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A first look at Unreal Engine 5

unrealengine.com

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Re: A first look at Unreal Engine 5

#131
post #70

Earlier quoted context omitted.

If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time, especially when the camera is so far away. I wonder how many GPU's that system had.

> If you can afford to put one or more GPU's per LED screen, there is little limit what you can render real-time Umm, Ray tracing would love to have a word :P In all seriousness, typical animated frames for big budget films easily take hours or longer _per frame_. It really depends on what looks you're trying to achieve. Game engines have come a long way in terms of realistic graphics with realtime rendering, but it'…

A lot of what/why they are doing it this way, is realistic lighting and reflections. Im not sure the difference between a realtime game engine and ray tracing matters that much when you are using it as faux ambient light.

After it is filmed, they can still go back and touchup the backgrounds. Someday with ray tracing they can do real time finished products, but for now the tech works great at what its intended to do.

Re: A first look at Unreal Engine 5

#132
post #120
post #96

The real-time GI is amazing. Ray tracing is going to be a game changer, not only in terms of visual quality, but also because it's one of those rare times in computer graphics where the more advanced solution is actually making it easier on graphics programmers by replacing a bag of dirty tricks with a unified, physically based solution. One interesting note: they say the GI is "instant" but you can actually see that…

I tried to figure out whether the new GI used raytracing, and it doesn't seem like it is? If it is using raytracing hardware it isn't nearly as impressive. If it isn't , then it's sheer magic.

Shadows are too sharp, so I don't think they use raytracing.

Re: A first look at Unreal Engine 5

#133
post #74

Earlier quoted context omitted.

It remains to be seen how the PS5 and the new XBox compare in terms of performance. The specs of the new XBox are slightly higher on paper, but the PS5 is doing some really interesting things in terms of optimization. Basically the XBox is going for high constant clock speeds, and the PS5 is shifting priority between the CPU and GPU components of the SOC so each gets boosted performance when it's most relevant. Both…

Highly dangerous of the PS people to build non-deterministic performance into their console. Developers who try to push every ounce of power out of it will hate it. edit: Maybe deterministic isn't the correct word. What I mean is that you can design a physics system that you can ensure runs on the PS5 CPU. But then the graphics boys make an upgrade and suddenly some power is diverted to the graphics and the physics s…

It sounded like they managed to make it deterministic by keeping the power draw always the same and fixing the cooling solution to handle max load.

So developer can expect it to perform identical to whatever balance they've set between CPU/GPU. That's my understanding at least.

Re: A first look at Unreal Engine 5

#134
post #74

Earlier quoted context omitted.

It remains to be seen how the PS5 and the new XBox compare in terms of performance. The specs of the new XBox are slightly higher on paper, but the PS5 is doing some really interesting things in terms of optimization. Basically the XBox is going for high constant clock speeds, and the PS5 is shifting priority between the CPU and GPU components of the SOC so each gets boosted performance when it's most relevant. Both…

Highly dangerous of the PS people to build non-deterministic performance into their console. Developers who try to push every ounce of power out of it will hate it. edit: Maybe deterministic isn't the correct word. What I mean is that you can design a physics system that you can ensure runs on the PS5 CPU. But then the graphics boys make an upgrade and suddenly some power is diverted to the graphics and the physics s…

Mark Cerny's tech talk emphasised that performance is determistic:

'So how does boost work in this case? Put simply, the PlayStation 5 is given a set power budget tied to the thermal limits of the cooling assembly. "It's a completely different paradigm," says Cerny. "Rather than running at constant frequency and letting the power vary based on the workload, we run at essentially constant power and let the frequency vary based on the workload."'

https://www.eurogamer.net/articles/digitalfoundry-2020-plays...

Re: A first look at Unreal Engine 5

#135
post #8

In the past, I have always looked at Demos from Games and thought this is very good and getting close to movie quality. But that "close to" remained "close to" for quite some time. Even though It is improving every year but you can still tell it is gaming graphics. Even if some of the shots are not real time and pre rendered, they are still gaming like. That Unreal 5 Demo was the first time ever I thought this is Hol…

the water effects just after the four minute mark looked odd. while the fixed assets like the statues and such later on looked great. however I kept going back to the water and questioning some of the lighting effects too. don't get me wrong, the fixed assets look amazing and I look forward to seeing more done with this system

From what I've seen the look of water is usually not provided by the engine itself. Water is really hard to make look good and a lot of it depends on the specific needs of a game.

Re: A first look at Unreal Engine 5

#136
post #74

Earlier quoted context omitted.

It remains to be seen how the PS5 and the new XBox compare in terms of performance. The specs of the new XBox are slightly higher on paper, but the PS5 is doing some really interesting things in terms of optimization. Basically the XBox is going for high constant clock speeds, and the PS5 is shifting priority between the CPU and GPU components of the SOC so each gets boosted performance when it's most relevant. Both…

Highly dangerous of the PS people to build non-deterministic performance into their console. Developers who try to push every ounce of power out of it will hate it. edit: Maybe deterministic isn't the correct word. What I mean is that you can design a physics system that you can ensure runs on the PS5 CPU. But then the graphics boys make an upgrade and suddenly some power is diverted to the graphics and the physics s…

> Developers who try to push every ounce of power out of it will hate it.

How common is this though in an era where most releases are multi-platform?

Re: A first look at Unreal Engine 5

#137
post #74

Earlier quoted context omitted.

It remains to be seen how the PS5 and the new XBox compare in terms of performance. The specs of the new XBox are slightly higher on paper, but the PS5 is doing some really interesting things in terms of optimization. Basically the XBox is going for high constant clock speeds, and the PS5 is shifting priority between the CPU and GPU components of the SOC so each gets boosted performance when it's most relevant. Both…

Highly dangerous of the PS people to build non-deterministic performance into their console. Developers who try to push every ounce of power out of it will hate it. edit: Maybe deterministic isn't the correct word. What I mean is that you can design a physics system that you can ensure runs on the PS5 CPU. But then the graphics boys make an upgrade and suddenly some power is diverted to the graphics and the physics s…

I don't know to what degree it is deterministic or controlled by the developer. It might be interesting if, for instance, graphically heavy games can essentially trade CPU performance they're not using for additional GPU headroom in an intentional, explicit way.

Re: A first look at Unreal Engine 5

#139
post #69

Earlier quoted context omitted.

I think with every engine- or console generation people will go "this is photorealistic!", but in practice / real games it doesn't look / feel that way, or (maybe more likely) you get used to it until you run into the next best thing. That said, The Mandalorian has used the Unreal engine to render real-time backgrounds for scenes, so it's good enough for that at least. And in films they don't need to do real-time, th…

In this demo I thought it "didn't feel that way" more due to the camera positioning and character than anything else, though. The environment seemed quite indistinguishable from pre-rendered CGI.

It's definitely impressive but kind of obviously not pre-rendered still. There is quite some aliasing in smaller details of the more complex objects and the edges of shadows aren't soft. The water effects looked quite bad still.
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