im glad we are slowly getting most things put into UE because as a solo dev having to remember how to use all these different programs hurts my brain LUL
Great vid as always, small notice. Megalights is not about forgetting about light sources number. It is a tool to not be afraid of using shadowed lights and non-default light sources, like materials and decals. Basically instead of cranking brightness and adding coloured lights we can now freely use materials as light sources with shadows. Usually those are insanely expensive especially when overlapping. They also claim that it works on current gen consoles, meaning it is within reason to be used in game production now.
After some test I noticed Megalights has a fair amount of ghosting and noise to shadows if you move fast enough. I reallllly dislike this trend in Unreal (lumen is noisy too if you dont smear your image with TAA which is not good). I hope they manage to fix all this.
I'm Unity user myself, even I can't help but monitor Unreal's amazing progress. Unreal is slowly becoming the best game engine in my opinion. I'll definitely try to learn it once I get a better laptop.
I like to day dream that Unreal adds official C# support one day. And what that would do to unity (Kill it dead imo), I know id swap to UE instantly - Really not a fan of the c++ in UE, but at the same time also not a fan of visual scripting. It's the reason I keep bouncing between Unity and Godot.
You shouldn't let that stop you from using Unreal Engine in my opinion. The C++ is heavily braced making it not that much harder than C#. There is also a lot of existing code for pretty much any scenario. So you can just use that and modify it to your needs.
@@miatribe i became a unity hater after a couple of weeks playing around with unreal. The performance difference is what made me realize how much time unity takes to just playtest a game, often ui hickups, loading bar that can appear when you just scroll through the inspector. I didn't care much about losing ability to program in C# anymore. Unity deserves to go bankrupt after making this slow piece of garbage engine that burnt so much of my nervous system
@@miatribe Their new Verse language might do it. They are also implementing a proper component system like Unity's default (search 'unreal scene graph').
Update the epic launcher itself first, then Unreal stuff after. Debatable if it will fix your problem, but I read that it was a common problem and solution and ditto for myself.
I appreciate the time you spent digging into the changes, but honestly, for constructive feedback, I can read the Epic material on 5.5 changes. I don't need it read to me. I *am* interested in your experiential thoughts and ideas about the changes -- how they might be used in different settings, limitations, etc. Still, thanks for going through this.
I don't really know if I will personally use most of these tools but looking at what Unreal is doing vs. Unity it seems like great stuff but I also can't help but think "Do we really need more platform consolidation?" I'm still just a noob but I can't help but think about these things.
If Megalights works as good as intended and if CDPR makes use of it, I can totally see it vastly improving the visuals in the sequel to Cyberpunk. Especially in urban areas filled with screens, neons and other light sources.
oh, maybe now if you use UE5.5 for visualizations or other non game related tasks you are still granted the free license if you make less than 1 million? That's a nice clarification.
Its hard to get good performance if you don't rewrite half the engine yourself (every single Unreal studio use GDC talk is basically this). Lumen is a marketing gimmick that is not production ready, Nanite is Ok but finnicky, Megalights now seems like it adds even more ghosting issues.
@@verendale1789 nanite is the reason for the bad performance of most ue5 games because of its terrible overdraw. 99% of unreal users probably don't even know what overdraw is even though it is the single most important performance optimizations in modern games.
3:54 Well there's a nice adition to the gigle phisics.😏 5:31 As someone that has made a character creator on both Unity and Unreal this announcement gave me a boner. The Idea of not having to worry about mesh clipping when creating the different layers of clothing brought a tear to my eye. Also, weren't nanite skeletal mesh supposed to be released in 5.5?
in the movie Valerian and the City of a Thousand Planets this space station grows and grows and grows into a giant thing that really you cant really understand or control very well. like a giant reef. unreal is alot like that. seems software devs like adding lots of new stuff and forgetting about it and moving on to the next shiny thing. so making anything out of it is like getting lost trying to sculpt in real clay. its infinite almost what you can do. easy to lose your bearings and get lost. easy to make dumb decisions using things you really shouldn't use for your project. alot of the time the oldys are the goodies. k.i.s.s is massively important if you care your project ever sees the light of day. many souls enter and few leave with viable well thought out well running focused products because of all the shiny. the smart adventurer walks carefully and only uses what is necessary to get the job done and doesn't get too distracted by all the shiny in the reef of code. dont blame the engine blame your lack of focus and discipline and ignorance of the old simple ways they still matter.
I just changed game engine to unreal from Godot, just some projects to finish and needs littles practice, and yes we're there, but from Linux, but I have some ideas on my mind, right now can export game on PC and android, maybe is enough, but like I says have ideas on my mind, or if someone know the trick of how export to others platforms I listen 👂 l
I don't intend to switch to Unreal Engine as a main thing, but I'm gonna start putting some actual time in with it so I can actually mod the games I like as a buttload of them are using Unreal instead of Unity now.
Per hired individual to be more specific. If you do ArchVis and hire three individuals, then you need three seat-based licenses. If you work individually, only one license is needed.
I personally feel that experimental or beta features shouldnt even be within a full release. It kinda defeats the purpose of Unreal imo. I like seeing them push the boundaries but I also would love to see more stable stuff as many UE titles these days are lacking
They're experimental and beta so that developers can test them and give feedback to epic on ways to improve them. Also a lot of teams use these experimental and beta features for full production because they're just that good
Unreal is the only thing about Epic I like and they really do a great job with it. Whenever I get around to doing more 3D stuff, I look forward to using this. Thank goodness Tim isn't destroying Unreal in his pursuit of other things. He knows to protect this gilded horse.
@@Al1987aci still need to check out fab but I can see liking that. I just dislike their general business persona, Fortnite has damaged a lot of brands indirectly, and EGS in whole. Tho EGS finally became less offensive to the PC market.
@@SenkaZver I ran their game a few times - not for me. How does it damage brands? By including skins from other IPs? Anyway, I'm pretty sure that without Fortnite money we would probably never see such rapid progress with Unreal Engine.
so much hate for unreal? its weird almost like if you do amazing thing people will hate you for it ? weird especially if you dont Use Unreal and choose to hate it.
i agree they do add a lot of stuff. i personally do plan to use UE4.26 at best there so features i do like in this release but 5.5 maybe if i check how much hard drive and GPU it will need first unity 6 i will check out considering they remove the splash screen from the free version and the extra royalty fees
Photoshop also has way more features than any graphic designer would ever need, most programs do, they're general. Solo and Indie devs can use UE just fine as long as they aren't blinded by thinking they need to use all these features just because they exist, thats more of a scope creep problem than a UE or Unity problem.
>Nanite stops you from keeping track of polygon count Bro with the amount of vertices that are allowed connect to a single vertex using their shitty chunk generation implementation i'm surprised GPU's don't just explode when Nanite is enabled. When your triangles look like a butthole you know you've fucked up
Unreal 5, as of today, is probably the worst game engine that has ever plagued the game industry if you factor in how many games are being made for it and how bad all of them run. It has potential to be one of the greatest pieces of tech, but as it stands, it's a glorified alpha. I'd love to be proven wrong by any AAA game that uses the engine for anything big or complex, preferably an open world game, and which does not have massive stuttering issues across all platforms. Potential is there, but that's all it has.
Most developers run out of time or indie devs have no clue about optimizing unreal. Its doable, but some devs just dont care. I wish people would stop hating on Unreal for bad performance when the true issue is not the engine but the developers just not doing their god damn job right. Some solutions might not be pretty but as a professional I can say that every engine is sh*t. Pick your poison or make your own engine instead.
Why not go all to Epic when is all on epic my right now and future and some model's, and Yes can get some things where's I must destroyed from programming, there get easy, just blueprints I don't love, have some words to prohibitions of memory-unsafe programming languages, where does C++ and of course C belong, I honestly feel guilty about C, but let's get back to the topic, the policy of the Godot engine and not only it as open source software, others also have a lot, is be very problematic, and there is unreal you know what you do and on what you..... I must make a text in medium, I don't have time for a lot of things, good 👍 job man keep just keep going, the tectonic change is right now, but just the fair, etics forbidden word, and we make, and must, better!
They’re desperate to reach 7 so their number comes before Unity’s xD They live in constant propaganda... Paying people to make "Made in Unreal" videos with a logo the size of the entire screen... The animation system seems to be straight out of Blender. Thanks to Steam for forcing them to put work on Linux, because beyond the propaganda Epic does, it is completely against anything open.
@@Mukna132 As I’ve already said. It’s all propaganda: Unreal Engine is not fully open source because Epic Games has a strategic approach aimed at maintaining control over its engine, protecting its business interests, ensuring revenue from projects that use it, and maintaining product stability. Although it provides access to the source code, this access is limited by licenses and conditions that prevent it from being a fully open-source project.
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im glad we are slowly getting most things put into UE because as a solo dev having to remember how to use all these different programs hurts my brain LUL
Great vid as always, small notice. Megalights is not about forgetting about light sources number. It is a tool to not be afraid of using shadowed lights and non-default light sources, like materials and decals. Basically instead of cranking brightness and adding coloured lights we can now freely use materials as light sources with shadows. Usually those are insanely expensive especially when overlapping. They also claim that it works on current gen consoles, meaning it is within reason to be used in game production now.
After some test I noticed Megalights has a fair amount of ghosting and noise to shadows if you move fast enough. I reallllly dislike this trend in Unreal (lumen is noisy too if you dont smear your image with TAA which is not good). I hope they manage to fix all this.
@@verendale1789 I think it's noticeable if you overlap many lights, but i didn't make much tests
@@verendale1789 It's a result of temporal.
256k subs, officially out of the 8-bit league lol
You mean, -127k subs? ;-)
@@igorthelight lol, thats so much better
@@igorthelight eh, cant have a negative amount of subs, so 256k would be right. Unsigned v signed.
@@TehMighty Fair point!
But overflowing subs counter would be fun! xD
Ha
Nice
I'm Unity user myself, even I can't help but monitor Unreal's amazing progress. Unreal is slowly becoming the best game engine in my opinion. I'll definitely try to learn it once I get a better laptop.
I like to day dream that Unreal adds official C# support one day. And what that would do to unity (Kill it dead imo), I know id swap to UE instantly - Really not a fan of the c++ in UE, but at the same time also not a fan of visual scripting. It's the reason I keep bouncing between Unity and Godot.
You shouldn't let that stop you from using Unreal Engine in my opinion. The C++ is heavily braced making it not that much harder than C#. There is also a lot of existing code for pretty much any scenario. So you can just use that and modify it to your needs.
@@meetdavidothespy moving from clean c# insta compile to unreal c++ is nightmare
@@miatribe i became a unity hater after a couple of weeks playing around with unreal. The performance difference is what made me realize how much time unity takes to just playtest a game, often ui hickups, loading bar that can appear when you just scroll through the inspector. I didn't care much about losing ability to program in C# anymore. Unity deserves to go bankrupt after making this slow piece of garbage engine that burnt so much of my nervous system
@@miatribe Their new Verse language might do it. They are also implementing a proper component system like Unity's default (search 'unreal scene graph').
I can see it now, you stick deform meshes on all the ceilings so if your character hits his head on the ceiling, instant cartoon squash effect!
This going to hit the defense sector contactors hard.
good
Megalights при большом их количестве превращают картинку на экране в 8 битную кашу, проверяйте сами в реальных сценах
Thanks as always for keeping us in the know!
Everything sounds so cool with UE5, until it crashes on me when it's just updating itself.
Update the epic launcher itself first, then Unreal stuff after. Debatable if it will fix your problem, but I read that it was a common problem and solution and ditto for myself.
I appreciate the time you spent digging into the changes, but honestly, for constructive feedback, I can read the Epic material on 5.5 changes. I don't need it read to me. I *am* interested in your experiential thoughts and ideas about the changes -- how they might be used in different settings, limitations, etc. Still, thanks for going through this.
Neat, glad other engines are realizing how powerful in-engine animation tools are!
I don't really know if I will personally use most of these tools but looking at what Unreal is doing vs. Unity it seems like great stuff but I also can't help but think "Do we really need more platform consolidation?" I'm still just a noob but I can't help but think about these things.
i think i am a bit with you on this one
It's not really platform consolidation, it's just a tool. Unreal's 2D is still underwhelming too
@@SenkaZver yeah i hope unreal can create more 2D support too
Yes, they "pack" a lot... of unstable stuff.
Btw, does the Fab plugin still crash our project build ?
Has performance improved or worsened?))))
I just wish they would fix rendering attenuated audio from the MRQ...
If Megalights works as good as intended and if CDPR makes use of it, I can totally see it vastly improving the visuals in the sequel to Cyberpunk. Especially in urban areas filled with screens, neons and other light sources.
oh, maybe now if you use UE5.5 for visualizations or other non game related tasks you are still granted the free license if you make less than 1 million?
That's a nice clarification.
As much as this engine is cool, many devs don't seem to use it correctly, because most games that use it seem to have terrible performance
Unreal has had bad performance for a while if you push it to the limit. The cutting edge isn't optimized yet
Its hard to get good performance if you don't rewrite half the engine yourself (every single Unreal studio use GDC talk is basically this). Lumen is a marketing gimmick that is not production ready, Nanite is Ok but finnicky, Megalights now seems like it adds even more ghosting issues.
@@verendale1789 nanite is the reason for the bad performance of most ue5 games because of its terrible overdraw. 99% of unreal users probably don't even know what overdraw is even though it is the single most important performance optimizations in modern games.
So what's the difference between megalight and lumen?
3:54 Well there's a nice adition to the gigle phisics.😏
5:31 As someone that has made a character creator on both Unity and Unreal this announcement gave me a boner.
The Idea of not having to worry about mesh clipping when creating the different layers of clothing brought a tear to my eye.
Also, weren't nanite skeletal mesh supposed to be released in 5.5?
in the movie Valerian and the City of a Thousand Planets this space station grows and grows and grows into a giant thing that really you cant really understand or control very well. like a giant reef. unreal is alot like that. seems software devs like adding lots of new stuff and forgetting about it and moving on to the next shiny thing. so making anything out of it is like getting lost trying to sculpt in real clay. its infinite almost what you can do. easy to lose your bearings and get lost. easy to make dumb decisions using things you really shouldn't use for your project. alot of the time the oldys are the goodies. k.i.s.s is massively important if you care your project ever sees the light of day. many souls enter and few leave with viable well thought out well running focused products because of all the shiny. the smart adventurer walks carefully and only uses what is necessary to get the job done and doesn't get too distracted by all the shiny in the reef of code. dont blame the engine blame your lack of focus and discipline and ignorance of the old simple ways they still matter.
So no love for Nanite Skeletal mesh?
Unreal has always been in a league of their own.
They are slowly thrusting one more inch every update.
at least epic has the decency to present the major changes before presenting the eula.
Your Awesome Dude
thanks!!
I just changed game engine to unreal from Godot, just some projects to finish and needs littles practice, and yes we're there, but from Linux, but I have some ideas on my mind, right now can export game on PC and android, maybe is enough, but like I says have ideas on my mind, or if someone know the trick of how export to others platforms I listen 👂 l
I don't intend to switch to Unreal Engine as a main thing, but I'm gonna start putting some actual time in with it so I can actually mod the games I like as a buttload of them are using Unreal instead of Unity now.
I ask myself what seat based means
Per hired individual to be more specific. If you do ArchVis and hire three individuals, then you need three seat-based licenses. If you work individually, only one license is needed.
Unich’s gonna freak
at least we know they invest that money for their engine so .
Time for My pc to run 24x2 because of internet
Not enough to leave Stencil
I personally feel that experimental or beta features shouldnt even be within a full release. It kinda defeats the purpose of Unreal imo. I like seeing them push the boundaries but I also would love to see more stable stuff as many UE titles these days are lacking
They're experimental and beta so that developers can test them and give feedback to epic on ways to improve them. Also a lot of teams use these experimental and beta features for full production because they're just that good
Unreal is the only thing about Epic I like and they really do a great job with it. Whenever I get around to doing more 3D stuff, I look forward to using this. Thank goodness Tim isn't destroying Unreal in his pursuit of other things. He knows to protect this gilded horse.
What not to like about Epic? Fab is a bit glitchy for now, but I'm sure it'll improve.
@@Al1987aci still need to check out fab but I can see liking that.
I just dislike their general business persona, Fortnite has damaged a lot of brands indirectly, and EGS in whole. Tho EGS finally became less offensive to the PC market.
@@SenkaZver I ran their game a few times - not for me. How does it damage brands? By including skins from other IPs?
Anyway, I'm pretty sure that without Fortnite money we would probably never see such rapid progress with Unreal Engine.
so much hate for unreal? its weird almost like if you do amazing thing people will hate you for it ? weird especially if you dont Use Unreal and choose to hate it.
Funny that the video I saw before this one was titled "10 REALISTIC But TERRIBLE Video Games". 😅
Unreal is the best engine for realistic desktop and console game development, but Unity is still better for mobile games
ho interesting
no verse...
Too much for indie devs. At this point both Unity 6 and Unreal 5 has too much noise for small indie dev teams or solo dev.
It's hard to please everyone
i agree they do add a lot of stuff.
i personally do plan to use UE4.26 at best there so features i do like in this release
but 5.5 maybe if i check how much hard drive and GPU it will need first
unity 6 i will check out considering they remove the splash screen from the free version and the extra royalty fees
Yeah.. unreal is specifically a tool targeted for 3D and mid to large sized teams.
It's really been this way for at least a decade now
Photoshop also has way more features than any graphic designer would ever need, most programs do, they're general.
Solo and Indie devs can use UE just fine as long as they aren't blinded by thinking they need to use all these features just because they exist, thats more of a scope creep problem than a UE or Unity problem.
@@RyanStillGames TRUE! You're right!
>Nanite stops you from keeping track of polygon count
Bro with the amount of vertices that are allowed connect to a single vertex using their shitty chunk generation implementation i'm surprised GPU's don't just explode when Nanite is enabled. When your triangles look like a butthole you know you've fucked up
Unreal 5, as of today, is probably the worst game engine that has ever plagued the game industry if you factor in how many games are being made for it and how bad all of them run. It has potential to be one of the greatest pieces of tech, but as it stands, it's a glorified alpha. I'd love to be proven wrong by any AAA game that uses the engine for anything big or complex, preferably an open world game, and which does not have massive stuttering issues across all platforms. Potential is there, but that's all it has.
Most developers run out of time or indie devs have no clue about optimizing unreal. Its doable, but some devs just dont care. I wish people would stop hating on Unreal for bad performance when the true issue is not the engine but the developers just not doing their god damn job right. Some solutions might not be pretty but as a professional I can say that every engine is sh*t. Pick your poison or make your own engine instead.
Get a console or a better PC if you want to play modern AAA games, my ps5 has no issues playing any unreal game.
@@tingamer2508 Its easier to optimize for consoles. For PC there are so many variables you cant just get them all right.
@@tingamer2508 Hardware doesn't affect the stuttering of UE5 games in many cases.
Why not go all to Epic when is all on epic my right now and future and some model's, and Yes can get some things where's I must destroyed from programming, there get easy, just blueprints I don't love, have some words to prohibitions of memory-unsafe programming languages, where does C++ and of course C belong, I honestly feel guilty about C, but let's get back to the topic, the policy of the Godot engine and not only it as open source software, others also have a lot, is be very problematic, and there is unreal you know what you do and on what you..... I must make a text in medium, I don't have time for a lot of things, good 👍 job man keep just keep going, the tectonic change is right now, but just the fair, etics forbidden word, and we make, and must, better!
They’re desperate to reach 7 so their number comes before Unity’s xD They live in constant propaganda... Paying people to make "Made in Unreal" videos with a logo the size of the entire screen... The animation system seems to be straight out of Blender. Thanks to Steam for forcing them to put work on Linux, because beyond the propaganda Epic does, it is completely against anything open.
No one cares what you think.
The entire engine is open source. What are you on about?
@@Mukna132
As I’ve already said. It’s all propaganda: Unreal Engine is not fully open source because Epic Games has a strategic approach aimed at maintaining control over its engine, protecting its business interests, ensuring revenue from projects that use it, and maintaining product stability. Although it provides access to the source code, this access is limited by licenses and conditions that prevent it from being a fully open-source project.
for the first time in a while the linux build is out day 1!
Most likely that's because of Steam Deck popularity ;-)
I develop on Linux and Steam Deck!
@@meetdavidothespy that's great! Unreal runs pretty good on Linux