Image:-PS5 first game look
Before that I heard the idea: to live a film. A game with a cinematic feel. This has been the promise of every PlayStation since the early part of the century.
According to Epic, the video, run on PlayStation 5 hardware, is largely a display of how much detail Unreal Engine 5 can present, and how it can be lit. The entire 8-plus-minute video resembles a prerendered cutscene or part of a lush animated movie.
The style shows a woman exploring a cave, somewhere between Tomb Raider and Assassin's Creed. She finds endless elaborate statues and flies through a crumbling city that stretches to the horizon. The key features of Unreal Engine 5 are the ability to bring in digital assets at film level and render them via tech called Nanite, which allows a ton of polygons to be presented at once, and a complete lighting system called Lumen that promises to dynamically illuminate every scene detail of those polygons on the fly. The 4 K version of the video from Epic Games is provided below.
In one part of the video, in a room full of crazily ornate statues, Epic says that each statue model has 33 million triangles drawn, and that the room has more than 16 billion triangles. Unreal Engine 5 on the PS5 will create around 20 million triangles per frame, which will end up in "pixel size triangles," says Epic.
The spatial audio capabilities of the engine also promise room geometry calculations to create dynamic sound, too. It all seems incredible, but while the PS5 is due to be launched later this year, Unreal Engine 5 will not arrive until 2021. The preview is set to take place in early 2021, with the full version coming late next year. This video is just an extended, early peek in the long term.
PS5 or Xbox One Series X
The scale and the sense of detail ... Well, you can watch that demo video on your own. In the past, though, the next-gen consoles have made big promises, and the demos don't clearly indicate what the actual games are going to do. Unreal Engine 5 will not even arrive until 2021, which also means that next-gen consoles, including the PlayStation 5 and the Xbox One Series X, are still waiting for some of their most interesting tools when they launch at the end of 2020, most likely.
Epic promises Unreal Engine 5 on both the PS5 and the next Xbox will have similar capabilities, but the demo video runs on a PS5, which immediately makes me wonder if Epic thinks PS5 is the best hardware. Epic's Tim Sweeney won't make any direct comparisons of performance, but he says during a conversation on Zoom that Unreal Engine 5 takes advantage of next-gen SSD storage speeds. "[Unreal Engine] Five is now optimizing next-generation storage to make loading faster by multiples of current performance. Not just a little bit faster, but a lot faster, so you can get this geometry in and display it despite not all of it fitting in memory, taking advantage of next-generation SSD architectures and everything else.
It'll downscale, and Fortnite gets it in 2021
While the PlayStation 5 and Xbox One Series X are clearly the main beneficiaries of the new powers of Unreal Engine 5, the engine will (obviously), run on PCs, older consoles, Android and iOS. Fortnite is set to move to UE5 in 2021. "Gen five works on all platforms," Epic confirms Sweeney. "It has to, because it will continue to support all 9 platforms when Fortnite switches to Unreal Engine 5 late next year."
It looks like Unreal Engine 5 will only scale down on other platforms, though it's not clear to what extent it will scale down on each platform. "To maintain compatibility with older generation platforms, we have this next-generation content pipeline where you build or import your assets at the highest quality level - the quality of the film - that you will run directly on next-generation consoles," says Sweeney. "And the engine will provide more scalability paths to down-solve your content to run on everything, all the way down to a few years ago iOS and Android devices ... you can build the same game for all these systems, but you just get a different graphical fidelity level."
That same downscaling also applies to the mobile VR, which uses chipsets at the phone level. "What it means for mobile VR running on a mobile chipset will be the same response ... as getting Nanite content to work on a phone," confirmed Epic's CTO, Kim Libreri, in a Zoom chat.
Ultra-real VR, immersive attractions
All this power, and specifically the ways in which cinematic assets can be real-time rendered, leads me to think not necessarily about gaming, but about VR.
Tim Sweeney, of Epic agrees. "Certainly, all the technology we 're demonstrating will be able to run on high-end PC-based VR systems , which means a new generation of graphical fidelity, especially in geometry. I don't have anything specific to announce for VR here, but I think it will create a really interesting photorealism march ... and as you see devices improve their resolution and other system parameters ...
Sony's PlayStation 5 will, of course, support VR, and will very likely in the future be getting new PSVR hardware.
In particular, Epic's Libreri points to the enterprise VR as a big target, where the extra capabilities could be even more important. That would also extend to creative studios and might be used in the production of films. "This geometry resolution is very important for our corporate customers, whether they are designing a car or an aircraft or making a film. VR is a very large part of the corporate space ... nearly everyone who uses Unreal Engine in the design space uses virtual reality to assess their spaces and collaborate together."
Is this the cinema-gaming crossover?
It seems that what Epic shows most in the video is this crazy draw distance, and the way so many polygons can appear at once and be lighted on the fly. Epic's most interesting promise is that cinematic assets can popp right into and be used in games. It sounds like the often promised goal of meeting movies in one strange interactive blend of games.
"Absolutely," says Libreri, stressing that this is the way productions like Disney's The Mandalorian are already working. "The way these newfangled LED virtual productions work out there is building an art department pretty much like a games art department, and building up content before main photography ... I always use the car chase analogy: what about driving cars around the ground like you'd do in a video game and then filming that? And then you can put cinematic cameras around stuff."
"I think you'll see some awesome TV shows and movies over this next year that are starting to feel a little bit more like the stuff we 're doing all the time when we play games."
In the future, my mind leaped to immersive theme park attractions, specifically to the Edge of Star Wars Galaxy and its Falcon simulator ride, a living video game.
"I guarantee you our Lucasfilm friends wish they had this technology when the Millennium Falcon ride was being built," Libreri says.
Jhon is an incredibly talented freelance writer. He has been working of about 18 months as a reporter for some internet based print-based newspapers. He brings together significant news reports from the Technology and entertainment areas. we hope you're doing well if you see any inappropriate phrases please let us know on our contact page at the bottom. thank you! .