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Inside Unreal: In-depth look at PS5's Lumen in the land Of Nanite demo(only 6.14gb of geometry) and Deep dive into Nanite

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PaintTinJr

Member
no, all these devs aren't secretly just using reskinned unreal engine.
I didn't say reskinned. But I'm pretty sure all these major engines started as commercial engines that have been so heavily modified to be different engines, because they compliment their target platform so well, once modified.
 
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dxdt

Member
I do not believe it will run the scene at the end of the demo completely smooth on the pc SSD's/NVMe drives.

This will hurt our pc storage. If Tim and his team is right, this is what they wanted to show what is optimized for the PS5. I'm not seeing sata SSD's or NVMe's running this whole part completely smooth.

Imagine the great PR for the PS5 if they release this exact demo with the extra same quality settings and to see $2000+ PCs struggle.
 

dxdt

Member
Nothing has changed and Tim Sweeney didn't lie.

Peoples mistake (myself included) was putting UE5 on too high of a pedestal when reality is it doesnt even scratch the surface of whats possible with PS5s I/O. PS5 can transfer/decompress 9gb/sec+ of data without any CPU/GPU overhead. We're just getn started fellas, strap yourselves in.


61b23100addb0a87afaeabbb087b9ba5.gif
I wonder at what point does the PS5 GPU becomes the bottleneck and not the SSD and IO.
 
I wonder at what point does the PS5 GPU becomes the bottleneck and not the SSD and IO.
A future PS5 Pro solves that issue. By the time Sony is ready to show something like that off, the PS5's incredible decompression capabilities will still be relevant. Base hardware storage performance, more than likely, won't be holding back far future titles. It's much easier at that point to beef up GPU, CPU, and RAM. Could be wrong on this take I guess but I think Sony made the right hardware choice by putting most of their eggs in that basket. If you're gonna "future proof" anything, it may as well be how developers are going to handle assets from storage to RAM.

Edit: I'd like to add a PS5 Pro could, in theory, absolutely stomp all over a base PS5. When you consider the revolutionary jump to multi-chip modules and 3-D stacking, a PS5 Pro could be very close to what would be considered a true next-gen upgrade. I guess we'll see, though.
 
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MonarchJT

Banned
Do you really think all those games aren't powered by UE technology - along with Sony's own platform specific software? Pretty sure in the making of UC on the original PS3 disc, the video shows it is UE. There was also full page Ninja Theory vacancy adverts in Develop magazine back in the day - for Heavenly Sword - and they were all Unreal engine jobs.

Look at the type of talks we've seen from NaughtyDog on PS4, like the GDC(?) one for UC4. If they aren't using UE then the talks probably wouldn't work for the audience IMHO because they couldn't easily integrate those techniques to their own UE projects on PS4.
All three console platform holders will almost certainly have special setups for UE and Unity where they don't need to show the powered by UE logo.

I'd also be shocked if Konami haven't been using UE for Metal gear all these years, too. Decima looks like UE, or at least it certainly does in Death Stranding.

Just think about it for a second, why would Sony want to showcase UE5 on PS5, if they themselves aren't using that technology for all their own most visually stunning games?

I wouldn't get too hung up on what engine you think people are using, because even if a first party developer had their own unique bespoke engine, they can still integrate features of UE or Unity that they want for a fee IMHO.
No
 

Rea

Member
A future PS5 Pro solves that issue. By the time Sony is ready to show something like that off, the PS5's incredible decompression capabilities will still be relevant. Base hardware storage performance, more than likely, won't be holding back far future titles. It's much easier at that point to beef up GPU, CPU, and RAM. Could be wrong on this take I guess but I think Sony made the right hardware choice by putting most of their eggs in that basket. If you're gonna "future proof" anything, it may as well be how developers are going to handle assets from storage to RAM.

Edit: I'd like to add a PS5 Pro could, in theory, absolutely stomp all over a base PS5. When you consider the revolutionary jump to multi-chip modules and 3-D stacking, a PS5 Pro could be very close to what would be considered a true next-gen upgrade. I guess we'll see, though.
I don't think there will be PS5 Pro. Base PS5 is already powerful enough to last 7 years. And Sony won't waste millions in their RnD for designing PS5 pro which only cost $500 with the latest technology. We will get PS5 slim around 2023, and all that fancy 3D stacking technology will be in PS6.
 

MonarchJT

Banned
I don't think there will be PS5 Pro. Base PS5 is already powerful enough to last 7 years. And Sony won't waste millions in their RnD for designing PS5 pro which only cost $500 with the latest technology. We will get PS5 slim around 2023, and all that fancy 3D stacking technology will be in PS6.
if the xsx will start to pull ahead when using mesh shader SFS and vrs ...i doubt
 
Well question, since you watched my video, was my first part in editor mode taxing on my system? I bet you saw the fps?
No hate bro but I think you might be misunderstanding what they are talking about - I don’t know Jack shit about any of this but they are saying running the demo in the editor is not the same as the compiled version - meaning using the editor for this in any way is not the move because you are adding the editor running in addition to the demo
 

lh032

I cry about Xbox and hate PlayStation.
if the xsx will start to pull ahead when using mesh shader SFS and vrs ...i doubt

as long a game looks incredible and runs well, no one cares what kind of "tech" dev implement in their games.
Its like comparing resolution pixels by watching DF videos.
 
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MonarchJT

Banned
Furthermore as long a game looks incredible and runs well, no one cares what kind of "tech" dev implement in their games.
Its like comparing resolution pixels by watching DF videos.
i was pointing to the fact that if in multiplats games xsx start to have consistently the best version could be a problem in the eyes of sony
 
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Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
I didn't say reskinned. But I'm pretty sure all these major engines started as commercial engines that have been so heavily modified to be different engines, because they compliment their target platform so well, once modified.
By major which ones exactly are you talking about?

What did the commercial engines start as, proprietary engines?

And wouldnt people have found legacy code in these derivative engines by now?



All these major engines? Other than Dunia which is known, you think all the major engines started life as what?
Its almost insulting that you think that, but I havent made a game engine so I have no reason to be insulted.....but it is really disrespectful to all the devs working their balls off for their respective engines to be called derivative engines.
 
I don't think there will be PS5 Pro. Base PS5 is already powerful enough to last 7 years. And Sony won't waste millions in their RnD for designing PS5 pro which only cost $500 with the latest technology. We will get PS5 slim around 2023, and all that fancy 3D stacking technology will be in PS6.
It's entirely possible Sony won't make a Pro version. Although, I bet Sony wants to make sure as many PlayStation users don't fully migrate over to the PC as much as possible. One way to mitigate that would be having a powerful mid-cycle refresh. Microsoft doesn't care as much by comparison, considering you're still in their ecosystem regardless of platform. Sony doesn't have that luxury. A mid-cycle upgrade capable of full ray tracing at significantly higher framerates and resolution doesn't seem so far fetched.
 

Rea

Member
It's entirely possible Sony won't make a Pro version. Although, I bet Sony wants to make sure as many PlayStation users don't fully migrate over to the PC as much as possible. One way to mitigate that would be having a powerful mid-cycle refresh. Microsoft doesn't care as much by comparison, considering you're still in their ecosystem regardless of platform. Sony doesn't have that luxury. A mid-cycle upgrade capable of full ray tracing at significantly higher framerates and resolution doesn't seem so far fetched.
There's only one way to prevent players from moving away from their platform or attract players from other platforms, Make more Exclusive games. You can't prevent or attract players by making mid-gen refresh consoles. Pc will have more powerful graphics cards by that time. Sony can't win in this department. There is no point in making new console. No matter how much they spend in RnD in designing new consoles.
They have to spend more money on making new games new IPs from their 1st party studios, to lock customers into their platform, This is how they are making money anyway, instead of spending billions in designing PS5 Pro.
 

Corndog

Banned
No hate bro but I think you might be misunderstanding what they are talking about - I don’t know Jack shit about any of this but they are saying running the demo in the editor is not the same as the compiled version - meaning using the editor for this in any way is not the move because you are adding the editor running in addition to the demo
Interpreting code on the fly is slower then running an executable. There is always more overhead, less memory, etc.
 

PaintTinJr

Member
Holy fuck, the Epic developer disproved a bunch of you armchair devs. Let live, and let die. Give it a rest already.
Prove it with quotes so we know who and what you are talking about in relation to the thread topic - Inside Unreal Engine 5's nanite.

From your first comment - third post in the thread IIRC - you were trolling, and IMHO are single handily responsible for derailing the the entire topic from actually talking about all the amazing details that were revealed by Brain, Chance and Galen - over the three hours.

Did you even watch it? And if so, what did you make of the info about how nanite meshes can encode a texel value into their colour attribute? And then what did you make of Galen seemingly going to talk about when they tried it, and then couldn't remember why they didn't pursue that implementation for the demo(s?).

My speculation is that he remembered an NDA at the last second, and that encoding the texture in the nanite mesh increases the size of the nanite data quite a bit, which in turn impact latency on some systems, so is only practical on one or two platforms at present - because texture units give better performance - than nanite colour encoding - on generic hardware.
 
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whats with unreal engine 5 and this rock-desert fetish? Can we see:

Grass-shrubs-rivers-animals

ocean/sea, beach

cityscapes with cars, skyscrapers, people walking

character detail, facial movements, cinematic motion (in the environments listed above)
 

PaintTinJr

Member
Because nanite doesn't work for deformable or transparent objects like characters, grass, swaying trees, animals or water.
That was also quite interesting in the video IMHO. The UE5 documentation discourages use of porous objects - like trees or hair that look like a solid from a distance, but don't fully occlude the geometry they are in front of, resulting in overdraw, which hits performance. They had already did an excellent job in explaining how the occlusion of nanite geometries worked and the overdraw heatmap, so when Brian suggested people should still try and benchmark a forest (IIRC) then what it really said, is that even the non-use cases are only non-use until someone finds a way to do them that doesn't "tank performance".
 
That was also quite interesting in the video IMHO. The UE5 documentation discourages use of porous objects - like trees or hair that look like a solid from a distance, but don't fully occlude the geometry they are in front of, resulting in overdraw, which hits performance. They had already did an excellent job in explaining how the occlusion of nanite geometries worked and the overdraw heatmap, so when Brian suggested people should still try and benchmark a forest (IIRC) then what it really said, is that even the non-use cases are only non-use until someone finds a way to do them that doesn't "tank performance".
i know im going to be asking a noob question but i will ask anyways: isnt this when AMD's TressFX kicks in?
 

Lethal01

Member
Grass-shrubs-rivers-animals

ocean/sea, beach

cityscapes with cars, skyscrapers, people walking

character detail, facial movements, cinematic motion (in the environments listed above)

Those things are as good as they were in Unreal engine 4. if you want to see character detail you can look up metahumans which were in unreal 4.

What unreal 5 is bring to the table thats new and revolutionary is extremely effiecient rendering of rigid meshes which usually make up 90% of a games world and desert and mountains are a better way to quickly showcase this than cities.
 

PaintTinJr

Member
...

What unreal 5 is bring to the table that's new and revolutionary is extremely efficient rendering of rigid meshes which usually make up 90% of a game's world and desert and mountains are a better way to quickly showcase this than cities.
Yeah, along with some other cool features that aren't getting much coverage. They even joked about the pretty amazing 16K virtualised shadow maps technology that - at any other time without nanite in the mix - would be getting a lot of interest in how they make life easier for getting fast quality shadows.
 
whats with unreal engine 5 and this rock-desert fetish? Can we see:

Grass-shrubs-rivers-animals

ocean/sea, beach

cityscapes with cars, skyscrapers, people walking

character detail, facial movements, cinematic motion (in the environments listed above)
Nanite requires static meshes. That's why they preferred rocks and statues in their scene over deforming foliage.
 
It's not a blanket statement. You would have to design it all to work under one I/O. Slamming components from random companies together will not achieve that. Unknown if raw power can achieve it either.
PCs aren't just random components from random companies getting slammed into a box; they all operate among standardized formats, APIs, physical and logical layers, etc. There's a reason computers have generally moved in massive waves forward in terms of bus standards, storage format support, general baseline processor types (what new computers are running on single-core, single-thread CPUs with no L2 cache?), etc.

Ironically, in trying to disprove you were making a blanket statement, you made ANOTHER blanket statement only two sentences later.
 
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Loope

Member
You think panning around a single static object is as impressive as the dynamic, constantly moving and incredibly full and lifelike world of Forbidden West? You have to be joking.
I swear, some of you seem like they have this kind of stuff written down at the ready. It's always the dynamic this, constant movement and the tranversal.Is it some sort of template.
 

GuinGuin

Banned
i was pointing to the fact that if in multiplats games xsx start to have consistently the best version could be a problem in the eyes of sony

Even if Xbox reverses the trend and starts to get slightly higher resolution or FPS than PS5 "best" is still highly subjective. The advanced haptics and resistive triggers of the Dualsense could make the PlayStation version of every game the "best" for a majority of people.
 

PaintTinJr

Member
Nanite requires static meshes. That's why they preferred rocks and statues in their scene over deforming foliage.
From what I understood, the nanite meshes aren't static as a limitation of the data structure, but because the time to convert traditional primitive geometry to nanite data is not real-time, and is very performance intensive - and is the main reason why a 12 core CPU is recommended, for the import conversion.

In the conversion they break models into nanite clusters and build BVH structures - for the occlusion culling and auto LoD streaming tree. And after conversion the nanite meshes can only be scaled (& transformed, rotated) in ways that doesn't invalidate the BVH structure. With super fast low latency decompression IO you could theoretically store a unique nanite mesh for every frame of some animation, and replace the mesh per frame, to get all the benefits of nanite/lumen, with the appearance of animation - presumably without animation blending, so you'd probably need at least twice the meshes to provide sub-frame animations.
 
There's only one way to prevent players from moving away from their platform or attract players from other platforms, Make more Exclusive games. You can't prevent or attract players by making mid-gen refresh consoles. Pc will have more powerful graphics cards by that time. Sony can't win in this department. There is no point in making new console. No matter how much they spend in RnD in designing new consoles.
They have to spend more money on making new games new IPs from their 1st party studios, to lock customers into their platform, This is how they are making money anyway, instead of spending billions in designing PS5 Pro.
I agree that they need to keep pumping out great exclusive games in order to keep the base happy. No doubt. The point I'm making is that Sony doesn't have the luxury Microsoft has when it comes to players migrating away from its console. A mid-cycle refresh is not about having the most powerful device on the market but at least keeping up with current technology. PS4 Pro obviously hasn't outsold base PS4, but since its release it has represented one in every five PS4's sold. Sony considers it a success and has certainly helped keep the dedicated followers attention. In the years to come a PS5 Pro wouldn't be about replacing the base system but give an option for people that want more out of their PS5 games. They can probably sell one for profit pretty quickly considering Sony has stated how PS5 will be selling at cost this month.
 
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From what I understood, the nanite meshes aren't static as a limitation of the data structure, but because the time to convert traditional primitive geometry to nanite data is not real-time, and is very performance intensive - and is the main reason why a 12 core CPU is recommended, for the import conversion.

In the conversion they break models into nanite clusters and build BVH structures - for the occlusion culling and auto LoD streaming tree. And after conversion the nanite meshes can only be scaled (& transformed, rotated) in ways that doesn't invalidate the BVH structure. With super fast low latency decompression IO you could theoretically store a unique nanite mesh for every frame of some animation, and replace the mesh per frame, to get all the benefits of nanite/lumen, with the appearance of animation - presumably without animation blending, so you'd probably need at least twice the meshes to provide sub-frame animations.
Got it, it's just like the robots hand animation from their demo. Though it felt unnaturally stiff, maybe they'll improve things in the future.

Nevertheless, I'm looking forward for someone to showcase a forest swaying in the wind in nanite, because I still have serious doubts if it's feasible over using a vertex shader.
 

MonarchJT

Banned
Even if Xbox reverses the trend and starts to get slightly higher resolution or FPS than PS5 "best" is still highly subjective. The advanced haptics and resistive triggers of the Dualsense could make the PlayStation version of every game the "best" for a majority of people.
haptics or stuff like this are completely subjective having higher res or fps mean being objectively technically superior. ps. the trend is reversing from some time now
 
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iHaunter

Member
PCs aren't just random components from random companies getting slammed into a box; they all operate among standardized formats, APIs, physical and logical layers, etc. There's a reason computers have generally moved in massive waves forward in terms of bus standards, storage format support, general baseline processor types (what new computers are running on single-core, single-thread CPUs with no L2 cache?), etc.

Ironically, in trying to disprove you were making a blanket statement, you made ANOTHER blanket statement only two sentences later.
You literally proved my point But alright.
 
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