But this time, like many are already doing, they should be able to do performance (up to 120hz) and quality modes thanks to the much better CPUs. Apparently they said that demo is not hammering that much the CPU so I think a performance mode in those games should be possible as long as they are not afraid of making resolution sacrifices (and also as we have seen no performance modes, or no RT, in more and more XSS games because resolution is already low enough).And this is why 30fps isn't going anywhere. People are loving their 60fps or bust mantras nowadays, but as soon as a developer shows up and blows us away with what the hardware can do with a 30fps target, people will pick up their jaws and proceed to buy the game and enjoy it perfectly fine, just as they did last generation.
But this time, like many are already doing, they should be able to do performance (up to 120hz) and quality modes thanks to the much better CPUs. Apparently they said that demo is not hammering that much the CPU so I think a performance mode in those games should be possible as long as they are not afraid of making resolution sacrifices (and also as we have seen no performance modes, or no RT, in more and more XSS games because resolution is already low enough).
But this time, like many are already doing, they should be able to do performance (up to 120hz) and quality modes thanks to the much better CPUs. Apparently they said that demo is not hammering that much the CPU so I think a performance mode in those games should be possible as long as they are not afraid of making resolution sacrifices (and also as we have seen no performance modes, or no RT, in more and more XSS games because resolution is already low enough).
Many are already doing this because hardly any games are pushing the systems yet. Of course the overhead to hit 60fps is easily there in basically any cross-gen game out there. This is not necessarily gonna be the case for any developer who really wants to push what these machines can do, as of course plenty will. There's nothing special about this hardware that ensures that 60fps is always gonna be an option unless devs all choose to ensure it is. CPU's are good, but CPU's can be pushed, too. Devs here might say it's not hitting the CPU super hard, but that's still different than saying they can cut the frametime target to below 50% of what it is now(as it's not even close to running at a solid 30fps here) without bottlenecking the CPU.But this time, like many are already doing, they should be able to do performance (up to 120hz) and quality modes thanks to the much better CPUs. Apparently they said that demo is not hammering that much the CPU so I think a performance mode in those games should be possible as long as they are not afraid of making resolution sacrifices (and also as we have seen no performance modes, or no RT, in more and more XSS games because resolution is already low enough).
And I dont think a developer will be punished for making a 30fps-only game when they can demonstrate that the end result is worth it.
So UE5 transitioned from tracing against SDF in software for Lumen to tracing against triangle approximations (bounding boxes) in hardware, right?
I like the fact that Digital Foundry addressed the skeptics who doubted the need for hardware RT to even exist, I guess the skeptics are proven wrong now by the performance and fidelity Lumen receives from hardware RT, Lumen now runs much faster, doesn't suffer from screen space artifacts, and can do more precise diffuse and indirect lighting. Hardware RT reflections also comes into play to flesh things out in a performant way.
Yeah, Digital Foundry interviewed the devs and go these info directly from them, also Xbox and PlayStation posted blogs about using ray tracing acceleration, also the devs specifically mentioned that the Coalition team helped shave 0.5ms from the hardware ray tracing cost on Xbox.We are sure it's the Devs saying that it's faster and not their speculation right?
That was an older build, things changed now.Here he says that Hardware raytracing overall is about 50% slower than software RT while it's more accurate
Article @ https://www.eurogamer.net/articles/...kens-previewing-the-future-of-gaming-graphics
Inside The Matrix Awakens: a vision for the future of real-time graphics
Digital Foundry talks to Epic about the demo and the evolution of Unreal Engine 5.
Excepting now the tricks are virtual, so can be applied magically to only affect some objects and you don't have to worry about the camera catching a glimpse of the 'card' in a reflection.I called this back in April and some people were arguing. If you're going to use employ properly modelled light, you're obviously going to have employ the same movie trickery to solve your lighting problems that RT creates.
Excepting now the tricks are virtual, so can be applied magically to only affect some objects and you don't have to worry about the camera catching a glimpse of the 'card' in a reflection. But then if you're using such tricks, how is that better than adding a little light-source as existing games do? Is it just a matter of bringing game techniques in line with movies to unify the techniques and design processes?
That was an older build, things changed now.
Excepting now the tricks are virtual, so can be applied magically to only affect some objects and you don't have to worry about the camera catching a glimpse of the 'card' in a reflection.
But then if you're using such tricks, how is that better than adding a little light-source as existing games do? Is it just a matter of bringing game techniques in line with movies to unify the techniques and design processes?
Yeah, Digital Foundry interviewed the devs and go these info directly from them, also Xbox and PlayStation posted blogs about using ray tracing acceleration, also the devs specifically mentioned that the Coalition team helped shave 0.5ms from the hardware ray tracing cost on Xbox.
That was an older build, things changed now.
There was a bit of overconfidence in the early UE5 tech videos that SDF traces would be good enough and hardware RT would just be icing on the cake. It seems that didn’t pan out and triangle RT is needed to get a reasonable result.
The tricks not being visible work when the game controls the camera but falls apart when the player has full agency.
I'm sure it's possible, but at what effort? The original discussion was predicated on devs being able to save time once RT could just be dropped in. But in actual fact, they will still be effort will be in faking what is not actually realistic - but without it looking weird.We've had fake light sources for ages I'm sure you can sneak in some invisible light bouncers even when the player has control
MAybe we should start embracing natural light, as in some cinematic approaches (dogma, etc.). I understand sometimes a certain visual (or even sound) vision is what the director wants to achieve, but I'm a bit tired of this dissonance between real life and how we think real life MUST look and be heard in movies, series or even static pictures.what is not actually realistic - but without it looking weird.
Typically cinematic teams are separate from level/world builders. And often, places where cinematics occur are not often where the real world environment is. Camera angles, animations, lighting, environment are all controlled etc.I'm sure it's possible, but at what effort? The original discussion was predicated on devs being able to save time once RT could just be dropped in. But in actual fact, they will still be effort will be in faking what is not actually realistic - but without it looking weird.
Does this save dev time? ¯\_(ツ)_/¯. I guess we'll have to wait for the first rounds of GDC talks to hear from them.
this probably depends on what you can afford for the situation, I suspect a new light source is much more costly in terms of pure calculation.I wonder if adding an invisible light source is more expensive than using a surface to bounce light in the case where you’re already doing global dynamic gi.