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Unreal Engine 5 - unbelievable.

mrk

mrk

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Gaming just got a whole lot interesting with this engine, especially for those on last gen GPUs as with this level of detail and performance budgets, not everyone will need a 3080 or above to experience true next gen gaming.
 
Soldato
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Gaming just got a whole lot interesting with this engine, especially for those on last gen GPUs as with this level of detail and performance budgets, not everyone will need a 3080 or above to experience true next gen gaming.

Valley of the Ancient is a separate download of around 100 GB. If you want to run the full demo, the minimum system requirements are an NVIDIA GTX 1080 or AMD RX Vega 64 graphics card or higher, with 8 GB of VRAM and 32 GB of system RAM. For 30 FPS, we recommend a 12-core CPU at 3.4 GHz, with an NVIDIA RTX 2080 or AMD Radeon 5700 XT graphics card or higher, and 64 GB of system RAM. We have successfully run the demo on PlayStation 5 and Xbox Series X consoles at full performance.

:p
 

mrk

mrk

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That's in its current in dev state though, they even say in the latest video posted that they are currently working on 30fps targets but the aim is to optimise everything to hit 60fps.
 
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Yeah it means nothing. They will optimize for consoles and go again full Nvidia for PC's. :)
The best news is that they will have their own TSR.
 
Last edited:
Soldato
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This whole "next-gen version" turned out to be a joke. :cry:
Guess we'll still just be waiting for more powerful RT HW instead.

Lumen's Global Illumination and Reflections primary shipping target is to support large, open worlds running at 60 frames per second (fps) on next-generation consoles. The engine's High scalability level contains settings for Lumen targeting 60 fps.

Lumen's secondary focus is on clean indoor lighting at 30 fps on next-generation consoles. The engine's Epic scalability level produces around 8 milliseconds (ms) on next-generation consoles for global illumination and reflections at 1080p internal resolution, relying on Temporal Super Resolution to output at quality approaching native 4k.

Nanite is currently limited to rigid meshes. These represent greater than 90% of the geometry in any typical scene for projects and is the initial focus of Nanite development. Nanite supports dynamic translation, rotation, and non-uniform scaling of rigid meshes, but does not support general mesh deformation, whether it is dynamic or static. This means any position of a Nanite mesh in a way that is more complex than can be expressed in a single 4x3 matrix multiply applied to the entire mesh.
Deformation not supported includes, but is not limited to:
  • Skeletal animation
  • Morph Targets
  • World Position Offset in materials
  • Spline meshes
  • Nanite meshes also do not currently support:
  • Custom depth or stencil
  • Vertex painting on instances
  • This specifically means per-instance painted colors using the editor's Mesh Paint mode.
  • Vertex colors imported on the original mesh are supported.


The following materials, with the following settings cannot be assigned to Nanite meshes. They will either be disallowed or will have no effect on Nanite meshes if used.
  • Any Blend Mode besides Opaque
  • This includes Masked and Translucent blend modes
  • Deferred Decal
  • For example, using a Nanite mesh for Mesh Decals
  • Decal meshes projected onto Nanite meshes is supported
  • Wireframe
  • Pixel Depth Offset
  • World Position Offset
  • Custom Per-Instance Data
  • Two Sided
  • Materials that use the following will not render correctly when applied to a Nanite mesh and may appear visibly broken.
  • Vertex Interpolator node
  • Custom UVs


The following rendering features are not currently supported:
View-specific filtering of objects using:
  • Scene Capture with:
  • Hidden Components
  • Hidden Actors
  • Show Only Components
  • Show Only Actors
  • Minimum Screen Radius
  • Distance culling
  • Anything filtered by FPrimitiveSceneProxy::IsShown()
  • Forward Rendering
  • Stereo rendering for Virtual Reality
  • Split Screen
  • Multisampling Anti-Aliasing (MSAA)
  • Lighting Channels
  • Raytracing against the fully detailed Nanite mesh
  • Ray Tracing features are supported but rays intersect the coarse representation (called a proxy mesh) instead of the fully detailed Nanite mesh
  • Some visualization view modes do not yet support displaying Nanite meshes

Fast camera movement will cause Lumen Scene updating to fall behind where the camera is looking, causing indirect lighting to pop in as it catches up.
Lumen Surface Cache covers the 200 meters from the camera position. Past this, only screen traces are active for global illumination.
Lumen Global Illumination cannot be used with Static lighting in lightmaps. Lumen Reflections should be extended to work with global illumination in lightmaps in the future, which will provide a way to further scale up render quality.
Foliage is not well supported in this Early Access build because of the heavy reliance on downsampled rendering and temporal filters.
Lumen's Final Gather can add significant noise around moving objects and is still under active development.
Translucent materials are not yet supported for Lumen Reflections.
Translucent materials will not have high-quality dynamic global illumination.
 
Soldato
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Next generation games haven't even started yet.

Thats normal and accurate. Developers make games that make money, thats why developement on next gen game engines dont start until next gen does and from there it takes a couple years, then only does the individual game developer get to make their game on it.

That's why typically the real next gen games only arrive about 3 years into the next gen cycle - so about the end of next year is when we will start to see a flurry of true next gen games. While UE5 looks great, it's still in Alpha, the demos above are internal tests - this engine has yet to be released to any game developer and that means any future games that will run on UE5 havent even started developement
 
Soldato
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UE4 may not be favourable towards AMD, hopefully UE5 is more balanced.
AMD partners with Epic Games in Unreal Engine 5 Ea... - AMD Community

After skimming the article, the "partnering" part appears to just be AMD providing some help on implementing it's fidelity super resolution feature into the engine, just like Nvidia got DLSS added.

You know whats the nice thing about PC gaming, sometimes things can be easy to tailor - no reason to believe add on feature like DLSS and FSR can't be a feature of all UE5 games and run each depending on your GPU vendor. People thought it was one of the other, that you can't have DLSS if you have FSR or vice versa but both Nvidia and AMD have made their image reconstruction so simple to do that it probably takes 10 minutes to make a game work with both technology and they are not mutually exclusive
 
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They have a single screnshot with TSR and it doesn't look too bad, if it won't make bad artifacts then it should be good at least for consoles and older hardware. The perf increase is around 2.3X (from 18.6FPS native 4k to 43FPS upscaled from 1080p).

I am sure some reviewers will try to convince us how bad the TSR is on this engine because DLSS is a big selling point for Nvidia and it is built on a lot of marketing BS about AI and neural networks, but for me the TSR looks the same.

image_5.png

image_6.png
 
Soldato
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bit hard to tell, like even the top image looks a bit soft - might be some ****** TAA thats making both blurry or the screenshots are compressed.
 
Associate
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But 2.3x the performance is something. It shows how costly is native rendering vs upscaling. And it proves it can be done without "dedicated hardware". :)
I don't think you get 2.3x the performance with DLSS performance ( or whatever the setting is to turn 1080p into 4k ).
 
Soldato
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But 2.3x the performance is something. It shows how costly is native rendering vs upscaling. And it proves it can be done without "dedicated hardware". :)
I don't think you get 2.3x the performance with DLSS performance ( or whatever the setting is to turn 1080p into 4k ).

Its called performance mode. the uplift depends on how long the frametime is, the longer it is the better the uplift. to get just 4k 18fps in unreal engine 5 is quite low, probably a 6900xt they used to test it?
 
Soldato
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That or they overclocked a 3090. :)

Nope 3090 gets better performance than they quoted. The unreal engine 5 beta is now downloadable on the Epic website and this tech demo can be loaded up and played - my 3090 at 4k sits between 31fps and 42fps. No idea how to turn on FSR or if it can be on Nvidia
 
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Nope 3090 gets better performance than they quoted. The unreal engine 5 beta is now downloadable on the Epic website and this tech demo can be loaded up and played - my 3090 at 4k all settings max sits between 31fps and 42fps
Yeah but they say the TSR is activated by default so if you overclock it, then you may get 43 FPS. :)
Really who cares what card they used? The performance uplift is what counts so if you get 40 FPS instead of 20, that's 2times the perf of native. In their case it is 2.3times more.
 
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