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Unreal Engine 5.0 OUT NOW

vpance

Member
That would explain the framerate issues. 75% more pixels plus whatever the extra cost for epic settings.

The 3090 should offer 100% more performance than the ps5 and xsx in standard rasterization.

Do we know what resolution he's using? It runs very poorly even on a beast like an RTX 3090. Even turning the camera while walking along the street makes the demo stutter like crazy, way worse that what we've seen on consoles. Maybe it's running in 4K, I can see no other explanation.

This guy says he's running it at 50% screen percentage, but I'm not sure if that's based on the max res setting in the config, or 50% of the display res?

 

CamHostage

Member
Can someone explain something?
If a dev wants to make their new game on this engine, do they pay for it? or they can use it freely?

The licensing structure is the same as UE4. Here's the official details:

Unreal Engine 5 remains free to download, and comes fully loaded and production-ready out of the box, with every feature and full source code access included.

As was the case for UE4, under the terms of the standard EULA, UE5 is free to use for learning, and for developing internal projects; it also enables you to distribute many commercial projects without paying any fees to Epic Games, including custom projects delivered to clients, linear content (such as films and television shows) and any product that earns no revenue or whose revenue falls below the royalty threshold.

A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game) and the lifetime gross revenue from that product exceeds $1 million USD; in this case, the first $1 million remains royalty-exempt.

Even if you are not a game developer, if you want to get and toy with Unreal Engine 5, it's a few clicks away. I'm doing it right now, for no reasons that I have plans for right now other than I'm super curious and am a tinkerer (but have no game design genes) and it's installing on my laptop now. You do need an Epic Games account to do much of anything with it (no sample apps) and there are probably a few other logistical hoops to jump through, but it's open to access.
 
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Hoddi

Member
This guy says he's running it at 50% screen percentage, but I'm not sure if that's based on the max res setting in the config, or 50% of the display res?



I believe it’s 50% of the max setting so if it’s 4K he’s rendering 1080p in TSR
Yep, 50% TSR at 4k equals 1080p. But that performance shouldn't be GPU bound anyway as I'm having similar framerates on a 2080 Ti. It's not maxing out my card either as it's mostly running in the ~80% range.
 

IntentionalPun

Ask me about my wife's perfect butthole
This guy says he's running it at 50% screen percentage, but I'm not sure if that's based on the max res setting in the config, or 50% of the display res?


Oh is this that guy that made the futuristic flying suit guy demo from before?
 

Xdrive05

Member
I got surprisingly acceptable performance (cinematically speaking lol) at 1080p in the Matrix demo executable with this setup:

Ryzen 5600X
16GB RAM
RTX 3050 8GB @ 2100Mhz/8.3Ghz
SATA SSD

Was over 50fps when looking at the ground or the skyline, but definitely dropping under 30fps when walking around in 3rd person and looking at the distant geometry. It would sometimes go to the low 20s for a spell. There was also some hitching and stuttering when flying around in drone mode or driving the car, but actually not too bad. I wonder if faster storage would help with that. The image quality looked really good and sharp on my 1080p monitor, so their upscaler seems also good at lower resolutions like FHD. UPDATE: almost always above 30fps now at the correct resolution. Just some drops into the 20s. Make sure you adjust GameUserSettings.ini to match your monitor.

Also I ran the executable as it came, but I saw no way to change technical settings like resolution or draw distance or anything like that. I assume it just targets your native resolution and that's that.

EDIT: forgot to mention VRAM usage stayed around 6.5GB at 1080p.

EDIT #2: Ah, it runs a little better now that I changed the resolution to my native 1080p instead of the odd, nearly 1440p resolution that it was defaulted to in the exe package. Now I'm almost always above 30fps, but there are still a few drops into the high 20s but much more rarely.
 
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kraspkibble

Permabanned.
I thought it's been out as they were touting how Fortnite now runs on UE5.
it doesn't need to be out for Epic to use it. they created the engine so just updated Fortnite to run on it. now it's out anyone can use it but some studios have already been using it for a while.
 

vpance

Member
Doesn't seem like any of the screen res settings actually apply once you hit preview, and it's only for viewing in the editor. So whatever res it runs at compiled it's not adjustable. Actually looks real similar to the PS5 version so I guess the settings are close.
 

Hoddi

Member
Doesn't seem like any of the screen res settings actually apply once you hit preview, and it's only for viewing in the editor. So whatever res it runs at compiled it's not adjustable. Actually looks real similar to the PS5 version so I guess the settings are close.
It works but you'll need to package it as a Debug version rather than a Shipping version. This gives you access to the command console and more detailed metrics in profilers like Nsight etc.

You can then use the r.screenpercentage command to set the TSR resolution. Here it is at 50% to show that it's actually running at 1080p.

n5GYnK3.png
 
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Three

Member
Just had a thought. I'm actually a big fan of games like Gone Home and so called "walking simulators". Won't Unreal Engine 5 make it easier for small developers to put those kind of games out?
Unreal 5 makes it easier to put any type of game out so you probably wouldn't see more or less of a particular type of game. More good looking games with lower budgets maybe. It removes some of the asset creation tasks needed.
 
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This may be a dumb question but...

Anyone know if there is option to switch resolution or does it default to your monitor native resolution.
 

SlimySnake

Flashless at the Golden Globes
With this packaged demo, on a 2070S, 1440p native, I'm getting between 24-28 fps.
Setting it to TSR @ 77%, I get around 35 fps. And it still looks good.

There is a good amount of stutter while flying around in the city. So that's one thing UE5 hasn't fixed.
Looks to be on par with the PS5 and XSX. I guess it isnt utilizing the RTX cores effectively.
 

winjer

Gold Member
Looks to be on par with the PS5 and XSX. I guess it isnt utilizing the RTX cores effectively.

Yeah, no RTX and no DLSS with this demo.
So the 2070S is very similar to a PS5. If the PS5 was using the same settings.

If I remember correctly, the demo on the PS5 was running bellow 1440p most of the time.
 
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So the stutters seem to be 100% cpu related
Driving 100mph with traffic on and my cpu usage is 60-70% gpu usage 60-70%
Driving 100mph without traffic and my cpu usage is 40-50% and gpu usage is 90+%
There are basically zero stutters without traffic on as well.
 

SlimySnake

Flashless at the Golden Globes
Yeah, no RTX and no DLSS with this demo.
So the 2070S is very similar to a PS5. If the PS5 was using the same settings.

If I remember correctly, the demo on the PS5 was running bellow 1440p most of the time.
The PS5 runs at native 1080p and then using TSR on top. So by setting TSR to 77%, you should be equivalent to PS5 settings. Yes, you are over 35 but the PS5 is capped so its hard to say what the actual

I was looking at some 3090 footage on youtube, and the game still drops to 20 fps on crashes just like the PS5 and XSX. Thats because their chaos destruction system doesnt currently support nanite. I wonder what test Alex will use to figure out the performance delta. I think the crashes are either bugged or work in progress so we shouldnt be basing it off of the worst case scenario. The driving test he did to compare the PS5 and XSX version has too many variables like different traffic density and car speeds. So I hope he doesnt use that either. I think flying through the sky above the traffic and looking for sub 30 fps drops is probably the best test, but the PS5 I/O might skew the results in its favor due to its streaming prowess, but the demo has a very low VRAM footprint so that actually might be the best test.
 

SlimySnake

Flashless at the Golden Globes
So the stutters seem to be 100% cpu related
Driving 100mph with traffic on and my cpu usage is 60-70% gpu usage 60-70%
Driving 100mph without traffic and my cpu usage is 40-50% and gpu usage is 90+%
There are basically zero stutters without traffic on as well.
Whats your GPU?
 

ethomaz

Banned
That's in the game editor, which is heavier than the packaged demo, especially on ram and vram.
So it's a bad comparison.
Just RAM changes to have the Editor opened.
The performance should be similar in CPU/GPU terms.
He has 64GB RAM so there is no problem in running from the Editor.

That demo doesn't have DLSS.
Yeap after I posted I realized he was asking for DLSS.
He have to drop to 50% screen resolution that for his case is around 1080p and it is not well playable with too many drops below 30fps.

Others users are posting the same even with TOP hardware... including these running the compiled version.
 
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winjer

Gold Member
Just RAM changes to have the Editor opened.
The performance should be similar in CPU/GPU terms.
He has 64GB RAM so there is no problem in running from the Editor.


Yeap after I posted I realized he was asking for DLSS.
He have to drop to 50% screen resolution that for his case is around 1080p and it is not well playable with too many drops below 30fps.

Others users are posting the same even with TOP hardware... including these running the compiled version.

Dude, that demo running in the editor isn't even cooked.
It's not just memory.

At 1080p, I get almost 40 fps with a mere 2070S. On the packaged demo.
 
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ethomaz

Banned
Dude, that demo running in the editor isn't even cooked.
It's not just memory.

At 1080p, I get almost 40 fps with a mere 2070S. On the packaged demo.
Man I already worked with Unreal Engine Editor... it is just RAM... and System RAM only... I don't think they changed that to Unreal Engine 5 Editor.
CPU/GPU and VRAM use is basically the same.

If there is difference between CPU/GPU use then profiling with UE Editor should be fail.
That is why Dev machines has the same specs than actual retail machines just with more RAM for the tools.

What you debug/profile in UE Editor is the same result you will get in the actual hardware you are doing that.
 
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winjer

Gold Member
The PS5 runs at native 1080p and then using TSR on top. So by setting TSR to 77%, you should be equivalent to PS5 settings. Yes, you are over 35 but the PS5 is capped so its hard to say what the actual

I was looking at some 3090 footage on youtube, and the game still drops to 20 fps on crashes just like the PS5 and XSX. Thats because their chaos destruction system doesnt currently support nanite. I wonder what test Alex will use to figure out the performance delta. I think the crashes are either bugged or work in progress so we shouldnt be basing it off of the worst case scenario. The driving test he did to compare the PS5 and XSX version has too many variables like different traffic density and car speeds. So I hope he doesnt use that either. I think flying through the sky above the traffic and looking for sub 30 fps drops is probably the best test, but the PS5 I/O might skew the results in its favor due to its streaming prowess, but the demo has a very low VRAM footprint so that actually might be the best test.

So I went back to the DF video and made a quick comparison.
At minute 35:40, they take a car and drive it along the street.
Without crashing, they get 24-28 fps. With some hitching.



So I took the package demo, set the res scale to 66% and drove on the same street, same car, but white.
I got 28-33 fps. But I got more hitching. Probably the PS5 SSD is doing much better job at streaming assets than my PC, on a demo without DirectStorage.
 
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winjer

Gold Member
Man I already worked with Unreal Engine Editor... it is just RAM... and System RAM only... I don't think they changed that to Unreal Engine 5 Editor.
CPU/GPU and VRAM use is basically the same.

If there is difference between CPU/GPU use then profiling with UE Editor should be fail.
That is why Dev machines has the same specs than actual retail machines just with more RAM for the tools.

What you debug/profile in UE Editor is the same result you will get in the actual hardware you are doing that.

Insist whatever you want, a 3090 won't do worse frame rate than my 2070S.
 

SlimySnake

Flashless at the Golden Globes
RTX 3090 no holding good at 30fps and by the comments from the autor seems like running at 1080p.



Flying.
He had to reduce to 50% screen resolution because RXT 3090 could not keep with it.


We dont know what settings the PS5 is using. Typically consoles use medium settings with RT settings lower than PC low. So any comparison with 3090 needs to take that into account.

3060 ti 3700x
that is roughly on par with my 2080. I need to download this demo, but my experience with the Ancient demo was so bad I swore off on installing UE5 again. Just couldnt get it to work.

Driving 100mph with traffic on and my cpu usage is 60-70% gpu usage 60-70%
Driving 100mph without traffic and my cpu usage is 40-50% and gpu usage is 90+%
So Epic was not lying when they said they did not max out the CPU to leave room for other game systems and logic. These kind of graphics should be definitely doable on next gen consoles.

The PS5 also holds a steady 30 fps when you remove traffic.
 
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