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A first look at Unreal Engine 5

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Re: A first look at Unreal Engine 5

#692

Earlier quoted context omitted.

- no shadows on the scarabs - obvious SSAO when hand touched the rock wall - odd reflections on the bird sculptures - down-resing of textures and motion blur when she flew - obvious uncanny valley face (pancake makeup, no subsurface scattering) on face closeup - dust sprite clouds were some of the things I noticed on my first watch but it was still quite pretty. like what I'd expect uncharted 5 on the pc to look like

> motion blur when she flew I think that was intended and programmed into the clip on purpose - not a side-effect of a poor engine.

Sure but it was still "engine motion blur" not real motion blur. Just like SSAO is fake shadows and noticeable.

Re: A first look at Unreal Engine 5

#693

Earlier quoted context omitted.

I work in AAA. I'm talking lower level things like picking which "type" of GPU memory to allocate, access to specific registers in shaders, etc. PC didn't have real async compute capabilities until DX12, for example. On the CPU side yeah it's 100% just a normal computer but nothing will be interrupting your threads. I think Windows 10 tries to do in it's new game mode too. Sorry for assuming the link was the PS5 one.…

> PC didn't have real async compute capabilities until DX12 Indeed it didn't, and DX12 is extremely old tech. Consoles don't have async compute right now. (Edit: apart from the PS3).

AMD GCN absolutely supports async compute[1]. Radeon cards for years would only make use of the ACEs in pure compute contexts, as OpenGL and DX11 had no concept of a secondary command queue and could not make use of them. This is a big part of the reason why Vulkan/DX12 require so much boilerplate to get a triangle rendered.

The PS3's SPU definitely counts as async compute especially with how it was used later in the console lifecycle[2] once people had time to familiarize themselves with it.

However, in the current gen consoles, you don't have to deal with a different ISA, command queuing, and shared memory between the GPU and CELL processor. You are only writing HLSL/GLSL/PSSL and setting up an aggressive amount of fencing to transition resources between readable and writable states within the GPU.

[1]: https://www.anandtech.com/show/9124/amd-dives-deep-on-asynch... [2]: https://www.slideshare.net/DICEStudio/spubased-deferred-shad...

Re: A first look at Unreal Engine 5

#694
post #680

Earlier quoted context omitted.

I can see deep learning shaking up dynamic cloth animation dramatically in the not too distant future. It's already happened for fluids.

How so? We can already render really nice cloth offline. The issue is the runtime cost of sending that animation data to the GPU. Are you suggesting building some kind of GPU side physics protocol that takes material properties, and existing bone data and fills in some of the blanks? I suppose you could start to push bone motion vectors and interpolate some things.

Computing & rendering all on the GPU without having to query back to the CPU at all seems a natural fit to me, but I don't have a deep technical understanding of it.

My main thought is just that DL reduces the amount of computate you actually need by allowing you to approximate rather than derive things like cloth physics, how that's eventually integrated seems an implementation detail.

Re: A first look at Unreal Engine 5

#695

Earlier quoted context omitted.

I can see deep learning shaking up dynamic cloth animation dramatically in the not too distant future. It's already happened for fluids.

Funnily, I wasn't amazed by the fluid in the demo. It seemed much too thick (more like oil than like water).

That's not a great example of what's possible. Research-land has some wild demos:

https://www.youtube.com/watch?v=i4KWiq3guRU

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