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Real-time demo on PlayStation 5 + video

Epic Games officially presented Unreal Engine 5 at today’s “Summer Game Fest Event” and immediately showed a demo that ran in real time on PlayStation 5. This time it was less about ray tracing, but more about the two technologies “Nanite” and “Lumen”, with which “photo realism in games” is to be promoted. Nanite should automatically scale and streamline the complexity of 3D objects and simplify their creation. Lumen is used for dynamic global lighting.

With Nanite virtualized micropolygon geometry [3D-Objekte aus Polygonen] is designed to give game developers the freedom to create as many geometrical details as possible without having to keep restrictions on polygons, memory or draw counts in mind. It will no longer be necessary to use “normal maps” for structures on surfaces or to manually set LODs (level of details; level of detail of the objects depending on the distance from the viewer). Everything in this area is streamed and scaled by Nanite. Nanite is said to be able to image 3D objects in film quality, regardless of whether it comprises hundreds of millions or billions of polygons. These objects can be imported directly into the Unreal Engine, regardless of whether they are ZBrush sculptures, photogrammetry scans or CAD data. According to Epic Games, there will be no loss of quality.

Lumens is a fully dynamic global lighting solution that responds immediately to scene and light changes. The system renders intermediate diffuse reflection with infinite reflections and indirect specular reflections in huge, detailed environments, with scales from kilometers to millimeters, according to Epic Games. Artists and designers can use lumens to create more dynamic scenes by, for example, changing the angle of the sun depending on the time of day, turning on a flashlight in a cave or blowing a hole in the ceiling, while the indirect lighting automatically adapts to the situation. In the future, it should no longer be necessary to define lightmaps yourself, which saves a lot of time. At the same time, the designers can see directly in the editor what the game will look like on the PC or console.

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Screenshot – Unreal Engine 5 (PC)

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Screenshot – Unreal Engine 5 (PC)

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Screenshot – Unreal Engine 5 (PC)

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Screenshot – Unreal Engine 5 (PC)

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Screenshot – Unreal Engine 5 (PC)

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Screenshot – Unreal Engine 5 (PC)

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Screenshot – Unreal Engine 5 (PC)


Epic Games emphasizes that the demo shown uses the Quixel Megascans library, which delivers film-quality objects with up to hundreds of millions of polygons, to demonstrate Nanite Geometry technology. The drastic increase in memory bandwidth on the PlayStation 5 is also imperative to achieve such a result.

The demo also shows existing unreal engine systems such as chaos (physics and destruction), Niagara VFX, clothing physics, animations, 3D audio (convolution reverb) and ambisonics rendering. The preview version of Unreal Engine 5 will be available in early 2021. The full version should be ready for launch at the end of 2021. It will support PC, Mac, iOS, Android, PlayStation 4, PlayStation 5, Switch, Xbox One and Xbox Series X. The current Unreal Engine 4.25 (incl. Ray tracing) already supports the PlayStation 5 and the Xbox Series X. Epic Games is working on the fact that projects can be quickly switched from the Unreal Engine 4.25 to the Unreal Engine 5 (forward compatibility).
                                                Most recent video: Next-Gen Real-Time Demo Running on PlayStation 5

Epic Games officially presented Unreal Engine 5 at today’s “Summer Game Fest Event” and immediately showed a demo that ran in real time on PlayStation 5. This time it was less about ray tracing, but more about the two technologies “Nanite” and “Lumen”, with which “photo realism in games” is to be promoted.

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.

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.

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 shows existing unreal engine systems such as chaos (physics and destruction), Niagara VFX, 3D audio (convolution reverb) and ambisonics rendering. The preview version of Unreal Engine 5 will be available in early 2021. The full version should be ready for launch at the end of 2021. It will support PC, Mac, iOS, Android, PlayStation 4, PlayStation 5, Switch, Xbox One and Xbox Series X. The current Unreal Engine 4.25 (incl. Ray tracing) already supports the PlayStation 5 and the Xbox Series X. Epic Games is working on the fact that projects can be quickly switched from the Unreal Engine 4.25 to the Unreal Engine 5 (forward compatibility).

Towards “photo realism in games”: real-time demo on PlayStation 5 + video


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