Dragon Age Inquisition in Unreal Engine 5: The Hinterlands Pt.1: A UE5 Cinematic Demo

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The continuation of my Dragon Age Inquisition in Unreal Engine 5 series! (I need a more pithy name for this. ‘Thedas Magic Mystery World Tour?’) Leave a comment down below if you have naming suggestions. If you enjoyed this content and want to see more - please consider giving me a like and subscribe!

Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Dragon Age Inquisition - it does not use any assets from the game itself, and as such, does not - and is not supposed to - match up one-to-one to the original.

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The Hinterlands! I feel like it gets a bad rep but love it or hate it, it had some really lovely environments. This one in particular is the little canyon just before you go and fight the Fereldan Frostback. I’d planned on doing one video per level, but since the Hinterlands is so darn big – I’m going to split it into several smaller videos for the sake of time (and my sanity).

While this series is in part just for fun (and maybe a little Dragon Age 4 hype), it’s also in many ways a technical demo for the early access of Unreal Engine 5. As such, some of the limitations of Nanite and Lumen are highlighted here – for example Lumen’s current lack of support for translucent materials. Note how the foliage (especially the grass!) can tend to flicker when moving. This is something that should be fixed in the final release.

As per usual, a healthy amount of Quixel Megascans assets were used, along with some custom modelling with the basalt pillars and the trees/roots – done in Blender 2.93. This is a fully dynamic lumen scene, no light bakes and all the solid meshes are using full resolution nanite.

Another unforeseen thing (although not necessarily in a bad way) is how Lumen changes the way you go about lighting scenes. Something you may notice is that the original Frostbite 3 screenshot seems quite a bit darker – whereas even with a similar lighting setup, the Lumen scene is much brighter. Improved global illumination means … improved global illumination. Huh. If you’re used to UE4, it can be a bit of an odd thing at first – having all your scenes be brighter and better lit than normal - even when you're not necessarily trying to make it so. More realistic, certainly – but different.

Stay tuned for Hinterlands Part 2!

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Tags:
Unreal Engine 5
UE5
Quixel
Dragon Age
Dragon Age Inquisition



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L.Torres presently has 235,344 views for Dragon Age: Inquisition across 15 videos, with his channel publishing less than an hour of Dragon Age: Inquisition content. This is 21.23% of the total watchable video on L.Torres's YouTube channel.