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The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android.

RSS A first look at Unreal Engine 5

Epic Games just released a first look at Unreal Engine 5. One of their goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.

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A first look at Unreal Engine 5

Epic Games just released a first look at Unreal Engine 5. One of their goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.

Introducing “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5:

This demo previews two of the new core technologies that will debut in Unreal Engine 5:

Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.

The First Look screenshot

Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters. Artists and designers can create more dynamic scenes using Lumen, for example, changing the sun angle for time of day, turning on a flashlight, or blowing a hole in the ceiling, and indirect lighting will adapt accordingly. Lumen erases the need to wait for lightmap bakes to finish and to author light map UVs—a huge time savings when an artist can move a light inside the Unreal Editor and lighting looks the same as when the game is run on console.

The First Look screenshot

Numerous teams and technologies have come together to enable this leap in quality. To build large scenes with Nanite geometry technology, the team made heavy use of the Quixel Megascans library, which provides film-quality objects up to hundreds of millions of polygons. To support vastly larger and more detailed scenes than previous generations, PlayStation 5 provides a dramatic increase in storage bandwidth.

The demo also showcases existing engine systems such as Chaos physics and destruction, Niagara VFX, convolution reverb, and ambisonics rendering.

The First Look screenshot

Unreal Engine 5 timeline

Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Epic Games are designing for forward compatibility, so you can get started with next-gen development now in UE4 and move your projects to UE5 when ready.

In other news

Epic Games will release Fortnite, built with UE4, on next-gen consoles at launch and, in keeping with Epic Games' commitment to prove out industry-leading features through internal production, migrate the game to UE5 in mid-2021.

Also, Unreal Engine royalties are waived on first $1 million in game revenue and Epic Online Services (friends, matchmaking, lobbies, achievements, leaderboards, and accounts) have been launched and opened up to all developers.

Source: Unrealengine.com

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Comments
Lesbian_Owl
Lesbian_Owl

Yes

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SweetJuleka
SweetJuleka

Looks amazing! 😻

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-The-Stig-
-The-Stig-

This is the way!

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arieas
arieas

I guess this may just be limited to more static objects and environment rather than skinned meshes for the moment, but save on resources for these things.
Just need to get beyond uncanny valley and throw it all into a VR experience. Can't wait to be able to afford a kit and see what comes out over next few years.

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