Incredible, I'm just blown away by your talent. UE5 and the other tools you use are amazing pieces of software but without artists like you they are just lines of code.
The water between the rocks is like in slowmotion. Still many years of work to obtain a realistic fluid I think, but unreal engine 5 is incredible, it will revolutionize everything !
It does look amazing at what ti does, but I do agree that there's some uncanniness to it, it looks more like a jellyfish blobbing over things than actual water, the surface material of it has a bit too much rigid design to it, and the way it blends with the ground seems more like a thick jelly-like material than loose water. Still, I would never notice those details when playing an actual game, and it's magnitudes better than what I expect from realtime simulation, especially when moving across such natural terrain and lighting.
im just here to tell u that listening to you speak throughout this entire video was the most calming thing I'd heard in months. I don't even understand what you're doing but you're amazing.
“ No tool more important than the hands and minds that wield them” As a fellow artist, to see someone who is able to produce and create something of such pristine quality and beauty, and have such eye for intricacy and sublime details, is always so encouraging as it gives truth to the proverb: “ There is always an higher mountain” ie always more to aspire and attain skill-wise. Appreciations for sharing and enabling all of us the honor to observe and learn from such an peer as yourself. Sincere regards. Tom Framnes. Norway.
Wow! Just need to add foam on the water, and darkening of the sand/rock where the water touched it. But, even so, it is fantastic! Thanks for showing it off!
...and higher fidelity, HDR, more realistic physics and better attention to detail to get the more real than life feel. May need Unreal 6 to pull that off, or a higher quality dev. Hellblade 2 made me believe, though.
I know it's from another game engine but the beach setting and time of day colors would perfectly match the beach scenes in Half-life 2. The atmosphere is really there, awesome.
I just got fluid flux, and right out of the box it's so easy to setup. I've spent countless hours, and a lot of money on other plugins only for it either to be a huge learning curve, or a sacrifice to something. Fluid Flux in my opinion is the BEST water fluid simulation pack I've ever owned. For the amount of money spent, it's totally worth it. Also, I own quite a few of your packs, and I have to say, well done. In EVERY single project whether it be realistic, or stylized I'm always using your alpha brushes to sculpt my landscape. THANK YOU SO MUCH! For all the hard work, and passion you put into not only your content, but the videos you make. I find myself listening to your hour long videos in the background while working on my art.
If you're looking for improvements: the water moves too slow and looks soupy, and sand stays wet a bit after a wave recedes. Otherwise this is beyond amazing
Yeah the water isn't convincing. Not sure if that's this product or the Unreal engine itself. The surface texture and reflections and movement are amazing, not the water edges.
@@citizen5577 Water is such dynamic substance, so in real life it will interract with every grain of sand, i think its just a too complicated simulation still
Yes water is especially breaking waves are still to difficult. I mean even in Movies it is never right. There is hardly EVER a breaking wave mostly it just floods or next scene a foaming mass is coming. But you almost never see a computer animated wave break.
As an engineer that has done fluid simulations in the past, I know how INSANELY hard this is, even just to create the "illusion" of physics. So much respect to the genius people who managed to get this so far. That being said, since the rest looks essentially (from most angles and distances) indistinguishable from reality, every "issue" with the water optics and physics pops out even more. There is clearly still a lot of work ahead for the fluid-teams to catch up to the level of reality as already has been achieved for the rest of the materials. Looking forward to watching the progress...
These things usually aren't that interesting as an outsider, but when you say that UE5 runs this smoothly on a goddamn 1080ti, _that_ was what floored me. Goddamn, this game engine is gonna change everything.
tbf this is very close to what I imagined we'd have in 2020 way back in 2000. I though "in 20 years graphics will be essentially photo-realistic, and spotting the shortcomings will require that you're knowledgeable enough to know where to look, as long as you don't go too close. this is basically that.
Amazing stuff, have no clue about these things but the artistry is unbelievably cool and great that there is an explanation and behind the scenes. Had no idea this guy is selling his products, awesome way to sell, educate and inform. All the best to you and your company
this video is so well made i was trying to show friends thats doesnt have any idea about graphics and engines but this is so easy to watch!! not with that many menus and deep explain yet captivating! congrats
I love how the fluid motion plugin just works with both lumen and the high resolution photogrammetry assets and that it doesn't bring your system to it's knees. Creating a whole game with photogrammetry assets though is going to be difficult especially as games are expamding out to greater scale - keeping this original and within budget is going to be tricky, I only really see this working for small VR experience and tech demos but happy to be proved wrong!
Basically all AAA games are built with photogrammetry now. Ever since the first battlefront it's been like this. There are procedural tools built to scatter the assets convincingly which make it easier to create large worlds.
I was gonna say Dev job is boring sitting on a desk and doing that full time. However, 3 minutes into the video and that changed. You travel in order to create, that's Hella fun!
It really is! These days I'm no longer tethered to my desktop. My laptop is more than capable of processing the scans and working out of hotels and airbnbs.
Absolutely stunning. As an advocate of future gaming technology (especially when it enhances the quality of kill counts I produce through visually impressiveness) this is truly remarkable and makes me want to get into creating my own scenes. Thank you for the inspiration!
I love how much it has improved but it still has a way to go 1:22 proves that point. The water stops in place the continues to pour then stops. I would love to see it create the spider effect when it flows over and around object expanding out as it flows. I can't wait to see how much this improves over the next few years. This is just the tip of the iceburg.
If you're a dev I really recommend this guy's work, I have a pretty complex need for my terrains in my game and his brushy stuff is setup in a clear way and still performs well in-game.
@@FawkesNewsUSA The future will definitely be very exciting. I am sure that this technology will do great things. What I find very impressive is that these tools that Epic is developing are really accessible to everyone. Furthermore, these tools are becoming easier and easier to use, so people who probably never thought they would develop games can actually do it today 😁.
In the future AI will be used to reconstruct google street view/google earth with Unreal Engine. Similar to how Blackshark is used in MSFS2020. Welcome to GTA Earth!
This is honestly the first time I've ever seen visuals so good that I can see them being used in full sensory immersion VR if we had the technology to do so. Think Sword Art Online type of stuff. Like I can't imagine fidelity can get much higher that this. Physics can get better and the viscosity of the water but really at a surface level, we've reached photo-realistic real time visuals. One of the pieces for Full Immersion VR is in place 🙂
What are you talking about, this looks totally fake and wouldn't fool anyone. Have you ever been to a real rocky beach? This has absolutely no detail, just broad brush strokes. It's like an impressionist version of a rocky beach.
Wow! this might be the most inspirational thing I've seen for Unreal Engine 5 I can't believe one guy did most of this. I'll definitely be following you.
@@thijsbod2910 the syrupiness is due to the low particle density of the simulation. This is something that will improve as cards become more powerful (unless you don't care about realtime rendering then you can do it now).
@@JohnSmith-sk7cg To be clear though dude said he's running it on a 1080ti so that means you could easily outperform this with any modern mid tier card like even a 2070 super and probably still be able to crank up the settings on it.
@@theninjamaster67 Even with a 3090ti mega ultra best retail card on the market, we're a long time away from rendering high particle count water simulations during a game in real time. It takes server farms to do it. Increasing particles increases their interactions. The resources needed to do it do not scale linearly so we're talking orders of magnitude more computing power to do it.
I honestly hope that Epic purchases the fluid flux addon and makes it a permanent addition to their engine. It's just amazing (unfortunately very expensive for independent devs).
Buying immediately! I own a majority of your packs and they help with the pipeline so much. And I combine the dynamic sky and weather with ur packs and create so smooth and fast. We appreciate u
Now all im waiting for is realistic fog/smoke whatever physics. What I specifically really hope to see is a wind source blowing clouds, clouds interacting with the wind and other clouds, and smaller clouds deforming over time.
That water's density and consistency is looking a bit suspicious but aside from that, stunning what we can do nowadays and how fast we are progressing!!
This is really incredible work. Through all its iterations in the last 25 years, Unreal Engine has somehow always managed to stay at or near the forefront of powerful performance and ease of use, and now it's really stretching its legs with UE5 and outpacing competitors. In addition, Epic Games has very pro-consumer policies and they give free access to things that one would normally expect to pay hundreds or thousands of dollars for (Megascans, "free for the month" releases on the marketplace for example). They've cultivated a community of really talented and inspiring artists (like the creator of this video) and it's so fun and jaw-dropping to see the tools and scenes people are coming out with these days. Can't wait to see the results of your upcoming project(s)!
“Outpacing competitors”? Do you mean other 3rd party engines that have been shown off without any actual games running on it yet? Or do you mean big dev, in house, built for purpose engines that have been used to make the best looking and best feeling games ever made?
I feel like I have been waiting forever for graphics to get to a point where it is almost indistinguishable from realistic scenes. This is such a great step in that direction. I really really want games to have this level of detail asap please! Cheers =)
Some of the best brand names are disruptive like that. Basically they name the problem that they solve. Discord or Slack for instance.. they have negative connotations, but they work really well as a name because they position the company as solving a problem. It's a level of confidence that gets peoples attention and helps a name become viral. Whoever originally branded Unreal knew what they were doing.
Now just Imagine how players will run past without even noticing this super wonderful advanced technology... Its a true game changer we all was waiting. And finally its here to solve all of our problems!
It's true players will not appreciate something as simple as water properly flowing around rocks. Celebrated features that did increase immersion in the past, like in Far Cry where you could burn a jungle down, didn't make it into it's successors... or at least not in the same "Realistic" way that the first time it was done. The true brilliance of this video is OP (Joe) created one aspect perfectly (water flowing properly around rocks) which can be instantly added to every game from here on without having to spend a ton of time/money coding it from scratch. Now, hopefully, games can focus on the quality of the game story/mechanics as opposed to splitting time/resources into an aspect like water flowing.
I haven't been excited for the gaming world like this since FF7 back in 1997. The nanites, dynamic GI and physics all in realtime is the first time in decades where I felt there is an ACTUAL change in getting to realism in games/cg. All the tricks over the years with light baking, bump mapping normals, rtx, etc. were so disappointing, they did the job and got us here, but only looked realistic in static images. This is great.
Just take a look at what is coming out in the next 3 years. It's almost all utter crap. I'm not excited for games anymore. Everything has been a dissapointment.
@@paulustrucenus Yes, but the implementation in the previous Engines wasn't as impressive as I'd hoped, it's presence in UE5 is far more pronounced. Combined with the other offerings the whole package is leaps and bounds above "just" RTX.
@@Devilke The quality of games is garbage, has been in the AAA industry for decades, but the fidelity is going to be amazing. I still prefer indie games, creators who care about the experience instead of eye candy with no substance.
I am blown away by this, and the fact it’s running on (what’s now) a reasonably old card. Would love to see what this would look like pushed to the max with top tier hardware.
@@tj3603 graphics don't make a game the core element for a game is a gameplay loop Graphics are nice but if the game looks like that and plays like bubsy 3d then it isn't going to be good or fun and it will flop
@@natandjai fare enough, but with this amazing tool game developers will have more time and budget for gameplay design. And because nanite and lumen is a thing, it going to look awesome even on mid-range hardware.
Also, there are those same "open water" surface ripples on that very shallow water that crashes on the beach.. it should calm down and flow back and forth.. but yeah, definitely impressive!
I agree it doesn't look lifelike yet, but the fact it actually flows at all instead of just being a baked animation is already a huge improvement. I would instead say the froth doesn't look right, that seems like an easier fix and a more pressing issue because it might help obscure the strange faint outline of the water on the sand.
Land realism is really great. Water realism is also way better (too flat anyway) And astonishing, the clouds are maybe the first thing that told me it was not a photo or a vidéo. Anyway the improvements and the realism obtained are amazing.
Now the only thing we need is sand simulations... These will come eventually but just imagine these fluid simulation, nanite and lumen or RTGI all in one game, it would look fantastic.
You can already do that. The problem being that it is still not simulated in real time or that it needed a lot of gpu/cpu performance to simulate them in real-time. The problem now with our technology isn’t if we can simulate it but rather how fast and efficient can we do it as simulation like this eat up electricity and are rather unconventional. My best bet is that we are going to see more incorporation of physic simulation in game until technology that can do so are available cheaply for the public, as right now it would not make sense for anyone investing into games that only a small portion of consumer are able to use/buy. Teardown is a good example of a game that innovate into physic-based simulation but still no where near what you are describing purely due to the demand of hardware.
Runtime Vitural Texturing is probably the most impoirtant feature shown here. If done right, it eliminates all badly overlapping, cut off textures. This is a game changer. Because normally you have to do this manually. Now imagine a game in the size of Morrowind etc. And all Cliff, Wall and Road Textures would require you to manullay disguise textures that are colliding with each other. Like going from sand/beach over to stone/rock or grass like floor. In games like Elex 1 the terrain looks so disgustingly terrible because of those colliding textures. It literally looks like a Cut through the game world... every few steps! Embarasing for industry veterans to release something like that.
Do you have any advice when it comes to photoscanning with a drone? Do you take images or record a video and select frames? Also how do you deal with foliage moving half way through the scan? Wales gets windy 😂 great work as always looks super dope!
I take individual images , making the effort to have each one as sharp as possible. Generally I don't scan foliage with the drone (i have another video on my channel about my tree pipeline), although sometimes short grass is included in the scans, agisoft does a fairly decent job of deciding a single photo to use and then blending that into others. Grass comes out as a nice texture rather than mesh noise.
Another piece to consider is that when taking video you don't get the benefit of the the GPS coordinates... so although it is easier and WAY less taxing on the battery life using photos produces much better results.
I am super impressed by this work you put together! Wishes I could download this demo on my PC for relaxation, meditation purposes. It's so soothing to watch. Thanks for sharing! Blessings. P.S. you've earned another subscriber ;)
That's absolutely amazing tech. Well done for creating such a marvel. The amount that it could add to games to come is mind boggling. Just think, back in 2007 a "little" game called Crysis brought out tech similar to this which revolutionised how games look, and even becoming the benchmark standard. Also I'm wondering, when you went out to the location to do the photogrammetry scanning, did you come across much litter? It's bloody everywhere along various beaches, especially in Britain. It's vile innit, how many Humans still treat this magically beautiful Planet. And it's astonishing how well Unreal 5 captures some of Planet Earth's beauty too 🙂😉
Joe this video just popped up on my newsfeed and glad it did. Watching you do real time photography scanning has inspired me to give photrogophy a try at college next semester. Thanks for the inispiration/motivation.
GeForce GTX 1080 Ti CAME OUT IN 2017! So there’s no excuse for game devs to lack in optimizations in “next gen” consoles and PCs. Unreal engine is amazing!
физика воды, ещё очень и очень далека от фотореализма, не говоря уж о полном соответствии физике жидкости. Само понятие жидкость, практически нереально "объяснить" современному компьютеру. Компьютер, как не крути, эмулирует воду, используя методы обработки столкновения частиц, а чем больше частиц, тем меньше остаётся вычислительных ресурсов и наоборот. В общем, производительность компьютеров сегодня, не позволяет создать реалистичную воду.
since i work for over 20 years with g-engines and 3ds/blender i feel " betrayed" xD all the work the polygoncounting etc. and people can just go crazy now. all the nightmares of rendertimes are gone. thx epic ^^
There's still a lot to manage to create optimized scenes, but yes higher polycounts are not an issue for the most part anymore. Still have to care about texture memory, drawcalls for none nanite geo, lighting optimization etc
Checkout the latest work from artists using Brushify: th-cam.com/video/Fceqg7dJBY8/w-d-xo.html
ey man. thanks for the packs, just picked them up and cant wait to use em
Worked in gamedev from 2000-2015, photogrammetry since 2013, this looks insanely beautiful
Any sufficiently advanced technology is indistinguishable from magic.
The mathematics behind this is mind blowing beautiful. ❤️❤️❤️
Incredible, I'm just blown away by your talent. UE5 and the other tools you use are amazing pieces of software but without artists like you they are just lines of code.
I can’t find the words. We really appreciate your work Joe. Realism being realised through Unreal, what a time to be alive
Hold onto you papers!
Hello my fellow scholar
If you're holding on to your papers squeeze that paper.
The water between the rocks is like in slowmotion.
Still many years of work to obtain a realistic fluid I think, but unreal engine 5 is incredible, it will revolutionize everything !
Maybe liquid viscosity can be adjusted.
more realistic fluid simulation existe but are really performance expensive to be in real time in a game
It does look amazing at what ti does, but I do agree that there's some uncanniness to it, it looks more like a jellyfish blobbing over things than actual water, the surface material of it has a bit too much rigid design to it, and the way it blends with the ground seems more like a thick jelly-like material than loose water. Still, I would never notice those details when playing an actual game, and it's magnitudes better than what I expect from realtime simulation, especially when moving across such natural terrain and lighting.
1:10 - 1:25ish looked like a PS1 game or something. Weirdly low quality.
@@AsifIcarebear3 yep. I'm impressed by the stones and rocks etc, but I've seen better looking water in older technologies...strange..
im just here to tell u that listening to you speak throughout this entire video was the most calming thing I'd heard in months. I don't even understand what you're doing but you're amazing.
Outstanding work as always.
The results are incredible.
This is Amazing. Great job, Joe. 😊👍⭐
"Polymath" 🤡🤡🤡
“ No tool more important than the hands and minds that wield them”
As a fellow artist, to see someone who is able to produce and create something of such pristine quality and beauty, and have such eye for intricacy and sublime details, is always so encouraging as it gives truth to the proverb:
“ There is always an higher mountain” ie always more to aspire and attain skill-wise.
Appreciations for sharing and enabling all of us the honor to observe and learn from such an peer as yourself.
Sincere regards.
Tom Framnes.
Norway.
I agree.
Wow! Just need to add foam on the water, and darkening of the sand/rock where the water touched it. But, even so, it is fantastic! Thanks for showing it off!
...and higher fidelity, HDR, more realistic physics and better attention to detail to get the more real than life feel. May need Unreal 6 to pull that off, or a higher quality dev.
Hellblade 2 made me believe, though.
I know it's from another game engine but the beach setting and time of day colors would perfectly match the beach scenes in Half-life 2. The atmosphere is really there, awesome.
Lost coast and the half life 2 beach levels were a big inspiration actually.
I just got fluid flux, and right out of the box it's so easy to setup. I've spent countless hours, and a lot of money on other plugins only for it either to be a huge learning curve, or a sacrifice to something. Fluid Flux in my opinion is the BEST water fluid simulation pack I've ever owned. For the amount of money spent, it's totally worth it. Also, I own quite a few of your packs, and I have to say, well done. In EVERY single project whether it be realistic, or stylized I'm always using your alpha brushes to sculpt my landscape. THANK YOU SO MUCH! For all the hard work, and passion you put into not only your content, but the videos you make. I find myself listening to your hour long videos in the background while working on my art.
Super inspiring work! Glad to have artists like you showing us the possibilities of UE5.
As we promised we bought most of the brushify assets on black Friday sale. thank you so much from mountaindog studios
If you're looking for improvements: the water moves too slow and looks soupy, and sand stays wet a bit after a wave recedes.
Otherwise this is beyond amazing
I was thinking the water was too fast, needs more foam in the right places and more gravity - but overall good stuff.
Yeah the water isn't convincing. Not sure if that's this product or the Unreal engine itself. The surface texture and reflections and movement are amazing, not the water edges.
@@citizen5577 Water is such dynamic substance, so in real life it will interract with every grain of sand, i think its just a too complicated simulation still
Yes water is especially breaking waves are still to difficult. I mean even in Movies it is never right. There is hardly EVER a breaking wave mostly it just floods or next scene a foaming mass is coming. But you almost never see a computer animated wave break.
I set the playback speed to 1.75 and the water looked great
As an engineer that has done fluid simulations in the past, I know how INSANELY hard this is, even just to create the "illusion" of physics. So much respect to the genius people who managed to get this so far. That being said, since the rest looks essentially (from most angles and distances) indistinguishable from reality, every "issue" with the water optics and physics pops out even more. There is clearly still a lot of work ahead for the fluid-teams to catch up to the level of reality as already has been achieved for the rest of the materials. Looking forward to watching the progress...
I dont know whats prettier this scene or you.. :) seriously amazing work.. if it hadnt been for the water foam shader I could believe its real
These things usually aren't that interesting as an outsider, but when you say that UE5 runs this smoothly on a goddamn 1080ti, _that_ was what floored me. Goddamn, this game engine is gonna change everything.
12 years ago, who would've thought such level of details will be achievable... now imagine 12 years from now. What a time to be alive
We all live in the matrix.
tbf this is very close to what I imagined we'd have in 2020 way back in 2000. I though "in 20 years graphics will be essentially photo-realistic, and spotting the shortcomings will require that you're knowledgeable enough to know where to look, as long as you don't go too close. this is basically that.
This technology was teased 12 years ago.
Hold on to your papers. What a time to be alive! ;)
Crysis came out over 12 years ago and had insane graphics for its time
Amazing stuff, have no clue about these things but the artistry is unbelievably cool and great that there is an explanation and behind the scenes. Had no idea this guy is selling his products, awesome way to sell, educate and inform. All the best to you and your company
this video is so well made i was trying to show friends thats doesnt have any idea about graphics and engines but this is so easy to watch!! not with that many menus and deep explain yet captivating! congrats
Great video, mate. Well done. Best of luck with your business.
I love how the fluid motion plugin just works with both lumen and the high resolution photogrammetry assets and that it doesn't bring your system to it's knees. Creating a whole game with photogrammetry assets though is going to be difficult especially as games are expamding out to greater scale - keeping this original and within budget is going to be tricky, I only really see this working for small VR experience and tech demos but happy to be proved wrong!
Basically all AAA games are built with photogrammetry now. Ever since the first battlefront it's been like this. There are procedural tools built to scatter the assets convincingly which make it easier to create large worlds.
@@HavokSage thanks Joe, that's good to know. Exciting times, I really love VR to this is great news to see something photo realistic.
I was gonna say Dev job is boring sitting on a desk and doing that full time. However, 3 minutes into the video and that changed. You travel in order to create, that's Hella fun!
It really is! These days I'm no longer tethered to my desktop. My laptop is more than capable of processing the scans and working out of hotels and airbnbs.
Absolutely stunning. As an advocate of future gaming technology (especially when it enhances the quality of kill counts I produce through visually impressiveness) this is truly remarkable and makes me want to get into creating my own scenes. Thank you for the inspiration!
Loved the Humber Bridge cameo ;) amazing video, so excited to see what’s next
I love how much it has improved but it still has a way to go 1:22 proves that point. The water stops in place the continues to pour then stops. I would love to see it create the spider effect when it flows over and around object expanding out as it flows. I can't wait to see how much this improves over the next few years. This is just the tip of the iceburg.
If you're a dev I really recommend this guy's work, I have a pretty complex need for my terrains in my game and his brushy stuff is setup in a clear way and still performs well in-game.
You are a true artist Joe. I hope you make it really really big. You deserve it
Yess 😍
It's insane what Unreal Engine 5 makes possible. It also lets you dream a bit about what will be possible in the future 😍
just Imagine what UE6 is going to be like lol
@@FawkesNewsUSA The future will definitely be very exciting. I am sure that this technology will do great things. What I find very impressive is that these tools that Epic is developing are really accessible to everyone. Furthermore, these tools are becoming easier and easier to use, so people who probably never thought they would develop games can actually do it today 😁.
Gta 6 is going to look even better than this
@@rover5058 GTA 6 has been in development since 2020
In the future AI will be used to reconstruct google street view/google earth with Unreal Engine. Similar to how Blackshark is used in MSFS2020. Welcome to GTA Earth!
So impressed by this, and I've not a game dev or artist. Plus you a very good presenting aura - well done young man
I can't believe how real this is
Incredible stuff man. Makes me so excited for the future of gaming and game development.
Mind blowing!! Wish you the best of luck
This is honestly the first time I've ever seen visuals so good that I can see them being used in full sensory immersion VR if we had the technology to do so. Think Sword Art Online type of stuff. Like I can't imagine fidelity can get much higher that this. Physics can get better and the viscosity of the water but really at a surface level, we've reached photo-realistic real time visuals. One of the pieces for Full Immersion VR is in place 🙂
VR is going to be such a great help soon for people who can't go out into the real world because of social anxiety or other mental health issues.
What you're saying is around the corner. The next gen computing power is reported to be insane, let's hope it's not just marketing hype.
What are you talking about, this looks totally fake and wouldn't fool anyone.
Have you ever been to a real rocky beach?
This has absolutely no detail, just broad brush strokes.
It's like an impressionist version of a rocky beach.
@@wimblettben Yeah for the Matrix !... I guess?
Don't try to cure your anxiety, embrace the phantasm?...
@@thealexanderbond cool dude, if you say so
Wow! this might be the most inspirational thing I've seen for Unreal Engine 5 I can't believe one guy did most of this. I'll definitely be following you.
Really impressive. Is there a "viscosity" parameter for the fluid simulator? The water appears to flow a little slower than sea water would naturally.
Indeed, it seems to move a bit slower and also seems to be a bit thick/syrupy (having a high viscosity).
It would also be nice to have a bit more foam in the water. You generally have lots of bubbles as the waves wash onto the beach
@@thijsbod2910 the syrupiness is due to the low particle density of the simulation. This is something that will improve as cards become more powerful (unless you don't care about realtime rendering then you can do it now).
@@JohnSmith-sk7cg To be clear though dude said he's running it on a 1080ti so that means you could easily outperform this with any modern mid tier card like even a 2070 super and probably still be able to crank up the settings on it.
@@theninjamaster67 Even with a 3090ti mega ultra best retail card on the market, we're a long time away from rendering high particle count water simulations during a game in real time. It takes server farms to do it. Increasing particles increases their interactions. The resources needed to do it do not scale linearly so we're talking orders of magnitude more computing power to do it.
Literally unreal. This is amazing!
I honestly hope that Epic purchases the fluid flux addon and makes it a permanent addition to their engine. It's just amazing (unfortunately very expensive for independent devs).
unfortunately Fluid Flux is still pretty limited and doesn't really support large open worlds.
brushify is the single greatest UE purchase ive ever made. keep innovating mate :)
Joe. Seriously man, I got emotional when I saw this! Thank you so much for your hard work!
I will be getting this now 👍
greatly appreciated dude!
@@HavokSage I will be using it now. I currently on a project on Portsmouth beaches, this will be perfect! 👍
Buying immediately! I own a majority of your packs and they help with the pipeline so much. And I combine the dynamic sky and weather with ur packs and create so smooth and fast. We appreciate u
Great little insight (no pun intended) of your work Joe! Keep it going!
And yes... Fluid Flux is just mind blowing!
That workflow of importing drone photogrammetry is amazing. One of the few true leaps ahead I have seen in gaming in the past ~25 years.
Now all im waiting for is realistic fog/smoke whatever physics. What I specifically really hope to see is a wind source blowing clouds, clouds interacting with the wind and other clouds, and smaller clouds deforming over time.
Fingers crossed you make a small fortune for doing this - what you've done just blows my mind.
That water's density and consistency is looking a bit suspicious but aside from that, stunning what we can do nowadays and how fast we are progressing!!
your work will define the next generation of consumer-accessible video and game creation. you are a pioneer my man.
This is really incredible work. Through all its iterations in the last 25 years, Unreal Engine has somehow always managed to stay at or near the forefront of powerful performance and ease of use, and now it's really stretching its legs with UE5 and outpacing competitors. In addition, Epic Games has very pro-consumer policies and they give free access to things that one would normally expect to pay hundreds or thousands of dollars for (Megascans, "free for the month" releases on the marketplace for example). They've cultivated a community of really talented and inspiring artists (like the creator of this video) and it's so fun and jaw-dropping to see the tools and scenes people are coming out with these days. Can't wait to see the results of your upcoming project(s)!
“Outpacing competitors”? Do you mean other 3rd party engines that have been shown off without any actual games running on it yet? Or do you mean big dev, in house, built for purpose engines that have been used to make the best looking and best feeling games ever made?
I feel like I have been waiting forever for graphics to get to a point where it is almost indistinguishable from realistic scenes. This is such a great step in that direction. I really really want games to have this level of detail asap please! Cheers =)
It's amazing that a program called unreal can be one of the most real things gaming or 3D art has ever seen.
Some of the best brand names are disruptive like that. Basically they name the problem that they solve. Discord or Slack for instance.. they have negative connotations, but they work really well as a name because they position the company as solving a problem. It's a level of confidence that gets peoples attention and helps a name become viral. Whoever originally branded Unreal knew what they were doing.
In the beginning of the video I was thinking "yeah it looks good, I guess" and he dropped that it's running on 1080 Ti and my jaw dropped.
Now just Imagine how players will run past without even noticing this super wonderful advanced technology...
Its a true game changer we all was waiting. And finally its here to solve all of our problems!
It's true players will not appreciate something as simple as water properly flowing around rocks. Celebrated features that did increase immersion in the past, like in Far Cry where you could burn a jungle down, didn't make it into it's successors... or at least not in the same "Realistic" way that the first time it was done. The true brilliance of this video is OP (Joe) created one aspect perfectly (water flowing properly around rocks) which can be instantly added to every game from here on without having to spend a ton of time/money coding it from scratch. Now, hopefully, games can focus on the quality of the game story/mechanics as opposed to splitting time/resources into an aspect like water flowing.
The fact that Scarborough beach might end up used as a reference in a big game blows my mind! It's only about an hours drive away for me.
Just imagine this in VR. Outstanding
damn this is mindblowing man!!! kudos!!
What we expected in 2050 we got it now!! Absolutely amazing 🤩
Great job! This may be the best-looking beach environment I saw being made for Unreal Engine. You (out)did it!
This will be my next pack. Incredible, thanks for all your efforts.
damn! From your first release, to this?! WOW! :D
I haven't been excited for the gaming world like this since FF7 back in 1997. The nanites, dynamic GI and physics all in realtime is the first time in decades where I felt there is an ACTUAL change in getting to realism in games/cg. All the tricks over the years with light baking, bump mapping normals, rtx, etc. were so disappointing, they did the job and got us here, but only looked realistic in static images. This is great.
I totally agree and feel the same. This UE5 is a game changer.
Just take a look at what is coming out in the next 3 years. It's almost all utter crap. I'm not excited for games anymore. Everything has been a dissapointment.
I agree except for rtx. You do realize the goal of rtx is to be 100% dynamic ? Dynamic GI in the unreal engine uses rtx.
@@paulustrucenus Yes, but the implementation in the previous Engines wasn't as impressive as I'd hoped, it's presence in UE5 is far more pronounced. Combined with the other offerings the whole package is leaps and bounds above "just" RTX.
@@Devilke The quality of games is garbage, has been in the AAA industry for decades, but the fidelity is going to be amazing. I still prefer indie games, creators who care about the experience instead of eye candy with no substance.
joe has done it again... very impressive work, congratulations (and also to the people who programmed the plugins)!
Woah... that fluid sim plugin is amazing! Edit: 349.99!!!
Great work Joe, really nice to see the person behind the assets. Yep, we Brits are lucky with grey weather (most of the time)!
I am blown away by this, and the fact it’s running on (what’s now) a reasonably old card. Would love to see what this would look like pushed to the max with top tier hardware.
People will know come to know and associate your name with quality in the unreal community Joe. Keep up the awesome work.
Deam, UE5 is a real gamechanger. It feels almost impossible to see this beauty rendered in real time.
well not really as the gameplay will again be the same
@@natandjai what do you mean?
@@tj3603 graphics don't make a game the core element for a game is a gameplay loop
Graphics are nice but if the game looks like that and plays like bubsy 3d then it isn't going to be good or fun and it will flop
@@natandjai fare enough, but with this amazing tool game developers will have more time and budget for gameplay design. And because nanite and lumen is a thing, it going to look awesome even on mid-range hardware.
amazing man. it takes a lot for me to get excited bout ue5. I'm pretty staunch unity dev really, but this makes me enjoy looking over the fence.
The water breaking looks strange, but it still looks impressive.
Also, there are those same "open water" surface ripples on that very shallow water that crashes on the beach.. it should calm down and flow back and forth.. but yeah, definitely impressive!
Should probably be fixed in unreal engine 6 if the Lord wills it
Yeah the water looks pretty terrible.
I was really hoping UE5 would improve water effects but I guess they didn't bother with water effects much.
The foam is strange
Was hoping someone else seen this
joe your water effect are best ive seen yet.its must be a must have for any game creator
This reminds me of the beach in one of the Myst games.... So good.
been waiting for something like this
1:04 the water could be a bit more fluid but other than that it looks amazing.
just wait one more year + -
There might be a setting that changes particle size to make it more accurate like with PhysX fluids, if that's kind of how this simulation works
I agree it doesn't look lifelike yet, but the fact it actually flows at all instead of just being a baked animation is already a huge improvement. I would instead say the froth doesn't look right, that seems like an easier fix and a more pressing issue because it might help obscure the strange faint outline of the water on the sand.
idk when i go to the beach during low tide and the tide is rising up it looks really similar
true, but for any game this is more than enough
Fantastic demo.... incorporated into VR and WOW...not long now..!
Land realism is really great.
Water realism is also way better (too flat anyway)
And astonishing, the clouds are maybe the first thing that told me it was not a photo or a vidéo.
Anyway the improvements and the realism obtained are amazing.
Jesus, game development has come so freaking far it's mind-blowing. I wish I had the computer to run UE5.
This is absolutely unreal, get it 😉 For real though this is so impressive!
When you build somthing, you knock it outta the park! Another fantastic product along with a video that makes our community better. Thanks Joe :)
Now the only thing we need is sand simulations... These will come eventually but just imagine these fluid simulation, nanite and lumen or RTGI all in one game, it would look fantastic.
You can already do that. The problem being that it is still not simulated in real time or that it needed a lot of gpu/cpu performance to simulate them in real-time. The problem now with our technology isn’t if we can simulate it but rather how fast and efficient can we do it as simulation like this eat up electricity and are rather unconventional. My best bet is that we are going to see more incorporation of physic simulation in game until technology that can do so are available cheaply for the public, as right now it would not make sense for anyone investing into games that only a small portion of consumer are able to use/buy.
Teardown is a good example of a game that innovate into physic-based simulation but still no where near what you are describing purely due to the demand of hardware.
Incredible. Maybe it will give birth to a new way of painting portraits? A new art form.
Runtime Vitural Texturing is probably the most impoirtant feature shown here. If done right, it eliminates all badly overlapping, cut off textures. This is a game changer.
Because normally you have to do this manually. Now imagine a game in the size of Morrowind etc. And all Cliff, Wall and Road Textures would require you to manullay disguise textures that are colliding with each other. Like going from sand/beach over to stone/rock or grass like floor.
In games like Elex 1 the terrain looks so disgustingly terrible because of those colliding textures. It literally looks like a Cut through the game world... every few steps! Embarasing for industry veterans to release something like that.
Not sure if having automatically blend everything is a good solution
3:55 "I know, I'll scan the cliffs"
_*People and dogs still happening_
Do you have any advice when it comes to photoscanning with a drone? Do you take images or record a video and select frames? Also how do you deal with foliage moving half way through the scan? Wales gets windy 😂 great work as always looks super dope!
I take individual images , making the effort to have each one as sharp as possible. Generally I don't scan foliage with the drone (i have another video on my channel about my tree pipeline), although sometimes short grass is included in the scans, agisoft does a fairly decent job of deciding a single photo to use and then blending that into others. Grass comes out as a nice texture rather than mesh noise.
Another piece to consider is that when taking video you don't get the benefit of the the GPS coordinates... so although it is easier and WAY less taxing on the battery life using photos produces much better results.
@@HavokSage do you also correct for lens distortion before feeding the frames into agisoft? or does it do that on it's own?
I had strong Rust vibes. Time for Facepunch to move from Unity and make Rust 2 in Unreal Engine 5 xD. Well done
I am super impressed by this work you put together! Wishes I could download this demo on my PC for relaxation, meditation purposes. It's so soothing to watch. Thanks for sharing! Blessings. P.S. you've earned another subscriber ;)
I rarely have so much fun watching an ad, lol. Really great job mate.
That's absolutely amazing tech. Well done for creating such a marvel. The amount that it could add to games to come is mind boggling. Just think, back in 2007 a "little" game called Crysis brought out tech similar to this which revolutionised how games look, and even becoming the benchmark standard. Also I'm wondering, when you went out to the location to do the photogrammetry scanning, did you come across much litter? It's bloody everywhere along various beaches, especially in Britain. It's vile innit, how many Humans still treat this magically beautiful Planet. And it's astonishing how well Unreal 5 captures some of Planet Earth's beauty too 🙂😉
Joe this video just popped up on my newsfeed and glad it did. Watching you do real time photography scanning has inspired me to give photrogophy a try at college next semester. Thanks for the inispiration/motivation.
Take that Steam fanboys...
GeForce GTX 1080 Ti CAME OUT IN 2017! So there’s no excuse for game devs to lack in optimizations in “next gen” consoles and PCs. Unreal engine is amazing!
физика воды, ещё очень и очень далека от фотореализма, не говоря уж о полном соответствии физике жидкости. Само понятие жидкость, практически нереально "объяснить" современному компьютеру. Компьютер, как не крути, эмулирует воду, используя методы обработки столкновения частиц, а чем больше частиц, тем меньше остаётся вычислительных ресурсов и наоборот. В общем, производительность компьютеров сегодня, не позволяет создать реалистичную воду.
Great video. I can't wait to see what you create in the future.
since i work for over 20 years with g-engines and 3ds/blender i feel " betrayed" xD all the work the polygoncounting etc. and people can just go crazy now. all the nightmares of rendertimes are gone. thx epic ^^
There's still a lot to manage to create optimized scenes, but yes higher polycounts are not an issue for the most part anymore. Still have to care about texture memory, drawcalls for none nanite geo, lighting optimization etc
Nice work Joe!
That’s really incredible… worth every penny
sun above the see, so nice at every moment of the simulated day it looks so close to real nature!
When you talked about the beauty of nature that inspired you to be an artist, I completely understood you. Amazing video.
Water is still, and looks like it will be for some time - the nemesis for PC's/Game consoles.