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

Hellblade 2 is even better, even if it it's not 60 fps, so it's not a fair comparison (it's also very, very linear compared to demon's).

Wukong is a bit blurry, the shadows in some spots are not great and it has big framerate dips.

Avatar is a mystery to me, subjectively it doesn't look that great 😅. But objectively, 720p to 1440p with fsr 2 in the 60 fps mode is blurry on a 55" tv.

Lastly, Alan wake 2 is very aliased, even in the 30 fps mode. I finished the game and some spots were dropping the framerate HARD (the beach set piece near the end). I know that demon's souls barely has any facial animations, as that's not the focus in that game, but in Alan, sometimes, they are frustratingly bad.

Demon's is just a very polished visual experience. The graphics are so complete that you don't think much about them. The resolution is high enough that it looks sharp and the framerate is rock solid.

Hence my "resolution and frame rate aside" comment which I thought you were also putting aside in your original comment about DS2, because you separated those aspects out from your initial comment on it having the best graphics 😉
 
Hence my "resolution and frame rate aside" comment which I thought you were also putting aside in your original comment about DS2, because you separated those aspects out from your initial comment on it having the best graphics 😉
Lol, how did I miss that 😅
But ignoring those aspects, I still really think demon's is still above all of them aside from hellblade.

-Texture quality is high all over
-lightining is baked with really great coverage
-poly density is up there with the best
-effects are top tier, even if they don't reach the heights of wukong smoke

I have looked at those games on my tv and there were a lot of times where I could see the tech not being good enough for the artistic intent.

Demon's was almost strange in how consistently polished it was.
 
Frostpunk 2 is out. It's using Lumen on medium and greater lighting settings. Looks very pretty, in a bleak way. One annoyance is that shadow on buildings and units are really flickery. I assume it's not using VSM? There's lots of fine detail on things and it would be nice if that was represented in shadows.
 
Frostpunk 2 is out. It's using Lumen on medium and greater lighting settings. Looks very pretty, in a bleak way. One annoyance is that shadow on buildings and units are really flickery. I assume it's not using VSM? There's lots of fine detail on things and it would be nice if that was represented in shadows.
Haven't tried it but took a quick look at some videos... indeed my first impression is that it's not VSM - the shadows are all too uniformly soft/blurry and never really get sharp anywhere.
 
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mega lights sounded(and looked) really great.
But i think i saw SSR artifacts in the demo, do RT reflections with megalights tank the framerate on PS5 ?
 
yes at 55:00 when the robot flies over you see occlusion artifacts under it, but the quality of the stream is not that good so that maybe be that ?
Ah yeah not sure what that's from. Could be some of that geo is culled out in RT scene in that view. The demo was actually put together relatively quickly with a relatively small team, but I think it came out pretty well all things considered. In any case it is definitely using RT reflections!
 
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It is using RT reflections in the demo. You'd have to point out the specific timestamp you saw but there may be spots where the RT scene isn't accurate enough compared to the full detail models.
Software or hardware? I am asking this because of the vampire reflections if using software mode...
 
Software or hardware? I am asking this because of the vampire reflections if using software mode...
Triangle RT, "hardware". In Lumen (and most RT implementations) screen space rays are still used together with triangle traces as well since the RT scene lacks detail in scenes of any significant complexity.

Took a quick look and it looks like probably the sweep in that one drone shot it at least partially because of some limitations in how many lights can currently affect the distant Lumen scene. In the future I imagine the goal is for this to be more stochastic as well, but currently the megalights sampling supports direct illumination/shadowing.
 
@Andrew Lauritzen do you know if megalights will be implemented in a future Fortnite patch ?
It's still an experimental feature so I don't know the plans on that front. It's a bit of a tougher sell for Fortnite as the things that it enables are not really applicable on many of the most popular platforms that it supports. It could of course be useful for user generated content that is more driven by local lights and so on, but I would guess it's not as much of a priority in the short term as stuff that affects more of the user base.
 
Ah yeah not sure what that's from. Could be some of that geo is culled out in RT scene in that view. The demo was actually put together relatively quickly with a relatively small scene, but I think it came out pretty well all things considered. In any case it is definitely using RT reflections!

It always seems like there's some sort of occlusion rejection error in UE5, as the reflections are hybrid screenspace/worldspace it makes sense that there could be errors even with RT all set up. Always looks like it's erroneous depth rejection, where a screenspace trace that should go into BVH behind an object instead accepts a hit on an object it shouldn't have.

Regardless, great demo! Really cool to see, looking forward to details on how on earth this even works. Restir? Shadowmaps? Hybrid?
 
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Seeing all this cool tech, and then ff7 rebirth came out in 2024 on ue4 with no reconstruction.

Current gen tech for consoles will be mature in like 2026, a year or two before next gen.

This whole gen has just been half baked in all aspects.
 
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