment at all. I
| assumed there must be some logical-but-not-quite-working
| reason. :-D
| okamiueru wrote:
| Expressions like "huge deal", should perhaps be left alone.
| Either that, or replace both with "significant" or
| "important". But that too seems silly.
| burntalmonds wrote:
| Perhaps? It completely changes the original meaning.
| nailer wrote:
| 2:20 for the impatient.
|
| This really is a huge deal.
|
| For gamers: Unreal 5.0 removed the awkward transitions between
| low and high poly assets, but removing the need for low and
| high poly assets (called Levels of Detail or 'LOD' s) at all.
| The engine just works out how many polys are necessary.
|
| But 5.0 didn't do this for foliage - so trees and shrubs and
| forests look crappy when you zoom out.
|
| 5.1 does this for foliage.
|
| So you can now...
|
| See the forest from the trees.
|
| (sunglasses emoji)
| morjom wrote:
| You could say you, nailed it, nailer.
|
| I saw this video on my youtube recommended and man am I glad
| they're figuring out how to phase out billboarding. One of my
| pet peeves in video games is pop-in and billboarding of far
| objects.
| nailer wrote:
| > One of my pet peeves in video games is pop-in and
| billboarding of far objects.
|
| Yep pop-in within natural environments is one of the last
| big immersion breakers. Fly or climb to what should be a
| majestic view and suddenly fake-looking trees spoil
| everything.
| Aardwolf wrote:
| That's one of them for me. A few others are:
|
| -visible banding, especially in skies, in some games, which
| is very possible even with 24 bit color in this types of
| gradients, sometimes the monitor itself can cause it too.
| Dithering should fix this (24-bit color dithering should be
| almost unnoticeable), since banding looks so ugly this
| would be a great fix.
|
| -textures that repeat themselves. Even in some modern games
| like Cyberpunk 2077, you'll e.g. see a repeated pattern of
| reflective rain water on road surfaces. Imho, have 2-4
| varitions of the same texture and use a pseudorandom
| pattern to tile them, that completely eliminates this. Even
| if it's 4x lower resolution to have 4 variations in the
| same amount of memory it'd look better.
|
| -round things (barrels, round tables, a goblet, ...) that
| look like a blocky polygon instead of a circle, in games
| with otherwise incredible amounts of details. Either use
| more triangles, or, I wish these were a thing, quadratic
| surfaces. In games that are low detail in general this
| matters less, in those it fits the style.
|
| Fix those things, and several immersion breakers would be
| gone!
| Animats wrote:
| > textures that repeat themselves.
|
| Use this one weird trick to fix that.[1]
|
| The theory: [2]
|
| This can be done in the GPU, so you only need one copy of
| the repeating texture in VRAM. It's good for semi-random
| patterns such as dirt, gravel, water, grass, asphalt,
| forest floors, etc. Not good for regular patterns such as
| bricks and tiles.
|
| [1] https://user-
| images.githubusercontent.com/20206840/174149327...
|
| [2] https://jcgt.org/published/0011/03/05/
| MegaDeKay wrote:
| Next timestamp that jumped out at me as around 3:45. The
| camera pans around within the forest showing that all the
| leaves are also now translucent, with the result that shadows
| suddenly become more accurate. Wow.
| [deleted]
| barbariangrunge wrote:
| You could actually already preserve the shadows when using
| billboards in unreal by using distance field shadows
| synergy20 wrote:
| Love it. It supports ubuntu 22.04 with a 22GB download size. I
| need find a better desktop with better graphic card to run this I
| assume, any recommendations?
| jamesfmilne wrote:
| Runs fine on Rocky 8.6 as well.
| samspenc wrote:
| Just FYI, it also needs 200+ GB hard disk space to install, I
| believe minimum GPU recommendation is Nvidia 2080 (or
| equivalent) with 4-6 GB GPU VRAM. I've seen posts online where
| they recommend higher-end chips and much more GPU memory (12+
| GB VRAM) for building larger worlds and higher poly
| resolutions.
| rozhok wrote:
| Worked fine on i7-9900k + AMD RX 580. Not sure about supporting
| nanite/lumen though.
| barbariangrunge wrote:
| What about the epic launcher to download your marketplace
| assets or megascans?
| sogen wrote:
| You can get an external gpu (eGPU) to keep your current setup.
| Check the Razer Core X, and add a graphic card of your choice.
| synergy20 wrote:
| Thanks! looks like it only supports windows and macos though.
| Operyl wrote:
| There are numerous posts of people getting it working on
| Linux, with some caveats:
| https://y.tsutsumi.io/2020/08/15/egpu-linux-core-x-chroma/
| sogen wrote:
| The egpu forums might be a good resource:
|
| https://egpu.io/forums/thunderbolt-linux-
| setup/ubuntu-19-04-...
| jasonwatkinspdx wrote:
| Years ago I worked on an ill fated game project with the Unreal 1
| engine. It is dumbfounding to me to compare that to the modern
| engine. It's just incredibly sophisticated.
| RepAgent wrote:
| When real time looks this good, low budget CGI movies or TV-
| series look even better.
| Someone1234 wrote:
| When it is real-time, we may see this get used for live
| programming too like The Weather Channel or for dynamic
| animated ads put over whatever you're watching.
| kyriakos wrote:
| Every kind of technology can be abused, doesn't mean progress
| should stop.
| bick_nyers wrote:
| The Weather Channel and Unreal Engine 4, 4 years ago:
| https://youtu.be/x2aCSV5zYlA
| sod wrote:
| There is a stark effort, skill level, art direction and knowing
| the limits of cgi cliff between good and "slightly off". How
| else do you explain district 9 from 13 years ago vs e.g. 200
| mio. budget black widow from a year ago.
|
| Meaning: The best tools in the wrong hands can still produce
| mediocre results.
| Beltalowda wrote:
| Related story from a few months ago: "Hollywood's visual
| effects crisis":
| https://news.ycombinator.com/item?id=32421538
| mensetmanusman wrote:
| District 9!! Thanks for reminding me about such a funny
| movie.
| ChrisMarshallNY wrote:
| Wasn't that Jackson's first big deal?
| oblak wrote:
| Blomkemp. Jackson's first big deal was Braindead/Dead
| Alive. Still his best movie, imho.
| ChrisMarshallNY wrote:
| Ah! Thanks for the corrections!
| dagw wrote:
| Peter Jackson? If so, no. District 9 came out years after
| LOTR and Peter Jackson only produced it. The advertising
| however splashed his name all over the movie to try to
| associate it with LoTR so that more people would go and
| see it. "From the Director of a few car and shoe
| commercials, plus a couple of indie short films you
| definitely haven't seen" doesn't really have the same
| ring.
|
| Fun fact. District 9 was born out of a failed attempt by
| Peter Jackson to make a Halo movie. Due to financing
| troubles the Halo movie ended being put on hold, but
| since they already had a team and all these sets in place
| they decided to use that to make a cheaper and quicker
| movie instead, and so District 9 was born.
| mashygpig wrote:
| Why do you say funny?
| kyriakos wrote:
| Exaggeration in blockbuster movies doesn't help in this
| respect. Action sequences are so beyond reality that no
| matter of how well the cgi is done it will still look
| unrealistic. On the other hand District 9 in addition to
| artistic excellence it was also grounded in terms of plot
| which helped with suspension of disbelief.
| theCrowing wrote:
| The VFX studio puts out what they are briefed to do. When you
| go to Siggraph or FMX and watch the long making of
| presentations most of the time they had better design or
| comps and had to change because of the director/studio. The
| cats presentation was fascinating they had really good
| designs for the cats and had to go with the abomination we
| saw.
| lm28469 wrote:
| I recently watched jurassic park 1 and jurassic world 1 back
| to back, it's the perfect example of that
| noobermin wrote:
| Someone will mention AI in this thread I promise you.
| air7 wrote:
| A bit off topic, but are there any free 3D real-time rendered
| scenes where you can move around that exists just to be
| pretty/show off the graphics card abilities?
| Animats wrote:
| Some Unreal Engine demos:
|
| - 2013 - The Valley [1] A nice, explorable forest with weather.
| Requires a reasonably powerful PC and graphics card.
|
| - 2017 - Superposition.[2] A very detailed lab scene. Requires
| a good gamer PC.
|
| - 2021 - The Valley of the Ancients [3] The first UE5 demo.
| Requires a _really_ good gamer PC.
|
| - 2022 - The Matrix Awakens [4] The high-end UE5 demo. If you
| have to ask what hardware it requires, you can't afford it.
|
| The Valley is from 9 years ago, and it still looks good. Try it
| first.
|
| From a metaverse engineering perspective, hardware requirements
| limit what you can do. What's possible today is incredibly
| good. What you can run on the average user's laptop in the
| browser is way, way below that level. This is the era of the
| $1000 phone and the $100 laptop. GPU price/performance hasn't
| improved much in years. NVidia doesn't market anything below
| US$250 any more, although some old cards are sometimes
| available.
|
| The average Steam user has an NVidia 1060, released in 2016. It
| cost $250 back then, and it costs about $250 now on Amazon.
|
| Yes, there's cloud gaming, where the GPU is in a data center.
| Now look at the pricing on cloud gaming. Many cloud gaming
| companies have gone bust, including Google Stadia, because the
| economics don't work. To get a mass market, you have to sell at
| a loss. To run at a profit, the pricing looks like Shadow PC.
|
| [1] https://benchmark.unigine.com/valley
|
| [2] https://benchmark.unigine.com/superposition
|
| [3] https://docs.unrealengine.com/5.0/en-US/valley-of-the-
| ancien...
|
| [4] https://www.unrealengine.com/en-US/blog/introducing-the-
| matr...
| samspenc wrote:
| If you're looking for a raw "benchmark" style program to
| measure performance of your CPU and GPU for 3D tasks, I highly
| recommend the open-source Blender Benchmark
| https://opendata.blender.org/ . It also has a bunch of existing
| data points for a large number of CPUs and GPUs already.
| mastax wrote:
| There are a bunch of demos for the unreal engine that you can
| download. I wanted to try them out recently after I built my
| new computer but unreal engine crashes every time I launch it.
| Oh well.
|
| Edit: funny, reducing my DDR5 memory speed seems to have fixed
| unreal engine. New platforms are fun.
| pippy360 wrote:
| Archviz (architecture visualization) is very good for this.
| Just search "ue5 archviz" on YouTube
| solardev wrote:
| Yeah, the Ue5 engine comes with a bunch of demos, like a city
| you can walk around in with a bunch of buildings and cars and
| streets and such.
| sylware wrote:
| If you want to help debug the build of UE5 on native elf/linux,
| on steam, get the demo of "vein", play it and report back the
| bugs to help the devs pushing them upstream.
| edf13 wrote:
| Those reflections and lighting effects are incredible!
| thaumasiotes wrote:
| Title has been mangled to the point that the meaning is gone.
| tomcam wrote:
| That's a huge deal ;)
| bitL wrote:
| Is Unreal 5 now mostly software-rendered in the Nanite mode and
| only large triangles (>32 pixles diameter) are HW-accelerated?
| Jasper_ wrote:
| Anything animated isn't supported as well, only static meshes.
| jiggawatts wrote:
| Everything you see made by the Unreal engine is hardware
| rendered. More and more computations are being offloaded to the
| GPU over time, not less.
| bitL wrote:
| I thought so as well, then I read the Unreal 5 SIGGRAPH 2021
| presentation where they stated:
|
| "Turns out we can beat the hardware with triangles much
| bigger than expected, far past micropoly. We software
| rasterize any clusters whos triangles are less than 32 pixels
| long."
| ArtWomb wrote:
| I think it's a big deal because of efficient micropolygons. I
| know for myself a custom sub-pixel shaded micropolygon renderer
| running natively on vulkan is what I am looking forward to most
| for xmas holiday hacking ;)
|
| https://advances.realtimerendering.com/s2021/Karis_Nanite_SI...
|
| Building a micropolygon rendering pipeline
|
| https://www.cs.cmu.edu/afs/cs/academic/class/15418-s12/www/l...
| bitL wrote:
| Reading the CMU article, how do you actually make it fast? For
| each frame you need to collect all objects in the scene (for
| ray traced scenes anything that can be reflected), split them
| into micropolygons (either from a triangle mesh or from
| parametric meshes) and then render all this at e.g. 4K. Each of
| these steps is extremely demanding.
| xyzzy_plugh wrote:
| Segmentation in CPU is pretty common as there's huge
| opportunity for caching. It's possible to push segmentation
| into GPU as an optimization but it might not be worth it if
| the GPU is busy enough with downstream operations. Even then
| you still cache the results.
|
| I would be surprised if they don't have a dynamic pipeline
| that can be optimized at runtime.
| mastax wrote:
| I can't remember the specifics to give you a summary, but
| this presentation was fascinating:
| https://youtu.be/eviSykqSUUw
| Jasper_ wrote:
| You do as much of that offline as possible. The "split them
| into micropolygons" happens at editor time, along with a
| search tree that makes it really easy to find them.
|
| It's still very demanding! But the goal is that you bake as
| much of it that you can.
| xyzzy_plugh wrote:
| I suppose it depends on what you define "editor time" to
| be. Importing an asset into a scene live appears to be
| pretty seamless, at least in comparison to preprocessing
| stages of yore.
| gdtfmaster wrote:
| 5.1 also includes improved DMX Plugin for proper lighting shows,
| the plugin adds support for DMX over Ethernet (sACN, Art-Net) and
| allows lighting fixtures based on devices imported via GDTF [1],
| [2].
|
| [1] http://gdtf.eu/
|
| [2] https://gdtf-share.com/
| brookst wrote:
| I'm way into DMX and lighting but only familiar with Unreal as
| a game/3D engine. What kinds of lighting things are people
| doing with Unreal?
| jasonjamerson wrote:
| One big thing is Virtual Production, where we shoot video in
| front of large LED screens showing a 3D scene in Unreal. DMX
| allows seamless integration of live show control lighting
| with the lighting in Unreal.
| VMtest wrote:
| is nanite foliage just shader mesh? and
| https://nitter.it/search?q=%23Stutterstruggle
| cainxinth wrote:
| The narrator mispronounces _foliage_ every single time. It has
| three syllables, not two.
| crazygringo wrote:
| That two-syllable pronunciation initially struck me as wrong
| too, but it turns out:
|
| > _The disyllabic pronunciation \'fo-lij\ is very common. Some
| commentators insist that foliage requires a trisyllabic
| pronunciation because of its spelling, but words of a similar
| pattern such as carriage and marriage do not fall under their
| prescription._ [1]
|
| The speaker otherwise has a fairly General American accent, so
| I'm curious if the two-syllable version is a geographic thing?
| Unfortunately, it was never included in the Harvard Dialect
| Survey [2].
|
| [1] https://www.merriam-webster.com/dictionary/foliage
|
| [2] http://dialect.redlog.net/
| thaumasiotes wrote:
| >> _The disyllabic pronunciation \'fo-lij\ is very common._
|
| MW does also note that that pronunciation is nonstandard.
|
| I checked the first 20 samples on youglish (
| https://youglish.com/pronounce/foliage/english/us? ). 16 used
| an unambiguous three-syllable pronunciation, 3 unambiguously
| omitted the middle syllable (#9, #16, #22+), and one (#12)
| was ambiguous. Of the disyllabic pronunciations, only #9 had
| a marked regional accent.
|
| + Why is #22 one of the first 20 samples? Two of the earlier
| samples are different timestamps into the same video, which I
| only counted once, and one is missing, which I counted zero
| times.
| ricardo81 wrote:
| Yes, I was thinking ESL, no big deal either way. Noticed with
| the pronunciation of cupboard as two separate words.
| thaumasiotes wrote:
| ESL is not a likely explanation for someone using a
| pronunciation of "foliage" that is counterindicated by the
| spelling. (It is a much more likely explanation for
| pronouncing cupboard _according to_ the spelling.)
| ricardo81 wrote:
| I think more along the lines of what people hear everyday.
| If you're in an English speaking country day in day out,
| you will hear it phonetically. If not, much more
| possibility of interpreting a written word differently.
| thaumasiotes wrote:
| > If you're in an English speaking country day in day
| out, you will hear it phonetically.
|
| Yes, that's how you get pronunciations that differ from
| the spelling.
|
| If a word is rare enough, its pronunciation will be
| regularized to match its spelling. And for a foreign
| speaker, almost all words are that rare.
| udp wrote:
| They do the same with "quality" too so I guess it's just their
| accent.
| tom_ wrote:
| English has a wide range of accents, and correct pronounciation
| of even common words can vary widely.
| synergyS wrote:
| Unreal is the platform for the metaverse
| arminiusreturns wrote:
| Disagree. A good metaverse (not the corporate hellscape
| metaverse of SnowCrash), requires copyleft, and UE is not it. I
| was devving in UE since 4 was a paid product, until I realized
| there are a lot of questionable practices by Epic and TS, and
| that the license was actually quite bad, and moved into Godot.
| Are there missing features? Yes, but many features in 4 are
| quite nice, and not too far behind UE/Unity.
|
| I had been thinking about my version of the metaverse for a
| long time and even before FB did their changeup, my conclusion
| was that this is exactly the reason the corporate metaverses
| will fail in the long run.
| xyzzy_plugh wrote:
| Look I'm no lover of Unreal or Unity and adore Godot but...
|
| > Are there missing features? Yes, but many features in 4 are
| quite nice, and not too far behind UE/Unity.
|
| Godot is about infinitely far behind from Unreal. That
| doesn't mean it's not useful, but Unreal is borderline
| research, cutting edge techniques, applied in a production
| engine. And Godot will continue to lag until they start
| putting out techniques before Unreal. Unreal has the
| advantage that they can just hire researchers before their
| papers are published.
|
| Their business model is sane, sustainable, and pretty
| flexible.
|
| > until I realized there are a lot of questionable practices
| by Epic and TS
|
| Such as?
|
| > and that the license was actually quite bad
|
| In what ways? It's about the best commercial license I can
| imagine.
| arminiusreturns wrote:
| Most of the stuff people talk about as next gen is more
| like feature sugar, while the core of Godot has lots of the
| same core features in a different state. I recompile main
| branch almost daily, and things like Vulkan are working
| very well. Of course I'm not saying feature parity, but
| more to the point that despite the lack thereof, licensing
| itself is one of the things that does and will make Godot
| so powerful and why I think it or another FOSS engine like
| it will become much more than what people assume now.
|
| I won't go too much into Epics lies about the engine and
| other issues (things like refusing all of the linux editor
| pr's and a community run one was better maintained, not
| releasing a launcher, using phone home stuff, to be fair
| this was UE4 days) TS talking lots shit about linux,
| pushing more launcher fragmentation via store exclusives,
| and other things that just showed me repeatedly Epic is not
| to be trusted... and thats before we even get to the
| license stuff.
|
| Commercial licenses are bad, copyleft is good. Even for
| games, and sometimes I miss out on a few features by making
| almost all of my daily stack gpl-compat, but I also believe
| that computing is an inherently philosophical choice and I
| wish, more than anything on the topic, that people would
| get over their fear of selling copyleft software.
|
| Tron fought for the user. Thats what copyleft does.
| Commercial licenses do not. Niether do BSD style licenses.
| Animats wrote:
| If only.
|
| Unreal Engine relies on two things large metaverses don't have
| - precomputation of entire scenes in the creation tools, and
| extensive asset reuse. In a real metaverse, there are thousands
| of creators, all making assets. Second Life has over 60,000
| different chairs for sale. Each was created independently. The
| world is assembled dynamically. There is no external "level
| editor" for a good metaverse, only object editors. You build
| the world in the world. Although some of the low-end
| metaverses, like Decentraland, do make you edit your entire
| land parcel externally and upload it as a unit.
|
| Epic might eventually offer a more dynamic system. It would
| involve back-end servers doing much of the optimization that
| the Unreal Editor does now. Maybe in UE6 or UE7. It's certainly
| possible, but a big job.
|
| Nanite does not eliminate levels of detail. It just does them
| within meshes, rather than external to them. In most computer
| graphics, you have explicit objects which appear more than
| once. That's called instancing. But within a mesh, there's no
| optimizing out duplicate submeshes. That's what Nanite does. A
| Nanite mesh, rather than being big lists of vertices and
| triangles, is a directed acyclic graph, in which common
| subsections are combined. So, if you have a huge area of
| buildings, but not that many different windows, the windows are
| unduplicated.
|
| Notice that in the UE5 demos, they have lots of dirt and rocks,
| lots of copies of the same statue, and buildings which have a
| lot of repetition. That's the key here. Those are all things
| for which this optimization works. Even then, the download for
| the Matrix Awakens demo is about 16GB, which expands to about
| 250GB after decompression.
|
| The instancing is recursive. A good example would be a long
| chain-link fence. If you zoom in close enough, you can see the
| bends in the wire and the flaws in the galvanizing. Maybe now
| and then there's a piece of trash or a leaf stuck in the fence.
| If you zoom out far enough, you can see kilometers of fence.
| That can all be one Nanite mesh. And if you need to cut a hole
| in the fence somewhere, that will work.
|
| The level of detail system is automatic. The mesh
| representation contains within it level of detail information.
| Nearer areas go further down the DAG to higher levels of
| detail. There's a clever geometry trick which makes the
| transitions look good. In general, the idea is to maintain
| about one triangle per screen pixel. The key to all this is
| that there are only so many pixels on the screen, and that
| controls how much geometry detail needs to be displayed. So
| there are still levels of detail, at a fine-grained level.
|
| All this, unfortunately, turns out to be badly matched to what
| GPUs do. So about 60-70% of the rendering is done in the main
| CPUs. Nanite really needs a new generation of GPUs, ones that
| are good at chasing around complex data structures with
| internal links and offsets.
|
| If you want to understand Nanite, here's the 155 page paper.[1]
| There's a video which goes with that. It's brilliant, but it's
| not magic.
|
| [1]
| https://advances.realtimerendering.com/s2021/Karis_Nanite_SI...
| AstralStorm wrote:
| The return of the raycasting renderer, with a vengeance. ;)
| gfd wrote:
| Just a few weeks ago I remember reading Zuckerberg wanting to
| acquire Unity as part of their leaked VR strategy
| https://news.ycombinator.com/item?id=33538742
|
| I wonder why they didn't consider unreal instead?
| stuckinhell wrote:
| Epic already has a big big backer in Tencent
| MR4D wrote:
| I'm curious what Zuckerberg thinks when he sees things like
| this compared to Meta's own attempts. The sheer magnitude of
| the difference has to make him wonder (and if not, shareholders
| certainly have!)
| andybak wrote:
| Unreal is a platform for creating applications. The Meta
| product you refer to is an application built on such
| platforms (not Unreal in this case).
|
| Meta's app has to run on what is essentially a mobile phone.
| You can barely run Nanite in VR on desktop let along on a
| mobile phone.
|
| Not saying Meta's product couldn't be better but we are
| talking "better like Rec Room" not "better like UE5's best
| efforts"
| [deleted]
| whywhywhywhy wrote:
| Mark isn't stupid. His metaverse is specifically targeting
| lower end hardware so it can run on stand alone headsets and
| so eventually those headsets can be cheap.
|
| A lot of the earlier PC Oculus UI was unreal engine anyway.
| bergenty wrote:
| I know it's not practical but I wish Oculus had a mode
| where you could plug it in and the graphics were
| supercharged.
| afarviral wrote:
| Its already a cooler name _for_ the metaverse if you think
| about it. Welcome to the unreal.
| RamRodification wrote:
| Wow, yes! "The Unreal". That's really good.
| molszanski wrote:
| This looks like something Euclidian / Unlimited Detail promised
| 10 years ago
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