Unreal Engine 5.5 Is Here - Mega Greatness!
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- เผยแพร่เมื่อ 7 ก.พ. 2025
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Holding onto my papers!
Server meshing on Unreal???? Holy cow.
Hold tighter, because it's speeding up! 😁
What a time to be alive!
this guy gets it
@@Shuttle1XStatic, but still server meshing. It's insane.
"We got a proper shady market place now. I can tell. I was born in communist Hungary. Trust me."
Each day he gets more wild
this though. 😂
I was thinking about where his accent is from for quite a long time
This hit me. I'm 30min away from Hungary but we always went there to buy clothes and stuff and they had some real shady shit going on there.
this had me dying^
They're this close to graphical perfection. At some point all that'll be left to focus on is performance.
No not really. There's a LOT to go with light transport alone - Lumen is nowhere near RTXGI and RTXGI isn't anywhere near perfect yet. You've got it backwards, they're focusing on performance right now because of the relatively weak AMD GPUs in consoles.
Not even close.
Haha, this has been said for decades.
@@bobrandom5545Yes but the "jumps" are growing ever smaller. PS1 to PS2 was a quantum leap. 3 to 4 less so. Etc
@@Wobbothe3rd Long time ago i thought realism for games would come close around 2030. Do you think we're on that trajectory?
The 5.5 demo with the new light framework was ran on a PS5 (base, not pro).
They didn't specify as they just said PS5 but do you have more information that says it was the base model?
@@hfikz They said it in the shareholder meeting about the demo.
@@okaydetar821 Thank you. That is nice to know. I didn't watch the shareholder meeting but to know it was running on the base PS5 is amazing.
this light engine looks beautiful
It's the best part of UE 5.5 for me. It's absolutely stunning.
4:35 Did they just do what Star Citizen was working on since about 2018 in just about a year? 😅
That's what I just said lmao
Hard to tell from just this run down. It looks like the unreal server shards each cover a static region and I think that the implementation in SC is supposed to be more dynamic. SC also have to integrate their system with a pretty bloated existing game as well as supporting 100% persistence(if you leave a cup somewhere it will remain there, allegedly). I'm not a fan of star citizen ,but as a game dev, I'm pretty impressed by the tech they show off.
Turns out when you have some of the best engineers and machine learning researchers in the world, you can accomplish incredible things.
@@triplea657aaa yeah my thoughts exactly. also reminded me again how wastefull humanity is since so many people are working on the same thing in the same way with the same approach in parallel without exchanging ideas
@@Illuminati_HD someday you might realize that wasteful would be the other way around.
The introduction of MegaLights is truly a game-changer for real-time lighting! It’s incredible to see how far we’ve come in making environments feel this lifelike.
I made the audio visualiser you see at the bottom at 5:14 ! How weird to see my own work on my favourite channel!
Feels so good to know that now I can keep up with these videos. I watched the event on ign and read feature outlines from articles. What's really cool is you can find videos with nanite skeletal mesh demos from creators with UE 5 Beta version with unreleased features.
4:52 They still didn't solve the ancient skirt problem :D
Haha good point. Looks like garbage
looked like from a game that's 20 years old :D
they did, a long time now. That is on the asset. Replacing it with a densely rigged 3d model won't make the animation appear like that.
Think before you make a statement. This is not an engine problem.
@@AnAncient76 who said it was
Wait wait! I can't find my papers! Don't start yet
You should have been holding onto them! Newb. 😂
That's why you should always hold on to your papers.
I found them. What's this about anime dolls?
Every new UE5 update promises so much stuff, then all we got are afwully unoptimized games that barely run with upscalers and rely on temporal anti aliasin for everything.
Stop whining.
@@JordanJ01 stop bootlicking
@@JordanJ01 800p is not an acceptable resolution in 2024
lol the games using unreal coming out right now are at best running 5.1 or 5.2, games take a really long time to make.
@@xiggywiggs yeah lol the new stalker game coming out is running on UE 5.1 it’s too much trouble to update the engine
The server meshing is mind blowing. Other than star citizen its not industry wide technology and this could be a game changer. Multiplayer games about to see a shake up!
There was some patent coming up a while ago from TakeTwo. It could be maybe already happen with GTA 6 Online.
I'm pretty sure that tech is specific to pax, I don't think it's a feature of the engine
We can tell you had so much fun on this video, pure chill and excitement. Love it as always ! Cheers !
i wont ever be hyped by Unreal again, is insane what they promise vs what they deliver.
what they deliver is insane though, nanite wasnt the best but its not like unreal is not revolutionary software
It looks good if you don’t look for how it is implemented. There is a clear light leakage in this scene in the marketplace, or they ray trace the non-existing world for the reflections, at the very least. Cutting corners everywhere you can and relying on the marketing department to say you are excellent. I don’t want to say UE is bad, it is quite extraordinary, but no one knows how to use it properly except epic, and even in these scenes it seems they couldn’t have afforded the frame budget so they had to cut the corners.
@@KeepAnOpenMindDocumentation is asbolutely unusable if you want to go for serious game development. That i hate the most. Godots documentation is so much more organized and up to date, because of this, and because you are sometimes forced to do visual node scripting in unreal engine makes it just unusable for me
I must solemnly admit that I dropped my papers when I saw the textured area lights.
Megalight changes the whole UE lighting landscape! you could akmost always tell if an animation or a rendering is done with UE, just based on the lack of proper contact shadows on small objects. as an ArchViz guy, ive seen tonnes of these renders, always the same thing, a chairs leg appears floating/not touching the floor. or a small vase not touching a table etc. not anymore. we can almost get offline quality light/shadow calculation now..
Indeed! I'm and archviz artist too, and I've been trying to use Lumen for animations, but there are always some issues with the shadows. Not to mention glass and translucent materials...
@@mrlightwriter hoping this will come to Twinmotion too.
This is mind blowing. You can use the engine for pretty much everything by now, not just games.
I have followed this channel for so absurdly long. Thank you ! But my friend, how much did they pay you 😅? Still. From small light and water simulation, to this. What a time to be alive 🎉
(I'm asking myself the same question 👀)
"Artists don't have to worry about X to make the game run well"
Instead, gamers have to worry about running these games on nothing less than a 4090 to get upwards of 60 fps @ 1080p
For most of the 3D gaming history, this was the case. And new games with ultra settings that won't run on any current hardware forced hardware to develop fast.
I remember GPUs used to be released every six months at one point. When you flood a market with an item, that item becomes cheap. It's why graphics cards became cheap in that period.
For some games it took years before a GPU came along that could play it smoothly on highest settings, and GPU manufacturers strived to be the first to deliver that GPU.
Basically, in normal times Graphics cards were always playing catchup.
But hen there was a recent period when games just stagnated recycled the same game engines over and over, creating the same game over and over.
E.g. Assassin's Creed series, and other such series.
This caused everything to stagnate, because there was low need for much faster hardware.
This is good. This is the start of back to normal.
@@tylerdurden3722 I still remember when you couldn't play new games on old hardware not because of perf but because you straight up didn't have the compatible hardware anymore. Think dx10 games or even just pixel shaders.
The huge amount of realtime area lights is the most impressive part of this tech for me.
Love the comment at 1:30. Always love these videos thank you for making them.
Wow. I stopped gaming over 20 years ago, these graphics are beyond unreal to me. Almost makes me want to start again.
Yes please come back and be sure to Get your credit card ready to buy cosmetics and enjoy the micro transactions!
@@0_1_2 Not gonna happen. The only game I play these days is chess, and I'll keep it that way.
@@0_1_2 ? i dont really get your comment, sorry lol. what if op doesn't want to pay for micro transactions and/or cosmetics? most games i play are completely free (apart from the initial purchase of actually buying the game), and i dont have to buy anything else, i can just play. if i HAVE to buy anything else (that doesn't add more content to the game), then that's just a cash grab and no one should be obligated to buy those things if they don't want to.
@@Axiomatic75 The big budget AAA industry isn't in a good place atm to say the least. Staying with chess probably is the best option for you 😅
I'm glad neither of you said "Black Myth Wukong is a scam because it's an UE5 unoptimized disaster"
2:00 That image is nasty and i like it.
That Mega Lights demo was running on Ps5!
Is that why the FPS was low
@silversteel8998 lame
@@silversteel8998Go ask TH-cam's auto compression system
The virtual guy with the virtual man-bun looked exactly as ridiculous as the real thing!
Wow!
Hey, isn't mega lights basically what we saw in that Nvidia paper a while back, the one with the large numbers of lights rendering in real time? A few months later and now it's in your Unreal Engine, ready to use!
Always great to see tech empowering game developers
The advances in technology for unreal engine are great, yet the engine also has significant issues with performance, LOD transitioning, nanite running much worse than LODs for lots of games and general performance optimization issues.
UE is great for quick dev time, but the performance sucks.
Nanite running worse than LoDs is not correct
@@Navhkrin yes it is. It is much worse.
@@nohand2257 Threat Interactive did a great video on it:
th-cam.com/video/M00DGjAP-mU/w-d-xo.htmlsi=HM9U-waBnZ-U1x09
To add to this, most of the graphical effects seem to rely on TAA which has made many modern AAA titles unplayable for me as the blurriness and ghosting destroy any sense of immersion.
I'm happy that a light transport engineer was able to review this update! Just imagine what it will be in one or two more papers... i mean updates... what a time to be a live!!!
4:24 This is actually amazing, been dreaming of this since I started mapping/modding Quake in 1996!
If only we had an engine that also makes the games fun to play 😢
Thts depends on the developer not the engine (eg. Black myth W.k)
Not only does that depend on the dev not the engine
But
*also*
Maybe if people would learn to cap their dopamine they could enjoy things a little more (: js lol
you can download the software for free and make your own game that you find fun :)
no coding required for the most part
Real-time on a PS5!
Wunderbar. It will be even better when you can run this level of graphics inside a VR helmet.
Love your videos man. They've become my must watch in the mornings.
Always enjoy your content. Much of the UE 5.x technology was hinted at a while back. Two years ago, I invested in hardware to prepare running this stuff. On an entry level, here is that original configuration. i13900K liquid cooled, RTX 4070ti, 64Gb DDR5, Sabrent NVME (2-4 T). Most of my work uses slower frame rates (24 - 60) in 4 and 8K. Some games, however, require high detail for player accuracy control. The true improvement, beginning in UE5.4, was taking advantage of muti-core processing capabilities, making the CPU intensive tasks, like shader compilation, incredibly fast.
4:40 That Unreal server transitioning; I'd love to see that for Satisfactory!
Your sense of humor only makes your videos more enjoyable!
Also, I now finally know the origin of your accent :)
Keep it up Doc!
Hold on to your papers fellow sholars! This has got to be my favorite channel. Thanks so much!
I wanted AI models to create the assets for me (3d models, animations, textures, sounds/music/voices), and a few tools for easy level creation of complex scenes like towns/cities and forests (like advanced PCG BPs).
I've got most of them by now, I just need to wait a few more months for the rest (text or image to game-ready 3d models can't come fast enough).
it is gorgeous and i love the magic of it, it's truly mind blowing to have that many lights in a scene. but it reminds me a bit of lumen and nanite, in that its impressive, big, and not really necessary. As an indie game dev, I find it frustrating that 15 years ago we had beautiful games with high framerates, now on more powerful machines we can't make games that look good that run faster than 25 fps. i wonder what the baseline performance cost of this megalight feature is. People can't afford graphics cards anymore, we need a professional game engine that pushes in the other direction, towards performance to open up the game market to the masses of people who can't afford a $1500 graphics card because they are becoming the majority
wow!! amazing! geat work as always.❤
Thanks for the essential updates
Ooh can't wait for UE5 breakable physics!
It's a bit odd how Unreal has always been awesome, sure, but in two years they suddenly come out with ludicrous improvements, seemingly out of nowhere? Things like these are usually a product of meaningful technological advances but I can't tell what that could be, given that this doesn't even use any form of AI (aside from the muscle thing)
Love how it looks but I'm predicting in fast motion is going to be a temporal mess.
i love this tec so much. Cant wait to put my hands on it to design a city or appartment.
Kegyetlen az akcentusod. Nem szeretek lehúzni alkotókat, de ez olyan szinten karcolja az ember fülét, hogy képtelenség a tartalomra koncentrálni. Van több lehetőséged is, az egyik például, hogy elevenlabs-ban generálsz voiceovert, a másik, hogy fiverren találsz egy natív szpíkert, aki öt dollárért felmomdja a szöveget.
5:30 - “… day and night sequences” - I am pretty sure if the sun was moving that way the illumination on the moon would follow suit (the limb angle). I think what’s wrong here is that since the Earth is rotating they didn’t account for the fact that the moon would not be in a fixed place in the sky either. The limb angle should always be pointing towards the sun in any case.
ML Deformer will be sick if a game can actually implement it. That combined with actually ridged armor or flowing cloth... just gets you excited.
What a time to hold onto my papers!
I think the seamless server stitching is the best feature of the last few updates.
Great video, thank you!
Is it just me or was Karoly on fire with those jokes in this one? 😂
Geez. No wonder UE dominates. Would still like to see more use of hardware RT in UE games, though.
What a time to be alive!
Incredible!
I can't wait until clothing deformations are fixed in games (or just completely simulated). It bugs me to an irrational level.
Examples:
th-cam.com/users/clipUgkxrz6kjVW5e9nZffnolYsQJEba0-3qcqnM?si=JNTGfH4l8I8jk0qY
and
th-cam.com/users/clipUgkxqKOZDCgircTYGJeiYNgcwwnXgTZZzU8y?si=v5kXQU80zJZCTocE
As someone who plays a lot of FFXIV, 4:35 would be so nice haha. Even with my extremely fast SSD, every time I move to a new zone (which is always handled by a different server), it takes 5-10 seconds to load into the new zone. For some people it takes 30+ seconds though...
The visuals are sublime
0:55 It is probably super noisy, but Unreal Engine relies heavily on very blurry TAA to smooth it's effects.
There are tons if UE games where if TAA is disabled it looks absolutely horrible, because all of their effects break.
And I really don't want to be that guy. But Nanite doesn't actually perform better.
Is it cheaper? Yes. Is it easier to use? Yes. But it degrades over all performance. Lumen is really nice, but is super noisy without TAA, because TAA blurs the noise away.
I'm not 100% sure of this, but I don't think you can enable Lumen without Nanite, which is a problem if want to use traditional LOD's and care about performance.
Despite their excellent marketing, UE is largely responsible for modern games needing AI upscaling and blurry Anti-aliasing. And I haven't even mentioned the ghosting problems yet.
What a time to be alive!
this engine, it's... UNREAL
Say that again
that again
But is UE5 now better in handling caustics with this new feature? I didn´t saw any caustics in the new demo. I´m just asking because they were seen at 0:38 when he spoke about noise/light.
@2:13, product visualization, that's actually TwinMotion, not Unreal Engine, even though technically, TM is UE under the hood. :)
Sounds like fun for future UE5 games. As for now I fear a lot of current UE5 games are stuck on older UE5 builds. The very same UE5 builds that honestly kinda suck and are unfit for production, especially when it comes to CPU performance.
I'm convinced that a future version of Unreal engine will power our holodecks.
Never expected this update here. This is unreal!🤩
i remember a time where you could play tech demos, today they show you what they can do but not releasing a single demo and years down the line a game comes out with that engine and its an cheap quadruple A Cash grab....
They released the Matrix City demo with the full release of UE 5, the Meerkat demo, Valley of the Ancient, Electric Dreams Environment (Procedural Content Generation demo), the Game Animation Samples, Lyra Starter Game and several more. All for free.
@@SuthrielAnd without question there will be mega lights demo when they mature it a bit more
@@Navhkrin And even then, Megalights is just a checkbox in the project settings (with hardware ray tracing on)
Hold onto your GPUs!
Like the BMW model, car manufacturers should sell their original designs to game studios and each car in the game should consist of 25000 parts.
I've heard that Capcom's Resident Evil engine is really good with animating individual muscles, They use it on Street Fighter 6 and can really see it when the character's flex.
Weird flex, but ok.
@@mrlightwriter HA!
Fun thing: they've been using the thousands of paths 3D models in car ads for years now - did you notice?
This doc knows shady places. 😂
Capitalist USA is much shadier.
is it me or Karoly has been more unhinged lately and im all for it ❤😂
I wonder if a character wearing a baseball cap to give a shade over the eyes will cause an eye occlusion effect so that we can see in the shadows better?
this video is all over the place featuring old videos. you got no clear new information besides the lights.
I hope they will come up with an AI to rebuild Google Earth and Google Street VIew in Unreal Engine (with the correct materials etc).
Exciting idea!
closest thing to that is what they do in flight simulator
Yeah, i need a worthy successor to Google earth vr
What a time to be alive. 🥴
1:55 when your boss said: let's nanite the lights
So goooood! Really!
What a time to be alive indeed!
Are you telling me that Unreal Engine now has "Server Meshing"?
Something CIG (Star Citizen) has been working on for the last 12 years without success until recently
the fact that we can do this means it's already been done and we're already there
In-game billboards and advertisements about to get even sexier
hi, where is that bmw demo from? i want to try it
development will go faster now with AI, theyll just prompt changes and take whats good
Dang his lines were on point this video.
Its a shame that these advancements are locked behind an engine that essentially forces TAA implementations that introduce massive ghoting and blur in motion.
This looks awesome
Now they need to make a graphic card to run it
The demos were running on a ps5
I wonder what would happen if Sony let people play PC games with SteamOS on PS5. Unified memory isn't something standard on PC systems though and the PS5 security would be more vulnerable
Disgusting nanite which is worse than traditional optimization, awful TAA anti-aliasing that makes all modern games blurry and have ghosting. Sure is great.
Every single scene, EVERY SCENE has fog. Still super pretty, just become hyper aware of it from Unreal
WHAT A TIME TO BE ALIVE
It’s been a few years since UE5 has been around and yet no one uses it. Ark uses it but it a utilising it to its full potential
I wonder how these will be handled via Chinese micro-chips. I am glad I switched to Unreal Engine, Unity only changing pricing and nothing much.
I am having a lovely day ❤❤❤
I hate to do this but let me point out some inaccuracies in this video, the footage you said would take "days before" is not possible in unreal, caustics can not be computed through refraction as the raytracer in unreal cannot handle raymarching off screen very well, even unitys raytracer is of higher fidelity. The Chaos simulation plugin you called chefs kiss is single threaded which is why they are pushing AI to bake and play back the simulations, it runs on only one cpu core and is very poor in performance, while the quality is higher than the old havok engine there are more quality physics engines that are multithreaded and some that are even able to run on the gpu.
UE's Demo was running on a PS5 where they showed it off at
"Starbucks, the destroyer of PC budgets, BE GONE!.. Or not.. I don't know, I am not from America"
Starbucks is more a destroyer of toilets than computers lmfao
Now we just need a GPU to run it in realtime that's affordable for the masses.