Uploaded March 2022 | Updated September 2026, 39 minutes ago
00:00 quick review of Unreal Engine 5 promised features
02:36 first exploration in Unreal Engine 5
03:20 using Megascans
06:47 Basic Level
07:12 Trying Out The Real Time Dynamic Global Illumination (Lumen)
08:00 Color bleed demonstrated
08:40 camera settings
09:15 Impressions
09:45 Nanite and Megascans
12:08 Finished renderings
12:25 My initial thoughts on Unreal Engine 5 after experimenting
13:40 Is this the future of 3d and archviz?
Download My Free 3d Projects: bit.ly/3rxwuWr
Join My Unreal Engine Arch Viz Courses HERE: bit.ly/3HBB3ol
Get my other free models: bit.ly/3HBB3ol
Follow me on Instagram: instagram.com/learnarchviz
See all resources: learnarchviz.com
WILL UNREAL ENGINE 5 CHANGE ARCHVIZ FOREVER?
A while back I did a reaction video to the reveal video of UE5. At the time, I was absolutely blown away by the claims Epic Games was making, but also by the sample project they were showing. For years now I have been saying that as software gets better, and more fully takes advantage of advancing hardware technology (GPUs), real time rendering is going to replace V-Ray CPU rendering to large extent. Rendering in real time is just so intuitive and fun, and people love fast results/feedback. Well...the UE5 Reveal video made a lot of claims that seemed to really advance us towards that goal. Namely, they said they had figured out solutions to these two major hurdles: real time ray tracing, and managing poly counts. They called the solutions Lumen and Nanite, respectively.
So, now that I have finally gotten around to test some of this stuff out -- UE5 has had a preview version out for a while now -- it is time to put the claims to the test.
In this video I explore in UE5 a little bit and get my feet wet with the new UI (very similar to UE4) and some of the new features. Mostly I wanted to test out Lumen, Nanite and the Megascans library, which has also become a big part of Unreal Engine's appeal moving forward, IMO.
By the end of the video I had figured out some basic ways to test out the features that I was looking for, and I got some interesting results without much trouble at all. Watch the video to the end to see my impressions of the software.
As you're watching, I have questions for you:
- Have you started using real time rendering in your workflow?
- What software/workflow do you use?
- Do you think that UE5 is a game changer?
- Do you think real time ray tracing has really arrived at this point?
Let me know your thoughts in the comments!
00:00 quick review of Unreal Engine 5 promised features
02:36 first exploration in Unreal Engine 5
03:20 using Megascans
06:47 Basic Level
07:12 Trying Out The Real Time Dynamic Global Illumination (Lumen)
08:00 Color bleed demonstrated
08:40 camera settings
09:15 Impressions
09:45 Nanite and Megascans
12:08 Finished renderings
12:25 My initial thoughts on Unreal Engine 5 after experimenting
13:40 Is this the future of 3d and archviz?
Download My Free 3d Projects: bit.ly/3rxwuWr
Join My Unreal Engine Arch Viz Courses HERE: bit.ly/3HBB3ol
Get my other free models: bit.ly/3HBB3ol
Follow me on Instagram: instagram.com/learnarchviz
See all resources: learnarchviz.com
WILL UNREAL ENGINE 5 CHANGE ARCHVIZ FOREVER?
A while back I did a reaction video to the reveal video of UE5. At the time, I was absolutely blown away by the claims Epic Games was making, but also by the sample project they were showing. For years now I have been saying that as software gets better, and more fully takes advantage of advancing hardware technology (GPUs), real time rendering is going to replace V-Ray CPU rendering to large extent. Rendering in real time is just so intuitive and fun, and people love fast results/feedback. Well...the UE5 Reveal video made a lot of claims that seemed to really advance us towards that goal. Namely, they said they had figured out solutions to these two major hurdles: real time ray tracing, and managing poly counts. They called the solutions Lumen and Nanite, respectively.
So, now that I have finally gotten around to test some of this stuff out -- UE5 has had a preview version out for a while now -- it is time to put the claims to the test.
In this video I explore in UE5 a little bit and get my feet wet with the new UI (very similar to UE4) and some of the new features. Mostly I wanted to test out Lumen, Nanite and the Megascans library, which has also become a big part of Unreal Engine's appeal moving forward, IMO.
By the end of the video I had figured out some basic ways to test out the features that I was looking for, and I got some interesting results without much trouble at all. Watch the video to the end to see my impressions of the software.
As you're watching, I have questions for you:
- Have you started using real time rendering in your workflow?
- What software/workflow do you use?
- Do you think that UE5 is a game changer?
- Do you think real time ray tracing has really arrived at this point?
Let me know your thoughts in the comments!










