Ashes of Creation's Future is Looking UNREAL (In More Ways Than 1)



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

The move over to Unreal Engine 5 has been an incredible journey so far. Ashes of Creation has shown some incredible advances in not only graphics but networking optimision and Intrepid Studios are now setting their sights towards the future.
In today’s video we’re diving deep into some of the more POWERFUL TOOLS avaliable in Unreal Engine and discussing their potential for an MMORPG… if it’s even possible in the first place.

18 whole minutes of talking out my ass! impressive! I opted in to a more… complete experience rather than an Intro for today’s video, using more edits and skits during the midroll! Lemme know if you enjoyed it or if you’d rather just a traditional intro like normal 🙂
Also, the watch party invite is LIVE in the discord: https://discord.gg/muwNp8NhbB

Business Inquiries: [email protected]

#AshesofCreation #MMORPG #COPIUM

source

50 thoughts on “Ashes of Creation's Future is Looking UNREAL (In More Ways Than 1)”

  1. 18 whole minutes of talking out my ass! impressive! I opted in to a more… complete experience rather than an Intro for today's video, using more edits and skits during the midroll! Lemme know if you enjoyed it or if you'd rather just a traditional intro like normal 🙂
    Also, the watch party invite is LIVE in the discord: https://discord.gg/muwNp8NhbB

    Reply
  2. It's going to be a candy show for sure. Remember it's easier to tone down the effects at the get go than to have to build them up later.
    I think where this is going to really shine is during the cinematic cut scenes we're going to get during play….and I can't wait!
    Keep the great vids coming!!!

    Reply
  3. I think art style is way more important than graphical fidelity at this point. I mean you say that WoW looks primitive, but it had its own style that stood out from the pack and it's one that I still enjoy today. At the minute Ashes just looks like every other UE game. But gameplay is even more important than that so it's hardly a dealbreaker for me.

    Reply
  4. Allow me to add to the engagement stats for you Narc…
    Not sure how taxing Lumen is, but Nanite is supposed to enable nearly infinite geometric detail on today's average hardware. Lumen does not make use of RT cores on Nvidia cards (yet), because its designed with all (current and next-gen) platforms/hardware in mind. Its essentially highly optimized hybrid ray-tracing+voxel-cone and global illumination tech based on RayTracing.
    Nanite unfortunately does not support translucency or masked materials at this point in time, so many objects like grass and leaves would still be made with existing techniques.
    I wonder how much of the rendering will be baked and how much of the world and effects will be live. UE5 is undoubtedly revolutionary tech in many ways. The networking tech that Intrepid is going to have to use needs to be just as revolutionary. Inteprid wouldn't use the tech if it wasn't viable for their project. I think we'd have to trust them on that for now. There will be UE5 games coming out before AoC, but I don't know any of this scale. Also, AoC is only a decade away from release now so…
    I have to agree about spell effects, but only when it blocks the vision on game mechanics like boss attacks. I wouldn't mind them if I can just turn them down or if they can be dynamic. E.g The more players in the area the less visual effects are displayed on screen. This way I can still experience full fidelity in a small group setting.

    Reply
  5. "This, this and this is not good gameplay…"
    Sure it is just animation that you show rofl !!
    It's about synergy with skills/ classes , and RP mechanics.
    But noobs can't understand this, this and this and just look at graphics and animations , indeed !

    Reply
  6. Oh man I remember walking from the dwarf area to Stormwind at level 10 because I didn’t know about the tram. It probably took me 2 hours to survive through it

    Reply
  7. Yeah visuals for bosses & the world need to be overdone for sure. player skills, need to be toned back as issues seen in ffxiv 2.0 onwards prove. BDO shows you need player skill effects on for PVP though so not really a win win situation for them. Niagara VFX should work with lesser systems by this I mean nvidia 2000 series when the 4000 series are out. Master materials & displacement materials would of been nice to have been showcased to show age additions to areas/items & ease of creating underground areas. Rain does work in desert biodomes FYI if going for realism, just not raining everyday. There is an issue with the water system you showed, Well There is an issue with water systems in UE5, it either works or it doesn't & you make your own.

    Reply
  8. it would be cool for an event where the fog is so thick, you can't see past more than like 5 feet in front you, no hp bars or target markers, really reduces everything.

    Reply
  9. That was awesome! Loved it!
    I wonder if spell effects can be turned up for solo play and turned down for group engagement automatically. For open world solo play it would be fun and so much more immersive to have "heavy" visual effects!

    Reply
  10. It would be interesting if siege gameplay is effected by the weather. Can you imagine if it started raining and suddenly you are having to deal with a muddy terrain effecting your movement. or fog rolling in an suddenly your view distance is reduced.

    Reply
  11. Yeah the Fluid Ninja stuff is ultra impresive (and has been updated for years though UE4 etc.), they gave away the offline version free earlier in the year. Obviously syncing the simulation where it would be required for gameplay is far beyond possible, but all the other effects it's not bad at all. Interacting directly with lumen doesn't seem super likely but to be fair a proxy light would cover nearly all the effects you'd likely use just fine. Usually it's RAM that runs out before other resources for large scale sims, but even that's not too bad (compared to modern cards memory), and nanite scaling allows you to maybe reduce the texture load if you're expecting the player to be focused on the pretty volumetic effects.

    Epic have their own version fermenting too, so when such effects start turning up in fortnite you know they're not far of a UE5 release.

    The oceanology plugin has a larger scale version that's looks pretty great for water effects, and can do things like water pooling that is just nuts for real time rendering.

    Reply
  12. Basicly yes. Ashes is not a game that you will play for a year, but for a decade or more. In that time computational power has overcome the problems of the sfx. While it might be problematic at release, it will not be problematic a few years in. And having the details done now frees up time in the future.

    Reply
  13. I think the idea of big visuals is nice… if done correctly. That one or maybe two long CD spells etc that you don’t get to use every fight because you are holding them for that special situation could be somewhat “over the top” but your basically filler spells? They should look good, but I don’t think they should be breaking your gpu/computer. Hope that made sense.

    Reply
  14. One thing they could do is vary /where/ the spell effect is most pronounced, so that spells have a variety that produce a big effect at the point of the caster, versus others that have a big explosion/impact effect, and others are notable as they fly through the air, so you have less clutter in any one location. High-quality but subtle effects would be the ideal. I definitely want to feel like my ultimate looks rad and gets attention from time to time!

    Reply
  15. I love how the big name streamers and MMO youtubers have been referencing your channel so much. I think there's every reason to believe that this channel is going to explode in popularity some day.

    Reply

Leave a Comment