Enemies Unity Engine Next-Gen Tech Demo

Next-Gen Unity Engine “Enemies” Tech Demo available for download

Unity Technologies has just released its amazing next-gen tech demo for Unity Engine, called Enemies. As such, everyone can now download this highly advanced tech demo in order to test their PC systems.

Enemies is a cinematic demo showcasing Unity’s latest advancements for rendering high-end digital humans and implementing a strand-based hair solution.

According to Unity Technologies, this tech demo features better 4D pipeline and Skin Attachment system on the GPU to allow for high-density meshes. Furthermore, it has more realistic eyes with caustics on the iris, as well as a new skin shader. Additionally, there is tension tech for blood flow simulation and wrinkle maps, eliminating the need for a facial rig for fine details.

This isn’t the first tech demo that Unity Technologies has released to the public. In January 2020, the team released the full-length version of its The Heretic tech demo. In March 2019 we go the Unity Engine Megacity tech demo. And in 2018 we got the Unity Engine ADAM Tech Demo.

You can download the demo from here. Below you can also find a video that showcases it in action.

Enjoy!

Enemies – real-time cinematic teaser | Unity

29 thoughts on “Next-Gen Unity Engine “Enemies” Tech Demo available for download”

  1. Engine next gen + Developers GenZ = Gotham Knights
    Old Engine + Experienced competent developers = Arkham Knight

    Keeping this aside why game industry is hell bent on not improving AI .
    Last game with awsome AI was Doom Eternal and also had the most optimized scalable game engine ID Tech 7 sadly both Unity lacks …

    1. Forget AI, they are hell bent on not improving physics. Latest AAAs have the same motions as in Oblivion. Just more motion captures.
      Turn around, walk, run, all this is not physics but basic animations. Still can’t grab objects. Still no GPU physics.
      Actual physics were limited to ragdolls, and forgotten.
      Hit boxes are still some invisible blocks we have to guess, and the sheeps are admiring the pixel count.

      1. Agreed Physics are sacrificed due to Presentation but I would really love to have a balance on that too after playing Red Dead Redemption 2 spectacular visuals and physics but felt like I was doing job …

      2. In physics, i guess it’s a matter of gameplay benefits vs performance cost and development time/cost, but also a matter of game direction.
        How beneficial is more complex physics for the intended gameplay? How many people would have the CPU power to run it?

        In character animations, it’s also a matter of complexity but also a balance act for input responsiveness. How sluggish would a character be if it responded according to mass and momentum? How many janky animation transitions would you need to cover if you don’t want to also simulate in detail the muscles, mass and momentum of a character? Remember Niko in GTA IV?

        In object interaction animations, grabbing or handling things, for example Assassin’s Creed implemented that for climbing, but for that alone. How many of infinite possible interactions can you work in detail for them to work accurately? How important is it actually? In how many ways could that break the intended gameplay?

        It’s all a balance of cost and game direction.

        1. No advance of in game physics since … half life 2.
          it is not a “balance of cost and game direction”.
          It is a direction which is taken, where improving physics is absent.
          “How sluggish would a character be if it responded according to mass and momentum?”
          Look at ragdolls in elder scrolls, GTAs, etc. Not perfect simulation, but still a nice body skeleton simulation. Perfectkly smooth. Already working like 15 years ago. Which could have been expanded upon for all movements. But instead … nothing.
          “Assassin’s Creed implemented that for climbing”
          But those are just a big script. Still a single point body.
          “if you don’t want to also simulate in detail the muscles”
          You don’t have to go to simulate all the the muscles directly. You can begin by animating a few selected bones. Like they did … in ragdolls.
          “How important is it actually? In how many ways could that break the intended gameplay?”
          That’s the actual problem. People not caring or believing in reality.

          1. In my opinion, GTA IV are the last heavily physics based game that bring uniqueness in its gameplay. Sadly of course, on PC its still trapped on heavily single threaded engine due to hardware at the time commonly just come with 2 core. Thankfully DXVK nowadays could utilize more cores.

    2. exactly can you believe that splinter cell conviction runs on a modified unreal engine 2, the one used in unreal tournament 2003 which itself looked much better than console games who used unreal engine 2 like say men of valor, america’s army brother in arms ,shadow ops red mercury, red steel and then you got games that look absolutely amazing like swat 4, star wars republic commando, ghost recon advanced warfighter and xiii that looks much better than the remake made on what? Unreal engine 4?

  2. ” just released its amazing next-gen tech demo”

    Is it though? I dont even bother checking these “next gen tech demos” anymore, they are bloated and faked presentations that look slightly better than what we currently have but require a supercomputer to run and when a game is out made with that technology its vastly inferior and downgraded from what was shown with too many missing features and broken an unoptimized.

    1. Both Unity & Unreal are engine used now for ads & movies. There is also a new tech linked to them, a big (and big is really big, like a “theatrical curtain monitor”) curved “monitor” that replaces the old green wall to display in real time the background for the actors, these background are generated by these “games engines” which are now more than games engines, they are used to make ads & movie shooting.

      That’s why these tech demos are not here to portray the future of gaming solely, and that trying to use them with their GPU is useless.

      1. I think The Mandalorian TV show was shot with that curved screen technique on UE4. Pretty cool method to be honest.

  3. Looks pretty good. Eyes must be the hardest thing to get right, as good as this one looks, the eyes still look odd.

    1. Note that Mesh Shaders are not a magic bullet – the game developer needs to write them in a way that makes them more efficient than the optimizations GPU drivers have for the traditional geometry pipeline, which is highly architecture-specific.

      Here’s what the Valve developer who implemented Vulkan’s mesh shading extension for the Linux-only RADV driver for AMD graphics hardware had to say on the matter:

      The main takeaway about mesh shading is that it’s a very low level tool. The driver can implement the full programming model, but it can’t hold your hands as well as it could for traditional vertex processing. You may have to implement things (eg. vertex inputs, culling, etc.) that previously the driver would do for you. Essentially, if you write a mesh shader you are trying to beat the driver at its own game.

  4. But what about all the other malware that is spying & controlling you on your Microsoft Windows system, including the OS itself?

  5. And probably no developers will bother to use all this advance feature , because Unity is unity, its use for wrapper for remastered game , or at most remake of old 2D game into 3D that will suffer for weird camera stutter because devs dont bother to change that default camera settings

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