Unreal Engine 4

Discussion in 'Rendering Technology and APIs' started by Dominik D, May 17, 2012.

  1. Ethatron

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    I think he means the memory footprint of a g-buffer "pixel". If it's too big it eats too much bandwidth, his conjecture. (Not necessarily true, just saying)
     
  2. homerdog

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  3. Dominik D

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    Good answer. :D
     
  4. fellix

    fellix Hey, You!
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  5. Zeross

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    [​IMG]
    source : https://de45xmedrsdbp.cloudfront.ne...Behind_the_Elemental_Demo_16x9-1248544805.pdf

    The initial GBuffer layout from two years ago used 28 bytes/pixel but keep in mind that not everything needs to be in ESRAM at the same time. Moreover note that this is purely informative since this layout has changed recently when they switched to a more physically based renderer. They've replaced the notions of DiffuseColor/SpecularColor/SpecularPower with things like BaseColor/Metallic/Roughness/Cavity
     
  6. pjbliverpool

    pjbliverpool B3D Scallywag
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  7. Skinner

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    Does someone know how to get 3840x2160 working?

    "setres 3840x2160" won't do it. I though everybody was into 4K but it seems many still think in crt...
     
  8. AlBran

    AlBran Ferro-Fibrous
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    Try this:
     
  9. Skinner

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    Thanx, that did it :)
     
  10. rickpfeil

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    The g-buffer is exactly what I'm talking about. For example, Titanfall is using deferred shading and stores 28 bytes per pixel as input to the pixel shader. If you take it's confirmed resolution on the Xbox One (1408x792) times 28 bytes it's almost exactly 32MB. That's not a coincidence. Zeross shows a great breakdown of the various buffers in a typical deferred shader, 28 bytes, exactly like Titanfall. If homerdog is accurate and Unreal4 needs 42 bytes per pixel that's a huge problem for Microsoft.

    http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-ships-at-792p
     
  11. Zeross

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    I think that homerdog post was just a joke ;)
     
  12. rickpfeil

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    Ya, I do have my towel handy. Should have known :)
     
  13. AlBran

    AlBran Ferro-Fibrous
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    Titanfall is most likely a forward renderer.
     
  14. fellix

    fellix Hey, You!
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  15. DSC

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    #115 DSC, Apr 30, 2014
    Last edited by a moderator: Apr 30, 2014
  16. DSC

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  17. Zeross

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    Epic shares the Unreal Engine 4 roadmap

    It's amazing, first they give the source code away for 19$ and now they keep us informed on what they're planning. Not long ago such information would have been considered sensitive and kept highly secretive and now it's open to anyone.

    Epic clearly have chosen to reinvent itself and it's really laudable: when you have a highly successful business, it's easy to become complacent, to lose your focus and try to hang on your outdated business model until someone disrupt your market and before you realize soon you become irrelevant. (think major labels with the MP3 and digital distribution of music). They're trying really hard to avoid this pitfall.
     
  18. Colourless

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    To be honest, Epic is just attempting to get top to bottom usage of their engine. Wouldn't say they have chosen to reinvent itself. It helps the top end of their business if people learning and indies get experience with their tools. The more people that know their stuff, the more people that will want to keep using it, the more chance people will license it.
     
  19. Davros

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  20. DSC

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