Wednesday, April 6th 2022

Epic Games Announces The Matrix Awakens: An Unreal Engine 5 Experience

Epic Games is excited to announce that The Matrix Awakens: An Unreal Engine 5 Experience is now available to download for free on PlayStation 5 and Xbox Series X/S. This boundary-pushing technical demo is an original concept set within the world of Warner Bros' The Matrix. Written and cinematically directed by Lana Wachowski, it features Keanu Reeves and Carrie-Anne Moss reprising their roles as Neo and Trinity and—in a reality-flipping twist—also playing themselves.

The project reunited many of the crew that worked on the seminal The Matrix trilogy, including James McTeigue, Kym Barrett, John Gaeta, Kim Libreri, Jerome Platteaux, George Borshukov, and Michael F Gay, in collaboration with teams across both Epic Games and partners, such as SideFX, Evil Eye Pictures, The Coalition, WetaFX (formerly Weta Digital), and many others.
Wachowski, Libreri, and Gaeta have been friends since the days of the trilogy. "When I told them I was making another Matrix film, they suggested I come and play in the Epic sandbox," says Wachowski. "And Holy Sh*t, what a sandbox it is!

"I imagine the first company to build an actual Matrix—a fully immersive, persistent world—will be a game company and Epic is certainly paving the way there. It's mind-boggling how far games have come in twenty years.

"Keanu, Carrie, and I had a blast making this demo. The Epic sandbox is pretty special because they love experimenting and dreaming big. Whatever the future of cinematic storytelling, Epic will play no small part in its evolution."

With Wachowski and many of the original crew onboard, the team set out to create something with Unreal Engine 5 that's nothing short of spectacular: an experience that merges artforms in exciting new ways. The demo starts out with a cinematic that features exceptionally realistic digital humans, before morphing into a fast-paced interactive experience of car chases and third-person shooter action.

All of this takes place in a huge, bustling, and explorable open-world city that—like the simulated world of The Matrix—is incredibly rich and complex. Sixteen kilometers square, photoreal, and quickly traversable, it's populated with realistic inhabitants and traffic. The experience is a tangible demonstration that UE5 offers all the components you need to build immersive, ultra-high-fidelity environments.

Despite the city's complexity, a relatively small core team was able to create the experience thanks to a set of procedural tools including SideFX's Houdini. Procedural rules define how the world is generated: from the size of the roads and the height of the buildings, all the way down to the amount of debris on the sidewalks.

Using this workflow, you can modify the input rules and the whole city will change, redefined by those new instructions. For small teams looking to build open worlds, that is incredibly powerful. It means you can regenerate the entire city, right up until the last day of delivery, and continue to adjust and improve it. This opens up so many creative possibilities—and proves that any team can make a triple-A-game-quality open world in UE5, irrespective of size.

As for the city in The Matrix Awakens: An Unreal Engine 5 Experience, it's a living, breathing environment that never stops. Because the systems that drive its actors are part of a global simulation that is evaluated continuously, the activity that takes place in the city is far more consistent and believable. Block after block, it ticks with photorealistic AI-driven characters and vehicles—whether you're looking at them or not.

This isn't just a demonstration of the visually stunning environments it's now possible to build, however—it also opens the door to a completely new way of storytelling. The high-fidelity simulation capabilities of UE5 are enabling an entirely new process: cinematic creation through simulation.

Many of the action scenes in the demo originated with crew members driving cars around the city to capture exciting shots. The team was able to use the simulated universe to author cinematic content, like live-action moviemakers scouting a city to find the best streets to tell their story—but without the physical constraints of the real world.

Where our sample project Valley of the Ancient gave a glimpse at some of the new technology available in UE5, The Matrix Awakens: An Unreal Engine 5 Experience goes a step further: it's an interactive experience running in real time that you can download on your Xbox Series X/S or PlayStation 5 today.

The demo features the performance and likeness of Keanu Reeves and Carrie-Anne Moss as incredibly realistic digital humans. To achieve this, Epic's 3Lateral team captured high-fidelity 3D scans of the actor's faces and 4D captures of their performances in their Novi Sad studio.


The open-world city environment includes hero character IO, who was the launch character for MetaHuman Creator, as well as thousands of MetaHuman agents, demonstrating exciting new possibilities for high-fidelity in-game characters at scale.

AI systems drive the characters and vehicles, while procedural systems built using Houdini generate the city. Unreal Engine 5's World Partition system makes the development of the vast environment more manageable.

The movement of vehicles, character clothing, and the destruction of buildings are all simulated in engine using Unreal Engine's Chaos physics system. During the chase experience, because the car crashes are simulated in real time with Chaos, the same crash will never occur twice. It's unique at every run.

The technical demo also puts previously showcased UE5 features Nanite and Lumen through their paces. In a dense, open-world city environment, UE5's virtualized micropolygon geometry system comes into its own.

The city comprises seven million instanced assets, made up of millions of polygons each. There are seven thousand buildings made of thousands of modular pieces, 45,073 parked cars (of which 38,146 are drivable), over 260 km of roads, 512 km of sidewalk, 1,248 intersections, 27,848 lamp posts, and 12,422 manholes. Nanite intelligently streams and processes those billions of polygons, rendering everything at film quality, super fast.

Unreal Engine 5's fully dynamic global illumination system Lumen leverages real-time ray tracing to deliver incredibly realistic lighting and reflections throughout the interactive parts of the demo. Real-time ray tracing is also used for the cinematic element to generate the beautiful, realistic soft shadows of the characters.

Temporal Super Resolution, UE5's next-gen upsampling algorithm, delivers four times more work per pixel than would otherwise be possible, all at the same framerate. That brings more geometric detail, better lighting, and richer effects at higher resolutions to the experience.

The ability to take these technologies and build vast open worlds presents thrilling possibilities as we enter the era of the Metaverse. The Matrix Awakens: An Unreal Engine 5 Experience offers a glimpse at what those worlds could look like. They could be highly stylized like the environments in Fortnite—or they could look almost as real as the physical world.

The Matrix Awakens: An Unreal Engine 5 Experience is not a game, but this tech demo offers a vision for what the future of interactive content could be; from incredibly rich and complex cities and environments, to photoreal, visually arresting cinematic spectacles.

With the release of Unreal Engine 5, creators will have the power to build rich and varied worlds. For consumers and players, a new universe of experiences is on the horizon. And for all of us, the future of interactive storytelling and entertainment is just beginning.

Availability

The Matrix Awakens: An Unreal Engine 5 Experience is now available for PS5 and Xbox Series X/S.

Announcement Video

Source: Epic Games
Add your own comment

58 Comments on Epic Games Announces The Matrix Awakens: An Unreal Engine 5 Experience

#51
Vayra86
AusWolfWell, I'd say the 2nd one takes all the content out of the 1st one, adds more action instead and calls it a day. The 3rd one takes the 2nd one, adds some apocalyptic feel to it... and a lot more action. And that's it. I'm not into them at all. But the 1st one is definitely a masterpiece!
Yeah. Spot on lol
Posted on Reply
#52
AusWolf
MakaveliYou have to download them 1 file at time if you try to do the whole batch it usually times out.
I might have to do that, then. It says "transfer quota exceeded" whenever I try.
Posted on Reply
#53
ThrashZone
Hi,
Yeah I never passed the third
They were already getting pretty silly past 2.
Posted on Reply
#54
Makaveli
AusWolfI might have to do that, then. It says "transfer quota exceeded" whenever I try.
What browser are you using?

I had issues downloading it in Firefox and had to switch to edge.
Posted on Reply
#55
AusWolf
MakaveliWhat browser are you using?

I had issues downloading it in Firefox and had to switch to edge.
Chrome. I'll have a go with Edge, then, just in case.
Posted on Reply
#56
zx128k
I get over 80fps on average in the demo. You just need to disable Lumen and enable DLSS. So enable hardware RT and DLSS there is a massive fps uplift on nvidia gpu's. This is with a RTX 3080 TI and a 10900k @ 5.1GHz. RAM DDR4 4000 CL15. The image quality does not change. Lumen causes the low fps, local hardware RT fixes that.
Posted on Reply
#57
AusWolf
I finally managed to download and run this thing. But... it effin' eats my 16 CPU threads alive! How is this possible? :twitch:
zx128kI get over 80fps on average in the demo. You just need to disable Lumen and enable DLSS. So enable hardware RT and DLSS there is a massive fps uplift on nvidia gpu's. This is with a RTX 3080 TI and a 10900k @ 5.1GHz. RAM DDR4 4000 CL15. The image quality does not change. Lumen causes the low fps, local hardware RT fixes that.
What is Lumen? How do you enable hardware RT and DLSS?
Posted on Reply
#58
zx128k
AusWolfI finally managed to download and run this thing. But... it effin' eats my 16 CPU threads alive! How is this possible? :twitch:


What is Lumen? How do you enable hardware RT and DLSS?
You can change the settings and create your own packaged demo. Lumen is the way Uneal Engine 5 does Ray Tracing by default but you can change it to Standalone Ray Traced (Deprecated). Standalone Ray Traced (Deprecated) seems faster.

If your have a Nvidia card, then turn on hardware RT (Standalone Ray Traced (Deprecated)) and install DLSS. So edit, project settings and go to rendering. Set all mention of Lumen to Hardware RT (Standalone Ray Traced (Deprecated)). Turn on all the RT effects for hardware RT. Install DLSS plugin is easy. Turn off TSR, do not enable AA because DLSS has AA builtin. Watch this video for how to install DLSS

To install DLSS you just need to download it from NVidias website. Look for the UE5 DLSS plugin. There is a plugin folder in both the demo and Unreal Engine 5. You need to copy the DLSS folder, NIS folder and the DLSSMoviePipelineSupport folder into these plugin folders. DLSS found at this link on nvidia's website developer.nvidia.com/rtx/ray-tracing/dlss/get-started#ue-version To install the plugin you need to first enable it within the engine. This can be done by going to the edit menu and then plugins. Under plugins search for DLSS and tick the box.

Now that is done you need to run some console commands. See the video at 42:14

The commands to enter into the comsole in unreal engine 5.
r.DefailtFeature.Alialiasing(2,default)
r.TemporalAA.Upscalar(1,default)
r.Reflections.Denoiser(2,default)
r.BasPassForceOutputsVelocity(0,default) I set it too r.BasPassForceOutputsVelocity(1,default) but the document states 0.
r.NGX.DLSS.Enable(1,default)
r.NGX.DLSS.Quality(1,default)
-2: Ultra Performance
-1: Performance (default)
0: Balanced
1: Quality
2: Ultra Quality

Note the cosole is found in the lower left, look for the text box with Cmd. It should state at the bottem, Content Drawer (this is were you browse to the map folder to load the big city), output log and then the one we want called Cmd.

Once DLSS is installed there is a menu added to the button on the upper left hand side, just below viewport 1. It looks like three lines, one on top of the other. You can set the DLSS mode there, quality-ultra performance.

If the target card is AMD its easier, just turn off Lumen, turn on hardware RT (Standalone Ray Traced (Deprecated)) and leave TSR enabled.

Options ticked under Rendering within Project Setting found via the edit menu option.
Global Illumination
Changed Lumen to Standalone Ray Traced (Deprecated)
Reflections
Changed Lumen to Standalone Ray Traced (Deprecated)
Support global clip plane for Planar Reflections
Hardware Ray Tracing
Ray Traced Shadows
Ray Traced Skylight
Path Tracing
Default Settings
Here you can set the Anti-Aliasing Method. TSR, TAA, MSAA and FXAA. Set it to none for DLSS.

Once you have created a package with hardware RT enabled and Lumen disabled. DLSS set to quality. Then that will cause a massive performance boost. Should run well north of 60fps with decent hardware.
Posted on Reply
Add your own comment
Apr 25th, 2024 02:56 EDT change timezone

New Forum Posts

Popular Reviews

Controversial News Posts