Hundreds of Shadows at 60fps on Xbox
46sShows a massive leap in real-time lighting tech, impressive for gamers and tech enthusiasts.
▶ Play ClipThe video showcases the technical advancements in Gears of War E-Day, focusing on the use of Unreal Engine 5's Megalights, Nanite, and Lumen technologies. It demonstrates how these tools enable hundreds of dynamic light sources, massive geometric detail, and systemic environmental reactivity. The developers explain how these features create a more immersive and realistic world, from destructible environments to AI that reacts to light and shadow.
Megalights allows hundreds of dynamic light sources, all casting shadows at 60 fps on Xbox Series X, a huge leap from previous limits of 3 shadow casters.
TV display wall uses animated area lights with light functions driven by video on the GPU, casting dynamic shadows with soft penumbra.
Destructible assets like tiled pillars cast and receive light correctly, keeping destruction visually grounded.
Freezers have multiple area lights inside to simulate realistic lighting of a frozen food section.
Bullets create dynamic shatter points in glass; pieces collide using hardware ray trace collisions with physically accurate translucent reflections.
Hundreds of light sources exist, from small lights on armor to large spotlights, enabled by Megalights.
E-holes return, with volumetrics and smoke lit perfectly.
Shadows on every muzzle flash, previously unthinkable, adds to dynamic combat and believable firing experience.
The entire city of Colona has tens of thousands of shadow-casting lights.
Hardware ray trace Lumen enables faster iteration compared to baked lighting used in the past.
Megalights frees lighters from constraints on real-time shadow casters, allowing real-world lighting complexity.
Nanite's micro polygon rendering provides 100 times the geometric detail in assets.
Dynamic lighting affects gameplay: players can shoot out lamps, use flashlights, or create darkness, with AI and NPCs reacting to light and shadow.
Mass framework drives crowds; density and types shift based on time, region, and weather. Simulates over 3,000 characters at once.
Metahuman with character randomization and Metahuman Animator generates thousands of unique character variations.
PCG and Nagra data channels procedurally populate environmental effects based on wind, weather, and player actions.
Chaos physics and custom GPU solution support tens of thousands of moving objects simultaneously.
The result is a reactive environment where smoke lingers, embers drift, and broken glass stays where it fell.
Achieving this level of density, lighting complexity, and systemic reactivity was previously impossible for a studio of their size.
"The title accurately reflects the content, which showcases 4K gameplay and technical details of Gears of War E-Day."
What is the key feature of Megalights in Gears of War E-Day?
Megalights allows hundreds of dynamic light sources, all casting shadows at 60 frames per second on Xbox Series X.
0:06
How does glass destruction work in the freezer section?
Bullets create a dynamic shatter point in the glass, with pieces colliding using hardware ray trace collisions and physically accurate translucent reflections.
1:30
What returning feature from the Gears franchise is shown in the video?
E-holes are a staple of the Gears franchise and are back in Gears of War E-Day.
2:15
What improvement regarding muzzle flashes is highlighted?
The game can have shadows on every single muzzle flash, which was unthinkable in the past.
2:37
How many shadow-casting lights are in the city of Colona?
The entire city of Colona has tens of thousands of shadow-casting lights.
3:19
Why is hardware ray trace Lumen beneficial for development?
Hardware ray trace Lumen allows for faster iteration compared to baked lighting used in the past.
3:33
How much more geometric detail do assets have due to Nanite?
Nanite's micro polygon rendering provides 100 times the geometric detail in assets.
4:02
What gameplay interactions with light are possible?
Players can shoot out street lamps, flood an area with a flashlight, or leave an area in darkness, affecting AI and NPC reactions.
5:09
How many characters can the Mass framework simulate at once?
The Mass framework simulates over 3,000 characters at any given time.
5:41
How are unique character variations created for extras?
Metahuman paired with a character randomization system and Metahuman Animator generates thousands of unique character variations.
6:09
How are environmental effects like particles populated in the world?
By combining PCG and Nagra data channels, environmental effects are procedurally populated based on wind, weather, and player actions.
6:25
What technology supports tens of thousands of moving objects simultaneously?
Chaos physics and a custom GPU-driven solution support tens of thousands of moving objects simultaneously.
7:01
Megalights Introduction
Demonstrates a massive leap in real-time lighting capability, from 3 to hundreds of shadow-casting lights.
0:06Glass Destruction Physics
Shows physically accurate ray-traced collisions and reflections for destructible glass.
1:30Muzzle Flash Shadows
Highlights a previously impossible effect: shadows on every muzzle flash, enhancing combat realism.
2:37City-Scale Lighting
Reveals the entire city of Colona has tens of thousands of shadow-casting lights, a massive scale.
3:19Development Iteration Speed
Explains how hardware ray trace Lumen enables faster iteration compared to traditional baked lighting.
3:33Nanite Geometric Detail
Quantifies the improvement: 100 times more geometric detail in assets due to Nanite.
4:02Dynamic Lighting Gameplay
Shows how dynamic lighting directly affects gameplay, AI, and NPC behavior.
5:09Crowd Simulation Scale
Quantifies the crowd system: over 3,000 characters simulated at once, more than the entire previous game.
5:41Metahuman Character Variation
Explains how Metahuman and randomization create thousands of unique characters.
6:09Procedural Environmental Effects
Describes how PCG and Nagra data channels procedurally populate effects based on context.
6:25Physics for Tens of Thousands of Objects
Highlights the combination of Chaos physics and GPU solution for massive object simulation.
7:01Uncompromised Vision
Summarizes the achievement: leveraging UE5 to build a world previously impossible for the studio's size.
7:21[00:06] Welcome to the Pay Save Supertore in
[00:09] downtown Colona. In previous games, a
[00:13] space like this was limited to three
[00:15] shadow casters in view. With megalytes,
[00:18] we now have hundreds of light sources,
[00:20] all casting shadows at 60 frames per
[00:23] second on Xbox Series X.
[00:30] This TV display wall utilizes animated
[00:33] area lights with light functions that
[00:35] are driven by the video itself fully on
[00:38] the GPU.
[00:40] They each cast eerie and unsettling
[00:43] dynamic shadows with soft penumbra
[00:46] across the scene.
[00:50] The pay and save is a great example of
[00:52] how we've created environments with
[00:54] geometry collection destructible assets
[00:57] like this tiled pillar.
[01:04] These dynamic objects cast and receive
[01:06] light correctly so destruction stays
[01:09] visually grounded exactly the way you'd
[01:11] expect in the real world.
[01:16] Let's check out the freezer section.
[01:19] All these freezers have multiple area
[01:21] lights inside them to simulate that
[01:24] realistic lighting effect of the frozen
[01:26] food section of your local grocery
[01:28] store.
[01:30] During combat, bullets create a dynamic
[01:33] shatter point in the glass. When it
[01:35] shatters, all the pieces collide with
[01:37] the environment using hardware ray trace
[01:40] collisions with physically accurate
[01:42] translucent reflections.
[01:49] It's amazing to see how many light
[01:51] sources there are in here. There are
[01:54] hundreds of them. From the small lights
[01:56] on Marcus' armor to the large spotlights
[01:59] on the ceiling,
[02:01] there is no way we'd ever be able to
[02:03] achieve this effect or have this many
[02:05] rayraced area lights on current
[02:07] generation hardware without mega lights.
[02:15] A staple of the Gears franchise, e-holes
[02:18] are back in Gears of War Eday. So, let's
[02:22] open some up
[02:29] without all the monsters in the way. You
[02:31] can see all the volumetrics and smoke
[02:34] lit perfectly.
[02:37] One of the things we're super excited
[02:39] about that was unthinkable in the past
[02:41] is having shadows on every single one of
[02:43] our muzzle flashes.
[02:48] This is a really great improvement that
[02:50] adds to the dynamic combat of gears with
[02:53] a more believable firing experience that
[02:55] puts you right in the middle of the
[02:57] action like never before.
[03:02] Our
[03:19] game isn't limited to just a single
[03:21] space. We can explore the entire city of
[03:24] Colona with tens of thousands of
[03:27] shadowcasting lights.
[03:33] Delivering EDAY with this level of
[03:35] visual fidelity has not been easy, but
[03:39] we can iterate so much faster with
[03:41] hardware ray trace lumen compared to the
[03:44] baked lighting we used in the past.
[03:48] With Megalytes, our lighters are no
[03:50] longer constrained by the number of
[03:51] real-time shadow casters, giving them
[03:54] the freedom to light our game with the
[03:56] same complexity as the real world.
[04:02] And we have 100 times the geometric
[04:04] detail in our assets due to Nanite's
[04:07] micro polygon rendering.
[04:19] Come on.
[04:24] >> We're all in. Hold tight while I get us
[04:27] the hell out of here.
[04:32] No,
[04:33] >> we're not out of it yet. Incoming.
[04:37] Eat it. You son of a [ __ ]
[04:43] >> I lost visual. Anyone see it?
[04:45] >> Negative. I've lost it.
[05:01] Stop there.
[05:03] >> MY BIRD.
[05:09] >> Once everything is dynamic, it starts to
[05:12] affect the gameplay in more direct ways.
[05:14] Players can shoot out the street lamp,
[05:17] flood a space with a flashlight, or they
[05:20] can leave an area in darkness and have
[05:22] the AI and PCs react to light and
[05:25] shadow,
[05:26] shying away from glare,
[05:29] searching through darkness,
[05:32] >> or escalating when something feels off.
[05:38] >> Let's see who's GOT THE BIGGER GUN,
[05:40] [ __ ]
[05:41] To make the city feel alive, we leaned
[05:43] on the mass framework to drive our
[05:45] crowds. MPC density and types shift
[05:48] based on time of day, region, and
[05:49] weather. In the slums, a storm clears
[05:52] the streets, but in the more sinful
[05:54] parts of Port Desire, even heavy rain
[05:56] won't slow things down. Mass lets us
[05:58] simulate thousands of characters at
[06:00] once, over 3,000 at any given time,
[06:02] which is also more than the entirety of
[06:04] the ascent. So, the city always feels
[06:06] active no matter where you are.
[06:09] We're also using using Metahuman paired
[06:11] with our own character randomization
[06:12] system. Together with Metahuman
[06:15] Animator, we can generate and bring to
[06:17] life thousands and thousands of
[06:19] variations of characters so that the
[06:21] main characters and the extras in the
[06:22] background are all unique.
[06:25] We wanted a world that reacted
[06:27] systemically to the player without us
[06:29] having to hand place effects and
[06:30] destruction. Filling a world of this
[06:33] density and scale with contextual
[06:34] effects while maintaining performance
[06:36] and interactivity was one of our key
[06:38] challenges. By combining PCG and Nagra
[06:41] data channels, environmental effects are
[06:43] procedurally populated where
[06:45] appropriate. Wherever artists place
[06:47] trash or leaves, particles will spawn
[06:49] dynamically based on wind, weather, and
[06:51] player actions.
[06:53] Shoot a bullet or throw a grenade and
[06:57] particles will move out of the way.
[07:01] We combined chaos physics and our own
[07:04] GPUdriven solution to support tens of
[07:06] thousands of moving objects
[07:08] simultaneously.
[07:09] The result is a reactive environment
[07:13] where smoke lingers,
[07:15] embers drift, and broken glass stays
[07:18] where it fell.
[07:21] Creating no law has been the process of
[07:23] finding where the engine ends and our
[07:25] custom tools begin. Achieving this level
[07:28] of density, lighting complexity, and
[07:30] systemic reactivity was previously
[07:32] impossible for a studio of our size. By
[07:35] leveraging UFI's latest tech to bypass
[07:39] traditional development bottlenecks, we
[07:41] have finally been able to build the
[07:44] uncompromised version of the world we
[07:46] wanted to create for years.
[08:14] Woo!
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