Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5

Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.

Join Technical Director of Graphics Brian Karis and Special Projects Art Director Jerome Platteaux (filmed in March 2020) for an in-depth look at “Lumen in the Land of Nanite” – a real-time demonstration running live on PlayStation 5 showcasing two new core technologies that will debut in UE5: Nanite virtualized micropolygon geometry, which frees artists to create as much geometric detail as the eye can see, and Lumen, a fully dynamic global illumination solution that immediately reacts to scene and light changes.

Also present in the demo are next-gen features already available in Unreal Engine 4.25, such as Niagara VFX improvements, Chaos physics and destruction, animation system enhancements, and audio advancements. Unreal Engine 4.25 also includes support for next-gen consoles.

Learn more at https://www.unrealengine.com/blog/a-first-look-at-unreal-engine-5


  1. Peduche González

    Teacher: What is the most powerful thing in the universe?

    Me: *Triangles*

  2. Filurenerik 164

    Drinking game: Take a shot every time they say triangles.

  3. * Coming 2021 *
    Me: Yeah, 2020 could never

    • if they were to release it in 2020 it’d be delayed due to covid

    • Q is legit. Don't trust the media.

      PS5 doesn’t launch until the end of 2020 anyways. There might even be games already in development using this engine that could release in the first few months of 2021

    • That gives me time to make a crossover game with Akame Ga Kill and Metal Gear Solid, it takes place before the Peace Walker Incident in late 1974, the events of Akame Ga Kill is from 1973-1975. Seryu teleports Big Boss and Kaz back to earth in October 20, 1974. Now the player is from Big Boss to an MSF Solider that is stuck in that planet. It is sorta similar to Metal Gear Survive but with Big Boss, and no zombies. The enemies are Nazis in some missions, and Imperial Valean forces. Before all that, you as Big Boss/Naked Snake discover a lost Nazi technology after you are informed by the Brazilian government and how they learned is that a former SS officer who doesn’t trust the US nor the Soviet Union, but trusts any mercenary force, and MSF was the right group. After Snake, Kaz and 10 other members discover the device in one of the Caribbean islands, one idiot activates it accidentally, sending himself to another planet, Snake then decides to tell everyone stock up, lock and load, and proceed to follow in order to save their fellow comrade. Now with this engine since it’s gonna be much much easier, I can totally get this done in no time. Oh and in case if you’re wondering, the game will be free because it’s my own fan game and I don’t want it ceasing to exist. The planet’s name is F3-92. I have so much more ideas to give with this engine. I have too many secrets.

  4. Straight Quality

    30 years later you can literally dive into your television

  5. Bruh we’re entering a new age of simulations.

  6. Gotta love the thought process behind Nanite.

    “Okay, our main issues with UE4 are mip-map texture pop-in and LOD. How do we fix those?”
    “Get rid of mip-map textures and LODs?”

    • I said I don’t know the language then people reply to me in the language lol, or “lingo” so to speak

    • @Miles Steele Yes it is impressive. If what they say is true it’s like removing one step of the production making life easier for the designers and also creating a far more better looking product.

    • @zilfondel Laughable. You’ve got to be sarcastic.

    • @Miles Steele mip maps provide different resolutions of the same texture for use at different render distances (1080p when the player is close by, 144p when you’re very far away). Level of detail, LOD is pretty much the same idea but for 3D models instead (sphere when close, octahedron when far)

      These have been the to-go way of rendering graphics since the early 2000s (?), but come with their own set of problems like texture pop-in (the image snapping from the 360p mipmap to the 720p mipmap while walking towards it).

      Not very sure how nanite works, but from the looks of it they don’t seem to be using these conventional rendering techniques thus avoiding the problem entirely.

      Disclaimer: the stuff in brackets are examples for illustration only, specific implementations may differ. I am also not a game dev and got most of my info from wikipedia. GIYF if you want to learn more

    • @Bryan Leow From what I understand, the simple version is that Nanite leverages the gigantically improved bandwidth from SSD PCIe storage devices and computational horsepower on the GPUs over the last gen stuff to allow it to always pull in the full set of detail and then drop any part of it that is smaller than a pixel or otherwise occluded from view with an infinite level of granularity. Conventional techniques effectively required the developer to build in pre-configured levels of detail that the game could swap out as similarly pre-set conditions are met. Since you aren’t constantly streaming in huge textures and meshes, you can get away with more limited bandwidth, but the drawback is that it has to swap out whole parts at a time rather than individual pixels, and loading in a whole new texture or mesh to render at each LOD point is counter-intuitively slower than just loading in the full information set all the time and telling the system to not render pixels that can’t be seen. Ergo, pop-in.

  7. Billion Triangles…..?
    You all remember back in Tomb Raider as we all we’re Staring at 2 Triangles.
    Man times were simpler.

    • Can it run on my Core I7-8750H, GTX 1060 OC 6GB, 16GB RAM? I really look forward into making content with this.

    • Smelly Ameritard

      @MrBlitskrieg make that an rtx 2080 ti and maybe, just maybe

    • MrBlitskrieg You should be able to at least run it. Definitely not at the same performance as shown in the demo because thr ps5 is more powerful and way more optimized. it really depends on how much they focus on optimizing it with older tech. I really hope my 1070 can run this at least at 30 fps.

    • @Nicholeli I have a desktop too. Vega 64, Ryzen 7 2700X, 32GB RAM 4 channels. I know it can run on that. But on my laptop, I won’t have a good experience.

    • @Nicholeli I just use my laptop for RPG maker, Unity and UE4. UE4 is not even fun because I get overwhelmed by the steps I have to take. Unity is okay just have tweak some things here and there. RPG Maker is so simple that even people with no experience can do it.

  8. “Over this entire demo there are over 100s of billilons of triangles”

    FPS: Oh are there…

    • But But Hooman nose can hear only 30fps

    • @jimbo carter naaah 60fps

    • Bluescreen of death : welp, that sounds nice!

    • The thing is FPS isn’t a concern for that many triangles which really makes me wonder how good it could preform with lower graphic settings, I mean just think about playing games with really low settings like, what would your frame rate even be?!?!

    • Gamers Nexus 3 years from now:

      “The new Nvidia 5070 midrange card turns out to be a disappointingly anemic generational upgrade, managing only 1,892 frames per second in Tomb Raider 5 on Ultra settings in 8K, compared to the 1,756 frames the 4070 provides on the same settings, barely a 7% increase over its predecessor. The card launches price premium typical of an Nvidia generational upgrade that you’d expect an actually appreciable performance increase from, so we have to wonder what Nvidia was thinking here with such a weak offering.”

  9. I remember when Quake came out in the mid 90’s & I thought that technology was ground breaking… Polygon count has come along way since then. As an “OLD School” gamer I look forward to tomorrow’s gaming, today. 😎

  10. Imagine if you showed this to someone just 20 years ago. In another 60 we will create our own world simulation

  11. Ramu Radjassegar


  12. Imagine playing a horror game with audio like this.

  13. “Here you see 20 million drawn triangles.”
    Youtube video compression: “Aight, Imma stop you right there.”

    • honestly, I see no issues while running it with my RTX 8008 Ti

    • As I watch in 1080p on a 2k screen because my system isn’t powerful enough to run 4 million _pixels_ let alone _triangles_ .

    • Over 16 billion triangles

    • Filippo Castoldi

      *T R I A N G L E S*

    • What you talking about? It’s 50.5 mbit bitrate for 2160p30 of this video on YouTube. And 2160p is generally very good on YouTube – averaging 18 mbit for 2160p30 and 27 mbit for 2160p60. But it’s quality based. So dynamic videos have bitrates for 2160p60 up to 90 mbit. Just get 4K monitor to see it all. They are not expensive nowadays. Just $400-$500. 1080p monitors were priced around same back in 2009.

  14. Unreal Engine: We got trillions of triangle

    Meanwhile me in Love Triangle

  15. Mitchelll Limque

    I wish this would be used for Horizon 2 :'(

  16. *2025*
    Epic games: “pentagons”

  17. I can smell my pc burning from here

  18. The creators of the Normal Map: “Am I a JoKe To YoU?”

  19. Me: “So Uh”
    My PC: “Don’t even think about it”

    • Eh, I can use my Vega 64 and add another 16GB of spare RAM making it 32GB. Also my CPU is a Ryzen 7 2700X. It’ll be nothing. But my 1060 laptop is going to struggle.

    • HowDoYouUseSpaceBar

      @MrBlitskrieg Eh, I can use my Titan RTX and add another 32GB of spare RAM making it 64GB. Also my CPU is an i9 9900K. It’ll be nothing. But my PowerVR MBX Lite 3D phone is going to struggle.

    • Wii Remote BROKEN

      HowDoYouUseSpaceBar lmao

  20. Adelino Vilaça

    Me: * Makes a soup *
    Mom: “What ingredients did you use?”

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