Earlier quoted context omitted.
That was my first thought- it's a shame all we have to interact with such a complex, richly rendered world is a couple of analog sticks and some buttons.
Well, Microsoft tried the Kinect, but it wasn't popular.
A first look at Unreal Engine 5
661–670 of 695 posts
Re: A first look at Unreal Engine 5
#662Earlier quoted context omitted.
Holy shit, wow! I hear you on the skepticism, but did you notice how the vehicles shimmer during some of the editing? I think think they're optimizing by joining adjacent voxels together until they're deleted, at which point they get replaced with new polys, and it causes a ripple effect. That type of detail suggests to me that it's a real (clunky) demo, but maybe it's running slower than advertised. I can also under…
It's possible that it's an async compute task, which could potentially miss a frame and show old data (instead of the whole frame missing vsync). Also this demo is supposed to be running on a PS5 devkit, which means that you'd need a devkit to run it, which means that you'd need to sign NDAs and join their developer programs and whatnot. Having worked with current gen consoles (meaning I can't go into any amount of d…
> it's not a trivial thing to get a demo like this running well on PCs
This old tired argument.
The current theory for how the meshing is done is something similar to mesh shaders (available on commodity PC hardware since 2018)[1]. This "PS5 platform specific feature" running on PC in 2018[2].
As for the lighting, NVDIA have already had this "platform specific feature" on PCs for some time now. It's called RTX. In 2018[3] (using DLSS), in 2020[4] (no apparent DLSS usage, but it may have improved).
Both next-gen consoles are essentially PCs. Their primary advantage is tightly coupled hardware (e.g. memory latency, the absurdly fast PS5 SSD). While dedicated raytracing silicon on AMD is currently unique to PS5 (AMD claims they can emulate DXRT on Navi), it has been around for more than a year in consumer hands in the form RTX.
[1]: https://devblogs.nvidia.com/introduction-turing-mesh-shaders... [2]: https://www.youtube.com/watch?v=CRfZYJ_sk5E [3]: https://www.youtube.com/watch?v=jkhBlmKtEAk [4]: https://www.youtube.com/watch?v=2744rWPvNuE
Re: A first look at Unreal Engine 5
#663Earlier quoted context omitted.
> To my knowledge that tech demo was never incorporated into the engine and never shipped. I'm not sure when it shipped (it certainly may have not launched with the first version of the engine), but it is currently called "Light Propagation Volumes."
> I'm not sure when it shipped (it certainly may have not launched with the first version of the engine), but it is currently called "Light Propagation Volumes." That's actually a different things. Light Propagation Volumes (LPV) is real-time global illumination first used in Cryengine 3 in 2009. http://advances.realtimerendering.com/s2009/Light_Propagatio... SVOGI (Sparse Voxel Octree Global Illumination) which is f…
Re: A first look at Unreal Engine 5
#664Re: A first look at Unreal Engine 5
#665Earlier quoted context omitted.
You can access the source code via GitHub if you follow these steps: https://www.unrealengine.com/en-US/ue4-on-github Did a quick `cloc` run of the codebase, shows the following: github.com/AlDanial/cloc v 1.84 T=86.60 s (949.0 files/s, 297044.5 lines/s) --------------------------------------------------------------------------------------- Language files blank comment code -------------------------------------------…
Is that for UE4 or UE5? In any case, thanks for the reply.
But, if UE4 was/is mainly, you can expect UE5 to follow the same path, they are not gonna rewrite 20720 files into a different language just for fun.
Re: A first look at Unreal Engine 5
#666Earlier quoted context omitted.
No details yet, but hopefully that will follow soon. I don’t think the SSD but rather the GPU would be doing the tesselation... Here is a good presentation on micropolygon rendering (note: nothing says nanite works like this at all): https://www.cs.cmu.edu/afs/cs/academic/class/15418-s12/www/l...
> I don’t think the SSD but rather the GPU would be doing the tesselation... Ha, I phrased that badly. I meant that, if the high-poly models can't all be stored in VRAM at once, is the SSD fast enough to load them back onto the GPU every frame?
Re: A first look at Unreal Engine 5
#667Earlier quoted context omitted.
That's not entirelly true, there are for instance Python bindings, and I think some work exists on bindings for other languages. I just think they don't always have a lot of support until a case exists where it ends up being really valuable. Film studios in the case of Python. https://docs.unrealengine.com/en-US/PythonAPI/introduction.h...
Unreal's Python integration is incredible. I made some modifications to it at work to run a version of WinPython (both for loose scripts outside the engine and pip access) It's great for complex asset pipelines and quick one-off editor scripts, at least in my experience. The only thing that felt a bit wonky to me was attempting to use bitflag enums.
Re: A first look at Unreal Engine 5
#668Earlier quoted context omitted.
To invoke the old "rule 5" of explaining things: Until surprisingly recently, there was no built-in way to make a rectangular element on a webpage have rounded corners. People had to use all sorts of dirty hacks to make a final product that "looked like" it was a native, built-in feature. Usually in the old days it basically amounted to various forms of "putting a picture of a rounded corner" (often a gif) in each of…
I was about to weigh in on how 9-slicing is absolutely a valid strategy for UI components, and give you an example from my professional work, only to realize that I can't think of a single example that wasn't, "hack around some library that doesn't have border-radius". I'll be glad for the day when 9-slice is a truly obscure technique.
Re: A first look at Unreal Engine 5
#669Earlier quoted context omitted.
Look up E3 game demo's and their launched comparison on YouTube. You'll learn all the game trailers with 'real game play footage' are all fake. The whole industry is filled this.
https://www.penny-arcade.com/comic/2005/09/12