Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

16 BILLIONS! polygons of statues alone just on that room?
The words "billions of polygons" and "no need to optimize" makes me worry about framerates... But anyway, at least in this demo it worked, and that end sequence was a good showcase of the benefits of Sony's SSD solutions, I think.
Well... let it be. That the specialists discuss and digest all this while I stay at my corner shocked (as a consumer I'm convinced).
 
Sounds very much like it's UE5 only right now. Total change to the whole mindset of how geometry is handled. I imagine it must leverage primitive shaders/mesh shaders very extensively.

http://graphicrants.blogspot.com/2009/01/virtual-geometry-images.html
Sounds like PS5's geometry engine is put to good use. I guess mesh shader is either confirmed on PS5 or whatever that's the equivalent in it is doing the same thing. Can it be safe to assume we won't ever have to worry about low poly assets again :), every asset would be pulled in straight from the Zbrush haha. The SSD is doing lord's work for streaming them up at super fast speed too!
 
but those are the original assets numbers, not all rendered in real time, it's said at the start of the demo, the first scene is worth over a billion polygons per frame, and nanite processes it down to 20 millions "losslessly"

it's sort of like the checkerboarding of polygons
 
Can it be safe to assume we won't ever have to worry about low poly assets again :), every asset would be pulled in straight from the Zbrush haha. The SSD is doing lord's work for streaming them up at super fast speed too!

I want to dream it so, but, there will always be time and money as limiting factors for game development so I wouldnt expect everything to be as great.
 
Sounds like PS5's geometry engine is put to good use. I guess mesh shader is either confirmed on PS5 or whatever that's the equivalent in it is doing the same thing. Can it be safe to assume we won't ever have to worry about low poly assets again :), every asset would be pulled in straight from the Zbrush haha. The SSD is doing lord's work for streaming them up at super fast speed too!

primitive shaders would be amd’s lower level access to geometry processing and mesh shaders is NVIDIA uses for the same thing, and also the name Microsoft uses for their hardware agnostic API.
 
They were using the term "dynamic lighting". Is this ray tracing based?
It may not be, it is likely a hybrid form. Leveraging RT to resolve problem cases (light leakage etc), but not to actually perform the lighting.
 
this should actually save time. You don’t have to generate lods and normal maps. You just import the original asset.

Yeah, but then I look at games and dont see how their original assets can be that great. Like what were the original assets of Life of Bkack Tiger like?
 
without a doubt the most incredible tech demo I've seen in my life.

Agreed, awesome tech demo. Now let's see some games launching using the engine.

BTW, 1 nitpick. When she walked through the water looked janky.

Tommy McClain
 
Clearly this trailer is way more industry affecting than just PS5 discussion. Thread spawned.

Looks amazing. Bit of latency on the GI but not disruptively so. Detail is bonkers, but what are the dataset sizes on those? Artists still gonna have to refactor everything for limited storage.

Also, only one character, and see didn't composite well with the scenery lighting. I wonder what the limits are with other characters in play?
 
this should actually save time. You don’t have to generate lods and normal maps. You just import the original asset.
Nope. Those original assets are too big to fit onto a BRD. Multi-terabytes downloads aren't an option. Storage capacity will be the bottleneck. But the software side of processing geometry looks almost like a solved problem at first glance.
 
Back
Top