[HN Gopher] Unreal 5.5 is a big deal [video]
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       Unreal 5.5 is a big deal [video]
        
       Author : RobinHirst11
       Score  : 109 points
       Date   : 2024-11-18 17:44 UTC (5 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | 1123581321 wrote:
       | Gotta love videos with useless titles and almost no text in the
       | description...
       | 
       | Unreal 5.5 changes: https://dev.epicgames.com/documentation/en-
       | us/unreal-engine/...
       | 
       | Page on MegaLights, which appear to be the focus of the video:
       | https://dev.epicgames.com/documentation/en-us/unreal-engine/...
       | 
       | Key quote from the above:
       | 
       | MegaLights is a stochastic direct lighting technique, which
       | solves direct lighting though importance sampling of lights. It
       | traces a fixed number of rays per pixel towards important light
       | sources. If a light source is hit by a ray then that light's
       | contribution is added to the current pixel.
       | 
       | This approach has a few important implications:
       | 
       | Direct lighting is handled by a single pass in an unified manner,
       | replacing multiple existing Deferred Renderer shadowing and
       | shading techniques.
       | 
       | MegaLights not only reduce the cost of shadowing, but also reduce
       | the cost of the shading itself.
       | 
       | MegaLights has a constant performance overhead, but quality may
       | decrease as lighting complexity increases at a given pixel.
        
         | wslh wrote:
         | I jumped directly to the video and understood the deal pretty
         | quickly! I wonder if there are super amateurs here in HN using
         | this for creating short movies.
        
         | ActionHank wrote:
         | With Unreal becoming the Chrome of the game engine world, Unity
         | dying a slow death triggered by their corporate overlords, I
         | can't help but feel like it's a matter of time until they
         | become the bad guys.
         | 
         | I don't want them to, just seems like the circle of life.
        
           | ljm wrote:
           | They don't have to be bad guys to be at the forefront of a
           | growing monoculture, precisely because Unity shit the bed and
           | the remaining competition for indie devs tapers off.
           | 
           | I love Godot for game dev, but it's not the full stack
           | package, and last time I checked it wasn't great for 3D, but
           | it's basically the best you have short of modding Doom.
           | 
           | RPG Maker and Adventure Game Studio corner the market on a
           | niche genre of pixel-art RPGs and point-and-clicks if you
           | want to stay 2D.
           | 
           | It's expensive to build a new engine from scratch, especially
           | when Unreal says it can cross-build to PC, Xbox, PS4/PS5,
           | Switch, Mobile, etc.
           | 
           | The problem is that making a generic does-anything engine
           | means it can't be optimal, and more and more these days
           | studios are using the engine but don't understand how to
           | optimise within it. So now you're downloading shader caches
           | from Steam because you can pull a pre-compiled shader across
           | the network faster than it will build at runtime, and you
           | still expect the game to run smooth as butter.
           | 
           | I build shit for the web, and this is the exact trade-off you
           | make when you, say, choose Rails for your server over a more
           | hands-on setup. I can spin up web apps in Rails with my eyes
           | closed, it's that easy, but the performance has a high floor.
        
           | getcrunk wrote:
           | It would be cool if companies in their position make two
           | versions of their products. One continues on this trajectory
           | that {adds bloat | becomes more modern} and another that
           | prioritizes avoiding performance regression by a few metrics.
        
           | darknavi wrote:
           | Luckily there are still loads of games using their own engine
           | tech out there, but the pool is shrinking.
        
           | echelon wrote:
           | I wouldn't worry. This cool tech looks mid when the games are
           | in motion. It's great for static renders and tech demos, but
           | a lot of folks are just turning it off.
           | 
           | There are still a lot of engines. Plenty of people are
           | starting to incorporate Godot, Unity hasn't disappeared, and
           | companies build and leverage their own engines all the time.
           | 
           | The main reason Epic Games is so big is Fortnite, not Unreal
           | Engine. They're still incredibly focused on that metaverse
           | play.
        
           | georgeecollins wrote:
           | Unity is still a lot more popular then Unreal and
           | alternatives exist and are created all the time-- others have
           | mentioned Godot, or Cry Engine which are old. People are
           | working on Rust engines. Lots of commercial developers use
           | their own tech. Game engines don't have to gravitate toward a
           | standard. They only do when the cost/benefit works in their
           | favor.
        
             | torginus wrote:
             | No it's not - I know a few people who work in the industry
             | and Unity's dead on new projects - everyones moving to
             | Unreal. Indies, etc. might still use it (or other engines),
             | but professionals have been constantly moving away from the
             | engine for years, for all sorts of reasons, the recent
             | licencing shakeups being one of them.
        
             | ActionHank wrote:
             | Trust is earned in drops and lost in buckets.
             | 
             | Unity took all the buckets outside, burned them, then
             | demanded money from all their customers. I've not seen new
             | projects using them, because stakeholders are concerned
             | about surprise expenses down the line.
        
           | npinsker wrote:
           | Unity is not dying.
        
           | kasool wrote:
           | Unity is not dying lol. Unreal is only becoming the "Chrome
           | of the game engine world" in the AAA space. It's not a nice
           | tool to use for independent projects at all, speaking as
           | someone who works with it professionally. Most aspects of
           | what makes Unity great for Indies are missing from Unreal
           | (good docs is the big one).
        
           | superxpro12 wrote:
           | Strongly feel that Epic is playing the long game to
           | monopolize game dev. Their "free games" teaser on EGS is an
           | attempt to gain market share. /
           | 
           | Once they have captured both the engine and distribution
           | market share, the anti-consumer policies will begin.
           | 
           | In the long run, I remain highly pessimistic and suspicious
           | regarding Epic's long term strategy.
        
           | ozten wrote:
           | Any evidence to back up "With Unreal becoming the Chrome of
           | the game engine world"?
        
         | 42lux wrote:
         | It's his stick he uses the same title for every minor ue
         | release.
        
           | teach wrote:
           | *shtick
        
       | cdiamand wrote:
       | Blender has the famed Donut Tutorial, which is a blast if you're
       | even slightly interested in learning about it.
       | 
       | Does Unreal have something similar?
        
         | JCoder58 wrote:
         | Your First Hour in Unreal Engine 5.2:
         | https://www.youtube.com/watch?v=peUO_55ck4o (link to course is
         | in description)
        
       | nickthegreek wrote:
       | 2min papers released their vid on 5.5 a few days ago at about
       | half the length. https://www.youtube.com/watch?v=zzPxWXEZZcc
        
       | coldcode wrote:
       | What are the performance requirements for all these new fancy
       | features? What kind of systems (console, PC+video card) can
       | actually use them at a predictable frame rate?
        
         | llamaimperative wrote:
         | A mid tier one of 2030 should do the trick, I'd think
        
           | drexlspivey wrote:
           | The model or the year?
        
             | llamaimperative wrote:
             | Hah! Sorry I meant the year 2030
        
       | __alexs wrote:
       | Call me when the motion clarity isn't garbage.
        
         | brcmthrowaway wrote:
         | Tell us more?
        
           | bakugo wrote:
           | Unreal Engine 5 relies very heavily on temporal algorithms
           | and upscaling to deliver playable performance, which looks
           | fine for stationary shots but often makes it look like
           | someone smeared vaseline all over your screen whenever the
           | camera is moving.
        
       | bakugo wrote:
       | Can't wait to play all these stunning Unreal 5 games at 1080p
       | 60fps (upscaled from 720p with DLSS and frame gen) on my $2000
       | RTX 5090 that draws 500W. Truly next-gen.
        
         | paol wrote:
         | 5090 is rumored to draw 600W. I'm afraid reality has overtaken
         | your satire.
        
           | schmidtleonard wrote:
           | My hair dryer pulls 800W. Are you telling me the 5090 doesn't
           | even support basic features like drying my hair?
        
             | WithinReason wrote:
             | It does as long as you stick your head in the right place
        
         | luqtas wrote:
         | yeah but how about the photorealistic power draw WITH game
         | mechanics and animations based on collisions of simple cuboids
         | & capsules?
        
         | RantyDave wrote:
         | I still like Brotato.
        
           | 01HNNWZ0MV43FF wrote:
           | I still don't have WR in Celeste, no point buying a GPU
        
         | seanw444 wrote:
         | We're gonna get to the point where peoples' gaming rigs won't
         | even start because they continually trip standard circuit
         | breakers. Gonna need to build a special service to play games
         | in 5 years.
        
       | singularity2001 wrote:
       | "infinite lighting sources and infinite models" reality : 8 times
       | higher frame rate in optimal case when using multiple light
       | sources.
        
       | ethagknight wrote:
       | Can someone ELI5 how Megalight works so much better than the
       | prior approach, and what the tradeoffs might be? (Im not a game
       | developer)
       | 
       | Reading the link below, the best I can surmise is that they
       | shifted the prioritization from following a lightsource through
       | all the different interactions it has, to the opposite of
       | identifying, per pixel, how each pixel is illuminated via a
       | prioritization scheme for light sources, including any nearby
       | pixels. So it's a per-pixel approximation that results in a
       | something far more accurate than the prior 'declared brute force'
       | approach? Each pixel gets 2-5 inbound rays that have the highest
       | impact.
       | 
       | How did I do?
       | 
       | https://dev.epicgames.com/documentation/en-us/unreal-engine/...
        
         | wilberton wrote:
         | In essence mega-lights is ray tracing one shadow ray per pixel,
         | then using some temporal de-noising to try and smooth away the
         | noise. This is in contrast to how games traditionally calculate
         | shadows, which is by rendering a shadow map from the point of
         | view of each shadow casting light in the scene. For a small
         | number of lights, the shadow map approach will be considerably
         | faster. What mega-lights enables is effectively an unlimited
         | number of shadow casting lights for a fixed cost (because it
         | only ever traces a fixed number of rays per pixel), but at a
         | much higher base performance cost, and with the potential for
         | noisy artefacts caused by the denoising.
        
         | WithinReason wrote:
         | It's actually much less accurate, but much faster.
        
       | YesBox wrote:
       | Very impressive! I have to wonder, as someone in the game
       | development world working on 2D game, what the budget of a game
       | would be to take full advantage of Unreal 5+.
       | 
       | City Skylines 2 is a good accessible example (even though it's
       | made with Unity). Via mods, editing a single property takes
       | several hours to make it look amazing. Time is spent adding
       | texture decals, doodads, importing new textures, and playing
       | around with the texture geometry (e.g. adjusting the grassy area
       | size).
       | 
       | It seems like this depth of detail requires exponential time
       | investment on the devs part. Small wonder CS2 launched with very
       | few building options?
        
       | eigenvalue wrote:
       | Does anyone know how megalights works? What's the major
       | innovation there? Is it using neural nets to approximate stuff?
        
       | e63f67dd-065b wrote:
       | Character meshes were taking up 1GB? I wonder what surprising (to
       | me, a non-gamedev) things are hiding in modern 100GB+ games...
        
       | jzig wrote:
       | but why does the street look like wet plastic
        
       | johnchristopher wrote:
       | I supposed I am getting older and that's the reason but I
       | recently tried playing Horizon Zero Dawn LEGO and Cyberpunk
       | and... the lightning was too much. I can't focus on what matters
       | on the screen (can hardly find the hot spots), to the point where
       | I'd tried to lower the quality settings to have less lightning
       | elements and flatter textures. I noticed for those games that I
       | really need high FPS (>60) otherwise I can't focus well enough.
        
         | kasool wrote:
         | It's not just you. There's a real problem right now with the
         | push towards graphical fidelity (specifically "realism") coming
         | at cost to readability -- most of which is informed by careful
         | choices in the game's art (lighting, level design, style, etc.)
         | 
         | The main example I can think of is the "yellow paint" discourse
         | w.r.t to games like Resident Evil 4 remake Final Fantasy 7:
         | Rebirth. Freya Holmer has a really great thread on the latter:
         | https://x.com/FreyaHolmer/status/1756276112462627119
         | 
         | To be clear, I don't think the push towards realism is at odds
         | with having a stylish and readable game. But the more
         | dimensions you're dealing with (greater complexity in lighting
         | models, materials etc.) the more difficult it gets to tie
         | everything together into something cohesive.
        
       | kleiba wrote:
       | There's two things going through my mind after watching this
       | video:
       | 
       | 1st) What an amazing piece of technology this tool is.
       | 
       | 2nd) How many years I would probably have to spend to learn all
       | the ins and outs of that program from scratch.
        
       | mrandish wrote:
       | The advanced capabilities of state-of-the-art game engines are
       | extremely impressive in a technical sense. Unfortunately, in
       | recent years this cutting-edge tech is rarely the enabling
       | element in delivering games I enjoy playing. This is one reason
       | I've changed my gaming focus to retro-gaming (of course, the DLC
       | and other monetization-centric sins of big game studios are also
       | a major factor).
       | 
       | While there are a few newer games I do enjoy, as far as I can
       | tell, the bleeding edge features aren't needed to create what I
       | find enjoyable about them. For me, I think the issue is that,
       | outside rare exceptions, beyond a certain point increasing
       | fidelity doesn't add value to game play. Admittedly, this is my
       | own subjective assessment. Although I'm not in the game industry,
       | I also worry that the increasing breadth and complexity of SOTA
       | engines requires increasingly specialized knowledge and skill
       | sets to leverage thus raising the bar out of reach of the smaller
       | developers who often create the new games I do enjoy. It would be
       | reassuring to hear from smaller and indie game developers who've
       | found the new engine features in recent UE versions to be both
       | accessible on small-team time budgets and enabling of significant
       | new game play value.
       | 
       | Outside of gaming, I think newer capabilities like using SOTA
       | engines for real-time virtual sets during film production are
       | more creatively exciting because they can enable big budget
       | story-telling on smaller and indie budgets.
        
       | astlouis44 wrote:
       | Slightly on topic for anyone interested; Unreal Engine 5 now runs
       | on WebGPU!(unofficially through my company, a third party)
       | 
       | Demo here:
       | 
       | https://play.spacelancers.com/
        
         | echelon wrote:
         | Are you looking to get acquihired?
         | 
         | What's to stop Epic Games from building their own?
         | 
         | Is this a lot of effort to build and maintain? Seems like they
         | could easily pull something out of Apple's playbook and leave
         | you with a lot of tech debt.
         | 
         | Not trying to insult or belittle, just really curious about the
         | line you're walking and your thinking about the ecosystem
         | you're in.
        
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