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Unreal Engine 5 - unbelievable.

That mega lights comes pretty close to path tracing... every light source having its own shadow is HUGE!

Just saw the mega lights demo

All I could see was how lovely the blurry textures looked, man I love TAA and I'm sure Epic does too

And then you have people jump into the engine, press a couple buttons and post videos "omg look how amazing lights look" and some lazy developers sees that and puts that in his game, probably follow the video step for step because he doesn't understand the engine

And that's how we end up with games that look and run like PS3 games using so called modern graphics, and to try and fix it, they slap on a layer of dlss/fsr, heavy sharpening filters and frame Gen so you can play your blurry game with more latency
 
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Just saw the mega lights demo

All I could see was how lovely the blurry textures looked, man I love TAA and I'm sure Epic does too

And then you have people jump into the engine, press a couple buttons and post videos "omg look how amazing lights look" and some lazy developers sees that and puts that in his game, probably follow the video step for step because he doesn't understand the engine

And that's how we end up with games that look and run like PS3 games using so called modern graphics, and to try and fix it, they slap on a layer of dlss/fsr, heavy sharpening filters and frame Gen so you can play your blurry game with more latency
What would qualify as a "sharp" looking game?
 
No, only videos, that's the thing with UE5, you only see videos, never any downloadable demos.

If they are official demos by Epic Games they provide the project assets, then its a case of an Unreal Engine game developer turning that in to a downloadable demo, the City Matrix demo for example...

The video @Calin Banc posted is a private developer advertising his Unreal Market Place store front with this 'demo'.

 
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No, only videos, that's the thing with UE5, you only see videos, never any downloadable demos.
Doesn't mean it can't render that.
When people would actually buy a lot of high end hardware, games should pick up the pace quicker. With consoles and low end hardware crippling gaming... it just goes at its usual slow pace.
 
Trees are actually surprisingly demanding both in design and memory resource use to texture in ultra high res well if you want high detail and seamless blending.
 
5.5 is said to have a largely updated optimisation system giving better performance than previous UE5 builds. Given that we already have some patched and well optimised UE5 games that do run well, UE 5.5 should provide a decent gain out of the box which hopefully means lazy devs can slightly relax a bit more.

key things of note, and these are actually massive gains in 5.5:

- Hardware RT on by default and Lumen is now faster
- Multi-threading optimisations
- Parallel workloading
- New RT de-noiser removing the classic Lumen artefacts on reflections and shadow areas
- Demo running on a 4080, he says "I've got enough bandwidth on this scene that it's not that big of a deal" and ended up whacking one of those sliders all the way up because why not.
 
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Interesting video on unreal and that because it was developed for fornite primarily means performance sucks on other games which use the engine.


 
Interesting video on unreal and that because it was developed for fornite primarily means performance sucks on other games which use the engine.


It doesn't make sense. That is a MP online
, free to play, which means it requires to be quite efficient to run fast on a wide variety of setups. How can it suck in other games? The comparison is just poor.
 
It doesn't make sense. That is a MP online
, free to play, which means it requires to be quite efficient to run fast on a wide variety of setups. How can it suck in other games? The comparison is just poor.
A game engine can work best for a certain genre of games but be a handicap for others. Some years back there was an issue with EA mandating the use of the frostbite engine across all their games and it was causing issues.
 
A game engine can work best for a certain genre of games but be a handicap for others. Some years back there was an issue with EA mandating the use of the frostbite engine across all their games and it was causing issues.

Yeah obviously online vs singleplayer but a corridor shooter requires very different handling of coordinates (and max coordinates) to a spaceship game and different LOD and other culling/visibility management, etc. etc. which is very different again to a flight simulator which adds terrain into the mix.
 
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