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Unreal Engine 5 Pathtracing

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Joined
31 Aug 2013
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Location
Scotland
The Carpenter's Cellar -


BlackOudanArt

Link To Project : https://www.artstation.com/artwork/wJvbWZ

A small cellar in the countryside in Sweden, where an older man spends his time doing carpentry. I have created everything from scratch, No photoscans used. except the rusty metaltexture on the "Tool Wall" And the GroundTexture(They are from Quixel). I used Zbrush, Substance Painter And Maya For Assets and Tiling Textures. I have always wanted to have my own little workshop in the basement. I really Like older Environments without modern technology. Environments before I was born. It feels like it was better back then. My goal was to explore Unreal Engine 5. I Have never used Unreal before so it was really nice getting to know the engine and explore its power.

This project is Rendered In Unreal Engine 5 Preview, using Pathtracing. Lumen version in progress for comparison.

In a perfect world we would have the option of switching between legacy and path traced.
 
it also seems to be pre rendered judging by YouTube comments, so not real time - so if a rtx3090 can't even hit 1fps in real time then what hope do games have

Well, leave aside all the rasterization parts, concentrate strictly on RT and perhaps in 1-2 generations that could be doable (at least in SLI).
However, downgraded to Lumen and should be fine.
 
Yeah that wood texture really doesn't hold up well close up, same for the brick texture/geometry. That is more artistic rather than tech limitation though.

It is a pretty decent effort overall though.

it also seems to be pre rendered judging by YouTube comments, so not real time - so if a rtx3090 can't even hit 1fps in real time then what hope do games have

The path tracer in Quake 2 can do this real time, albeit more limited in terms of bounces and caustics, etc. and with some temporal noise with mixed contrast areas due to the limited ray/time budget.
 
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