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Unreal Engine 5.7: Real-Time Billions of Triangles Rendering

Unreal Engine 5.7: Billions Of Triangles, In Real Time

Unleashing Creativity: 3 Incredible Features of the Latest Unreal Engine

Get ready to be amazed! The newest version of Unreal Engine is officially here, providing an all-in-one solution for animations, virtual characters, video games, movies, and more. This blockbuster release packs a punch, and we’re diving into three incredible features that are poised to revolutionize content creation. Best of all, it’s free for most users and applications.

1. Substrate: Material Creation Redefined

Prepare for unparalleled realism with Substrate, a groundbreaking material creation system. It elevates visual fidelity to a whole new level. The key lies in its advanced light simulation capabilities. The engine can simulate millions of light rays interacting with an object. Substrate then accurately determines how the material should respond to that light.

The real magic lies in the ability to define custom material properties for any imaginary object. You can even create multiple layers of materials, simulating light interactions between them. Imagine designing a metal object with a smooth, colored coating and observing how light bounces between the layers.

What was once a fascinating but impractical science experiment, is now production-ready. This technology allows creators to leverage advanced, multi-layer simulators, bringing them to life for millions of users at no cost.

2. Nanite Foliage: Populating Worlds with Unprecedented Detail

Detailed geometry is crucial for immersive experiences. Forget simple spheres; the goal is fully detailed forests with intricate plants. Nanite Foliage makes this possible. It can render millions of tiny elements on screen without sacrificing performance. Now, you can build lush, realistic environments with an abundance of foliage, enhancing realism and visual appeal.

Nanite Foliage lets you populate your scenes with an incredible density of plants. Each leaf, twig, and blade of grass is rendered with exceptional detail. This means you can achieve a level of realism previously unattainable in real-time rendering. This technology automatically manages the complexity of the scene. It ensures smooth performance, even with millions of individual elements.

3. Animation Workflow Enhancements

The latest Unreal Engine offers updates that streamline the animation workflow. These include improved tools for rigging, animation, and motion capture. These improvements will empower animators to create more realistic and compelling character movements.

The new tools simplify complex tasks like creating believable facial expressions. The integrated motion capture capabilities make it easier to bring real-world performances into the virtual world. These enhancements translate to significant time savings and higher-quality animations.

The Future is Now

These three features are only a glimpse into the capabilities of the latest Unreal Engine. With its commitment to innovation and accessibility, Unreal Engine empowers creators to push the boundaries of what’s possible in animation, game development, and beyond.



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38 thoughts on “Unreal Engine 5.7: Real-Time Billions of Triangles Rendering

  1. I am trying to make a 3D series for TV. I use Unreal Engine for its capabilities. But they are changing everything from bottom to top in every update so it lengthened my work time. I restart the work in every 2-3 updates. this is different from traditional way of movie making. Before creating a movie episode I have to prepare everything to be used in all episodes then organize them for Unreal Engine's workflow. It supposed to shorten the way not lengthen.

  2. we really should not give UE5 any attention until they address fundamental issues. You are being fooled by advertising. If you actually try to use the program you would know how brown it is.

  3. At one hand it is miracle, that such product have free enter for starters.
    At another hange version 5 became sooo overcomplicated, that you can`t actually make good game without official support and deep engine editing,
    UE4 was much more accessible for newcomers and small studios.

    0:45 Disagree. Unreal engine still uses bad shading base with issues on steep angles. Fresnel effect is unnatural, materials looks like plastic or ceramic with thick layer of grease/oil. They made advanced mixing, but still did not fix the BASE
    5:32 5:51 this i am talking about. Unnatural oiled plastic instead skin. And ad 6:01 it is even more obvious in comparasing with real actress (even with bad light she looks better)

    Just check how brick walls looks in UE. They are always have maximum roughness, or looks oiled. But never have proper fresnel effect. So you can only choice between kinda diffuse look or past-past-gen oiled look.

  4. will only be impressed by lightning effects when dark horror games will use proper light reflections on materials instead everything being shiny, oversaturated white, reflective. For real, in real life it's hard to find so many reflective surfaces and it's a mood breaker.

  5. I remember a time when getting something like 0:45 would take hours if not days 🙂

    Im one of the lucky ones to have lived through the early days and its been a ride! You guys remember N64 PS1 graphics? lol how amazed we were

  6. Your videos on physics simulation papers are the most interesting and exciting thing I've come across on the internet. The development of Unreal engine is also interesting to watch. Thanks for sharing.

  7. For games, UE5 gets you very little (performance and image quality) in relation to the amount of GPU compute you have to invest. It's an inefficient resource hog that is plagued by technical debt and design issues. It also established some very bad practices as "industry standards", namely abusing TAA as a denoiser and using stochastic rendering algorithms everywhere. Don't even get me started on the old and imprecise diffuse lighting model that makes everything look like plastic…

    Like the engine is so bad, it didn't even have proper multi-threading until now.

  8. Unreal generates shaders full of if-else blocks. It's a dumpster fire. Have you looked at how UE5 games look and perform on average (see Steam survey) PC hardware? It's low-res, blurry, laggy/stuttery and full of TAA artifacts. Due to its uniquely flawed diffuse lighting model, most games using UE look the same – you can tell at a glance that the title was made with Unreal. So many titles have been severely held back or outright crippled by using this engine; factors in this are that on a technical level, the engine is pure, unoptimized jank with lots and lots of technical debt, but also immature dev tooling and UE incentivizing suboptimal decisions and the use of bad practices. Avoid it like the plague!

  9. the default UE5 configuration does so many things wrong that contribute to the blurry stuttering uncanny mess that uses 10x more processing power than it should, nanite and lumens are only the tip of the iceberg

  10. Did they fix horrible optimization of Nanite, inefficient workflows, unrealistic performance costs for various weird AA implementations that only bring nothing but blurry mess of images? Until then…

  11. Let's not pretend that clear coat and other layered shaders haven't been a thing in cgi for 30+ years… They also had various implementations in games, mainly racing ones for obvious reasons. The thing is, unlike flashy unreal engine features, games have to run in real time, on a console. We'll see how much of this feature will be usable in production on a real time project.

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