After being available in Early Access since May 2021 and Preview since February 2022, Epic Games has today released Unreal Engine 5 which will no doubt go on to power some of the biggest upcoming releases.
"With this release, we aim to empower both large and small teams to really push the boundaries of what’s possible, visually and interactively. UE5 will enable you to realize next-generation real-time 3D content and experiences with greater freedom, fidelity, and flexibility than ever before." — Epic Games.
Epic say that developers will be able to continue using "workflows supported in UE 4.27" but get access to the redesigned Unreal Editor, better performance, improved path tracing and the list goes on.
You can see the whole launch event livestream in the below YouTube video:
Direct Link
Two new starter samples have also been made for developers with:
Lyra Starter Game
Lyra Starter Game is a sample gameplay project built alongside Unreal Engine 5 development to serve as an excellent starting point for creating new games, as well as a hands-on learning resource. We plan to continue to upgrade this living project with future releases to demonstrate our latest best practices.
City Sample
The City Sample is a free downloadable sample project that reveals how the city scene from The Matrix Awakens: An Unreal Engine 5 Experience was built. The project—which consists of a complete city with buildings, vehicles, and crowds of MetaHuman characters—demonstrates how we used new and improved systems in Unreal Engine 5 to create the experience.
You will also find plenty of Linux and Vulkan improvements for Unreal Engine 5 including: Nanite and Lumen (with software ray tracing only) on Linux, the Unreal Build Tool was also upgraded to support Clang's sanitizers for Linux (and Android), Vulkan and Linux support was also added to their "GameplayMediaEncoder", compliant 64-bit image atomics in Vulkan that fixes all validation issues with 64-bit atomics and allows the use of RADV driver (AMD + Linux) for Nanite and Lumen, multiple crashes were solved for Linux and loads more like:
- Increased Unix Cycles64 resolution to 100ns
- Fixed Unix crash messages printing a truncated memory address.
- Added support for asynchronous logging on forked instances
- SkeletalMeshComponents will now run multithreadable tasks on the taskgraph on forked multithreaded servers
- Moved FForkProcessHelper code in Fork.cpp.
- Added FForkProcessHelper::IsForkRequested function. This returns true when the process is set to fork child processes or simulate forking by itself.
- Implemented FUnixPlatformMisc::GetCPUVendor and GetCPUBrand() for non x64 Linux platforms to read and parse the /proc/cpuinfo file. Added tables for 64-bit arm cpu implementers and part numbers. This table may have further updates in the future.
- FUnixPlatformProcess::CreateProc no longer requires you to pass an absolute path to an executable. If passed an argument containing a program name but no path separators, it now searches directories specified in the $PATH environment variable in the same manner as the shell would. The underlying API has changed from posix_spawn to posix_spawnp, and failures are no longer treated as fatal.
- Add Linux -crashhandlerstacksize command line option to set crash handler stack size.
- Moved stack to mapped memory instead of allocating in the heap. This can set and reduce the size of the 200k stack significantly through the command line.
- Add DumpGPU viewer script for Linux and Mac. To use this, run the DumpGPU command in the console. This will open a folder to the DumpGPU HTML files and data, plus OpenGPUDumpViewer.sh. If you open OpenGPUDumpViewer.sh, the GPU Viewer will open in your web browser.
- Updated Linux SDL to 2.0.20.
Epic has confirmed that over 85 game studios are going to be using Unreal Engine 5 with more coming including The Coalition, CD PROJEKT RED, and Crystal Dynamics, who just revealed that they are building a new Tomb Raider game with UE5.
See more on the official site. Also see the announcement.
Quoting: elmapulwindows minimum requirements:
8GB of ram
linux minimum requirements:
32GB of ram...
No, honestly, you need 32 at least and 64 to develop an Open World. You need to be able to load all the assets.
QuoteThis is the Unreal Engine 5 editor, on its first day of release, running natively on Linux as a pure Wayland application, with the NVIDIA binary driverNice
Living in the gotdang FUTURE
Quoting: minkiuI know it's not fully Foss but you can see the code on github, in case you didn't know.
I know, which is why I used FOSS instead of just saying "open source".
Quoting: elmapulif the foss comunity was not able to compete, i dont see why they should.
I'm not understanding the comment. Are you saying that Epic should only make the Unreal engine FOSS if the FOSS market were able to compete ? If so what does that even mean ?
Quoting: PublicNuisanceI'm not understanding the comment. Are you saying that Epic should only make the Unreal engine FOSS if the FOSS market were able to compete ? If so what does that even mean ?
how can i say it?
we're always assuming that the open source development model is better at everything, well, i dont doubt that an product that earn 1 million/month of dolars and it is open source, will be MUCH better than an proprietary software earning the same money.
the issue is, its much harder to make that ammount of money in the open source development model.
open source being less profitable is a big reason for then to not change their business model, and the other is that the ammount of money this model produces is what made those softwares possible to begin with.
i can count the days i have waited for make human to evolve, they started from scratch and surpassed it a lot in an shorter ammount of time.
why should they change their business model?
TL:DR
if we need epic to relase their code to have something that good as open source, that dont prove the point that we arent capable of doing it ourselves?
and if we are capable of doing it, why should they?
Downloaded the citydemo to give that a go from EGS (WHAT A POS THAT IS BTW) Why you cant acces assets from within unrealedit is just daft to me.
After a huge 90gig + download fails to be imported Suggests to build within vis studio, Fails in that to on last module.
So all in all a complete waist of hdd space and bandwidth
I'll revisit with UE7
See more from me