Unreal 5 Engine - Matrix City - A Glimpse at the Future

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  • เผยแพร่เมื่อ 31 พ.ค. 2024
  • ...and the future is full of LOW FPS! I bravely venture into the tech demo, so you don't have to. But you still really should. Download it here: www.pcgamer.com/unreal-engine...
    Admittedly, I only tested on...
    Ryzen 3700X
    Geforce 3080
    32 GB DDR4 3200 Mhz
    ...and the demo recommends a 12 core CPU and at least 64 GB of ram.
    0:00 - Intro
    0:49 - Controls
    1:28 - Interior mapping
    2:08 - Destruction
    2:46 - Lumen lighting / reflections
    3:57 - Nanite - Polygons everywhere
    4:31 - Upscaling
    6:25 - Change the graphics!
    8:16 - Conclusion
  • เกม

ความคิดเห็น • 1.1K

  • @paibmnj3219
    @paibmnj3219 2 ปีที่แล้ว +63

    Well why don't you try to run this mod on a actual gaming PC or anything other than this netbook you're on because I promise the graphics and details in this Sim are out of this world just saying you've complained pretty much the entire video about something that is absolutely revolutionary and a work of art made by geniuses .. by the way this is all running on 4K if your PC wasn't such a trash you would see the difference and it's 60fps so your absolutely crazy for suggesting that it's res is running on 720 or 1024 come on man like that's insulting and not true I'm sure that those settings may be available if you're looking to use them but that is definitely not the default or standard that it operates on.. you are literally s******* on every single detail of their brilliant work people like you are such haters it's crazy I can't believe you have followers that watch you spew garbage out of your mouth and don't say s*** about it and continue to watch more of your videos I don't know how I found your video but definitely not someone I would subscribe to

    • @reimuhakurei3311
      @reimuhakurei3311 ปีที่แล้ว +65

      Cope

    • @its_fabled
      @its_fabled ปีที่แล้ว +108

      It's fascinating how you can literally misunderstand/misinterpret every part of a 9 minute video.

    • @alkalkalk8152
      @alkalkalk8152 ปีที่แล้ว +23

      Damn dude you acting like he committed a hate crime, chill out.

    • @krisztianholovecz3986
      @krisztianholovecz3986 ปีที่แล้ว +8

      worship the Unreal5 gods, mere mortals. 🤘

    • @z483gk
      @z483gk ปีที่แล้ว +2

      @@its_fabled Dedication

  • @_flaksius_
    @_flaksius_ 2 ปีที่แล้ว +1672

    0:53 Programmers are experts at setting up convoluted menu-systems, learn to work around it, and then don't understand why anyone has a problem with it.

    • @Brazman
      @Brazman 2 ปีที่แล้ว +315

      They're always just "temporary debug menu/features" that we can "fix later", all the way up to the full release.

    • @Girvo747
      @Girvo747 2 ปีที่แล้ว +154

      @@BrazmanThat’s not our fault, that’s managements fault for forcing our debug shit out the door

    • @sd19delta16
      @sd19delta16 2 ปีที่แล้ว +62

      I think it's because these menus were designed with a controller in mind since this was a console tech demo first and then they slapped on KB&M controls later.

    • @sety5591
      @sety5591 2 ปีที่แล้ว +21

      a UI need to be designed and written in a document so that the programmers can implement it and can focus on the algorithms to make it work. The project managers must hire a proper UI experts & release a proper UI documentation for programmers to implement.

    • @DxBlack
      @DxBlack 2 ปีที่แล้ว +17

      Hell, they're usually fine with no menu's at all...the reason why so much of linux is a backwater some ~20 years after the problem was brought to light to their community.

  • @zakari_rai
    @zakari_rai 2 ปีที่แล้ว +1397

    It seems that developers are having trouble getting raytracing to work on transparent objects. This is also the case in Gran Turismo 7, where the raytracing effects do not appear in the car's windows.

    • @Danuxsy
      @Danuxsy 2 ปีที่แล้ว +206

      there is no trouble of getting it to work, the problem is that the hardware isn't good enough to compute. Control 2019 have great RT reflections and transparency but those settings only exist for PC I believe.

    • @toluar76
      @toluar76 2 ปีที่แล้ว +75

      Transparency is one of the biggest strengths of traditional game lighting, Raytracing requires multiple light bounces to calculate transparency correctly especially when there are multiple layers of it.
      Its usually much faster to have a high poly object in the scene instead of transparency

    • @Sergeeeek
      @Sergeeeek 2 ปีที่แล้ว +96

      The problem with transparent objects is caused by games using deferred rendering.
      Deferred rendering is when you first render all object data like normals, material id etc into 2d textures called g buffers. Then in another pass you use g buffers to render the final scene. This approach allows you to render a lot of different light sources because you don't have to redraw everything for each light source, but as you can imagine you can't render anything transparent into a g buffer because it would just overwrite whatever is behind it as it's a flat texture.
      So instead they render all opaque objects using deferred first and then render transparent objects using forward rendering, which is a totally different pipeline and therefore doesn't have access to data from g buffers. They cannot afford to implement the same effect in both pipelines, so they just simplify these effects a lot for the forward pipeline.
      Windows in this demo are a good example of that. Another good example is windows in Control without ray tracing enabled, they look pretty awful.
      Not to mention deferred is also generally slower than forward rendering and wastes a lot of memory bandwidth because you have to constantly read and write to g buffers.
      These days there are good alternatives to deferred like clustered forward rendering which can handle transparent objects and many light sources at the same time. Doom 2016 and Doom Eternal use a hybrid defferred + clustered forward approach with good results. Hopefully more game engines will adopt it and we'll get good support for transparent objects again like back in the old days.

    • @jjdilla9848
      @jjdilla9848 2 ปีที่แล้ว +11

      Remember Driveclub, yeah me too

    • @existentialselkath1264
      @existentialselkath1264 2 ปีที่แล้ว +11

      The mod that enabled rt on forza did Windows fine and it looked great.
      Just like everything about raytracing, it's easy enough to do, it's the performance that's the issue

  • @emexrpg2462
    @emexrpg2462 2 ปีที่แล้ว +457

    im amazed to see how big the city is, yet so detailed. it feels like playing a 3d game for the first time again

    • @coolcat-nq4mj
      @coolcat-nq4mj 2 ปีที่แล้ว +15

      no it's not detailed lmao

    • @jacobbachman4014
      @jacobbachman4014 2 ปีที่แล้ว +7

      its uhh... procedurally generated. all they had to do was create a few presets and put them into an algorithm.

    • @xxedgelord420xx4
      @xxedgelord420xx4 2 ปีที่แล้ว +51

      @@jacobbachman4014 does that make it bad? This is advanced procedural generation, not something like No Man's Sky.

    • @jacobbachman4014
      @jacobbachman4014 2 ปีที่แล้ว +3

      @@xxedgelord420xx4 well the size doesn’t exactly mean anything, so it could be twice as large if they wanted it to be. Size doesn’t matter once stuff becomes procedural.

    • @canobenitez
      @canobenitez 2 ปีที่แล้ว +17

      @@jacobbachman4014 it does matter bud, we are no longer in half life world, we are big bois now.

  • @alflimin
    @alflimin 2 ปีที่แล้ว +706

    i don't even know if you're ever going to read this but i just wanna say your voice was very relaxing during the times that i suffered from covid. when going through all those feverish nights having someone talking to my ears so enthusiastic about some graphics card comparison or minor details about csgo that i didn't care much somehow made my fever dreams less worrying and painful. just wanted to thank you for doing these type of content. also i don't know if anyone said this before but i always feel like the content you make is somewhat giving me vibes that i get while listening to aphex twin lol

    • @XFreeStyleZX
      @XFreeStyleZX 2 ปีที่แล้ว +103

      @@2kliksphilip Seconding that. Your voice is just so... calming, somehow. I could (and have) listen to you talk about supersampling of the teraflops for hours.

    • @omphya6229
      @omphya6229 2 ปีที่แล้ว +11

      @@2kliksphilip That CS:GO content is all fake, it's actually just supersampling.

    • @MrLachapell
      @MrLachapell 2 ปีที่แล้ว +5

      @@2kliksphilip thirding that, did i meantion that you voice it's ...so ... calming, like Soo calming it calms me, I could sleep hearing your calming voice

    • @andyderp6473
      @andyderp6473 2 ปีที่แล้ว +2

      I did the same with some stuff, the delusion and weird brain conversations were actually the worst parts, not the pain, fever, shakes, headaches, loss of feeling in legs lol

    • @SemperFine
      @SemperFine 2 ปีที่แล้ว +1

      That's actually kinda relatable. I remember having covid and watched him review DL2's graphics and it somehow made my day better.

  • @Ozaron
    @Ozaron 2 ปีที่แล้ว +999

    Unlike this city, you're visibly organic and high quality, and so are your videos.

    • @nikosv7230
      @nikosv7230 2 ปีที่แล้ว +10

      Unlike this city, my computer doesn't want to consume more than 50 watts of electricity. I don't know why complex and hardware demanding has to be the future. Don't mean to sound like a broken record but climate change is real, why doesn't anyone get that we have to make real lifestyle changes if we want to have anything left in a hundred years?

    • @Meeminator
      @Meeminator 2 ปีที่แล้ว +21

      I think you’re gonna have to do a bit more than that to get in his pants

    • @nikosv7230
      @nikosv7230 2 ปีที่แล้ว +2

      Okay sorry to pop off but why do gamers never talk about the environment? Just stick with PS2/PS3 levels of graphics, but get more complex/ carefully crafted experiences. Large games aren't the problem, it's graphics. And, y'know, this insane high-fidelity matrix stuff could easily stay a novelty experience, like going to the arcade, or the movie theater.

    • @headcase5729
      @headcase5729 2 ปีที่แล้ว +32

      ​@@nikosv7230 mfw all I have to do to save the environment is just turn my settings down to low 💀
      Look up the term Adolescent Idealism. You'll learn a lot about yourself.

    • @SnoopCreature17
      @SnoopCreature17 2 ปีที่แล้ว

      Simp

  • @TheOneTrueHeavy
    @TheOneTrueHeavy 2 ปีที่แล้ว +105

    Actually phil, the "janky metal bumper" you mentioned is a plastic bumper cover. I have a crown vic, it is actually very pliable.

    • @frostbite1991
      @frostbite1991 2 ปีที่แล้ว +17

      yea but what we saw was a wet noodle lol

    • @nand87
      @nand87 2 ปีที่แล้ว +8

      @@frostbite1991 That seems more accurate lmao.

    • @evansoutdoors4022
      @evansoutdoors4022 2 ปีที่แล้ว +5

      was very good seeing that vehicle destruction models have some plasticity

  • @i_am_feenster
    @i_am_feenster 2 ปีที่แล้ว +7

    Thanks for the video, there is so much hype around the engine that these types of critical, in-depth reviews are a real refreshment, thanks!

  • @HiCZoK
    @HiCZoK 2 ปีที่แล้ว +117

    Keep in mind that console versions use 100% density for crowd, traffic etc by default. I played this on ps5 and it seems smoother/less stuttery there. Car damage was also very impressive and maybe is buggy in this build

    • @andi5943
      @andi5943 2 ปีที่แล้ว +16

      Image looked sharper/more stable on console aswell.

    • @araghon007
      @araghon007 2 ปีที่แล้ว +9

      I wonder if that also might be thanks to the direct storage stuff, or whatever it is called on consoles

    • @existentialselkath1264
      @existentialselkath1264 2 ปีที่แล้ว +43

      I've commented this a few different times now but I highly suspect he was running the demo in the editor which is a lot heavier on performance than if it was a packaged game.
      Still, there are probably some console specific optimisations too

    • @Purturtur
      @Purturtur 2 ปีที่แล้ว +28

      @@existentialselkath1264 from what I've read the editor is all that's available on PC. The gameplay demo with Neo and Trinity is exclusive to consoles still.

    • @existentialselkath1264
      @existentialselkath1264 2 ปีที่แล้ว +23

      @@Purturtur because its the editor you can do literally anything you want with it (hence why they removed neo and trinity). Nothing is stopping you from packaging the project into a proper game format if you know how to use ue5

  • @nwesterbeckmaster
    @nwesterbeckmaster 2 ปีที่แล้ว +27

    The most important highlight of this is the realistic shading and light interaction. Everything else, like textures, doesn't seem very "new".

    • @Rhodochrone
      @Rhodochrone 2 ปีที่แล้ว +2

      nanite is really significant, but its effect is limited by the low rendering resolution I think.

    • @LzysGraphics
      @LzysGraphics 2 ปีที่แล้ว +2

      @@Rhodochrone yeah, going close to objects and seeing them in great detail is awesome.

  • @BoyFromMa
    @BoyFromMa 2 ปีที่แล้ว +254

    I don't even kniw what Unreal Engine is and I don't play video games but this was interesting to watch while taking a 💩

    • @Ultimate_Power_
      @Ultimate_Power_ 2 ปีที่แล้ว +10

      taking a chocolate Ice cream? I dont get it...

    • @presidentJameskpolk-rm8gl
      @presidentJameskpolk-rm8gl 2 ปีที่แล้ว +4

      @@Ultimate_Power_
      Taking a sloppy joe

    • @Ultimate_Power_
      @Ultimate_Power_ 2 ปีที่แล้ว +2

      @@presidentJameskpolk-rm8gl I don't like Sloppy Joe's, I prefer pulled pork sandwiches

    • @houstoner
      @houstoner 2 ปีที่แล้ว +1

      Same, but I do play video games.

    • @Darkfitting
      @Darkfitting 2 ปีที่แล้ว

      You take sooo much time to shit, maybe you need to see a doctor :X

  • @crit7514
    @crit7514 2 ปีที่แล้ว +2

    Your videos like these have been my window into what the tech industry is working on and how things work. You always deliver in quality and make something interesting with good visuals

  • @Freezorgium
    @Freezorgium 2 ปีที่แล้ว +39

    Parallax-mapped rooms already existed back in Trackmania Sunrise, from 2005. That's the first time I saw something like that and it blew me away at the time

    • @FOXYBINGOTEEF
      @FOXYBINGOTEEF 2 ปีที่แล้ว +3

      Ray tracing existed back on the Amiga 500, just saying,

  • @AtomBaenger
    @AtomBaenger 2 ปีที่แล้ว +18

    If you run the demo (uncompiled) on the unreal engine, you can test dlss since unreal 5 now supports dlss natively. Always happy to watch your videos and your technical point of view.
    edit1: dlss plugin has to be installed (marketplace, then type dlss). I misunderstood what was meant by ue5 dlss support and this misunderstanding was enforced by a ue5 video where someone already had the plugin installed. Almost done downloading, already excited for your follow up video.
    edit2: dlss plugin is outadated (ue5 preview 2) and we sadly have to wait till a new version releases.

  • @existentialselkath1264
    @existentialselkath1264 2 ปีที่แล้ว +154

    Ue5 does support hardware raytracing with lumen which would allow for accurate reflections that perfectly match the game world.
    I couldn't get it to work in this demo though, it works in any other ue5 project I try but there are probably some settings I don't know about that have been changed for this demo.
    Fyi, running this in the editor will always be slower than if its a proper packaged game, which is probably why the console demo runs fine but you're struggling with a high end pc.

    • @Jona69
      @Jona69 2 ปีที่แล้ว +6

      Games that use hardware accellerated ray tracing still use lower quality proxies for the ray traced reflections.

    • @existentialselkath1264
      @existentialselkath1264 2 ปีที่แล้ว +1

      @@Jona69 idk if links can be shared in comments but this is a dev talk about lumen it shows how to do accurate reflections. It's from the early access version but the point is, lumen is capable of accurate reflections th-cam.com/video/QdV_e-U7_pQ/w-d-xo.html

    • @nogarder
      @nogarder 2 ปีที่แล้ว +5

      i think hardware raytracing is not compatible with nanite mesh.
      so even if you turn on hardware raytracing, it'll still use the low poly version for any nanite object.
      the offical document of ue5 says this:
      For Static Meshes that have Nanite enabled, Hardware Ray Tracing can only operate on the Fallback Mesh. This is a mesh that is generated by Nanite's Fallback Relative Error property to be used when the full detail mesh cannot be.
      These fallback meshes can be visualized in the Level viewport under the Show > Advanced > Nanite Meshes.
      nanite is amazing but it got limits.

    • @existentialselkath1264
      @existentialselkath1264 2 ปีที่แล้ว +1

      @@nogarder yes, with nanite it definitely uses a basic mesh. I was thinking about traditional geometry. Either way, it's still an improvement over the distance fields lumen normally uses.

  • @ludwigadelholm9639
    @ludwigadelholm9639 2 ปีที่แล้ว +37

    Thanks for making such an informative video. As one that uses UE5 nearly every day, it's nice to have a youtuber like you to shed some light on the topic :)

    • @ludwigadelholm9639
      @ludwigadelholm9639 2 ปีที่แล้ว +17

      Lumen isn't at a point where it handles transparency at all, therefore the engine is left with only the base cubemap and screenspace reflections.

    • @OsamaRana
      @OsamaRana 2 ปีที่แล้ว +8

      Hehe "shed some light"

  • @culveyhouse
    @culveyhouse 2 ปีที่แล้ว

    Thanks for the demo, philip! I'm using it now, and your vid made the nightmarish project a little less keyboard-smashy. Thanks for doing all the research too!

  • @t0m1337n
    @t0m1337n 2 ปีที่แล้ว +6

    This was one of your best videos lately :D

  • @herculesus8877
    @herculesus8877 2 ปีที่แล้ว +8

    Honestly when I first played this on my Series X console I was blown away by the tech. It was like being back in the 90s and seeing N64 Mario for the first time after years of 2d pixels. Its certainly no 'game', but it sure has me excited for the first batch of UE5 releases like Black Myth Wukong, Senua 2 etc

  • @matthallett4126
    @matthallett4126 2 ปีที่แล้ว +1

    Your summary at the end is spot on mate!

  • @Thegamerfailer
    @Thegamerfailer 2 ปีที่แล้ว +62

    One note is nanite can't be used on animated objects, they have to be static meshes

    • @sanji663
      @sanji663 2 ปีที่แล้ว

      ):

    • @rmr5044
      @rmr5044 2 ปีที่แล้ว +23

      Static meshes can be animated, they just can't be deformed. So that's why the cars are nanite up until they crash because the engine then swaps out the nanite mesh with a regular one

    • @armondtanz
      @armondtanz 2 ปีที่แล้ว +4

      Agree with PMR statement. You can attach the most detailed meshes to a skeleton. Check out the baddie in "Valley of kings Demo"...
      There are hacks you can use to be very creative ;)

  • @Jonathan_Wick
    @Jonathan_Wick 2 ปีที่แล้ว +145

    The controls for moving around are Unreal Engine default controls. So those are what you’d use if you were working in the editor.
    The collision and car destruction is next gen. It’s soft body physics driven deformation. They only swap from a Nanite mesh, to a non Nanite mesh that can dynamically deform. As currently Nanite only supports static meshes, not deformable or skeletal ones.

    • @kettenotter
      @kettenotter 2 ปีที่แล้ว +16

      I was surprised that he didn’t like it. Some deformations look really detailed and realistic. Sadly this video doesn’t show them

    • @cristianjuarez1086
      @cristianjuarez1086 2 ปีที่แล้ว +5

      @@kettenotter he just had bad fps and cant get over it, but he phil doesnt have to be technical tbh

    • @Shpoovy
      @Shpoovy 2 ปีที่แล้ว +13

      @@cristianjuarez1086
      a "tech demo" isn't nearly as useful as it could be if it isn't actually optimized to run on hardware outside of a development studio.
      it doesn't demonstrate what the engine is actually capable of in a practical situation.
      and it doesn't work as a demonstration to show to its target audience if you need a 10000 dollar GPU just to see it without motion sickess.

    • @sajuente8235
      @sajuente8235 2 ปีที่แล้ว +10

      over 15 years ago there was engin called Agea Physx and it was as good as this ''jelly bumpers''. 15 years ago. Gamers live in such a bullshit world listening about next gen games and recieving...just a game year after year after year

    • @BumpTune8462
      @BumpTune8462 2 ปีที่แล้ว

      @@kettenotter because it’s incredibly inconsistent maybe? Did you play this? It sucked dick. Sure it’s cool tech, but we won’t see games using this for multiple years. Because ps5 and series x are still unobtainable for most people. And pcs are (as always) extremely expensive.

  • @spectrobit5554
    @spectrobit5554 2 ปีที่แล้ว +92

    I wish they made the first demo, "Lumen in the Land of Nanite", available for all. It is by far the most impressive demo for UE5.

    • @sergsergesrgergseg
      @sergsergesrgergseg 2 ปีที่แล้ว +4

      i don't think that one was even playable on average consumer hardware

    • @kaejuka6249
      @kaejuka6249 2 ปีที่แล้ว +20

      @@sergsergesrgergseg it was actually. They say in text at the bottom of the screen that it was running real time on a PS5.
      But I'm sure if we did get it it would have a few problems much like this that you just can't see in that trailer

  • @kallemort
    @kallemort 2 ปีที่แล้ว

    I love your upscaling videos. Never stop.

  • @malthusg1115
    @malthusg1115 2 ปีที่แล้ว

    I have watched plenty of videos of this tech demo and this was by far and away the best one. Really detailed and interesting. I like how yiu share my love for parallax interiors. The ones in watch dogs still impress me even now. Really do increase the immersion. Nothing new though. Just have to wait for graphics tech to catch up with this technology. Thanks.

  • @crypticrunner1200
    @crypticrunner1200 2 ปีที่แล้ว +14

    WOOOO YEAH BABY THAT'S WHAT I'VE BEEN WAITING FOR

    • @DrMcMoist
      @DrMcMoist 2 ปีที่แล้ว

      I think I've got the black lung, pop.

  • @HexDan
    @HexDan 2 ปีที่แล้ว +11

    4:57 is mind shatteringly realistic looking

  • @ruIIebrett
    @ruIIebrett 2 ปีที่แล้ว +36

    My brain keeps playing cat and mouse with every new generation of graphics card, I swear...
    I keep thinking, yeah this is it, this is as far as we've come, and it'll be stagnant for at least half a decade. And lo and behold, 2 years after the 3080 comes out, it's being brought to its knees by a new tech demo that I haven't heard of. I'm never surprised that we keep pushing the envelope each and every time, but I know that eventually it's going to have to come to a stop. The constant, significant one upping each generation does to the last. I wonder how Nvidia (or what ever company finally breaches that threshold) will market it once it does hit mainstream.

    • @slavi8433
      @slavi8433 2 ปีที่แล้ว +5

      dont sweat it man literally the gtx 1080 is still considered a good card and can play absolutely anything you dont have to buy a new one every 2 years and like you said this is just a demo

    • @milosstojanovic4623
      @milosstojanovic4623 2 ปีที่แล้ว

      Rtx 3080 is extremely powerful, and it should run anything in ue5 at 1080p or 2k without any issue and without any downscaling or compromises. If that's not the case than engine is terribly optimized and was not meant YET to be used with current gen GPUs, which is ridiculous if they made something for HW that does not exist so they would need to do downscaling or whatever technique they use to make a game in ue5 playable at higher fps and not like on consoles at 30fps.

    • @vmafarah9473
      @vmafarah9473 2 ปีที่แล้ว

      There won't be an end for graphics card raw power to be a complete,MCMs and SLIs .Because as the meshes become more and more complex ,moving , and more raytraced at the same time, that keeps graphics cards obsolete every time and this is not goin to end.

    • @armondtanz
      @armondtanz 2 ปีที่แล้ว +1

      The next breakthrough will be resolving the texture maps. The meshes dont eat up that much hard drive space but them 8k texture maps is a hell of a lot of the 100gb package.

    • @m8x425
      @m8x425 2 ปีที่แล้ว +1

      I just came here to see comments from people that are freaking out because the demo doesn't run well on their 3080ti or whatnot...... keep up the good work!

  • @apostlos
    @apostlos 2 ปีที่แล้ว

    this looks awesome... even with the flaws you highlight. lots of great work has gone into this.

  • @Neadly
    @Neadly 2 ปีที่แล้ว +50

    The model quality is amazing! Shame that the image is so blurry

    • @henryjohnson-ville3834
      @henryjohnson-ville3834 2 ปีที่แล้ว +1

      Just give it time and you'll see this amazing tech perfected within five/ten years. That's when I hope more VR games will be made IN these graphics. I absolutely loved Boneworks, Half-Life Alyx and Lone Echo. 😍😍

  • @DeeOdzta
    @DeeOdzta 2 ปีที่แล้ว +5

    The car damage was originally done using unreal engine 4 by a guy called Dries Deryckere who completed this as a university project. look him up its a free project and he also explains in an article about the challenges when working it out. I tried to post the url but it keeps getting deleted. This is the first review of unreal 5 that is actually real and not blubbering hype. thanks.

  • @FireJamUSA
    @FireJamUSA 2 ปีที่แล้ว +1

    Best review of unreal 5 engine yet! Thank you for saying how bad it's choking your 3080. I have been trying to decide whether or not to buy a new graphics card now or to wait until the next generation is released. I think I'd be much better served to wait.

  • @eugkra33
    @eugkra33 2 ปีที่แล้ว +21

    After hours of testing using Intel VTune which is generally used to analyze CPU architectures and bottlenecks, I've found this demo is EXTREMELY CPU cache heavy. It hammers the L1 through L3 cache about 4x as hard as Cyberpunk with RT on high. My brothers Ryzen 3600 can play this at 35FPS no problems because of the 32 MB of cache. My 8600k with 9MB chocks to death at 18FPS with the same GPU in it. If you have a Zen2, Zen3, Rocket Lake, or Alder Lake CPU your CPU should be capable of at least 35 FPS with the right GPU. If you're on older stuff, you're likely screwed at max settings.
    EDIT: the effect is much worse if running and AMD GPU for some reason.

    • @MarioManTV
      @MarioManTV 2 ปีที่แล้ว +5

      This explains why even the minimum resolution scaling setting wasn’t enough to improve performance in the video.

    • @menno763
      @menno763 2 ปีที่แล้ว +4

      So the new 5800X3D should do great?

  • @B8V88
    @B8V88 2 ปีที่แล้ว +5

    It’ll be so cool when this stuff is in its later phases!

  • @feenux09
    @feenux09 2 ปีที่แล้ว +7

    Raytracing and UE5 are actually NEW stuff, they're new things that are revolutionizing the way games are rendered in ways that haven't being done in decades, so of course it's going to take some time for hardware to "catch up" and developers to optimize the software. The future is bright!

  • @pstuddy
    @pstuddy 2 ปีที่แล้ว

    finally! ive been waiting for this demo to come to pc

  • @BennyCav1
    @BennyCav1 2 ปีที่แล้ว +1

    Your videos have helped me heaps through covid ❤️

  • @daveface69
    @daveface69 2 ปีที่แล้ว +5

    02:54 you may already know and were simplifying for the explanation, but the Lumen scene is not 'low poly', since it isn't polygons. Each mesh is represented by a signed distance field which is a sort of 3d texture - it's not the same as voxels, but you could kind of imagine it that way. Performing light calculations on that is obviously much faster.
    That basic idea is nothing new and many games use that approach; Unreal Engine 4 used it for dynamic ambient occlusion for example.

  • @viper341
    @viper341 2 ปีที่แล้ว +3

    It's easy to sit back as a spoiled consumer and criticize and nitpick every little detail of something that you didn't have to create, but this is a massive breakthrough and achievement in technology that took decades of hard work from some of the smartest people in the world working as a team and is currently the tip of the spear as far as gaming tech is concerned. And none of the self appointed experts in the comment section could accomplish anything remotely close.

    • @Bunster
      @Bunster 2 ปีที่แล้ว

      lol ok bro

  • @Navhkrin
    @Navhkrin 2 ปีที่แล้ว +2

    Philip, there is one very very important aspect of the Nanite that is not being advertised as much - it also significantly increases the efficiency of asset file's on disk. This entire matrix city for example takes around 20-25gb when project is built for release target. The reason why this is possible is because Nanite does not rely on multiple LoD's saved to disk instead calculates lower detail assets at runtime, so we only store 1 asset instead of 1 source asset + 3-4 LoD versions.
    Also, despite being released we are not seeing the true potential of UE5 yet. UE5 needs more advanced DX12U features such as Sampler Feedback and DirectStorage to truly unleash its potential. Its trying its best but without those two technologies it can only do so much.

    • @araghon007
      @araghon007 2 ปีที่แล้ว

      Oh huh, never heard about Sampler Feedback. What's that one for?

    • @Navhkrin
      @Navhkrin 2 ปีที่แล้ว

      @@araghon007 It basically allows GPU to only store textures that are currently visible, which in turn significantly improves VRAM efficiency

  • @mark63424able
    @mark63424able 2 ปีที่แล้ว

    Interior mapping was the major effect that stood out to me when I first watched this demo, but I didn't know how it worked or even what it was called until now!

  • @ShadonicX7543
    @ShadonicX7543 2 ปีที่แล้ว +4

    I still think that when you take a step back and look at what the tech demo does it's still quite impressive. At face value you get some pretty gorgeous and immersive scenes and considering how early the tech is, I'm very curious to see how developers will try and take things and what the next gen "standard of quality" will end up looking like. At the end of the day, most things can always be done better somehow, the problem is that it takes far too long to do so. Ideally UE5 and other engines will help with that, but we'll have to see! "Next gen" always starts off slow but it ends up ending slow too because making a truly impressive and groundbreaking game visually and mechanically while also preserving performance and scalability seems to take up to a decade if not more. And as things get more complex it just seems to take longer which discourages the effort from taking place to begin with.

    • @Yggdrasil777
      @Yggdrasil777 2 ปีที่แล้ว

      More than providing a glimpse into the Lumen and Nanite of the city, it provides something MUCH more interesting. All of those vehicles and people can be tracked and found. No matter what side of the city you are in.

  • @JammieD
    @JammieD 2 ปีที่แล้ว +10

    On PS5, reducing the traffic and pedestrians really helped the framerate. Try that on your PC

    • @PlutonianPrince
      @PlutonianPrince 2 ปีที่แล้ว +6

      Not going to help, he's running in editor.

  • @bamfyu
    @bamfyu 2 ปีที่แล้ว

    Nice to see you talking about this

  • @m_sedziwoj
    @m_sedziwoj 2 ปีที่แล้ว

    Great information about how Lumen is working.

  • @_Xcaliber_
    @_Xcaliber_ ปีที่แล้ว +9

    Loved this.. while the whole world acts as if Unreal Engine 5 blown their mind .. You broke down neatly and told what unreal 5 made things good and bad

  • @219SilverChoc
    @219SilverChoc 2 ปีที่แล้ว +26

    considering how your PC is running this demo, I'm even more impressed with how it looks and runs on my Series S, despite the noise and grunge from temporal upscaling mixing with low sample count screen space and ray traced effects.

    • @spvrda
      @spvrda 2 ปีที่แล้ว +1

      It's like way less than 1080p and drops under 30 on SeS

    • @beetheimmortal
      @beetheimmortal 2 ปีที่แล้ว +17

      It's probably because Phil didn't package the game and ran it from the editor, which kills performance and isn't supposed to be done extensively.

    • @HelloImCrimson
      @HelloImCrimson 2 ปีที่แล้ว +2

      Yea, that was the point. They didn't release a packaged .exe for PC so it wouldn't destroy consoles FPS wise and show how consoles are a scam. Good scam marketing.

    • @beetheimmortal
      @beetheimmortal 2 ปีที่แล้ว

      @@HelloImCrimson They expect you to package the game yourself, which is an asshole move, since it screws people not familiar with UE.

    • @r.p5380
      @r.p5380 2 ปีที่แล้ว

      @@HelloImCrimson a 500 console competes with 1200+ PC so the PC is actually a scam

  • @alikarami2692
    @alikarami2692 2 ปีที่แล้ว

    Fantastic video Philip👍👌

  • @phyl2379
    @phyl2379 2 ปีที่แล้ว

    love the break down on the engine.
    Edit: by engine I mean just the graphics side of the engine which I didn't clarify, but yeah nonetheless it was really interesting to see the small flaws in graphics.

  • @avery2840
    @avery2840 2 ปีที่แล้ว +10

    I think it would be really cool if they incorporated this ray tracing technique with real time ai upscaling so all the weird jagged lines and blurryness in reflections would be less apparent

  • @andi5943
    @andi5943 2 ปีที่แล้ว +14

    Considering how this struggles on your high end PC, the console performance is super impressive. I honestly think the console image looks a bit sharper too than your video.

    • @JudeTheYoutubePoopersubscribe
      @JudeTheYoutubePoopersubscribe 2 ปีที่แล้ว

      This demo even runs on the xbox series S quite well. Image quality is pretty low res yeah but I'm shocked it runs at all.

    • @PlutonianPrince
      @PlutonianPrince 2 ปีที่แล้ว +9

      That's the difference from running it in Editor, it's the whole engine you can tweak/change everything making it CPU bound on 1 thread. Consoles aren't running in editor mode.

  • @SKHYJINX
    @SKHYJINX 2 ปีที่แล้ว

    Thanks for overview and DL links!

  • @laurensdesmet70
    @laurensdesmet70 2 ปีที่แล้ว +13

    This demo made me question the settings of my new build (Ryzen 9 5950x, 3080ti). I was expecting my PC to run this demo as flawlessly as the PS5 did, but it really was pushing it all to it's limits, which I did not expect. The reason I found this video was because I wanted to see how other people experienced this sample and I'm relieved it isn't a personal issue.
    I also agree with many of the points you've shared, especially the about the controls. I have a question though for whoever is able to answer: why is it that when I go to Project Settings > Input, they aren't using the default space for keyboard/gamepad shortcuts? Is there a benefit to hide these in dedicated Blueprints over having one place to edit them? I found this to be extremely annoying, especially because the menu in the demo doesn't recognize my (azerty) keyboards keys for brackets.
    In any case, thanks for the review. It was very helpful to see how I could lower the quality in the project files. I'll give that a shot so my car doesn't collide with invisible object due to insane lag.

    • @dillonthomas5495
      @dillonthomas5495 2 ปีที่แล้ว +3

      Aw, crap. I have had that threadripper for a couple years, and am about to upgrade my 1080ti to the 3080ti anticipating being able to run this demo at max. *grumble*

    • @WENDIGONEMAD
      @WENDIGONEMAD 2 ปีที่แล้ว +2

      No benefits for that afaik and goes against every tutorial/good practice that Epic put out lol. Did you try to package the game and run it without the editor? As someone else mentionned, running a game in editor is always heavier on the computer than running it stand-alone.

    • @adriankoch964
      @adriankoch964 2 ปีที่แล้ว

      Consoles have different APIs to access the data on their SSDs which save a TON load and internal bandwidth on CPU (and batch load large quantities of files, like textures efficiently) on PC such an API (DirectStorage) was just released and UE5 might not use it yet.
      So it might just be that this inefficiencies causes a bottleneck between CPU and GPU, sorta like the cache latency in 1st Gen Ryzen sees your CPU at

    • @laurensdesmet70
      @laurensdesmet70 2 ปีที่แล้ว

      @@WENDIGONEMAD Not yet, might try that soon. It will most likely improve some things, but not sure if it will run smoothly.

    • @laurensdesmet70
      @laurensdesmet70 2 ปีที่แล้ว

      @@adriankoch964 Makes sense. Benefit of having hardware and software work in tandem. Not sure why Apple isn't banking more on that one trait that sets them apart. I miss the careless flow and minimal approach I used to have because it all just worked. But I'm not paying double for a build I can't upgrade over time just to have it running so smoothly.

  • @__aceofspades
    @__aceofspades 2 ปีที่แล้ว +10

    The Matrix Unreal Engine 5 demo is CPU limited (single thread) when paired with a good GPU. I can get around 60 FPS with a 3080 and 12700k, both overclocked. Your 3700x is holding you back.

    • @kendokaaa
      @kendokaaa 2 ปีที่แล้ว +1

      I guess it would've been interesting to know what kind of GPU usage he was getting
      Edit: It is indeed somewhat CPU limited. On my system (3900X, 3080, 1440P) at default settings I'm getting 75-80% GPU utilization on the ground

  • @thatwasprettyneat
    @thatwasprettyneat 2 ปีที่แล้ว

    Awesome breakdown, thanks.

  • @theemulationportal
    @theemulationportal 2 ปีที่แล้ว +7

    It's not your 3080 struggling... Use MSI afterburner GPU utilization sits @ about 75% on my 3070 @ 1440p. Some sort of CPU or IO/memory bandwidth bottleneck. Also you need to compile the project otherwise to get the true performance not just load it up in the UE5 editor mode.

  • @Volkswagen_Yeetle
    @Volkswagen_Yeetle 2 ปีที่แล้ว +10

    This tech demo is a lot better on game consoles, I didn’t experience any pop-in, barely any problems with the FPS dipping… It was all around a fine experience on my Series X

    • @TheFloodFourm
      @TheFloodFourm 2 ปีที่แล้ว

      Ps5 felt good too although I feel like FPS was inconsistent anytime I controlled the character.

    • @wizzenberry
      @wizzenberry 2 ปีที่แล้ว

      Ps5 looked better and ran smoother. Imagine a 350$ console performing better than a 800$ gpu lol so funny

    • @SweatyFeetGirl
      @SweatyFeetGirl 2 ปีที่แล้ว +3

      @@wizzenberry 350$ console? nice bait.

    • @wizzenberry
      @wizzenberry 2 ปีที่แล้ว

      @@SweatyFeetGirl ps5? may as well compare the diskless version as pc doesn't use disks anymore

    • @SweatyFeetGirl
      @SweatyFeetGirl 2 ปีที่แล้ว

      @@wizzenberry ps5 doesn't cost 350$, the cheapest one you can order online is 700-800$ and that's from scalpers. retailers never have them in stock. and the diskless ps5 version msrp is 399$ not 350$.

  • @Toby-Wan-Kenobi
    @Toby-Wan-Kenobi 2 ปีที่แล้ว +2

    Some of it looks like drone footage. It’s amazing :D

    • @henryjohnson-ville3834
      @henryjohnson-ville3834 2 ปีที่แล้ว +1

      What I want is a in-depth city builder like SimsCity 2013 before Maxis got k!lled by EA. It just sucks it didn't allow modding or more land purchasing but that city-builder is my favorite. The music, the UI, sound effects, the addition upgrades to certain buildings, etc.

  • @yoyoyoyoyoyoyoyoyoyoyoyoyo
    @yoyoyoyoyoyoyoyoyoyoyoyoyo 2 ปีที่แล้ว +2

    Wow! Absolutely impressive! Now all they need to do is make it look good!

  • @GoTeamScotch
    @GoTeamScotch 2 ปีที่แล้ว +11

    This demo has some of the best graphics I've seen rendered in real time. I was amazed when I first tried it. I'm sad to see that a majority of this video focuses on the negatives of the demo when it's only meant to be a proof of concept. And what is demonstrated is quite impressive.

    • @egretfx
      @egretfx 2 ปีที่แล้ว

      he sucks!

    • @berkekadircelik6282
      @berkekadircelik6282 2 ปีที่แล้ว

      True

    • @araghon007
      @araghon007 2 ปีที่แล้ว

      I believe it is important to bring out the negatives. Digital Foundry is still much better in regards of reporting on this sort of tech though

  • @ocklyrajab7177
    @ocklyrajab7177 2 ปีที่แล้ว +4

    PS5: wow this great, it's so realistic
    PC: wtf is this

  • @Syntox94
    @Syntox94 2 ปีที่แล้ว

    Thanks. Didn't know it's finally come to pc

  • @DeWillpower
    @DeWillpower 2 ปีที่แล้ว

    Thank you for the review

  • @badnewsbruner
    @badnewsbruner 2 ปีที่แล้ว +8

    UE5 really is a BIG jump.
    Lumen and nanite changed the game for visuals under UE.
    I can't wait to see what devs are able to do with this thing!!

    • @tamarinds
      @tamarinds 2 ปีที่แล้ว +2

      make more soulless trash for consumers to buy

    • @badnewsbruner
      @badnewsbruner 2 ปีที่แล้ว +2

      @@tamarinds Alrighty then....

    • @Bunster
      @Bunster 2 ปีที่แล้ว

      @@tamarinds no u

    • @tamarinds
      @tamarinds 2 ปีที่แล้ว

      @@Bunster sneed

  • @impointr
    @impointr 2 ปีที่แล้ว +78

    This tech demo is a perfect example of how graphics aren't all to immersion and realism.
    Environments need to look believable, AI behaviour needs to be spot-on, car damage/collision system also should be solid (why not use soft body physics at this point too, this demo has no licensed vehicles and that'd show off UE4.5's... I mean UE5's physics)
    Another of my pet peeves is how video games never properly emulate human vision or camera behaviour. Something that's way too comon with Unreal Engine games since UE4 is the overdone motion blur which never changes according to eye adaptation in dark places, or exposition duration for cameras.
    Also still waiting for Nanite to become useful. Not being able to use it on anything that isn't animated, and not being able to use it on forward rendering, kills the "feature". Plus performances still aren't good enough to quit using LODs imo.

    • @jondycz
      @jondycz 2 ปีที่แล้ว +4

      That bus hitting the road barrier all the time was so frustrating

    • @AverageAlien
      @AverageAlien 2 ปีที่แล้ว +11

      And that's why rockstar are kings of the industry. They can do all that without the best graphics

    • @existentialselkath1264
      @existentialselkath1264 2 ปีที่แล้ว +12

      Performance isn't good enough to quit using lods? You've got to be kidding right? The performance for nanite is incredible.
      The main hit to performance is lumen and the insane amount of assets loaded into memory.
      Oh, and it can be animated, just not deformed, hence why the Valley of the ancient robot had no flexible parts.
      You don't have to use nanite for everything anyway, it's intended for environmental detail more than anything.

    • @AverageAlien
      @AverageAlien 2 ปีที่แล้ว +1

      @@existentialselkath1264 damn bro I saw the word performance and thought I got a notification about some cool car shit, but then I see this nerdy nonsense instead. Disappointed 1/10

    • @Jonathan_Wick
      @Jonathan_Wick 2 ปีที่แล้ว +5

      The demo does use soft body physics deformation on the car destruction. This video is incorrect in saying it doesn’t.

  • @psyberdelicxp6042
    @psyberdelicxp6042 2 ปีที่แล้ว +1

    "a better tribute to the Matrix, than the new movie was" PREACH!

  • @Not-Skuxx
    @Not-Skuxx 2 ปีที่แล้ว

    Great vid, this is gorgeous

  • @unfa00
    @unfa00 2 ปีที่แล้ว +8

    I am quite skeptic about Nanite and using movie quality assets in games directly.
    I treat that more like marketing blurb that a reasonable idea.
    Unless you're prepared to ship games on hard drives, or have people buy hard drives for each game and spending a month downloading each one.
    If they can develop automatic asset optimization that would reduce memory footprint giving comparable results to manual optimization - that would be a really neat thing.

    • @Deadener
      @Deadener 2 ปีที่แล้ว +7

      People are constantly glossing over this. The Nanite mesh compression is really good, but there's only so much it can do with a mesh that has millions of polygons. The file sizes, even for the packaged read-to-play demos, are massive. The original demo was 20GB, and the complete Matrix demo was about 27GB. For how little gameplay and content they have, this is not even remotely reasonable.
      The documentation suggests that this problem is not likely to be solved in the near future. I can't help but think that Nanite was designed more for filmmakers than game developers, seeing as they don't have to ship game files.

    • @unfa00
      @unfa00 2 ปีที่แล้ว

      ​@@Deadener Yeah, that makes sense, as a lot of virtual film production is using Unreal Engine 4 already. I guess they're testing the limits but if they want to use that in games like this, then a full-length experience will require 1~2 TB of storage. And it's gonna need to be an SSD as well, because there's going to be constant disk random disk reading to stream the geometry and textures as the player moves through the world. So an HDD may be unable to keep up especially with constant seeking. It'd just be unbearable disk thrashing while you play the game.

  • @raikohzx4323
    @raikohzx4323 2 ปีที่แล้ว +3

    The controls are a nightmare because it was made for consoles first and then I guess they just let PCs run it unabated thanks to coinciding with the engine release.

    • @PlutonianPrince
      @PlutonianPrince 2 ปีที่แล้ว

      Nah, it's running in editor mode which only allows 1 CPU thread, you'd need a diesel single core CPU for high fps, which is a waste since you're just moving things around. When it's exported out it will use more than 1 Thread.

  • @brandonkey181
    @brandonkey181 2 ปีที่แล้ว

    This is like the perfect sandbox project for you. Upscaling, reflection mapping, etc

  • @DiabloFox
    @DiabloFox ปีที่แล้ว

    Hey ! Unreal Engine 4/5 user and the "Dynamic Resolution" (DynRes) is not supported on PC if the demo is open to debug command using "~" or "²" you can use these commands to open the "performance view" :
    - stat fps
    - stat unitgraph
    - stat unitmax
    and you will se the differents measures for the game performances .
    But video overall is pretty solide, nice editing, love your videos !

  • @SLFSL
    @SLFSL 2 ปีที่แล้ว +6

    The fact that there are inconsistencies such as the same room in the windows or weirdly uncanny alleyways with ordinary steps that repeat to apartment buildings. They all might look like bugs and just lazy map design but it really creates the feeling that you're in a matrix so much more realistic and uncanny. It feels like liminal spaces, everything seems ordinary but it isn't...

    • @Yggdrasil777
      @Yggdrasil777 2 ปีที่แล้ว

      You have to remember that the city was procedurally generated and then touched-up in certain sections.

    • @SLFSL
      @SLFSL 2 ปีที่แล้ว

      @@Yggdrasil777 Yeah. I think it really adds to the atmosphere. Makes it feel more like you're in the matrix, because of those inconsistencies and that it's procedural.

  • @Kitr0nic
    @Kitr0nic 2 ปีที่แล้ว +4

    TH-cams algorithm thinks this is GTA V -.-

  • @Millenia3D
    @Millenia3D 2 ปีที่แล้ว +1

    Nanite is super exciting from a production point of view since it cuts down on artist workload *massively* not having to hand optimise every single asset in your game - honestly a bigger holy grail to me than raytracing which is already obviously one of colossal proportions

  • @benchmarkerlovesgaming140
    @benchmarkerlovesgaming140 2 ปีที่แล้ว +1

    I am 100% going to install this!

  • @jaju123456
    @jaju123456 2 ปีที่แล้ว +6

    Probably this is killing your cpu not the 3080, considering it runs poorly even at 2% scaling lol. And I won't be surprised because of the sheer density and size of the world.

    • @mduckernz
      @mduckernz 2 ปีที่แล้ว

      His CPU is little different to the console CPUs except that it will undoubtedly be at a higher frequency, so it's a bit weird that performance still suffers considering that

    • @AK-xi5vy
      @AK-xi5vy 2 ปีที่แล้ว

      he's running it in the UE4 editor, if he packaged it and ran it as a . exe game, it would run far smoother than any console

  • @SoopaFlyism
    @SoopaFlyism 2 ปีที่แล้ว +6

    We need more than the future. With a city like this I want every room accessible. No fake parallax interiors. What would it take, 10GHz 32-core cpu with 256GB RAM??

    • @Something_Disgusting
      @Something_Disgusting 2 ปีที่แล้ว +3

      Yes.
      Yes it would.

    • @YoooitsSCARS
      @YoooitsSCARS 2 ปีที่แล้ว +3

      56 GHz 64 core cpu with 10TB of ram and an absolute shit ton of RTX3090TI's

  • @RetroJack
    @RetroJack 2 ปีที่แล้ว

    Thank you for your honest opinion and not totally fawning over this tech demo like so many others!
    Edit: you just got a sub.

  • @Bradkinn_music
    @Bradkinn_music 2 ปีที่แล้ว

    very exciting stuff!

  • @Chrono-bo4zc
    @Chrono-bo4zc 2 ปีที่แล้ว +4

    2:24 if you want realistic car destruction try beamng

  • @markkocsicska2590
    @markkocsicska2590 2 ปีที่แล้ว +3

    I remember when Battlefield 3's separately installed HD textures looked like real life to us.

  • @CouchCit
    @CouchCit 2 ปีที่แล้ว

    Excellent video

  • @Petrakeas
    @Petrakeas 2 ปีที่แล้ว +2

    Great video! I think that the simmering in fine geometry at the distance is due to Nanite or maybe due to the combination of Nanite and the upscaler.

    • @existentialselkath1264
      @existentialselkath1264 2 ปีที่แล้ว +2

      It's the temporal anti aliasing. If you turn aa off entirely it looks pixelated (obviously) but nothing shimmers or moves.

  • @TheRogueAdventurers
    @TheRogueAdventurers 2 ปีที่แล้ว +3

    Alot of the "nanite" models will actually be 3d scans of real life objects.

  • @Aiyoros
    @Aiyoros 2 ปีที่แล้ว +5

    Still bugs me that source engine had beautifull almost perfect water reflections without ray tracing (and in dx9!), and yet developers today insist on that kind of reflections can only be achieved with RT.

    • @araghon007
      @araghon007 2 ปีที่แล้ว +7

      Planar reflections work great on a single flat surface, e.g. water, but try putting that on each face of a building and on curved surfaces. You can get realtime reflections on curved surfaces using realtime cubemap capture, which a lot of racing games do, but you can't put that everywhere either because you'll quickly lose performance

    • @-_wanderer
      @-_wanderer 2 ปีที่แล้ว +2

      Developers prefer raytracing because it's physically accurate.
      And the one you are taking about is planer reflection which only works on flat surfaces and it's heavier than raytracing because it renders scene twice as reflection

  • @l3v166
    @l3v166 2 ปีที่แล้ว +1

    I remember watching this demo release a few months ago on the bus going home from school (and was disappointed at home to find out it's console only lol). Today, It's friday, and I'm seeing that it has been released to pc, from school. I can't wait to get home and try it, I'm a bit concerned tho, because I saw those lags you had, now my slightly weaker pc (rtx 3060, i5 10400f) is probably going to shit out it's soul, but it's not stopping me.

  • @denj4s
    @denj4s 2 ปีที่แล้ว

    very good choice of words!

  • @GravityTrash
    @GravityTrash 2 ปีที่แล้ว +11

    I find it funny that setting the Quality to 1 is somehow more convincing than Quality 3.
    Reflections don't make good graphics, they do help with some immersion but it overall makes the world look too glossy and fake

    • @LaVaZ000
      @LaVaZ000 2 ปีที่แล้ว

      Is this a troll or are you serious?

    • @tysopiccaso8711
      @tysopiccaso8711 2 ปีที่แล้ว

      🤡

  • @Movie_Games
    @Movie_Games 2 ปีที่แล้ว +8

    It's probably TH-cam, but it doesn't look that much more impressive than the first Division game. And that was 6 years ago.

  • @nickra60
    @nickra60 ปีที่แล้ว

    The graphic is a killer! I never have seen this before.

  • @danielmladenov4497
    @danielmladenov4497 2 ปีที่แล้ว

    This is amazing, I dont know if this is just me but it looks so good it kind of makes it not look real. As I say this might just be me, But overall its really good looking.

  • @TideYT
    @TideYT 2 ปีที่แล้ว +3

    Classic UE. Lighting is muddy, texture pop-in, runs like crap, and everything is covered in oil.
    Somebody please make a proper engine.

  • @aggro_beat
    @aggro_beat 2 ปีที่แล้ว +8

    Meh, I'm not impressed at all. I expected something mindblowing

    • @GurtMan100
      @GurtMan100 2 ปีที่แล้ว +5

      Same. The carpark under the highway looked nice, and the fake 3d rooms were interesting, but nothing seemed like a major leap.

    • @zazay98
      @zazay98 2 ปีที่แล้ว

      @@GurtMan100 this is a graphical tech demo not gameplay elements chill

    • @GurtMan100
      @GurtMan100 2 ปีที่แล้ว +2

      @@zazay98 i'm cool as a cucumber, chill as can be

  • @kugi518
    @kugi518 2 ปีที่แล้ว

    Watched it twice - one time for my self, one time to show the algorithm that this UE5 Coverage has been great!

  • @petebaron
    @petebaron 2 ปีที่แล้ว

    great review thanks! liked subscribed etc :D

  • @devilsforkdigital1490
    @devilsforkdigital1490 ปีที่แล้ว

    How do you access driving (and crashing) a car? I've seen a couple of demos showing this but haven't seen any way to access this mode in the game.

  • @mekman4
    @mekman4 2 ปีที่แล้ว

    Great Stuff!

  • @SMgaming619
    @SMgaming619 2 ปีที่แล้ว +2

    Is it just me, or did we manage to have GTA IV look like this over 10 years ago?

  • @patyfreenam860
    @patyfreenam860 2 ปีที่แล้ว

    cool! I just downloaded it! How to use the in-game menu with the keyboard? it seems broken, I can only visualize the map. Thx!

  • @privaatsak
    @privaatsak 2 ปีที่แล้ว

    Thanks for this! It's likely still mainly optimised for the consoles and just quickly ported to work on PC for the UE5 launch. Makes no sense that a series X can run it better than a 3080 otherwise!