Tech All things Unreal Engine 5

Because we can't get the movement right.
You can use mathematics to get the drop and collision of a box, or a statue, perfectly. But almost everything about a human being, from the way they walk to the way blood flows, is almost impossible to measure or predict using physics.
It's most easily seen when a human CGI is either walking, or when they are falling/running. Also a big thing is the face.

One of the reasons why Half-Life 2 was so ahead of its time. The faces, expressions and lip movements completely transcended the uncanny valley, even if the polygons were low. They've been using the source engine to teach deaf kids how to speak for almost two decades now

Interesting, didn't know that. I've been meaning to search out some solid YT videos that not only help explain the engines in laymans terms, but also the differences between the major ones.

Personally, I'm now more interested in AI. The amount of repeating lines in games borders on insanity. I've been playing Ghost Recon and every time you hop in a helicopter, they say the same line "Oh there's a bunch of lines in here"...It's annoying. I really wish the focus would move from graphics to AI.
 
Interesting, didn't know that. I've been meaning to search out some solid YT videos that not only help explain the engines in laymans terms, but also the differences between the major ones.

Personally, I'm now more interested in AI. The amount of repeating lines in games borders on insanity. I've been playing Ghost Recon and every time you hop in a helicopter, they say the same line "Oh there's a bunch of lines in here"...It's annoying. I really wish the focus would move from graphics to AI.
Text to voice is getting so much better. One of the best parts of the classic CRPG's were the choices you could make and all the dialogue options. It was minaly text based though. For modern games, where we expect voice acting, it must be quite the time sink/production hassle getting voice actors to record so much stuff, especially if you have to make corrections, or want to make changes late in the dev cycle.

I always wanted to be able to use my own name, or a created one, that NPC's would speak. I still would always prefer an actual human doing voice overs, but for cases like the aforementioned, where they could simulate the voice actor in instances, would be damn cool

Graphics are already pretty spectacular, like you I want to see improvements in AI, but also physics.

I can't believe Red Faction Guerilla is still the best sandbox demolition game. That game is well over a decade old now



edit* Didn't realise they had better mods for the remastered version, may have to pick it up again
 
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Text to voice is getting so much better. One of the best parts of the classic CRPG's were the choices you could make and all the dialogue options. It was minaly text based though. For modern games, where we expect voice acting, it must be quite the time sink/production hassle getting voice actors to record so much stuff, especially if you have to make corrections, or want to make changes late in the dev cycle.

I always wanted to be able to use my own name, or a created one, that NPC's would speak. I still would always prefer an actual human doing voice overs, but for cases like the aforementioned, where they could simulate the voice actor in instances, would be damn cool

Graphics are already pretty spectacular, like you I want to see improvements in AI, but also physics.

I can't believe Red Faction Guerilla is still the best sandbox demolition game. That game is well over a decade old now



edit* Didn't realise they had better mods for the remastered version, may have to pick it up again


You make a good point, I never considered the fact the voice lines are pre-recorded and would probably not be perfect on every take. I’m honestly fine with AI generated voices in most games. Some characters obviously need their voice counterparts. But I could do without Chris Pratt lol.

I wonder if we’ll get to a point where voice actors just lend their voice and computers and AI can fill in the rest. Talk about passive income, ha.

It seems like physics are separate from the engines? ( I don’t know much about either tbh). I’ve always thought something like UE was a full package, but I’m guessing devs could really build on it with their own codes.
 
IDGAF what anyone says,make GTA in new york with those graphics and im IN.
 
oh man... that reminds me... the early days...
I had a console but can't remember which one, it was not ps, nintendo, commodore.. could be atari 2600 from what I can see in google
atari-2600-black-model.jpg

hqdefault.jpg

river raid ftw
 
UE5 doing All Hallows' Eve justice:



Project is Paranormal Tales. PC brothers can wishlist below:


That looks amazing. I remember the whole family was blown away by Donkey Kong and Chuckie Egg one Christmas, what a fantastic time to be alive! Paranormal Tales is jaw dropping. Very impressed.
 
That looks amazing. I remember the whole family was blown away by Donkey Kong and Chuckie Egg one Christmas, what a fantastic time to be alive! Paranormal Tales is jaw dropping. Very impressed.
That one part where protag trips in the woods (into leaves, debris) and turns around to have a look-about makes me honestly uncomfortable. In my living room with maximum butthole clench: Check.<Lmaoo>
 
Already gave this an entry in the upcoming games thread, but it's worth cross-posting here.


I'm kind of dumbfounded this is possible despite that the tech demo vids for UE5 have shown this level of realism. I can't imagine what the spec requirements will be if it's not vaporware.
 
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