Unreal Engine 5 Tech Demo, General Availability 2022 Q1

Discussion in 'Console Technology' started by mpg1, May 13, 2020.

  1. Dictator

    Regular Newcomer

    Joined:
    Feb 11, 2011
    Messages:
    619
    Likes Received:
    3,592
    It would be about 720p internal res I presume
     
    PSman1700, BRiT and cheapchips like this.
  2. LordVulkan

    Newcomer

    Joined:
    Mar 31, 2015
    Messages:
    11
    Likes Received:
    25
    You can see how much RAM the process is using in the video.

    [​IMG]
     
  3. Proelite

    Veteran Regular Subscriber

    Joined:
    Jul 3, 2006
    Messages:
    1,620
    Likes Received:
    1,106
    Location:
    Redmond
    This.
     
  4. JoeJ

    Veteran Newcomer

    Joined:
    Apr 1, 2018
    Messages:
    1,519
    Likes Received:
    1,764
    Played a bit with Lumen, did not download high res Assets to check out Nanite.

    I'm not impressed from the lighting - it looks flat shaded for the programmer art test scene i've made.
    However, i did not find anything hinting they would use a volume grid of probes like i have assumed.
    But there is a surface cache, which we can visualize:

    upload_2021-5-27_0-5-38.png

    They call it automatic surface parameterization. Well, i worked on that for years but seems Epic is fine with... bounding boxes and triplanar mapping? No wonder it lacks some detail.
    So i guess they project a texel on those texture cards to the model (precomputed), and then trace from there, using those texels also to cache irradiance and looking them up for ray hits. (Still guessing, did not read the manual)
    Well, this GI is quite meh, but for selfish reasons i'm happy about that.

    But i am very impressed about the reflections. Software tracing in action gives really good results, although character is missing while its shadow is visible.
    This is new and was not in the older demo where reflections were blurry.

    Edit: I'm also impressed from the soft shadows. Some SM method i think.
     
    #1804 JoeJ, May 26, 2021
    Last edited: May 26, 2021
    madhatter, PSman1700, Clukos and 4 others like this.
  5. Clukos

    Clukos Bloodborne 2 when?
    Veteran Newcomer

    Joined:
    Jun 25, 2014
    Messages:
    4,624
    Likes Received:
    4,179
    The compiled binary seems to run much better (ofc :p)

    [​IMG]

    6-7 GB VRAM / 3-5 gb RAM at native 4K
     
    #1805 Clukos, May 26, 2021
    Last edited: May 26, 2021
  6. Dictator

    Regular Newcomer

    Joined:
    Feb 11, 2011
    Messages:
    619
    Likes Received:
    3,592
    You probably need a scene with more lateral and verical Occlusion - an indoor one in a building for example. Or one with multiple Light sources.Or one with dynamic objects which would only be covered in screen space in Software Mode.

    A Single sky Light and sun Light with very little Occlusion out of screen space will not Show big differences - much like how staring at an object in screen space with SSR vs RT will not Show large differences as well.

    Epic themselves describe the high end HWRT Mode as meant for high quality indoor lighting.
     
  7. Proelite

    Veteran Regular Subscriber

    Joined:
    Jul 3, 2006
    Messages:
    1,620
    Likes Received:
    1,106
    Location:
    Redmond
    snc and chris1515 like this.
  8. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    2,926
    Likes Received:
    2,841
    Location:
    msk.ru/spb.ru
    Worth remembering that there are 1) the UE5 editor and the demo running inside it and 2) the standalone demo built from the project inside the editor.
    The 1) does require all that - 64GBs, SSD, etc.
    The 2) seem to run just fine off an HDD while consuming about 5GBs of VRAM (1440p) and 4GBs of RAM.
     
    Dictator, PSman1700, Allandor and 3 others like this.
  9. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
    Moderator Legend Alpha

    Joined:
    Feb 7, 2002
    Messages:
    19,762
    Likes Received:
    22,942
    I love that we have progressed far enough that 125 MB/s is considered low speed.
     
  10. Andrew Lauritzen

    Andrew Lauritzen Moderator
    Moderator Veteran

    Joined:
    May 21, 2004
    Messages:
    2,569
    Likes Received:
    756
    Location:
    British Columbia, Canada
    Yep, it's the new "shadow map raytracing" (SMRT): https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/VirtualShadowMaps/
    It's not perfect, but it's pretty good middle-ground in practice given the data limitations of shadow maps (one layer, etc).
     
  11. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,798
    Likes Received:
    7,410
    Location:
    Barcelona Spain


    Lumen is demanding, they could use Ray intersection hardware for accelerating ray intersection detection against the signal distance field.
     
    #1811 chris1515, May 26, 2021
    Last edited: May 26, 2021
    BRiT likes this.
  12. cheapchips

    Veteran Newcomer

    Joined:
    Feb 23, 2013
    Messages:
    2,228
    Likes Received:
    2,343
    Location:
    UK
    Based on no. of pixels I was going a bit too far. 480p is 16% of 1080p. 600p upscaled to 1080p would be around the same % as 1080p to 4k.

    But that's assuming everything scales linearly, which is probably wrong.

    Edit: why was I going that far with scaling when the S is around a third of the X. I really should have gone to bed earlier.
     
    #1812 cheapchips, May 26, 2021
    Last edited: May 27, 2021
  13. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    2,926
    Likes Received:
    2,841
    Location:
    msk.ru/spb.ru
    They can't. There are no SDFs in DXR 1.1 BLAS, only AABBs and triangles.
     
  14. techuse

    Veteran Newcomer

    Joined:
    Feb 19, 2013
    Messages:
    1,083
    Likes Received:
    667
    I find this demo less visually impressive than Lumen in the land of Nanite. Looking forward to Siggraph papers. Also curious to see ramifications on hardware RT support/performance with such high geometry counts.
     
    snc likes this.
  15. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,798
    Likes Received:
    7,410
    Location:
    Barcelona Spain
    They can use intersection shader on AABB and a custom shader when it hit the primitive.
     
    #1815 chris1515, May 26, 2021
    Last edited: May 27, 2021
  16. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,798
    Likes Received:
    7,410
    Location:
    Barcelona Spain
    What is your GPU?
     
  17. manux

    Veteran Regular

    Joined:
    Sep 7, 2002
    Messages:
    3,034
    Likes Received:
    2,275
    Location:
    Self Imposed Exhile
    There is pretty long list under "Limitations of Software Ray Tracing" chapter in documentation. UE5 can use sw ray tracing where it works and then add rest with hw ray tracing. It seems to be a hybrid

    https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lumen/TechOverview/
     
  18. PSman1700

    Legend Newcomer

    Joined:
    Mar 22, 2019
    Messages:
    5,860
    Likes Received:
    2,547
    Ye sony, ms, amd, nvidia and intel all made stupid decisions based on a single quick engine test by a random forum user.
     
  19. PSman1700

    Legend Newcomer

    Joined:
    Mar 22, 2019
    Messages:
    5,860
    Likes Received:
    2,547
    Impressive, looks better then last years ue5 demo for sure aswell.
     
  20. manux

    Veteran Regular

    Joined:
    Sep 7, 2002
    Messages:
    3,034
    Likes Received:
    2,275
    Location:
    Self Imposed Exhile
    Something surprising and good in UE5. OpenXR support is great. Nanite and lumen don't support vr yet.

    https://uploadvr.com/unreal-engine-5-early-access-vr/
     
    pharma, PSman1700, Parrish and 3 others like this.
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...