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DHS Mando and Grogu Join Millennium Falcon: Smugglers Run

monothingie

I luv Yatches!
Premium Member
The first simply means that the models used are authentic to the films (as seen on screen) because they are the same models. The second means that environments are also more faithful and detailed. The third means that they can respond to feedback more quickly now based on how the scenarios have been constructed in Unreal. The fourth means that, going forward, there will continue to be 1:1 be parity between Star Wars' cinematic endeavors and the attraction because they now have a pipeline to directly import the same assets.
Thanks Grok for the great explanation!

Here’s what those four bullet points actually mean when the attraction is a simulator ride (think Star Tours, Transformers, Spider-Man, Kong, Mario Kart, etc.) that is built in Unreal Engine:

  1. Screen-authentic models The 3D characters, vehicles, props, and creatures you see in the ride will be exactly the same digital filesthat were used to make the actual movie (or very close derivatives).
    • Same polygon mesh
    • Same texture maps (often 8K+)
    • Same rigging and facial blend shapes In the past, ride studios had to rebuild or heavily simplify everything from reference photos. Now the movie studio just hands over the hero assets straight from the film pipeline. The guest literally sees the identical Spider-Man or Mario that was on the cinema screen.
  2. Higher fidelity environmentsBecause Unreal Engine can now run in real-time at theme-park frame rates (60–120 fps locked) on modern hardware, the ride can show:
    • Massive, fully detailed cityscapes (e.g., hundreds of buildings with unique windows, neon signs, etc.) instead of matte paintings or low-poly backdrops
    • Real-time ray-traced reflections and global illumination (water, glass, metal actually look wet and reflective)
    • Volumetric fog, god rays, dynamic weather, millions of particles
    • Thousands of individually animated background characters or creatures Basically, the environments now look like a $200 million movie instead of a 2010 video game cut-scene.
  3. Faster development and iterationUnreal Engine lets the creative team:
    • See final-quality lighting and materials in the editor in real time (no more week-long test renders)
    • Drag-and-drop new assets and instantly see them in the ride sequence
    • Do on-set or in-sim “hot reloads” — change a texture or animation and see it instantly in the ride simulator the same day
    • Use Sequencer (Unreal’s non-linear cinematic tool) exactly like a film editor instead of custom in-house ride programming tools This typically cuts 6–18 months off a major ride’s media development timeline and makes last-minute director notes actually feasible.
  4. Direct visual continuity with the film The ride and the movie are now literally rendered by the exact same enginewith the exact same assets and the exact same material/shading model.
    • Lighting looks identical because both use the same ray-tracing or path-tracer settings
    • Color pipeline is identical (both are mastered in ACES)
    • Camera moves and lens effects (depth of field, motion blur, chromatic aberration) are 1:1 When you go from watching the new film in the theater to riding the attraction the next year, it no longer feels like a “video game version” — it feels like you physically stepped into the movie.
Real-world examples already open or announced in 2024–2025

  • Super Nintendo World – Mario Kart: Koopa’s Challenge (Universal Japan/Hollywood/Epic Universe)
  • How to Train Your Dragon – Isle of Berk (Epic Universe)
  • The Wizarding World of Harry Potter – Ministry of Magic (Epic Universe)
  • Upcoming Universal monsters dark ride and DreamWorks rides
All of these are Unreal Engine 5 simulator attractions that deliver exactly the four promises above. Guests routinely say “it looks like the actual movie” because, technically, it almost is.
 

James Alucobond

Well-Known Member
I am unsure of your point. That is more words to say what was already said, with some additional details that were not directly drawn from the bullets provided. Either way, the bullets were clear, concise, and not at all technobabble. They could be easily understood at a high level by anyone with a passing understanding of how these things work.
 

lazyboy97o

Well-Known Member
Real-world examples already open or announced in 2024–2025

  • Super Nintendo World – Mario Kart: Koopa’s Challenge (Universal Japan/Hollywood/Epic Universe)
  • How to Train Your Dragon – Isle of Berk (Epic Universe)
  • The Wizarding World of Harry Potter – Ministry of Magic (Epic Universe)
  • Upcoming Universal monsters dark ride and DreamWorks rides
All of these are Unreal Engine 5 simulator attractions that deliver exactly the four promises above. Guests routinely say “it looks like the actual movie” because, technically, it almost is.
Nothing like complaining about babble and then posting actual nonsense babble. Isle of Berk is a land and it doesn’t even have a simulator ride. The “upcoming” monsters dark ride has been open for months.
 

AidenRodriguez731

Well-Known Member
Thanks Grok for the great explanation!

Here’s what those four bullet points actually mean when the attraction is a simulator ride (think Star Tours, Transformers, Spider-Man, Kong, Mario Kart, etc.) that is built in Unreal Engine:

  1. Screen-authentic models The 3D characters, vehicles, props, and creatures you see in the ride will be exactly the same digital filesthat were used to make the actual movie (or very close derivatives).
    • Same polygon mesh
    • Same texture maps (often 8K+)
    • Same rigging and facial blend shapes In the past, ride studios had to rebuild or heavily simplify everything from reference photos. Now the movie studio just hands over the hero assets straight from the film pipeline. The guest literally sees the identical Spider-Man or Mario that was on the cinema screen.
  2. Higher fidelity environmentsBecause Unreal Engine can now run in real-time at theme-park frame rates (60–120 fps locked) on modern hardware, the ride can show:
    • Massive, fully detailed cityscapes (e.g., hundreds of buildings with unique windows, neon signs, etc.) instead of matte paintings or low-poly backdrops
    • Real-time ray-traced reflections and global illumination (water, glass, metal actually look wet and reflective)
    • Volumetric fog, god rays, dynamic weather, millions of particles
    • Thousands of individually animated background characters or creatures Basically, the environments now look like a $200 million movie instead of a 2010 video game cut-scene.
  3. Faster development and iterationUnreal Engine lets the creative team:
    • See final-quality lighting and materials in the editor in real time (no more week-long test renders)
    • Drag-and-drop new assets and instantly see them in the ride sequence
    • Do on-set or in-sim “hot reloads” — change a texture or animation and see it instantly in the ride simulator the same day
    • Use Sequencer (Unreal’s non-linear cinematic tool) exactly like a film editor instead of custom in-house ride programming tools This typically cuts 6–18 months off a major ride’s media development timeline and makes last-minute director notes actually feasible.
  4. Direct visual continuity with the film The ride and the movie are now literally rendered by the exact same enginewith the exact same assets and the exact same material/shading model.
    • Lighting looks identical because both use the same ray-tracing or path-tracer settings
    • Color pipeline is identical (both are mastered in ACES)
    • Camera moves and lens effects (depth of field, motion blur, chromatic aberration) are 1:1 When you go from watching the new film in the theater to riding the attraction the next year, it no longer feels like a “video game version” — it feels like you physically stepped into the movie.
Real-world examples already open or announced in 2024–2025

  • Super Nintendo World – Mario Kart: Koopa’s Challenge (Universal Japan/Hollywood/Epic Universe)
  • How to Train Your Dragon – Isle of Berk (Epic Universe)
  • The Wizarding World of Harry Potter – Ministry of Magic (Epic Universe)
  • Upcoming Universal monsters dark ride and DreamWorks rides
All of these are Unreal Engine 5 simulator attractions that deliver exactly the four promises above. Guests routinely say “it looks like the actual movie” because, technically, it almost is.
The techno babble guy has decided to use AI to back up.... something?


Not to mention the AI getting multiple things wrong, including somehow Universal making these attractions before Unreal Engine 5 was available! Good on Unreal Engine 5 to just give them the engine a year early.

This is why we don't use AI, this is incoherent ramblings of a mad man who doesn't know what its talking about. Can you do me a favor and ask for where UE5 was used "just in general" in Isle of Berk.
 

Mr. Sullivan

Well-Known Member
Here's your test boys, define this for the rest of the class. No cheating...
None of what you listed is particularly difficult to define. I think you vastly underestimate just how mainstream these concepts have become. All it takes is a basic familiarity with video games and the industry to pick up on all of this lingo. It's not technobabble, its really rather basic terms that get used in promotion of games.

But I know you're entire purpose here is to rage bait, so I'm sure you'll ignore the fact that everybody else was pretty clear on what they were saying and continue to pretend that you've made a point.
 

YodaMan

Well-Known Member
The wait times for this ride have been pretty disproportionately high for the last week or two, which leads me to believe a turntable or two must be down consistently. Do we think this is just general maintenance and repairs or some kind of prep work for the new missions?
 

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