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Epic Games recently launched on YouTube as part of the Summer Games Festival, allowing players to see the recently released Unreal Engine 5 for the first time, which is running on PlayStation 5 as a real-time demo for the first time.

The first thing players should get from the recently uploaded video is that Unreal Engine 5 will have what Epic Games calls "lumens." Lumen is a system that can produce instant bounced lighting effects without rendering time, which means that light will dynamically affect the surrounding environment, allowing developers to create non-static worlds and open up a possible world for photo realism in the game. The second game-changing system built into

Unreal Engine 5 is Nanite. Nanite is a way for artists and visual effects professionals to import their digital art and sculptures into games, for example, without worrying about memory, drawing calls, or polycons.

This obviously means that games running on Unreal Engine 5 will be able to take advantage of movie-quality digital models and effects without being restricted by the technical details of the game engine or frame rate limitations.

Although we are studying how PS5 handles next-generation games, don’t think this is the first time you see a new game on PlayStation 5. The game used to showcase the new Unreal Engine 5 is actually a demo technology, built from the ground up to highlight the features Epic Games wanted to showcase in its rel technology. The beginning of the

demo saw a character enter a deep cave. The developer immediately stopped the progress and talked about some of the key features that made the cave design so complicated. The first thing

revealed was that the environment was imported from Quixel Megascans. Asset composition, not the assets normally used for video game development, but the assets traditionally used for film and film production.

Each of these assets has approximately one million triangles registered, making the game assets look almost photo-realistic, which is an incredible realism that has not yet appeared in video games. Even more impressive is that all of these assets also use 8K textures, which makes them more visually impressive.

Subsequently, the Nanite system displayed incredibly powerful characteristics and was able to render an astonishing number of triangles per frame. "Brian Karis, Director of Graphics Technology," Over 1 billion source geometric triangles per frame, "said proudly. In fact, this level of rendering can obviously handle up to 20 million drawn triangles without loss, meaning that visual directors will have more room to play a role in their creations.

lighting in Unreal Engine 5 will reflect the level of quality that currently exists in the engine, and shadows will be as pixel-accurate as the assets they use - obviously the Nanite system can manage this too. The lighting in the demo is obviously fully dynamic, which means it can be reacted and built in real time, obviously the lumen system even includes global and multi-reflection lighting.

Brian quickly pointed out that "there is no (or) baked lightmap", which means that there is now a whole new field of possibilities open to art developers, hoping to achieve a more realistic look through their lighting effects. Game. The reflection of light will change immediately according to the angle and source of the light. This impressive effect can create a more realistic game environment.

Dynamic lighting is also suitable for game functions. Later in the demo, Brian demonstrated how specular lighting affects metals and different light sources in different ways, and how it can be applied to the engine AI (errors will escape the light of the source player) . According to reports, Lumen can not only react to moving light sources, but also to changes in geometric shapes, which means that effects such as bullet holes on the wall can now have a real-time dramatic impact on the lighting of the environment.

Brian then explained some of the new features of Unreal Engine 5's audio features, including adding convolutional reverb. Convolution Reverb will allow game developers to design an audio environment that matches the real-world space. For example, sound samples from real caves can be copied in the engine to create a very realistic audio environment. More realistic matching photo-level graphics...

Brian also mentioned that sound field rendering allows the engine to reproduce spatialized audio, which means that the way the sound effects are expressed in the environment may completely change depending on the playback position. For example, shooting in a cave and an open field or closed room will sound completely different, and it will only target one place.

A group of bats appears to be showing off the Niagara feature of Unreal Engine 5's update, which Brian said allows “the particles in the Niagara effect system to talk to each other and understand their environment in an unprecedented way.”

The updated fluid simulation will also be in Unreal Engine. In 5, the performance of water is more realistic than ever in video games. The demo runs on the Chaos Physics system and provides more realistic animations for the character's falling rocks and scarves, which can obviously be extended to other in-game behaviors. The

Unreal Engine 5 animation has also been overhauled, with features like predicting foot position and movement distortion, and is now deeply ingrained, making the game character's IK and body position more visible. natural and adapt to the environment.

More than ever.

Brian then showed more about Unreal Engine 5's ability to seamlessly render high-poly models. First, a statue imported directly from Zbrush is shown. It has 33 million triangles, impossible on the old engine and console, but in Unreal Engine 5 on PS5, "No normal map baking, no build LOD", incredibly impressive and standalone. But then the demo moved to a larger room with almost 500 identical high polygon statues, all of the same quality as the original statue, only there are almost 16 billion triangles in a room made of statues.

Obviously, all of these features can be extended to the horizon, and they were beautifully displayed at the end of the demo, and the fast-paced ending of the demo ended with the first look at Unreal Engine 5.

Unreal Engine 5 looks amazing, and it's the first Once we really understand how the game will work on PlayStation 5. It is a good indication of our expectations for the next generation of games. The

picture was obviously captured from the HDMI output of the original PS5 development console, so what we see here not only shows what PS5 can do with graphics, but also shows what Unreal Engine 5 can do in many games: It looks amazing.

We already know that Fortnite will be the first day of Xbox One X and PS5 release, and it has just been announced that the game will undergo an Unreal 5 engine update later in the game cycle. The console generation has started.

Want to see more next-generation games? Please stay tuned to WePC, where we will report the latest game and technology news, and make sure to tell us in the comments below that you are happy to see which upcoming games are running on these next-generation engines.

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