00:00Hi everyone, I'm Kate Raynor.
00:02It's great to be able to join you today.
00:05Gears of War will celebrate its 20th anniversary this year,
00:09and Unreal Engine has been the foundation of every game
00:13since the series first debuted in 2006.
00:18For Gears of War E-Day,
00:20we made the decision to invest in Unreal Engine 5
00:23and start with a blank hard drive
00:26and rebuild everything from scratch
00:28to achieve the believability of a world in chaos.
00:33Emergence Day is the darkest day in our universe,
00:36the day the monstrous locust horde emerged from the ground
00:40to lay waste to humanity,
00:42and to truly feel the emotional impact of that loss,
00:46we needed to return to a dark and gritty visual style.
00:51Light and shadow do more than just set a tone,
00:54and with Unreal Engine 5,
00:56we've pushed our signature Gears style to the next level.
01:01So, let's show you a taste of what we've built.
01:11Welcome to the Pay and Save Superstore in downtown Kelowna.
01:15In previous games, a space like this was limited to three shadow casters in view.
01:22With Megalights, we now have hundreds of light sources,
01:25all casting shadows at 60 frames per second on Xbox Series X.
01:35This TV display wall utilizes the animated area lights with light functions
01:40that are driven by the video itself fully on the GPU.
01:45They each cast eerie and unsettling dynamic shadows with soft penumbra across the scene.
01:55The Pay and Save is a great example of how we've created environments
01:59with geometry collection destructible assets like this tiled pillar.
02:09These dynamic objects cast and receive light correctly,
02:13so destruction stays visually grounded exactly the way you'd expect in the real world.
02:21Let's check out the freezer section.
02:24All these freezers have multiple area lights inside them
02:28to simulate that realistic lighting effect of the frozen food section of your local grocery store.
02:35During combat, bullets create a dynamic shatter point in the glass.
02:39When it shatters, all the pieces collide with the environment
02:43using hardware ray-traced collisions with physically accurate translucent reflections.
02:54It's amazing to see how many light sources there are in here.
02:58There are hundreds of them, from the small lights on Marcus's armor
03:02to the large spotlights on the ceiling.
03:05There is no way we'd ever be able to achieve this effect
03:09or have this many ray-traced area lights on current generation hardware without Megalights.
03:20A staple of the Gears franchise e-holes are back in Gears of War E-Day.
03:26So let's open some up.
03:34Without all the monsters in the way, you can see all the volumetrics and smoke lit perfectly.
03:42One of the things we're super excited about that was unthinkable in the past
03:46is having shadows on every single one of our muzzle flashes.
03:53This is a really great improvement that adds to the dynamic combat of Gears
03:57with a more believable firing experience that puts you right in the middle of the action
04:02like never before.
04:23Our game isn't limited to just a single space.
04:26We can explore the entire city of Kelowna with tens of thousands of shadow casting lights.
04:38Delivering E-Day with this level of visual fidelity has not been easy.
04:44But we can iterate so much faster with hardware ray-traced lumen
04:48compared to the baked lighting we used in the past.
04:53With Megalights, our lighters are no longer constrained by the number of real-time shadow casters,
04:58giving them the freedom to light our game with the same complexity as the real world.
05:06And we have 100 times the geometric detail in our assets
05:11due to Nanite's micropolygon rendering.
05:19All of these systems work together to create a highly scalable engine
05:24that allows us to consistently deliver a visual showcase across Xbox and PC.
05:34As developers, many of us know there is a difference between a compelling demo
05:39and delivering a fully realized vision at 60 frames per second.
05:44The coalition is pushing Unreal Engine 5
05:47and the hardware it runs on to their limits
05:51to reimagine the Gears world at an unprecedented level of detail.
05:56We can't wait for you to see for yourselves
05:59when E-Day launches on October 6th.
06:18We're all in!
06:19Hold tight while I get us the hell out of here!
06:26We're not out of it yet!
06:29Incoming!
06:31E-Day, you son of a bitch!
06:36I lost visual!
06:37Anyone see it?
06:39Negative!
06:40I lost it!
06:55That's it!
06:56My bird!
07:02Look out!
07:07The