Will UE5 Change Arch Viz Forever?
- Mar 22, 2022
- 2 min read
I've got answers! Or, at least an opinion. Check out my latest video below where I dive into some UE5 experimentation, search for answers, and put some the Unreal Engine claims to the test.
I would love to know your feedback on the video. Comment on YouTube to contribute to the discussion. Also, let me know what else you would like me to explore in UE5.
Here is the full description from the video:
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!







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Interesting topic! 🚀 Unreal Engine 5 is definitely pushing arch viz forward with real-time rendering, Lumen lighting, and Nanite detail—making projects faster and more interactive than ever. It may not replace traditional workflows completely, but it’s clearly changing how architects present and visualize designs.
For creators sharing these visuals online, tools like Hypic can enhance screenshots and final renders, making them even more eye-catching for clients or social media 🔥
I’ve been watching the whole real-time rendering shift with a mix of excitement and skepticism, same as you. After testing UE5 myself, Lumen and Nanite feel like the first time ray tracing actually works without destroying my deadline — the lighting bounces feel natural, and I don’t have to spend days optimizing poly counts. But here’s what surprised me: while playing with megascans and real-time scenes, I realized how much of my older arch viz skills (light baking, LODs, texture atlasing) suddenly matter less, and that’s both freeing and a little scary. I’ve also seen some popular 3d prints that use game assets in physical form, and it made me think — if real-time rendering lets us design and print…
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UE5 is definitely impressive—Lumen and Nanite are total game changers for real-time rendering. I’ve been experimenting with real-time ray tracing lately, and it’s wild how far things have come. It really feels like the future of 3D and game development is here.
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Let me know what you think about UE5 and how you're using it!