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…
Keep in mind it's contending with YouTube compression too. A lot of the artifacts you see around the character and other moving objects are likely compression artifacts.
A first look at Unreal Engine 5
141–150 of 695 posts
Re: A first look at Unreal Engine 5
#142Earlier quoted context omitted.
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
#143so PC gamers, with 8K textures and UE5, what would you like to see aside from pushed framerates?
Better physics. It's 2020 and still doors, walls, and even windows can be struck by a rocket without anything other than a scorch decal left behind.
Re: A first look at Unreal Engine 5
#144Earlier quoted context omitted.
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
#145Edit: found the video of the demo levels that shipped with very early UE3 https://www.youtube.com/watch?v=1m7T5ay_8DI
However UE3-generation games that finally shipped had none of the visual effects from the early demos. The multicolored shadows could only be rendered with multiple passes, at least one per light, which proved to be too expensive for larger dynamic game scenes. It took years of work from the demo to shipped games, and an army of unnamed engineers to wrestle the technology into a product.
UE4 had a great early demo of dynamic global illumination using something like voxel cone tracing if I remember correctly. To my knowledge that tech demo was never incorporated into the engine and never shipped.
Epic is famous for their demos, and I love them for it... at least now that I no longer work professionally in that field. If anything it charts a long term technical direction for interactive entertainment.
Re: A first look at Unreal Engine 5
#146so PC gamers, with 8K textures and UE5, what would you like to see aside from pushed framerates?
My #1 desire for the future of game graphics is universal support for foveated rendering.
Re: A first look at Unreal Engine 5
#147Earlier 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…
hint_prioritize_cpu_begin()
...
hint_prioritize_cpu_end()
or something?Re: A first look at Unreal Engine 5
#148I am always skeptical of tech demos like this, but if Epic has truly created a way to show full quality assets at runtime without manual LOD / optimization, then this is going to be a huge process improvement for game development. Same goes for this lighting. Baking lights is such a burden, if they can simply do all of this at runtime then making beautiful games just became that much easier. They also bought Quixel,…
Re: A first look at Unreal Engine 5
#149Earlier quoted context omitted.
I thought the scarf movement looked great.
Not to me. It was too stiff which caused it to move in some unnatural ways.
However I could see them adjusting the physics for the demo to ensure the cloth actually fell by her side so we could see it swaying as she climbed.