Unreal Engine 5 Broadleaf Forest Tech Demo

New Unreal Engine 5 Broadleaf Forest Tech Demo available for download

MAWI United GmbH has released an impressive tech demo for Unreal Engine 5, featuring a highly detailed forest of 1 sqkm you can freely explore.

According to the team, this is a completely procedurally generated forest using its custom photogrammetry scans. Additionally, this tech demo uses most of Unreal Engine 5’s latest techniques. In other words, it uses both Nanite and Lumen.

You can download the tech demo from here. Below you can also find some videos that showcase this demo in action. Game developers can also get the asset pack from here.

Now while this looks absolutely beautiful, I’m certain we won’t be getting games that look this good anytime soon. After all, most game developers are still targeting old-gen consoles. Nevertheless, and similarly to the Matrix Awakens Tech Demo, this demo can give you a glimpse at the future.

Speaking of Unreal Engine 5, we also suggest taking a look at the following videos. Right now, you can download a Superman UE5 Demo, a Halo 3: ODST Remake, and a Spider-Man UE 5 Demo. Moreover, these videos show Star Wars KOTOR and Counter-Strike Global Offensive in UE5. Additionally, you can find a Portal Remake and an NFS3 Remake. And finally, here is a Half Life 2 Fan Remake, an Oblivion fan remake, a Silent Hill fan remake, a World of Warcraft remake, a Skyrim remake, a Grand Theft Auto San Andreas Remake, a Doom 3 Remake, and a Zelda Ocarina of Time UE5 Remake.

Enjoy!

MAWI Broadleaf Forest | Unreal Engine 5 | Roaming The Forest Daytime #unrealengine #UE5 #gamedev

MAWI Broadleaf Forest | Unreal Engine 5 | Roaming The Forest Autumn #unrealengine #UE5 #gamedev

MAWI Broadleaf Forest | Unreal Engine 5 | Roaming The Forest Winter #unrealengine #UE5 #gamedev

33 thoughts on “New Unreal Engine 5 Broadleaf Forest Tech Demo available for download”

  1. The shadows are too soft and blotchy. Under real trees some light always pours through. Here you only get ANY light at all when there’s a gap between trees. And in those gaps you see huge, soft shadows when they should be very sharp. All shadows should be sharp in this environment.

    1. Hey basement dweller, perhaps you should go out sometimes? And then you will see how real shadows looks under trees. They aren’t sharp. Actually there are sharp shadows in this demo too, those which are closer to the ground from the light source (The sun) such as the leaves on the ground, small sticks and bushes near the ground and the character. Leaves are much further up, hence why the cast soft shadows. The shadows in this demo are most likely ray-traced, which means that they behave like in real life.

  2. Kind of incredible that Kingdom Come Deliverance manages to get forests that IMO go toe-to-toe with these forests while running on CRYENGINE from several years ago and being a fully fledged game.

    1. KCD forests in the final version of the game are garbage and a giant downgrade from what they had in the Beta.

    2. IMHO CryEngine always has been levels above UE when it comes to natural environments, and vegetation. Just the best!

      1. That was sort of Crytek’s thing from the very beginning. The very first CryEngine game was Far Cry, which took place on an island covered in vegetation. It’s good to hear that they’ve continued the tradition since then, as I haven’t played many CryEngine games, and until looking it up while typing this I didn’t even know half of the CryEngine games I’ve played used CryEngine.

  3. Visually it looks good, but virtually all the foliage is completely stiff. It’s especially jarring seeing almost nothing move in the third video where there seems to be heavy winds.

    **EDIT** I just tried the demo and I’m happy to report that I’m completely wrong. The foliage in the video looked stiff to me because it appears like that when the character’s moving and is also hard to see when viewed on a small screen, such as that of a smart phone. In the demo it looks like pretty much all the foliage reacts to wind (but not very strongly) and some of it will also interact with the player character’s model.

  4. The whole point of nanite is to make tech like this usable on older hardware and with lower powered gpus. It only renders what is visible on screen, if more developers used this tech we would have amazingly detailed games.

    1. Games have been only rendering what is visible on screen for decades now. Believe it or not, game engine developers figured out long ago that it was a waste of resources and a drag on performance to render things that the player couldn’t see.

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