Gamers logo

Interactive Digital Experiences Of High Quality Indistinguishable From Reality

Epic Games has experience using creative tools via Unreal Engine and the most notable example of this is Fortnite which looks like a social platform masquerading as a game, hosting several concerts that transformed it from a "shootout" game into a full-fledged interactive experience.

By Eliza CastanedaPublished 2 years ago 10 min read
1
Interactive Digital Experiences Of High Quality Indistinguishable From Reality
Photo by Jr Korpa on Unsplash

Creating digital humans has been costly and complex for developers and filmmakers, and with the virtualisation and the evolution of technologies that Unreal Engine 5 gives developers, it's clear that it's easier than ever.

“Digital scans” of faces and bodies have a lot of shapes, for example EA scans hundreds of players annually to include them in its famous game FIFA with their real looks and bodies, but the problem is what happens after the scanning process is the inclusion of those shapes or shapes in the game This usually requires a number of complex operations.

Here comes Epic’s new “Metahuman” application or technology. After 3D digital scans of faces and bodies are done, the scans are then integrated into Metahuman technology, which gives developers templates and tools to create characters in minutes, allowing you to customise the wrinkles around their eyes. , add freckle patterns and even change the shape of the iris.

This technology mainly works to create avatars of people and lifelike objects - it's very difficult to tell them from the truth at first sight - however some people are concerned that Metahuman will facilitate the creation of deepfake technology, and in my opinion, this is the normal state of technological progress , the greater its advantages, the greater the chances that some of its 'disadvantages' will appear. The glass in which you drink water is the same in which you can drink 'alcohol'. In the end, it is up to you to choose and how you use it.

Huge investment in Unreal Engine 5 for Metaverse development

A few days after the engine was officially launched, Sony announced a $1 billion investment in Epic to further "develop new digital experiences and Metaverses" and around the world's drive to advance Sony's vision for virtual reality, and KIRKBI, the holding and investment company behind The Lego Group, has also invested A billion dollars is another for the same reason.

"As we re-imagine the future of entertainment and gaming, we need partners who share our vision, and we've found this in our partnership with Sony and KIRKBI."

Tim Sweeney on his new partnership.

This investment will accelerate and support the growth of Epic Games to build the Metaverse and create spaces where people can have fun with friends and family, and brands can build immersive creative experiences using Sony's expertise in entertainment. Interestingly; The partnership with Lego focused that Metaverses would not be restricted to adults, but that the Lego Group would work to make this so-called "virtual world" a safe place for children as well.

Also read: “Virtual Outfits for a Virtual Character.” This is what awaits us in the world of Metaverses and NFT collectables!

It seems logical; The Lego Group has been making products for children since 1932, and with its intent to invest in Metaverses, it will naturally focus its efforts on what it has expertise in.

In this regard, Epic Games says it has agreed on "three principles that will ensure that the digital spaces it develops safely provide engaging game-play opportunities" for its collaboration with The Lego Group:

Protect children's right to play by making safety and well-being a priority.

Protecting children's privacy by putting their interests first.

Empower children and adults with tools that give them control over their digital experience.

With the development of the idea of ​​metaphysics; It is reshaping the way people meet, play, work, learn and interact remotely in a virtual 3D world, and I believe that the Lego Group and Epic Games will combine their extensive experience to ensure that the next landscape of the Internet - which has become inevitable - is designed from the start with an eye to eye. Children's welfare in mind.

In the end, it can be emphasised that the experiences based on the Unreal Engine 5 will not only simulate reality, but may make you forget that you are inside a “video game” from the ground up, as it will not be limited to the idea of ​​“games”, but will deepen and expand to include what is greater than that.

After two years of excitement and promotions that blew our minds, it became a reality, Unreal Engine 5 is officially available on the Epic Games Store, and this means that a revolutionary new phase is coming soon.

Developers can now use the engine to develop their games and publish them to the public, and many of them have already announced recently the transition to using the engine in many of their projects expected to be launched in the next few years, but the new engine, although it is directed to the gaming industry in the first place, it exceeds The idea of ​​games to include filmmaking and virtual worlds within the metaverse!

Today we will talk in detail about the importance of the Unreal Engine 5 and how its technologies allow to change and define the future of video games, as well as its relationship to the virtual world "Metaverse".

But above all, what is that "engine" to begin with?

The engine - in general - is a software framework primarily designed for video game development, all the movement and graphics you see in the game are the product of the work of this engine, but since the engine is just a "tool", the developer who can exploit the potential of the engine is the one who will come out in the end Nice job, the engine is a means, not an end, and doesn't necessarily guarantee that the game will be successful or flawless.

With the "epic" premiere of the Enreal Engine 5 coming out in mid-2020, we asked ourselves:

When and how did it take so long for gaming graphics to become so realistic?

But anyone who has delved into the rich history of the Unreal Engine since its debut in 1998 will easily be able to answer the question posed above.

The beginning of the journey.. Unreal Engine

The first generation of the Unreal Engine was developed by Tim Sweeney, founder of Epic Games, owner of the engine. After creating editing tools for his demo games ZZT and Jill of the Jungle in 1991 and 1992 respectively, Sweeney began writing the basics and code for the engine in 1995 to produce a game that later became a first-person shooter known as Unreal which was released in 1998.

Unreal released in 1998

Initially, the engine was entirely based on software rendering, which meant that graphics computations were processed by the CPU and over time, the engine was able to take advantage of the capabilities offered by dedicated GPU graphics cards.

Unreal Engine 2

In October 1998, press reports, based on an interview, said Sweeney was researching his next generation engine, with development beginning on it a year later. The second version debuted in 2002 with America's Army, a free multiplayer shooter game. Developed by the US Army.

America's Army based on Unreal engine 2

Soon, Epic released Unreal Championship on Xbox with it being one of the first games to use the second generation of the engine.

Unreal Engine 3

Raw images for Unreal Engine 3 were submitted by July 2004, at which time the engine had been in development for over 18 months, and the third generation of the Unreal Engine was designed to take advantage of fully programmable shaders, with all per-pixel lighting and shading calculations done in place of On the head, on the rendering side, the third generation introduced support for a gamma-corrected HDR viewer.

The first games released with the engine were Gears of War for Xbox 360 and RoboBlitz for Windows in 2006.

Gears of War built on Unreal Engine 3

Unreal Engine 4

On March 19, 2014, during the Game Developers Conference (GDC), Epic Games revealed the latest version of the Unreal Engine, which at the time was a "historic" shift in the gaming graphic landscape, which we see in a lot of work from that time to the present day.

How will Unreal Engine 5 change the future of gaming forever?

"People will be shocked later when they see Unreal Engine 4"

That was a statement by Tim Sweeney in February 2012, and despite the strength of the graphics - when we look at it with the eyes of 2012 - we were able to see stronger graphics in stages over the course of the generation, which prompted everyone to ask the question, if the beginning of the fifth generation was like this, how could it become With the end of the generation?!

Enreal Engine 5 is based on two revolutionary technologies that will provide developers with greater and easier opportunities for development and remove some of the limitations that they experienced during the previous generation. These technologies will allow developers to design more realistic 3D objects, surfaces and people, and create more natural lighting and spatial sound effects. It will take your gaming experience to an unprecedented level of detail.

Nanite first technology

"Micropolygon geometry", this technology should allow developers to easily import 3D models - up to 8K resolution - into the engine from other programs without the need for additional steps that could make or extend the life of the game development process.

The technology simply produces triangles with a size of one pixel per triangle, and allows developers to use the assets in the Unreal Engine that contain millions or even billions of polygons without affecting in one way or another the performance. The revolutionary engine, which will truly change the future of gaming completely.

The effect on performance was one of the most important things that hinder a developer who wants to integrate more elements during the development of their game, if I can build a game the size of our real world, but in the end the game performance is poor and can not run smoothly it is a problem, and in fact during the last generation it was The main feature is that the games have been postponed from their announced release dates for "further refinement".

Second Technology Lumen

It is a precise scene lighting technology with exceptional realism that reacts in real time to changes or lighting source in the game without the need for prior preparation by the developer. Through this technology, developers can create more dynamic scenes. For example, when you turn on the lighting of a room, the indirect lighting will automatically adapt accordingly.

To explain this in a simple way, if you are in a game and there is an element such as a “weapon” on the ground and you light it in some way, you will find the indirect lighting appears in real time as if it is realistic according to the angle of lighting, and to explain this more, the developer here did not do a pre-setting here So you see that lighting like this, you're the one who brought the object into this area and you're the one who directed the light source, so it all happens dynamically and adapts within the engine and that means your graphic scene will be different from the graphic scene of the same place and the same game as your friend, because he didn't come." The element" for this area is like you, so the game adapted to him in a different way.

The engine will also include more flexible features in terms of character movement, as the engine developers have modified the character's animation system to accurately react to changes in the environment, which gives developers greater opportunities to create diverse and more complex animations.

pc
1

About the Creator

Eliza Castaneda

Eliza Castaneda

Reader insights

Be the first to share your insights about this piece.

How does it work?

Add your insights

Comments

Eliza Castaneda is not accepting comments at the moment

Want to show your support? Send them a one-off tip.

Find us on social media

Miscellaneous links

  • Explore
  • Contact
  • Privacy Policy
  • Terms of Use
  • Support

© 2024 Creatd, Inc. All Rights Reserved.