
How good will the next Gears of War game look? The Coalition gave us a potential look at that today with its new “Cavern” cinematic tech test, one that demonstrates the power of the technology behind the fifth iteration of Epic Games’ hugely popular Unreal Engine. The footage suggests that Gears 6, or whatever the developer might be planning to dazzle Xbox Series X|S and PC gamers with next, could potentially feature scenes with tens of millions of polygons, enabling a “massive 100x leap forward in detail.” Kate Rayner, studio technical director at The Coalition, has shared some of her thoughts on Unreal Engine 5 and what players can expect from future games in an interview linked below.
The Coalition Debuts New Unreal Engine 5 Tech Test with 100x More Graphic Detail (Xbox Wire)
First off, I have to give credit to the whole team, as this was truly a studio-wide effort to create our first ever cinematic in UE5 – as well as our first time using Sequencer – and we had a lot of fun making it. A couple things we’re really proud of are the facial animations and just the overall quality of the character model.
We were able to utilize a preliminary version of our next-gen face rig and hire an actor wearing a head-cam to capture performance, and partner with Cubic Motion to bring it all to life. That, coupled with Control Rig, helped us create someone who looks and moves in the most realistic ways we’ve ever done, and it’s incredibly exciting to think where we can go next. We also utilized Chaos cloth physics to get to a really high level of visual fidelity, and we’re extremely pleased with the results.
The coolest part is that we’ve got all these great visuals and animations running on an Xbox Series X, so that just gives you an idea of the visual fidelity and quality we’re going to be able to create. Demos like this allow us to learn a great deal about the performance of UE5, and I think it’s safe to say that we’re going to be able to create some pretty incredible things with this new tech.

Discussion (10 replies)
Join Discussion →Wake me up when it's a tech test I can run on my hardware.
Not that impressive honestly. We've seen better demos.
It seems that chromatic aberration has become the new lens flare. Why do they feel that they need to so overuse these stupid effects?
Well, you can download the Lyra and city (the one in the Matrix demo) projects.
Well, its running on a Series X, so there's that.
I've always wondered, why games incorporate effects that movies for the most part try to avoid, like lensflare, DoF and chromatic aberration.
I got tired of that sh1t back in the mid 20-teens. Pretty much as soon as it started showing up in games. It's always one of the first things I turn off, along with film grain and motion blur. Witcher 3 was the first game I played that had it, and ever since then I've never understood why devs felt the need to use it. Never had a problem with lens flares though.
You must be a fan of JJ Abrahams :LOL: ;)
Hahahahahaha well sh1t man, there's such a thing as going overboard! I'm not trying to go blind, sheesh!
EDIT:
From Halo MCC.
and lens dirt. really. At one point a long time ago, maybe it was the Witcher or some other game but I really thought I had a defective display. What really sucks is when they hardcode that crap and you have to look for a hack to get rid of it.
Just give me the game with the highest quality settings I can use and leave all that other stuff off. Don't need it or want it.
Try doing a drinking game with his 1st Star Trek. Most people won't last beyond the first 10 minutes. I remember the 1st bridge shots when Kirk barges in from the lift and couldn't count how many were on the screen at once as JJ panned across the whole bridge.
Just putting this here since it goes with the discussion about switching engines to UE. I'm not sure if either of us will post on it but here it is for you folks.
https://www.pcgamer.com/cd-projekt-explains-why-the-witcher-4-is-using-unreal-engine-5/