Unreal Engine 5.5 Is Here – Mega Greatness!

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Joe Lilli
 

  • @christianfarris3505 says:

    Holding onto my papers!

  • @zaidlacksalastname4905 says:

    Always great to see tech empowering game developers

  • @SageVidz says:

    this light engine looks beautiful

  • @SnubDisphenoid says:

    They’re this close to graphical perfection. At some point all that’ll be left to focus on is performance.

    • @Wobbothe3rd says:

      No not really. There’s a LOT to go with light transport alone – Lumen is nowhere near RTXGI and RTXGI isn’t anywhere near perfect yet. You’ve got it backwards, they’re focusing on performance right now because of the relatively weak AMD GPUs in consoles.

    • @edenassos says:

      Not even close.

    • @bobrandom5545 says:

      Haha, this has been said for decades.

    • @codyvandal2860 says:

      @@bobrandom5545Yes but the “jumps” are growing ever smaller. PS1 to PS2 was a quantum leap. 3 to 4 less so. Etc

    • @gregoriusmike says:

      @@Wobbothe3rd Long time ago i thought realism for games would come close around 2030. Do you think we’re on that trajectory?

  • @brennonoverton8277 says:

    Wait wait! I can’t find my papers! Don’t start yet

  • @AndoniOlea says:

    2:00 That image is nasty and i like it.

  • @markmuller7962 says:

    4:52 They still didn’t solve the ancient skirt problem 😀

  • @CrackedTubeGamer says:

    The server meshing is mind blowing. Other than star citizen its not industry wide technology and this could be a game changer. Multiplayer games about to see a shake up!

  • @Illuminati_HD says:

    4:35 Did they just do what Star Citizen was working on since about 2018 in just about a year? 😅

    • @Meatloaf_TV says:

      That’s what I just said lmao

    • @FlippRipp says:

      Hard to tell from just this run down. It looks like the unreal server shards each cover a static region and I think that the implementation in SC is supposed to be more dynamic. SC also have to integrate their system with a pretty bloated existing game as well as supporting 100% persistence(if you leave a cup somewhere it will remain there, allegedly). I’m not a fan of star citizen ,but as a game dev, I’m pretty impressed by the tech they show off.

    • @triplea657aaa says:

      Turns out when you have some of the best engineers and machine learning researchers in the world, you can accomplish incredible things.

    • @Illuminati_HD says:

      @@triplea657aaa yeah my thoughts exactly. also reminded me again how wastefull humanity is since so many people are working on the same thing in the same way with the same approach in parallel without exchanging ideas

    • @GrandBoss2 says:

      @@Illuminati_HD someday you might realize that wasteful would be the other way around.

  • @colin_actually says:

    I must solemnly admit that I dropped my papers when I saw the textured area lights.

  • @TheAkdzyn says:

    Feels so good to know that now I can keep up with these videos. I watched the event on ign and read feature outlines from articles. What’s really cool is you can find videos with nanite skeletal mesh demos from creators with UE 5 Beta version with unreleased features.

  • @lio1234234 says:

    The 5.5 demo with the new light framework was ran on a PS5 (base, not pro).

    • @hfikz says:

      They didn’t specify as they just said PS5 but do you have more information that says it was the base model?

  • @FireOccator says:

    “We got a proper shady market place now. I can tell. I was born in communist Hungary. Trust me.”

  • @AdvantestInc says:

    The introduction of MegaLights is truly a game-changer for real-time lighting! It’s incredible to see how far we’ve come in making environments feel this lifelike.

  • @phantomabid says:

    Real-time on a PS5!

  • @RhynaX says:

    That Mega Lights demo was running on Ps5!

  • @NighT-WolF85 says:

    This is mind blowing. You can use the engine for pretty much everything by now, not just games.

  • @v0ldy54 says:

    Every new UE5 update promises so much stuff, then all we got are afwully unoptimized games that barely run with upscalers and rely on temporal anti aliasin for everything.

  • @DustInCompDev says:

    “Artists don’t have to worry about X to make the game run well”
    Instead, gamers have to worry about running these games on nothing less than a 4090 to get upwards of 60 fps @ 1080p

  • @ivanleon6164 says:

    i wont ever be hyped by Unreal again, is insane what they promise vs what they deliver.

    • @luckyblockfatality says:

      what they deliver is insane though, nanite wasnt the best but its not like unreal is not revolutionary software

    • @KeepAnOpenMind says:

      It looks good if you don’t look for how it is implemented. There is a clear light leakage in this scene in the marketplace, or they ray trace the non-existing world for the reflections, at the very least. Cutting corners everywhere you can and relying on the marketing department to say you are excellent. I don’t want to say UE is bad, it is quite extraordinary, but no one knows how to use it properly except epic, and even in these scenes it seems they couldn’t have afforded the frame budget so they had to cut the corners.

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