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[Epic Games] A first look at Unreal Engine 5

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post #11 of 241 (permalink) Old 05-13-2020, 09:45 AM - Thread Starter
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Quote: Originally Posted by EastCoast View Post
And not one mention of nvidia.
No one, except for you, cares who created what. It's the end results and who can use it is the optics in that demo. Please keep up.
You're the one always hating on nVidia. Without nVidia we wouldn't have amazing voxel based GI that can run smoothly on all hardware. With RT cores BVH structured ray tracing can be accelerated much quicker than any other current generation hardware.

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post #12 of 241 (permalink) Old 05-13-2020, 09:46 AM
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Quote: Originally Posted by EastCoast View Post
And not one mention of Nvidia.

This is the most impressive demo I've seen. That Nanite virtualized micropolygon geometry has effectively EOL tessellation & parallax occlusion mapping.
The lighting/global illumination looks better then anything ray traced from nvidia to boot.
All of this on PS5.
At 1440p/30fps so not sure it's a good thing.

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post #13 of 241 (permalink) Old 05-13-2020, 09:46 AM
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They seem impressed and they look like they know what they are talking about

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post #14 of 241 (permalink) Old 05-13-2020, 09:52 AM
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Quote: Originally Posted by Juub View Post
At 1440p/30fps so not sure it's a good thing.
I see it as a debut and as times goes on it's optimized from version X to version X will improve. It's the natural order of things.
Since the game reminded me of Assassins Creed it's a stark contrast to AnvilNext which has had 13 years. Yet, even on PC, there optimization issues.

Edit:
Another thing to is that they are rendering 1 triangle per pixel. Unlike AnvilNext.

Last edited by EastCoast; 05-13-2020 at 10:08 AM.
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post #15 of 241 (permalink) Old 05-13-2020, 09:53 AM
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Also, it clear that the next gen consoles can't handle a lot of ray tracing. If they could, they wouldn't develop that lumen lighting model.

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post #16 of 241 (permalink) Old 05-13-2020, 09:57 AM
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Quote: Originally Posted by dantoddd View Post
Also, it clear that the next gen consoles can't handle a lot of ray tracing. If they could, they wouldn't develop that lumen lighting model.
We will never see a fully ray traced game that looks real. It will always be rasterized with some elements of ray tracing. Developers will pick and choose what gets ray traced and what won't. Or choose not to ray trace at all.

The whole point of ray tracing is to increase fidelity, immersion and realism. If a developer can do it without ray tracing and the results are just as impressive (yet frame rates are in line) then it's still a win in my book.

Needless to say that demo is impressive.

Edit:
Depending on artistic direction of the game...

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post #17 of 241 (permalink) Old 05-13-2020, 10:10 AM
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Quote: Originally Posted by EastCoast View Post
We will never see a fully ray traced game that looks real. It will always be rasterized with some elements of ray tracing. Developers will pick and choose what gets ray traced and what won't. Or choose not to ray trace at all.

The whole point of ray tracing is to increase fidelity, immersion and realism. If a developer can do it without ray tracing and the results are just as impressive (yet frame rates are in line) then it's still a win in my book.

Needless to say that demo is impressive.
Demo looks impressive. but its at [email protected] that mean at 4k these effects need to scaled back tremendously.

It also suggests real limitations in AMD RT capabilities.

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post #18 of 241 (permalink) Old 05-13-2020, 10:18 AM
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Quote: Originally Posted by dantoddd View Post
Demo looks impressive. but its at [email protected] that mean at 4k these effects need to scaled back tremendously.

It also suggests real limitations in AMD RT capabilities.
That has nothing to do with it and was addressed in this video at 6:41 mark

Starting @6:41 and from 8:00 to 9:00


Basically they found a go between (static to Ray traced) and called it Lumen.

Quote:
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.
Quote:
Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine
When you compound their Lumen with Nanite and truly understand what they do (IE: Nanite is 1 triangle per pixel in that demo) I would seriously doubt it would be possible on console at all. So there is some obvious optimizations going. As is, to get it to work on the PS5 is very impressive.

So, to me, [email protected] is not a relevant concern when you understand some of the details of how the demo was presented.

Last edited by EastCoast; 05-13-2020 at 10:49 AM.
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post #19 of 241 (permalink) Old 05-13-2020, 10:27 AM - Thread Starter
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Quote: Originally Posted by dantoddd View Post
Demo looks impressive. but its at [email protected] that mean at 4k these effects need to scaled back tremendously.

It also suggests real limitations in AMD RT capabilities.
I don't believe this game is making use of AMD's new BVH dedicated hardware. The issue is that Lumen is a Voxel based GI solution. Unlike nVidia's DDGI or Microsoft's DXR GI which is BVH structured which is accelerated by nVidia's RT cores.

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post #20 of 241 (permalink) Old 05-13-2020, 10:27 AM
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I'm more sad for the thousands of comments of people that hyped thinking their PS5 games would look like this. Good job Sony, you just got a lot of idiiots to be hyped about your platform. I still have flashbacks from the PS3 tech demos. I don't know why MS doesn't do this stuff. Alls fair it seems when it comes to creating hype over unrealistic expectations to sell products

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