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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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Kenpachii

Member
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)

Jup we need more of this

imagechecker


Shit that feels alife instead of frozen in time and fake.

We need animations everywhere, things need to move etc.

That's what i loved so much about zelda botw.
 
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Keihart

Member
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)
As i understand Naninte is only runing on solid objects ( as in, it doesn't work in things like the main characters) and folliage it's still not suported on the beta but will be.
 

Bo_Hazem

Banned
Am I the only one who thinks this looks like shit ?
Desaturated
Photo grammetry textures are not perspective correct once camera moves
low res
There are much better demos

I think it was an attempt to mimic this: (timestamped)





Using Sony CLED technology to replace generic green screen with CLED, combined with UE4 here with Sony Venice cameras. Started with Sony Atom View engine though:

 
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Corndog

Banned
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.
Do you ever tire of being so condescending? You are obviously a smart guy. That doesn’t equate to being right about everything. You ask for quotes yet never use them yourself. Either believe him or don’t. Your choice.
 

Lethal01

Member
you know a person could also not I've a fuck about the haptic on both Xbox and ps5 higher res and fps? don't think so.

I think this has a few typos that makes it really hard to get what you meant to say.

What do you not think so? I understand that people could not give a fuck about Haptics, just like they could not give a fuck about higher res.
 

assurdum

Banned
A couple percent frequency is a couple percent of max clocks. It’s 1 to 1. And like I said I don’t know which titles will throttle what. But why include it if you are not going to use it?
Can we stop there? It seems clear to me you are just in denial and don't believe ps5 is an effective 10 TF because you don't get it what variables frequency it's really for. A variable frequency can't throttle for his nature. Such couple in percentage of "inefficiency" doesn't impact as you think the whole performance because it's under control. Fixed frequency could cause a lot of more inefficiency and performance issue in higher frequency, that's the reason to go to with variable one. And again a fixed TF machine couldn't be effective as the TF mentioned in the specs paper. The counts in the TF usage it's pointless as ineffective more than we can suppose.
 
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Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Why do you say that? A stationary motorcycle with no moving parts isn't as impressive as a single mecha dino model from Forbidden West let alone the entire gameplay demo.

Sorry my phone decided to have an acid flashback as I was typing.
This is the full post.
And Ill retort to this post as well.

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.
You wont last long here NeoMember.

You said visually Forbidden West looked better than the Unreal Engine 5 demo thus the Decima Engine must be better than the Unreal Engine.
So I showed you something thats visual better than Forbidden West, so then you decide to talk about how dynamic, constantly moving and incredibly full and lifelike the world of Forbidden West is?
Moving goalposts?

How is a game a way to gauge whether an engine is better than one or the other......you could make pong in Unreal Engine 5 that wouldnt tell anyone if the engine is good or bad.

You are clearly the person joking here and/or are very ignorant to gamedev so you just look at pretty graphics or something and say YES this engine is good.....then you see a bad game made in engine x and say NO this engine is bad.


We arent talking about games because the nanite and ue previews arent actual games.
The posts that started our back and forth are these:
If Forbidden West is anything to go on Decima is more than a match for Unreal 5.

Proof is in the pudding. The Forbidden West gameplay is far more impressive than the unreal demo.

You are stating that the Decima Engine is more than a match for Unreal Engine 5 because Forbidden West looked impressive, Forbidden West the game...not Decima the Engine.
You are judging one engine based on a game and the other engine based on the early access pre Version 0 demos and user created content.

So I assumed you were talking about visuals so I showed you Unreal Engine 5 showing better visuals, then you said you were talking about how dynamic Forbidden West is......do you think Unreal Engine 5 couldnt make a game the caliber of Forbidden West if not better visually, is Decima doing anything with Forbidden West that seems out of the realm of possibilty of Unreal Engine?

How exactly are you gauging that Decima is an engine that is more than a match for Unreal when Nanite as a technology by itself is a revolution.
What revolutions does Decima have that put it in the league of "more than a match" to Unreal?

We arent comparing games, we are comparing Engines.
 

GuinGuin

Banned
Sorry my phone decided to have an acid flashback as I was typing.
This is the full post.
And Ill retort to this post as well.


You wont last long here NeoMember.

You said visually Forbidden West looked better than the Unreal Engine 5 demo thus the Decima Engine must be better than the Unreal Engine.
So I showed you something thats visual better than Forbidden West, so then you decide to talk about how dynamic, constantly moving and incredibly full and lifelike the world of Forbidden West is?
Moving goalposts?

How is a game a way to gauge whether an engine is better than one or the other......you could make pong in Unreal Engine 5 that wouldnt tell anyone if the engine is good or bad.

You are clearly the person joking here and/or are very ignorant to gamedev so you just look at pretty graphics or something and say YES this engine is good.....then you see a bad game made in engine x and say NO this engine is bad.


We arent talking about games because the nanite and ue previews arent actual games.
The posts that started our back and forth are these:




You are stating that the Decima Engine is more than a match for Unreal Engine 5 because Forbidden West looked impressive, Forbidden West the game...not Decima the Engine.
You are judging one engine based on a game and the other engine based on the early access pre Version 0 demos and user created content.

So I assumed you were talking about visuals so I showed you Unreal Engine 5 showing better visuals, then you said you were talking about how dynamic Forbidden West is......do you think Unreal Engine 5 couldnt make a game the caliber of Forbidden West if not better visually, is Decima doing anything with Forbidden West that seems out of the realm of possibilty of Unreal Engine?

How exactly are you gauging that Decima is an engine that is more than a match for Unreal when Nanite as a technology by itself is a revolution.
What revolutions does Decima have that put it in the league of "more than a match" to Unreal?

We arent comparing games, we are comparing Engines.

One static model isn't impressive visually. There was nothing impressive about it. Unreal 5 is just Unreal 4 with some new tech for static objects. Forbidden West looks better than any game made with Unreal 4.
 
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Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
One static model isn't impressive visually. There was nothing impressive about it. Unreal 5 is just Unreal 4 with some new tech for static objects. Forbidden West looks better than any game made with Unreal 4.
Again how does a game looking better tell you an Engine is more or less than a match for another engine?
Is there anything in Forbidden West you think Unreal Engine couldnt do, that makes you say obviously Decima is more than a match?
 

GuinGuin

Banned
Again how does a game looking better tell you an Engine is more or less than a match for another engine?
Is there anything in Forbidden West you think Unreal Engine couldnt do, that makes you say obviously Decima is more than a match?

The end result is what matters and as you say there are no Unreal 5 games to compare it to but the demo which is representative of the games you could make with it isn't as impressive as Forbidden West to my eyes. A lot of very sharp static brown objects vs a very detailed and lifelike world in constant motion.
 

harmny

Banned
The end result is what matters and as you say there are no Unreal 5 games to compare it to but the demo which is representative of the games you could make with it isn't as impressive as Forbidden West to my eyes. A lot of very sharp static brown objects vs a very detailed and lifelike world in constant motion.

you mean a game that has 400 people working on it for 4 years with another 4 years for the previous game to create the world and lore looks better overall than a demo made by a small team to showcase a specific new feature of an engine? oh my i would've never guessed! this guy's takes are getting worse and worse lol.
 
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Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
The end result is what matters and as you say there are no Unreal 5 games to compare it to but the demo which is representative of the games you could make with it isn't as impressive as Forbidden West to my eyes. A lot of very sharp static brown objects vs a very detailed and lifelike world in constant motion.

Okay its official.
You have no idea what you are talking about.
Im out im out im out im out.

You think the early access demo.
As in this isnt Unreal Engine 5.0, its a pre version 0 build.
Is an indicator of the type of games that could be made with Unreal Engine 5?
You think this demo represents what every developer is going to do with the engine?

Shit we might have to call Arc System Works and tell them they should never upgrade to Unreal Engine 5 because they will never be able to make this:
5b127a8c0ef41d36f41e05a90c0d8b6f7912fbc0.gifv


ramlethal-guiltygear-xrd-win.gif


DF375125E9D4AFB6A5C790F45EBF686D40A43A2B






You really think Forbidden West COULDNT be made in Unreal Engine 5....hell it could be made in Unreal Engine 4.
Please stop being a fucking joker.

P.S Dont @ me, we have nothing to talk about....I look like a fucking idiot now because ive been talking with a fool and from the outside no one can tell which one of us is the fool.
 
You literally proved my point But alright.
Your point wasn't a good one, and can still be refuted due to the fact that OEM pre-built systems exist that generally explicitly source specific components to operate together in harmony via tight driver integration with the OS.

Your point pretends as if companies like Lenovo and Apple don't exist, and haven't existed for decades.
 

iHaunter

Member
Your point wasn't a good one, and can still be refuted due to the fact that OEM pre-built systems exist that generally explicitly source specific components to operate together in harmony via tight driver integration with the OS.

Your point pretends as if companies like Lenovo and Apple don't exist, and haven't existed for decades.
I have no idea what in the living hell you're talking about. Apple doesn't make ANY of their products, they're all third party. Even their Laptops use Western Digital SSDs. You still simply do not get it.
 
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Corndog

Banned
Can we stop there? It seems clear to me you are just in denial and don't believe ps5 is an effective 10 TF because you don't get it what variables frequency it's really for. A variable frequency can't throttle for his nature. Such couple in percentage of "inefficiency" doesn't impact as you think the whole performance because it's under control. Fixed frequency could cause a lot of more inefficiency and performance issue in higher frequency, that's the reason to go to with variable one. And again a fixed TF machine couldn't be effective as the TF mentioned in the specs paper. The counts in the TF usage it's pointless as ineffective more than we can suppose.
Youre in denial. Nothing I said is incorrect. Point to a Sony source that runs counter to it.
 
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IntentionalPun

Ask me about my wife's perfect butthole


30Hz on consoles, no resolution specified

I think normal maps will still be around for awhile...

That demo was pushing the limits of a specific scenario.. a scenario that would have crushed a non-nanite engine even more.

They used a bunch of layered models that are separate but look like part of the same rock structure.. a common technique, but you can also optimize a scene and get better framerates.

They did it as a test of the engine, to actually show off that it's BETTER than what another engine would do with the same unoptimized scene geometry.
 

PaintTinJr

Member
That demo was pushing the limits of a specific scenario.. a scenario that would have crushed a non-nanite engine even more.

They used a bunch of layered models that are separate but look like part of the same rock structure.. a common technique, but you can also optimize a scene and get better framerates.

They did it as a test of the engine, to actually show off that it's BETTER than what another engine would do with the same unoptimized scene geometry.
Yeah that's a really good point, and it also demonstrates how effortlessly they were able to throw together quixel scanned assets in an overlapping way, without horrid issues like z-fighting or wasteful zbuffering, transforming & primitive assemble for all the hidden geometry below the surface - that under traditional rendering would have needed artist placed clip planes to sort the geometric intersecting mess out AFAIK.

Even the overdraw amounts were pretty small by overdraw factor and the affected area of the screen in their normal usage worst case.
 

IntentionalPun

Ask me about my wife's perfect butthole
Yeah that's a really good point, and it also demonstrates how effortlessly they were able to throw together quixel scanned assets in an overlapping way, without horrid issues like z-fighting or wasteful zbuffering, transforming & primitive assemble for all the hidden geometry below the surface - that under traditional rendering would have needed artist placed clip planes to sort the geometric intersecting mess out AFAIK.

Even the overdraw amounts were pretty small by overdraw factor and the affected area of the screen in their normal usage worst case.
Yeah there point was (as stated in the video, none of this is really my thoughts lol) that they did it on purpose.. and it was designed for two things:

- To say that this is still an issue w/ Nanite
- That it isn't as much of an issue as it is with other techniques

This stuff is designed to show off the engine to devs, not gamers in a brutal console war, missing their families as they are deployed to the battlefronts.
 

PaintTinJr

Member
Naturally the minimum specs for using the UE5 nanite and lumen are set pretty high for PC mainly for the Editor AFAIK, but given that nanite is purely a software rasterizer on the GPU - with little CPU burdnen - with a typical x3 performance gain over traditional 3D pipeline - and presumably Lumen has at least x3 gain if not more going by how traditional lighting cripples performance - the question I'm starting to wonder is how well could nanite and with LQ lumen settings perform on a 29 Gpixel/s PS4 game - say if GT7 for the 142 Gpixel/s PS5 got delayed for a retro fit for nanite along with lumen at Epic settings? And obviously then thinking about X1X, Pro and XsS.

In the UE5 docs it suggests that going from Epic to high settings for lumen transforms frame-rate from 30 to 60, So even with a 1/5th of the pixel-rate on a PS4, compared to PS5, is it possible that with smaller polygon counts for assets, low lumen settings, and lower resolution that nanite/lumen have unlocked a late GT7 port for the Ps4, while still offering up 1080p60 with software raytraced fx on the old 1.84TF/s trusty original?
 

Brofist

Member
P.S Dont @ me, we have nothing to talk about....I look like a fucking idiot now because ive been talking with a fool and from the outside no one can tell which one of us is the fool.
Don't worry it's obvious.

One thing I have noticed in these topics is that Sony fans really fall hard for the extra little onscreen effects in games. Like little moving grass, little particles, or the glowy gate at the end of the original UE5 demo, which that one guy in this topic thought couldn't be done on PC.
 
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People really need to just STOP... with the BS narratives..

epicownage.png


epicownage2.png


epicownage3.png


Andrew works on the UE5 team.....

-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
 
People really need to just STOP... with the BS narratives..

epicownage.png


epicownage2.png


epicownage3.png


Andrew works on the UE5 team.....

-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
It's sad that this actually has to be pointed out to some. But of course speculation from the armchair devs will always outweigh quotes straight from the horses mouth, of the guys behind the Unreal Engine. Fucking L-O-L.


It's impressive the changes that were made from then till now though.
 
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It's funny how he had to downplay Tim Sweeney tweets.

Sweeney was more than a little "misleading" lol
They always say history repeats itself, and this wasn't Sweeneys first time pulling this stunt. And it's funny that he doubled down on the whole PC I/O shenanigans, only for it to not be an issue at all for us.

I kinda figured this thread would literally put an end to all the debbie downers, but instead these same people are spinning the constantly moving goal posts to fit their mental gymnastics and imaginary narrative. It's pretty entertaining nonetheless.
 

IntentionalPun

Ask me about my wife's perfect butthole
They always say history repeats itself, and this wasn't Sweeneys first time pulling this stunt. And it's funny that he doubled down on the whole PC I/O shenanigans, only for it to not be an issue at all for us.

I kinda figured this thread would literally put an end to all the debbie downers, but instead these same people are spinning the constantly moving goal posts to fit their mental gymnastics and imaginary narrative. It's pretty entertaining nonetheless.
It's all great news though for gamers/devs which is funny... none of this amazing shit requires insane I/O.. which means it won't require an insane amount of data stored on disk.

It's all about efficient data handling in reality.. and then we ALSO are getting better I/o across consoles and PC (with DirectStorage), and better compression too to shrink games.. as they will at least incrementally increase in detail this generation, and the SSD/compression will help with that a lot.

It was never logical that a game could realistic leverage the insane I/O of the PS5 to increase game detail.. I wrestled with that after the UE5 demo forever on here lol
 
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Corndog

Banned
People really need to just STOP... with the BS narratives..

epicownage.png


epicownage2.png


epicownage3.png


Andrew works on the UE5 team.....

-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
But ps5 ... equivalent to 11 cores... better then any pc ...
 
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Kenpachii

Member
It's funny how he had to downplay Tim Sweeney tweets.

Sweeney was more than a little "misleading" lol

Nothing misleading about it.

The only people that where misleading where the usual tech experts that know nothing about the subject and fanboys running off with there false information to create delusions to fit there ideology.

Tim worded everything very carefully the same thing cerny does in his presentations.
 
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PaintTinJr

Member
People really need to just STOP... with the BS narratives..

epicownage.png


epicownage2.png


epicownage3.png


Andrew works on the UE5 team.....

-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
Have you got a link to the full conversation - because the screen grab you included doesn't state "exactly" what you are ?

His wording, just like Tim's is very precise in that screen grab and is little more than PS5 demo wasn't needing more than SSD streaming, and go try the demo we've now released to make up your own mind and stop speculating AFAIK.
 
People really need to just STOP... with the BS narratives..

epicownage.png


epicownage2.png


epicownage3.png


Andrew works on the UE5 team.....

-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
This is as close to definite proof as we'll get*. Great job.

* until Epic releases the first demo and you can run it on a shitty laptop SSD from 2015 :messenger_beaming:
 
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ahahahahahaha... :messenger_grinning_smiling: after all this drama in this thread PC guys should hide now and really start sending apology letters to Snake29 he was right afterall because most of this thread was PC guys attacking Snake29 and arguing that editor is somehow more demanding in performance then shipped version i knew all along that editor more demanding in memory but not in performance like a dev said due to various reason we can speculate what are these reasons but everything adds up in final version of game and it's illogical to think otherwise.
It just proves these PCMR elitist doesn't know anything.
we might consider crows endangered species now.
Inside The Nba Lol GIF by NBA on TNT

This is funny as fuck. Rarely seen such a self-own. Reading is hard I guess.
 
Why would Epic design an engine that only works well on one platform.

Looking at the source, low latency helps more than bandwidth for the most part, as you aren't saturating the link. There is a consistent amount of data clusters loaded on pretty much every view, so moving fast right up to a wall would need lower latency to prevent any pop in. We're talking about a single frame here...
 

Herr Edgy

Member
ahahahahahaha... :messenger_grinning_smiling: after all this drama in this thread PC guys should hide now and really start sending apology letters to Snake29 he was right afterall because most of this thread was PC guys attacking Snake29 and arguing that editor is somehow more demanding in performance then shipped version i knew all along that editor more demanding in memory but not in performance like a dev said due to various reason we can speculate what are these reasons but everything adds up in final version of game and it's illogical to think otherwise.
It just proves these PCMR elitist doesn't know anything.
we might consider crows endangered species now
It's really simple.

UE has something called a viewport, in which you place your assets and prepare the level. Then, it has something called Play-In-Editor (PIE), where you hit Play and the game runs inside that viewport - not 100% the same, but almost, as the standalone version of the game.
Now, the editor that contains PIE contains different viewports as well - for skeletal meshes, materials, more viewports of the same PIE instance - and the engine UI system, Slate, is expensive as a lot of the engine UI is running logic each frame.

Running the editor costs absolutely more performance (so your performance is lower), and by simple merit of the editor containing and playing the entire game this should be self-explanatory. Not to mention you just misread.
 
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PaintTinJr

Member
Inside The Nba Lol GIF by NBA on TNT

This is funny as fuck. Rarely seen such a self-own. Reading is hard I guess.
I was confused, too but having read the quote in context with the surrounding text, I believe he means the performance "requirements" in the editor are less - but sadly the word requirements is missing, so the sentence by itself says something completely different, and in context if the requirements word isn't intended, then the text reads like it is contradicting itself.
 

FireFly

Member
ahahahahahaha... :messenger_grinning_smiling: after all this drama in this thread PC guys should hide now and really start sending apology letters to Snake29 he was right afterall because most of this thread was PC guys attacking Snake29 and arguing that editor is somehow more demanding in performance then shipped version i knew all along that editor more demanding in memory but not in performance like a dev said due to various reason we can speculate what are these reasons but everything adds up in final version of game and it's illogical to think otherwise.
It just proves these PCMR elitist doesn't know anything.
we might consider crows endangered species now.
I think they would be ok accepting that if everyone could accept Andrew Lauritzen's other claims that PS5-level IO is not required to run the Nanite demos.
 

PaintTinJr

Member
I don't see anything confusing. He said performance is lower, as in less performance in editor mode. Why would he talk about how much more resources editor mode takes and contradict himself in a single line.
Because he specifically mentions the additional burden for memory of the editor, as though the next sentence should by comparison say lower performance requirements. But I've no idea, now. It looks like a rushed response to someone trying to stop their words wrongly setting fire to a forest :)
 
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Nowcry

Member
It's all great news though for gamers/devs which is funny... none of this amazing shit requires insane I/O.. which means it won't require an insane amount of data stored on disk.

It's all about efficient data handling in reality.. and then we ALSO are getting better I/o across consoles and PC (with DirectStorage), and better compression too to shrink games.. as they will at least incrementally increase in detail this generation, and the SSD/compression will help with that a lot.

It was never logical that a game could realistic leverage the insane I/O of the PS5 to increase game detail.. I wrestled with that after the UE5 demo forever on here lol

I do not agree at all that it is not logical, in fact it is the most logical thing in the world to think that having a powerful I / O you need less GDDR as a pool, that will not give you more polygons that is impossible, but if it is capable of obtaining greater number of different objects on screen or need less LOD.

A greater number of different objects and less LOD is a great graphical difference, well over 3 TF in diminishing returns, in addition to enabling new game mechanics that until now were not possible.


Maybe it is possible to move the UE5 Demo on a PC, but it is true that Tim Sweeney executed his words, since then we have obtained:

- Resizable Bar
- RTX IO
- Possibly a preview of PCIeGen5
- Better Ade Direct Storage
- Best Geometry managers
- Better game compressions.

I think that widening the graphics pipeline in the narrow zone will greatly improve the gameplay mechanics and allow devs to push beyond the situations in which they put ourselves that is really important.
 
Just when I thought it couldn't be spun any other possible way.... Holy shit. There's no Fucking way that people are seriously stuck in denial still. The editor uses more performance. The latest demo is more demanding than ps5. BOTH are running on homies home PC. The PR was beyond horrible and wrong from Tim. Accept and move on so you can heal.
 

Darius87

Member
I think they would be ok accepting that if everyone could accept Andrew Lauritzen's other claims that PS5-level IO is not required to run the Nanite demos.
this was never an argument the argument was how PC compares 1 to 1 with PS5 flying section of the land of nanite demo with PC SSD but PC guys starting shouting of the roof tops that PC's are able to run game in editor with every asset in RAM eliminatoing SSD from picture entirely, so it's not 1 to1 comparisson.
i mean of course it could run if all assets fits in RAM there's no streaming involved in here it's obvious but not to some in here.
 

Darius87

Member
Which is exactly what everyone was saying.
Performance in Editor is lower so when Editor already runs at X FPS then building a EXE will only go up not down.
Snake was the one claiming for whatever reason that by removing all the overhead of the editor etc. the game somehow magically runs worse.
no go back and reread the thread PC guys saying editor is more demanding the final version Snake29 was saying otherwise.
 

LMJ

Member
So is it a requirement for so many PC gamers to be condescending jackanape's lol?


As far as I know most reasonable people didn't think that Unreal 5 wasn't going to be on other platforms...it's the unreal engine, arguably the most used game engine there is...

Also as far as I know almost nobody thought the PCs weren't going to take the lead, it's the very nature of PC (upgradability)

From what I understood the question was whether the OG PS5 demo could be performed on a PC sans the enhanced SSD (of the PS5) without a workaround...
 

PaintTinJr

Member
On the topic of nanite, has anyone that has tried the .EXE - with frame-rate between 30-60 or 0-30 got v-synch disabled to comment on how screen tearing is handled by the software rasterizing (of nanite/lumen)?

Having a think about it, I would be expecting traditional foreground 3d pipeline (with/without hw RT) + nanite/lumen (for background) to be able to eliminate screen tear.

Screen tearing pre-nanite/lumen is obviously caused by running over render budget (in double buffered mode vsync off) with the hardware pipeline being told - mid render - to exit the render process for that incomplete frame, and flip the backbuffer to the frontbuffer, to display the result.

In UE5, the traditional pipeline is only going to be tasked to 10% on average of a game's assets, so if that task gets done first, and lumen's traditional rendering (hw RT) getting done next, followed by nanite with Lumen's sdf/ray marched Gbuffer stuff getting done as 2 passes - Brian touched on the topic of still needing a deferred pass but didn't want to elaborate in that talk - then if you miss the render time, only nanite geometry should be impacted, and going by the order of nanite, then lumen, only the lighting on the early flip should be incomplete - if I'm inferring things correctly.

If that is the case, then I wonder if they could do lumen updates in a concentric path - from the centre of the screen, out to the edges - and do it as two interlaced concentric paths as odd and even - so even if the flip comes early, the lighting for the entire screen would be complete on at least an even or odd lumen path and by the time the image is scaled up the early flip wouldn't be spotted outside of frame analysis.
 
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