They look impressive, the graphic demos of the Unreal Engine 5: A smoothly animated heroine climbs highly detailed temple ruins; Rock deserts, which at first glance can hardly be distinguished from photos, bathe in the light of the changing times of the day; Particle beetles crawl away from beams of light; and a stone giant fires a laser beam from his – accurately tilted – palm.
It’s the next generation of game graphics.
How exactly the Unreal Engine 5 works, why it doesn’t look good in the first place, but should save developer studios a lot of work, and what awaits us in the future of graphics – Michael Graf and Alexander Köpf discuss this in the GameStar podcast with someone who knows got to.
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Matthias Worch works as design lead at Epic Games on the Unreal engine demos and looks back on over 20 years of experience in the games industry. He looked after Mafia 3 as Design Director, worked on the discontinued Star Wars: 1313 at LucasArts, was Senior Level Designer at Dead Space 2, worked on Unreal 2 and built levels with the Quake engine as early as the 1990s.
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And because we are aware of the irony of talking about video in an audio format, here are the videos that Matthias refers to in the interview.
The Unreal Engine 5 reveal demo
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Unreal Engine 5 Revealed: Real-Time Tech Demo On PS5 Shows Amazing NextGen Graphics
Feature-Video zur Early-Access-Phase
15:36
Unreal Engine 5 shows powerful tools that will power your games in the future
Realistic forest in Unreal Engine 5
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A banana in Unreal Engine 5
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1,000 dogs in Unreal Engine 5
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