Earlier quoted context omitted.
What you are suggesting are called voxel engines, and there have been a lot of attempts at them, none close to success. There is no way we can simulate physics at the level you suggest for real-time games, not even in a hundred years. Unless you achieve a breakthrough in fundamental physics which would have an impact in every aspect of life, not just games.
Thanks, I didn't know what they were called! There must be some granularity at which voxel engines can work smoothly today. Let's say my room is a square with 320 pixels on each side. 320^3 = 32,768,000 voxels, which looks like a lot, but an RTX 2080 can render 17 billion triangles per second, which works out to 273 million per frame at 60fps. Let's ignore gravity and focus on momentum vectors and collisions. Even if…
A first look at Unreal Engine 5
641–650 of 695 posts
Re: A first look at Unreal Engine 5
#642Earlier quoted context omitted.
That video's amazing because the part of the UE5 demo I can't wrap my head around is where Nanite magically turns 1 billion triangles of source art to 20 million triangles of rendered art, per frame. And then I get a minute into the UE3 video from 2004 and what do I hear? "The scene you're seeing here is about 1 million polygons of in-game assets, which came from about 200 million polygons of source art." Then, deja…
That video's amazing because the part of the UE5 demo I can't wrap my head around is where Nanite magically turns 1 billion triangles of source art to 20 million triangles of rendered art, per frame. I was wondering about that too. My best guess is that they put the heavy geometry items in an acceleration data structure and then ray trace / cone trace these in a first pass to get the points where the camera rays inte…
To me this tech sounds more like they finally figured out all the quirks around how to properly construct "seamless geometry atlasses" (geometry images) and reconstruct geometry from them, and managed to bring that to production. It required quite a bit of compute, and there were also a lot of quirks about how to automatically "cut" an input geometry so that you can put it in a 2D image, how to compress and decompress the image or parts of it without artifacts (such that you don't get jumps across triangles), etc.
That approach doesn't store any triangles, but a 2D xyz (rgb) image that you can use to reconstruct the original geometry from, and to which you can apply all usual image compression algorithms, use all GPU texture features (but for geometry), etc.
That's ~15 year old tech, and they mention they have been working on this for over 10 years, so timeline-wise it would fit (search for geometry images, texture atlasses, etc. there was a siggraph talk from ~2005 about wavelet compression of geometry images).
Re: A first look at Unreal Engine 5
#643My tiny, 12 year old, N64-powered brain would explode watching this video
Re: A first look at Unreal Engine 5
#644Earlier quoted context omitted.
That video's amazing because the part of the UE5 demo I can't wrap my head around is where Nanite magically turns 1 billion triangles of source art to 20 million triangles of rendered art, per frame. I was wondering about that too. My best guess is that they put the heavy geometry items in an acceleration data structure and then ray trace / cone trace these in a first pass to get the points where the camera rays inte…
In the video they mention that the "heavy geometry" you are talking about is 100s of billions of triangles. Storing 1 billion triangles using 32-bit floats takes ~12 Gb, so we are talking about N * 12 Tbs only in triangle storage for this demo. Building an acceleration data-structure on top of this would also take up a lot of storage, so I don't think how you can make this approach successful on a PS5 with limited GP…
Re: A first look at Unreal Engine 5
#645Earlier quoted context omitted.
In the video they mention that the "heavy geometry" you are talking about is 100s of billions of triangles. Storing 1 billion triangles using 32-bit floats takes ~12 Gb, so we are talking about N * 12 Tbs only in triangle storage for this demo. Building an acceleration data-structure on top of this would also take up a lot of storage, so I don't think how you can make this approach successful on a PS5 with limited GP…
It's quite possible that they make heavy use of instancing, which might reduce the memory footprint by a lot. Not every pebble or rock needs an individual geometry.
That's why it seems much more plausible to me that they are not storing triangles anywhere, and instead just storing geometry images.
Re: A first look at Unreal Engine 5
#646Let 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…
Just looking at demoscene, it is possible to create amazing results with very little resources if you have right people and infinite time and resources to polish couple of seconds of it. This rarely transfers to a product that has a lot of content to be built, an actual budget, good but not star developers and conflicting requirements.
Re: A first look at Unreal Engine 5
#647Earlier quoted context omitted.
You can appreciate the technology behind it, but once the graphics in a game (which you play to escape real life) begin to mimic real life, it can feel underwhelming. For instance, a game like Okami on PS2 is far more impressive to me than some 4K tech demo. When it comes down to actually playing a game, I don't give a shit about the polygon count, I give a shit if it's fun to play.
I love some pretty gfx as well, but I have the same feeling. Lately I’ve been finding the simplistic gfx of minecraft and terraria just fine especially given the mechanics are rather deep and enjoyable (for me at least). The simple graphics even add a bit of charm
Lately I've been playing this great mountain biking game called Lonely Mountains: Downhill that uses this gorgeous minimalist aesthetic. I'm also playing Trails in the Sky on the PSP. Those graphics just age beautifully.
Sometimes the simpler, the better.
Re: A first look at Unreal Engine 5
#648Earlier quoted context omitted.
Lumberyard is a fork of the CryEngine, and quite a few games have shipped on either CryEngine or one of its forks (particularly Dunia, which Ubisoft uses extensively).
So what is the reason the Lumberyard fork is so "unpopular"?
Re: A first look at Unreal Engine 5
#649Earlier quoted context omitted.
At the risk of sounding a bit negative I personally find that graphics have plateaued since about the PS3. Sure, there are more polys, sure, there are higher res textures, sure, there are more complex and dynamic lights. But you don't really have the kind of gap we used to have between, say, the PS1 and PS2 for instance. Diminishing returns and all that. The problem is that, in my experience, this eye candy only matt…
I agree that Story telling and Game Play is still the top priorities. Look at Nintendo! I enjoy Zelda,( not exactly the best graphics looking game ) more so than most "photorealistic" game in recent years. ( I will also admit I am now a lot older and dont have time for serious gaming ) But still, the graphics in UE5 is stunning. The last time I was stunned by 3D Graphics was Crysis, and that was I think over 10 years…
Many games on the Switch look way better than generic AAA games on PS4 and Xbox. Granted the Switch games are still somewhat held back by limited hardware.
Personally I'd take Breath of the Wild over some generic UE4 game any day.
Re: A first look at Unreal Engine 5
#650Earlier quoted context omitted.
It was done on purpose, similar to how Pixar movies have obviously cartoony and unrealistic characters in an otherwise photo-realistic environment.
the problem isn't that her design is a bit stylized; it's that her face looks kind of... not-face-like in closeups. (missing some shininess & subsurface scattering imo). it's different from e.g. Moana, where skin is kind of marzipan-y, but still recognizably skin-like