The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Its novelties are Nanite and Lumen system.
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.
Disclaimer: Features discussed in this post reflect what is currently under development and not necessarily what will be shipping with the next test. Anything mentioned below may change at any time due to the experimental nature of Pre-Alpha development. Nothing mentioned here should be taken as a promised feature or addition to the eventual game.
A basic version of the Underworld was introduced to Pre-Alpha several builds ago. It served as an initial test for the technical infrastructure needed to support this feature as it develops over the next few months.
In the next phase of development, the system will be expanded from small stand alone, subterranean caves scattered around the world to massive interconnected underground networks with multiple entrances to the surface. Such networks are maze like and require equipment like Torches and Firepits to navigate and survive in.
These networks will be randomly generated so their locations and layout will be unique in each instance. However, due to the limited amount of content developed there will be some feeling of repetition initially, but that should be reduced over time as the system and content evolves.
The mining game is being completely overhauled for the Underworld, becoming a more involved and collaborative activity. Players will descend into caves and excavate through massive underground mines to procure minerals like Iron and Coal. Minable resources extend across cave walls and up to their ceilings.
Note that all visuals relating to the mining feature are highly work in progress.
To extract resources from elevated locations in a mine, special Mining Platforms must be constructed. As players dig deeper into a mine, they must place down Torches to ensure there is enough light to continue excavating. Due to size of such mines, it's recommended for players to collaborate in groups.
In Devblog 15 and Devblog 16, new combat features were introduced in the form of attack chaining, secondary modes, equipment hotkeys, and a slew of new weapon features including a chance to penetrate guard, throwable Javelins from Horseback, and more.
The next combat feature being developed is the stability system. This system was developed to push further into group tactics and formations in large scale melee engagements. Players now have a stability stat that can go up or down depending on their equipment, the actions of other players around them, and other battlefield conditions.
There are a few basic rules to understand stability. Every player settles to a base stability value when idling. Being attacked by certain weapons or being charged at by an enemy (mounted or dismounted) also reduces stability. The amount reduced in such cases can be mitigated by wearing heavier armour. When a player's stability depletes to zero, they are knocked down and stunned for several moments.
Lastly, a new pushing mechanic is being introduced which heavily interacts with stability. Players can now push other players by holding down the C key. Pushing an enemy lowers their stability while pushing a friendly player reinforces it. Pushing from a higher position is stronger. All these rules work together to encourage natural and organic formations during melee battles. For example, fighting downhill is advantageous and player groups can use formations to distribute stability to areas most needed depending enemy army positioning and other battlefield factors.
It's important to mention once again that these all of these new combat features are work in progress and are meant to work in tandem with one another once they are all complete. In the meantime, while they can be tested individually they might not feel as meaningful until they work together as a whole. Even then, it'll require a lot of real world testing and iteration to arrive at the intended gameplay.
Finally, there is a quick update on Fort and Keep visuals. While much of the functionality for these features were completed earlier, a significant amount of art content was needed to bring them to visual completion. Below are some screenshots showcasing some of this work. Additional visual polish will continue to be added in future updates.
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lol waiting for gears 6 using this engine, there will be no unreal tournament 5 at all
oh boy
It seems quite promising. This engine has enormous potential. It's definitely immersive and realistic.
I have longed for a third installment in the KotOR series and it would be a dream come true if they made it using this software, but it's only wishful thinking. To be honest, I'd love to see another Witch-er video game, because this franchise has limitless potential and relatable characters. And I've seen the Witch-er III launch cinematic numerous times and that's what I wish to see in a sequel.
I honestly think that games have a bright future. And new game engines will merge with reality to some extent someday. I'm glad that visuals will be so realistic now and that they'll encroach/border on reality in the near future. So excited.