Mouth, especially the corners both lighting/shadow and animation are still quite disappointing. Otherwise it’s pretty good I think.
Contrary to the PR claim (real-time cinematic) this demo is "rendered in-engine" (aka pre-rendered) @4K 24fps. Also contrary to what is claimed (this was done by only 3 artists!), more than 40 persons worked on it. Also contrary to the PR claim that no outside plugins where used.. Houdini was used to generate the volumetric clouds which where then imported into UE4 using SideFX's Houdini-to-UE4 plugin...It can probably run in real-time in the editor at much lower resolution though.That's just incredible, its hard to believe graphics like that are even possible. On what kind of hardware is that demo running?
There's a difference between 50M polys of assets per frame & rendering 50M polys per seconds .The troll demo spoke about rendering 50 million polygons in that sceneand that's like ~10 times more than what a current gen AAA title can render. Like even without Raytracing, just having that poly budget would be a dream for asset and level creation.
So you're saying there's a huge portion of that Troll demo is unshaded or texutred? Or are they counting the tessellation number too?There's a difference between 50M polys of assets per frame & rendering 50M polys per seconds .
50M polys of fully shaded, textured assets per frame is currently impossible at 24Fps+ (especially in UE4). Literally not a single commercial GPU can handle it (as a matter of fact barely any DCC software would unless use decimate it). As a matter of fact I'm currently working on a single 35M polys model which weights more than 4GB only with vertex colors..
There's a difference between 50M polys of assets per frame & rendering 50M polys per seconds .
50M polys of fully shaded, textured assets per frame is currently impossible at 24Fps+ (especially in UE4). Literally not a single commercial GPU can handle it (as a matter of fact barely any DCC software would unless use decimate it). As a matter of fact I'm currently working on a single 35M polys model which weights more than 4GB only with vertex colors..
There's literally nothing "wrong" here. This is the norm for a model in .obj format (including vertex normals & colors). A standard "high poly" model composed of 2M triangles in .obj is around 220 MB..now you do the math for denser models..There's something wrong here - 4 GB for 35 M polys equates to over 100 bytes per poly! Is this model being stored as plaintext or something?
The troll demo spoke about rendering 50 million polygons in that sceneand that's like ~10 times more than what a current gen AAA title can render. Like even without Raytracing, just having that poly budget would be a dream for asset and level creation.
50M per frame is 1.5B/3B triangles per second at 30/60 fps. But it's all moot. There are 2 million pixels at 1080p. Anything more than 2x60 = 120 million triangles per second is more triangles than there are pixels. And you get inferior shading performance at that, so actually need one triangle per 4 pixels at best.
Perhaps people should start being specific about what exactly their counting? (and why??)