there's hope afterall that Epic Games will kill off HW RT
Says enough about your discussions. Comments like that dont go nowhere.
there's hope afterall that Epic Games will kill off HW RT
The very first and best display is G-Sync Ultimate, it has the module, so it delivers the best HDR experience by far.
Quality achieved by the module.The best HDR displays are the best because of their quality
As shown above, your general statements are incorrect and are far from the truth, the best HDR displays remain G-Sync Ultimate, and has been for several years.G-Sync is an open brand with closed quality control certification and a dead end technology ...
In UE5 of course, Nanite makes Tessellation redundant.Hardware tessellation is deprecated in Unreal Engine
Hope for AMD and their supporters of their dud hardware RT perhaps, but for the rest of the industry, that's not happening, but keep grasping at straws.so maybe there's hope afterall that Epic Games will kill off HW RT too
Almost all in house engines are DXR capable now, do your research.Spend 3+ years or more developing an in-house engine before they're able to officially start the project
Yeah, LOL .. now you are just imagining things, an empty desert with monster is somehow more technically demanding than an entire city with AI where you can fly, drive, and shoot things. Keep grasping at straws.Valley of the Ancient is a much more technically demanding demo
As I keep telling people times and again, the animosity towards HW-RT stems mostly only from the fans of AMD, it has nothing to do with the supposed "RT bring fps down", or "RT doesn't add much improvements".. etc, 90% of the arguments is from angry AMD fans who don't mind becoming anti progress if it means damage controlling AMD's lackluster RT performance.Says enough about your discussions. Comments like that dont go nowhere.
As I keep telling people times and again, the animosity towards HW-RT stems mostly only from the fans of AMD, it has nothing to do with the supposed "RT bring fps down", or "RT doesn't add much improvements".. etc, 90% of the arguments is from angry AMD fans who don't mind becoming anti progress if it means damage controlling AMD's lackluster RT performance.
Well now your statement goes against the source in your last post ...The very first and best display is G-Sync Ultimate, it has the module, so it delivers the best HDR experience by far.
Quality achieved by the module.
So basically outdated displays ...As shown above, your general statements are incorrect and are far from the truth, the best HDR displays remain G-Sync Ultimate, and has been for several years.
Epic Games dropped HW tessellation in the recent upstream branches of UE4 as well ...In UE5 of course, Nanite makes Tessellation redundant.
I think Nanite has a good chance of killing off HW RT by itself. Animated Nanite foliage and terrain + HW RT is looking to be a really deadly combination on any hardware ...Hope for AMD and their supporters of their dud hardware RT perhaps, but for the rest of the industry, that's not happening, but keep grasping at straws.
Quite a few are abandoning their own DXR capable in-house engines like Crystal Dynamics or CD Projekt ...Almost all in house engines are DXR capable now, do your research.
It technically is since it's running at lower performance in comparison to the Matrix City sample ...Yeah, LOL .. now you are just imagining things, an empty desert with monster is somehow more technically demanding than an entire city with AI where you can fly, drive, and shoot things. Keep grasping at straws.
Those displays were made according to the standards of G-Sync Ultimate. You don't even see them under the supposedly more famous "FreeSync".Credit mostly goes to the manufacturers who put in the work to make quality displays. None of it deservedly goes to Nvidia since they didn't help them at all on a technical basis ...
State of the art, they are ahead of the curve of the rest. Maybe do some research first?So basically outdated displays ...
Source?Epic Games dropped HW tessellation in the recent upstream branches of UE4 as well ...
Wrong, in the RTX UE5 branch, they work really well with RTXGI and RTXDI. See latest NVIDIA updates on the subject.Animated Nanite foliage and terrain + HW RT is looking to be a really deadly combination on any hardware ...
Ever considered a lack of optimizations? Since when lower performance means technically superior? Especially when you are rendering considerably less?It technically is since it's running at lower performance in comparison to the Matrix City sample ...
Many more remain. Meanwhile UE4 is accelerating the inclusion of RT in dozens of games every year, so there is that too.Quite a few are abandoning their own DXR capable in-house engines like Crystal Dynamics or CD Projekt ...
That's false since there's FreeSync displays that have the same quality as G-Sync Ultimate displays. Look no further than G-Sync Ultimate displays which are FreeSync displays under the hood!Those displays were made according to the standards of G-Sync Ultimate. You don't even see them under the supposedly more famous "FreeSync".
Maybe you should post your citations first ?State of the art, they are ahead of the curve of the rest. Maybe do some research first?
It's been deprecated since Unreal Engine version 4.26 ...Source?
I haven't seen any RTX branches of UE 5.1 yet and how does the RTX branch of UE5 perform on the Valley of the Ancient sample with HW RT ?Wrong, in the RTX UE5 branch, they work really well with RTXGI and RTXDI. See latest NVIDIA updates on the subject.
Based on the nanite visualization, Valley of the Ancient terrain is more geometrically dense than the Matrix City sample and with no free performance left to spare for HW RT. Adding HW RT to Valley of the Ancient would make it unplayable on most systems ...Ever considered a lack of optimizations? Since when lower performance means technically superior? Especially when you are rendering considerably less?
Adding HW RT to Valley of the Ancient would make it unplayable on most systems ...
Nope, there is none.That's false since there's FreeSync displays that have the same quality as G-Sync Ultimate displays.
Incorrect again, G-Sync Ultimate demand certain criteria not available in most Freesync displays "G-Sync Compatible".Look no further than G-Sync Ultimate displays which are FreeSync displays under the hood!
Nope, never happened to UE4.It's been deprecated since Unreal Engine version 4.26
Once more, the Matrix city is the demo with the most resemblance of an actual open world game.Based on the nanite visualization, Valley of the Ancient terrain is more geometrically dense than the Matrix City
Except way worse since consoles were able to render with a higher internal resolution with HW RT on in the city sample as opposed to having a lower resolution with no HW RT enabled in the valley demo ...So no different to The Matrix demo on Ultra.
Except way worse since consoles were able to render with a higher internal resolution with HW RT on in the city sample as opposed to having a lower resolution with no HW RT enabled in the valley demo ...
Here you go.haven't seen any RTX branches of UE 5.1
The Ancient Valley demo was made to showcase the capabilities of Nanite in creating extremely dense geometry, it wasn't made ao that games create this much dense geometry. The one created to showcase games is the Matrix demo.opposed to having a lower resolution with no HW RT enabled in the valley demo ...
Here you go.
The Ancient Valley demo was made to showcase the capabilities of Nanite in creating extremely dense geometry, it wasn't made ao that games create this much dense geometry. The one created to showcase games is the Matrix demo.
They didn't specify that they were using Nanite for foliage in the video ...Here you go.
So then why did Epic Games add the world position offset feature in UE 5.1 to enable animated nanite foliage ? Epic Games are just making it easier to make incompatible content with HW RT with this change ...The Ancient Valley demo was made to showcase the capabilities of Nanite in creating extremely dense geometry, it wasn't made ao that games create this much dense geometry. The one created to showcase games is the Matrix demo.
Nanite doesn't overlap anything, it's completely up to designers how they compose scenes - by kitbashing like in the Valley demo or more cleverly how it's done basically in any game.It has nothing to do with this when rendering terrain Nanite overlap geometry
Nanite doesn't overlap anything, it's completely up to designers how they compose scenes - by kitbashing like in the Valley demo or more cleverly how it's done basically in any game.
Source for that? the game is years away!For example The UE 5 Witcher game won't use hardware RT because of terrain rendering.
Again, source for that? I haven't seen any of the developers of these games saying they won't use HW-RT.There are two UE 5 games and at least one of them Silent Hill 2 use Nanite and Lumen and it is not using HW-RT and running at 60 fps