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WCCFTech - Scorn Developer Interview
May 29, 2020
https://wccftech.com/scorn-intervie...-system-trailer-was-running-on-an-rtx-2080ti/
May 29, 2020
Q: Given that Scorn is powered by Unreal Engine technology, we cannot fail to ask you some thoughts on the stunning new UE5 demo. Also, do you plan to upgrade to UE5 in order to take advantage of those new features (Nanite and Lumen) for Scorn?
That demo looked very impressive. Even more so on the development side, if all that was said is true without some major caveats. It looks like all three platforms will be able to use the engine quite well.
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Even if Epic for some reason wanted to create an engine only for that system I doubt that they would design it to be primarily focused on the system’s slowest part (compared to other parts in that system). Theoretically, If I had to choose I would rather take an average speed SSD (an even slower than the one in Series X) and have more memory. Now since that kind of system would be obviously too expensive, these SSDs with custom I/O solutions are the best option.
UE5 isn't even available yet, and even if it was available today moving the game now to what seems like a completely different pipeline would result in a failure of great proportions.
Q: Scorn does not use ray tracing, at least according to the official tags listed on the Xbox website. Furthermore, the UE5 demo showcased an impressive Lumen real-time GI solution that does not rely on ray tracing. Does that mean ray tracing will remain an optional technique rather than a baseline one for next-generation games as some had assumed?
As you saw with that demo there are other ways to get that GI equivalent. Developers have been using Ray Tracing to create static GI for years. Real-time Ray Tracing is certainly a breakthrough. It will be a much more useful tool for the developers in the future than a mind-blowingly obvious feature for players to notice. You looked at the tag to see if it was there. Through the years developers have developed many different techniques to fake aspects of what Ray Tracing can accomplish, from reflections to shadows and AO.
These 'fakes' have some limitations. Presentation is more static, effects at certain angles break the illusion, but for the most part, it looks pretty good. Sometimes when the new technology becomes available some developers start overusing it just to show it off, without thinking about the context in which it's getting used. That is why you are starting to see games that have rooms with all reflective surfaces or inappropriate lighting conditions just to show off the technology. Technology should be in service of what you are trying to accomplish, not the other way around. So yes, Real-time Ray Tracing will undoubtedly be a complete solution in the future, but in the nearest future developers will use it on case to case basis.
The trailer was labeled as 'in-engine footage representative of expected Xbox Series X visual quality', which usually means it was running on PC. If so, can you share the specs used?
Now, this is a tricky question as for some reason a lot of people feel that it should be quite easy to get 4K 60FPS on the PC even with this graphical fidelity, and that really isn't the case. For the showcase we used 2080Ti and a Ryzen processor just because there was no reason not to use it, but a 2070 Super with a mixture of settings is adequate to run the game at 4K 60FPS.
https://wccftech.com/scorn-intervie...-system-trailer-was-running-on-an-rtx-2080ti/