Aren't the PS5 and Series X around RTX2070?
I have put UE5 to stress on an HDD flying as fast as the demo allows me.
Thanks! sounds about right. super impressive tech.
Yep, 1440p.No SSD required then /s
What resolution are you running it in? 1440p?
The demo seem to use less than 5GB of VRAM so should probably run even on a 2060.
Will try in a moment.How long does the world-switching take on a SSD vs HDD on a production build?
Between 3 and 4 GB.
Read the splash screen, you have to load the level.
OK how do I do that.. The splash screen loads in 5 seconds loll
Thnx
Wow this is just beautyUnreal Engine 5, [UE5 Developer Availability 2022-04-05]
The specular reflections are pretty rough as I am seeing right now, but pretty interesting! SDF reflections are the most expensive on smooth surfaces since engine has to cast more cones/rays on mirror surfaces, this is actually opposite to HW RT reflections where the rought reflections are the...forum.beyond3d.com
Runs at native 4k 40 fps on 3080 by ·cukos on B3D
Same thing really or in the same ballpark( without DLSS )
I have put UE5 to stress on an HDD flying as fast as the demo allows me.
A. It's a UE5 engine feature which will work on any GPU supporting SM5.Sounds like it may be a good alternative to DLSS for AMD in the short term.
A. It's a UE5 engine feature which will work on any GPU supporting SM5.
B. It won't be out in the "short term" since the UE5 preview is late 2021 and first projects using the engine are unlikely before 2023.
Shader Model 5.0, roughly equal to DX11 GPUs i.e. GF400/500 and RHD 5000/6000 (note the "HD" instead of "RX").A. What is SM5?
B. Don't hurt me like that :'( . And by short term, I meant an alternative to DLSS for AMD chips before another more efficient or as efficient process competes with it for similar result down the line.
There are already multiple temporal upscaling techniques out there.A. What is SM5?
B. Don't hurt me like that :'( . And by short term, I meant an alternative to DLSS for AMD chips before another more efficient or as efficient process competes with it for similar result down the line.
Realistically, how much faster do we really need to go in a game that needs this close level of detail? This speed seems perfectly fine for, let's say, an Ace Combat title - even then that would be such a waste of resources.
Shader Model 5.0, roughly equal to DX11 GPUs i.e. GF400/500 and RHD 5000/6000 (note the "HD" instead of "RX").
There are already multiple temporal upscaling techniques out there.
Not sure how efficient they are compared to Epics, or DLSS for that matter.. I don't know of any good comparisons, I don't think there are games w/ DLSS that also have other TAAU options.
The big thing about one being built into UE5 would be it would be available for all; whether it compares well against the exact same game using DLSS might be harder to determine.
Excuse me? People on ResetEra told me that the original demo was only possible because of PS5's SSD. Why would someone lie on the internet?
Temporal injection is a similar technique under a different name. UE5's TSR will likely produce very similar results.The only upscaling techniques or rather reconstruction methods I am aware of are Checkerboarding in HZD (among many others) and Temporal Injection (most notably by Insomniac in Spider-man).
lots of devs are turning to make their own TAAU it seems. 4A built their own with Metro Exodus, for exampleGotcha, thank you.
Thank you.
The only upscaling techniques or rather reconstruction methods I am aware of are Checkerboarding in HZD (among many others) and Temporal Injection (most notably by Insomniac in Spider-man).
Temporal injection is a similar technique under a different name. UE5's TSR will likely produce very similar results.
lots of devs are turning to make their own TAAU it seems. 4A built their own with Metro Exodus, for example
trying out Lumen, it seems that it's only screen space, which is pretty weak for enclosed environments it seems. also it builds up very slowly on my pc for whatever reason. I have it set to hardware RT since I have a 3060Ti.
The Editor loads data into (a shitload of) RAM, not really comparable to a live game situation on a limited RAM pool. There is a reason the editor requires 64 Gigabytes of RAM on PC.
So this is how it's handled in the editor if you have a slow HDD like I do. The editor can't instant flash, so it's just going through loading everything into VRAM before continuing.
I had a couple stutters like this as well when first loading, but once it's in memory, stuttering will go away generally. Performance is still bad on a 1070 however. By bad, as in, I don't like it=P Probably less than 30 it feels like, but I could be wrong. IT's also very blurry in motion, the temporal is pretty intense.
A lot of etc, effects load JIT the first time they appear.
I'm setup is struggling here. I don't know if you can get away with a slow HDD and play through fully without seeing a hiccup
lots of devs are turning to make their own TAAU it seems. 4A built their own with Metro Exodus, for example
trying out Lumen, it seems that it's only screen space, which is pretty weak for enclosed environments it seems. also it builds up very slowly on my pc for whatever reason. I have it set to hardware RT since I have a 3060Ti.
I think there are going to be some tough decisions to be made. UE2/3 drove many developers to create their own engines, as the royalty cut Epic was asking at the time was massive and enough to make an otherwise profitable project become unprofitable. For companies at scale like EA, Ubisoft, etc, it made sense to build their own engines. But now, the amount of investment that Epic is able to put into UE due to the success of Fortnite... I have a feeling for companies like EA and UBI to keep up will require a significant investment.I also wonder if Nanite and Lumen in particular are going to entice devs that normally use and maintain their own engine to switch to UE5? Or will they try to replicate the technology on their own engines? I have no concept of how difficult they were to build. I know there's stuff out there already for lighting solutions as well as stuff like simplygon for decimation and LODs but this seems like it's on another level
Excuse me? People on ResetEra told me that the original demo was only possible because of PS5's SSD. Why would someone lie on the internet?
The Editor loads data into (a shitload of) RAM, not really comparable to a live game situation on a limited RAM pool. There is a reason the editor requires 64 Gigabytes of RAM on PC.
Well... I do wonder if the windows filecache is having an effect here. If there's enough RAM available and the files had been loaded due to a previous run, or editor run, or from a write-cache during installation, you might not be seeing what really happens when data has to come in off the hard drive.
I was seeing the same behaviour on low IO drives, but, when I reduced system RAM to <8GB free (should be no problem if the footprint is 3-4GB), and again used my lowest speed drive (125MB/s), this was the result after a bit of traversal:
With it taking double digit seconds to resolve to normal detail. The same drive was fine with more RAM free, even though the application itself wasn't using more than 3-4GB (there was >20% RAM free), so I can only assume the windows file cache was saving the day previously.
(125MB/s might be very low - if someone wants me to test another super-low-IO/RAM situation but with something better, let me know!)
Lumen uses screen space but is not limited to it. Note that your mesh needs to be broken down to simple pieces to work well with Lumeneven with non-emissive lights the whole screen space lighting is pretty ugly. I must be missing something here
That is not the editor, it is a production build I compiled myself. It only uses 3~4GB RAM.The Editor loads data into (a shitload of) RAM, not really comparable to a live game situation on a limited RAM pool. There is a reason the editor requires 64 Gigabytes of RAM on PC.
I made a video.How long does the world-switching take on a SSD vs HDD on a production build?
I would hope so.I also wonder if Nanite and Lumen in particular are going to entice devs that normally use and maintain their own engine to switch to UE5? Or will they try to replicate the technology on their own engines? I have no concept of how difficult they were to build. I know there's stuff out there already for lighting solutions as well as stuff like simplygon for decimation and LODs but this seems like it's on another level
Nah, they're around RTX2080 level if you take optimization into account.
the main difference that comes to mind for me, is that developers that maintain their own engines can focus specifically on the needs of the project, rather than the catch-all generalist approach UE itself maintains, but the question still remains yeah - will it be fast enough AND as good? Chances are...most of the time, no. But it's a hell of a lot cheaper than licensing UE for a bigger title, I'd imagine.I would hope so.
It seems like devs who have to use in-house engines are doomed to less efficient workflows, unless the in-house engines have the ability to adapt like UE4/UE5.
They can't be both around the same card though, given the gap between the consoles.Nah, they're around RTX2080 level if you take optimization into account.
A 9 Teraflop RDNA1 card the 5700xt beats out an RTX 2070.
Is there a good videoseries to learn Unreal Engine development?
I'm just using built-in primitives and lights to fill out a space rather than imported meshesLumen uses screen space but is not limited to it. Note that your mesh needs to be broken down to simple pieces to work well with Lumen
Thx seems to be full of good courses!Epic Developer Community
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