The Future Looks INSANE For Ashes of Creation



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With Epic dropping the news on Unreal Engine 5.2 there are some amazing new tools avaliable to it.
These include Procedural Content Generation, New material rendering techniques with Substrate and the Meta Human animator.
Does an MMORPG like Ashes of Creation need these tools? or is Intrepid Studios Landform Tool and the UE5.1 updates enough to carry the game to Alpha Twos Release and Launch.

Feels good to be back making Ashes of Creation videos again! Feels like I took a week off work but instead of relaxing, i was non stop editting some cringe anime nobody cares about instead!
Time well spent i’d say! Anyway, I’m excited for this months livestream because it’s looking like it’s gonna be a real banger!

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35 thoughts on “The Future Looks INSANE For Ashes of Creation”

  1. Feels good to be back making Ashes of Creation videos again! Feels like I took a week off work but instead of relaxing, i was non stop editting some cringe anime nobody cares about instead!
    Time well spent i'd say! Anyway, I'm excited for this months livestream because it's looking like it's gonna be a real banger!
    We're discussing alot of speculation on this months livestream if you wanna come join in: https://discord.gg/muwNp8NhbB

    Reply
  2. Procedural content creation is best used when to create assets, like terrain, and then let artists modify it by hand to suit their needs. I don't think anyone is suggesting that Intrepid or any other studio just procedurally create assets then call it a day. They would create an entire biome them go around and tweak things and add things by hand to make it just right

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  3. honestly seeing games focus so much on the graphics now just scares me… every single god damn game is raising their minimum spec requirements which is bad for sales honestly. time for us all to go buy a 4090 and over clock it

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  4. Might be a me problem, but ever since Dark Souls franchise every game world out there seems too joyful for me. That's the case with Ashes of Creation for me too.

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  5. You're getting good at deepfaking stevens face lmfao. I believe they also introduced something that allows them to code while in game real time which also is super super super good.
    Also The only thing I can think of that substrate would be good for would be Performance on glass and water effects, cause both was suuuper reliant on reflections and stuff to make them look somewhat good and realistic. Also you forgot to include their new water mechanics that would actually be good if not a niche little detail to walking through ponds, sailing through the oceans or puddles on the ground. these little minor things really help the immersion in a game and would keep people around longer just for appreciation of how well the player can interact with the environment. But as of tiny things they can add after the fact of the game being completed, most of this stuff is yes, not as important as making the game's code and combat itself first. Nanite and lumine upgrades were the peak for upgrades cause of performance for creating really good lighting that won't take the user's computers years to load in properly, and nanite is just god tier.

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  6. Hm, I can not fully agree here. For example the procedural generation of the landscape. Even a MMO has not 100% only points of interests, why? Because if you have too much of them they get meaningless. It is like hearing only the best music songs, you need a contrast to preserve your ability to appreciate good works. And this PG tool for UE5.2+ landscapes can be used for not so important stuff, like filling a forest with standard trees. And if there is a point of interest in that forest, the designers simply can exchange that part with hand crafted stuff. Designers have a lot more control over that as that demo showed. You shouldn't compare here PG with PG games like No Mans Sky. PG is here a tool for designers where they always have full control. It didn't mean when they use PG they can't place interesting stuff in it. For example they could add easily a bridge on the top between two of that rocks in the PG created area. It is more a tool for designers to fill the not so interesting part of the world with stuff around the points of interests and the designers have full control how much they want to use it.

    Oh, and it didn't need such tools that devs create meaningless worlds. That problem comes from a complete other point and that ist time and because of that money. This safes time to have more time for the more important stuff, to make them even better. How good a world is, is at the end every time in the hand of the devs, as long they have enough resources for it and here are publishers in the back often the main issue.

    On the texture and animation thing. Yeah, I think the same. But if new UE5 features are really needless for AoC in the future… I never would say this. As you said in the meme intro, UE5.3 will give Nanite landscapes, it is already in a testing state inside 5.2. Nanite on landscapes gives another possibilities to design worlds better. And I'm sure we will see other features, we are not even thinking yet, that will help AoC and that is good. It could bring us even the MMO earlier.

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  7. Memes aside, realistic boob physics would be cool if you're going for realism in graphics. Currently they're either completely static, or they look a baby is aggressively swinging a softball around in a pouch.

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  8. Landform + 5.2 Procedural Generation + Substrate = Maximum Dev efficiency.
    Remember, Ashes is already using their art assets in Procedural Generation to populate their housing Clutter.

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  9. Although it might not be necessary now, nobody's stopping an engine update even after the game has been released. I trust their team will do the choice that makes most sense for them. If we can't trust them taking those decisions then what are we really waiting for.

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  10. I think that procedural generation is a great tool for developers for making maps. I look at it this way. The earth is a procedurally generated map. It's all just random rocks and water. All the stuff on it was placed by humans. That's how I think developers should look at it. The tool can build you the world. Then it's your job to fit in all the pieces and, you can let the lay of the land influence how you design everything that you place onto that map.

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  11. Whatever helps them get the game out quicker makes me happy. We know they have the skills to make amazing environments, housing assets, and character models. What we need to see from them is if they have the skill to make amazing combat systems. They have all the right pieces for social systems figured out as well, but the combat… pleeeeasse make the combat better.

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