Live data from Hacker News

A first look at Unreal Engine 5

unrealengine.com

241–250 of 695 posts

Re: A first look at Unreal Engine 5

#241
post #15

Earlier quoted context omitted.

Well, I may be wrong, but I was under the impression that the Unreal Engine will also work on the next XBOX (and any PC) and that the PS5 was less powerfull than the next XBOX.

"As for Microsoft’s Xbox Series X, Sweeney isn’t saying the new Xbox won’t be able to achieve something similar; both are using custom SSDs that promise blazing speeds. But he says Epic’s strong relationship with Sony means the company is working more closely with the PlayStation creator than it does with Microsoft on this specific area."

That just means they got paid to say it.

Re: A first look at Unreal Engine 5

#242

Earlier quoted context omitted.

Don't you still need to do some of that just for file size and data transfer, if nothing else? In the demo they said it had hundreds of billions of triangles. Google tells me you can get down to 18 bytes or so per triangle, but even if we assume a lower bound of just three bytes per triangle (amortized storage of 1 vertex per triangle of an x,y,z point), we're talking about on the order of terabytes to just store tha…

"virtual" is the keyword. They do some magic to not calculate or store most of it, most of the time.

I'm pretty sure the virtual word here refers to the geometry being in a virtualized form, meaning that the renderer refers to it but the GPU does not have all of it in RAM but instead is paged in on demand.

This paper about geometry images[0] was mentioned on Twitter from an old post by the programmer who implemented the functionality in UE5. Geometry images encode geometry in rectangular 2D textures that can be reconstructed later (the paper is kinda old for this, but i guess it can be done on a computer shader nowadays). If those images are stored as virtual textures, which are supported by the GPUs nowadays, they could be essentially using sparse textures/resources to store geometry.

[0] http://hhoppe.com/gim.pdf

Re: A first look at Unreal Engine 5

#243

Earlier quoted context omitted.

I could swear I “played” it when I was a kid off a PlayStation magazine or Pizza Hut demo disk on a retail (well modded) unit

I think it came out on a demo disk at some point. You got to move the dino about and maybe the light source? It's been a long time!

For me it came on a disk caled Demo 1 which shipped with the first issue of the Playstation.

Re: A first look at Unreal Engine 5

#244
What a magical demo! That made my day. I had largely written off console gaming as a never-ending sequence of brain-dead first person shooters. I'm glad to see real innovation in the graphics space - coupled with advances in AI and NLP, I think we could see a crop of incredibly realistic and meaningful games in the next few years.

IMHO, a key innovation that still needs to occur is a shift away from flunky and unintuitive hand-held controllers to a more natural and vibrant method of input. I really liked the scene in the movie Her, for example, where the protagonist is playing a video game and uses hand gestures to control his avatar, all without a physical controller. Wii and Kinect were the first few steps in this direction - I'm not sure what the next steps are.

I think voice input and NLP is an incredibly fruitful space to explore - imagine what video games would be like if you could actually talk to the characters, instead of merely punching and shooting them.

Re: A first look at Unreal Engine 5

#245
post #188

Let me throw in an anecdote that may amuse some: I was working for a now defunct large game company when Epic and Tim Sweeny came in to demo Unreal Engine 3 very early before the PS3 and XBox360 were launched. This was about 2004. Their demo blew away executives in particular. They showed multicolored lights casting multicolored shadows on a single high detail character. One of the lights was behind a stained glass w…

CIG's customizations to the Lumberyard engine have been pretty impressive - believe they're working on SDF now

Yeah it looks nice but the price is that it's broken everywhere else and will probably be overtaken by newer engines until it reaches a release. That is...if it ever does.

Otherwise, not many games made it to release on that engine: https://en.wikipedia.org/wiki/Amazon_Lumberyard

Re: A first look at Unreal Engine 5

#246
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…

Ray tracing is a scam to push more hardware we dont need.

https://www.youtube.com/watch?v=RNRp9Y33xWE Can you spot the difference worth >2-3x performance drop?

Re: A first look at Unreal Engine 5

#247
post #131

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 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.

If a scene has been filmed in this setup, how easy is it to separate the physical foreground from the background screen if they want to re-composite the foreground with a more detailed rey traced background?

Re: A first look at Unreal Engine 5

#248

What a magical demo! That made my day. I had largely written off console gaming as a never-ending sequence of brain-dead first person shooters. I'm glad to see real innovation in the graphics space - coupled with advances in AI and NLP, I think we could see a crop of incredibly realistic and meaningful games in the next few years. IMHO, a key innovation that still needs to occur is a shift away from flunky and unintu…

It certainly won't be running games that look like this, but the Oculus Quest is doing neat things with hand tracking.

Recent demo shown on Adam Savage's TESTED: https://www.youtube.com/watch?v=J0KhC1GpLSQ

Re: A first look at Unreal Engine 5

#249
post #79

So I don't care much for graphics quality, I started moving towards the terminal and CLI for most everything in my life about ten years ago, ultimately I feel that graphics falls under unnecessary fluff and eyecandy that distracts from "real" data, gameplay, etc. But that flight scene at the end of the demo, how realistic it was, how it was seamless, how detailed it produced a physical reaction in me, a feeling of li…

Graphical quality can be a way of conveying "real" data. Here's a video where they cover the importance of graphics in fighting games, such as allowing characters to have larger move sets because the better graphics allows moves to be visually distinct to players.

https://www.youtube.com/watch?v=dSxk7THBnxY&t=2s

Re: A first look at Unreal Engine 5

#250

I 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,…

Don't you still need to do some of that just for file size and data transfer, if nothing else? In the demo they said it had hundreds of billions of triangles. Google tells me you can get down to 18 bytes or so per triangle, but even if we assume a lower bound of just three bytes per triangle (amortized storage of 1 vertex per triangle of an x,y,z point), we're talking about on the order of terabytes to just store tha…

This would be awesome tech if everyone had gigabit fiber. You could just stream all the assets during loading time or if possible during gameplay. On second thought, 125MB per second probably wouldn't be fast enough. A 30 second load time would only result in 3750mb of assets at best. 4k on a Google Stadia doesn't sound bad if the latency is good.
Post reply on HN