Unreal Engine 5 Tech Demo, Release Target Late 2021

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

  1. DavidGraham

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    Most are bad anyway.
    Jaggies are bad, no matter how you slice it, and in most engines and games you can't disable TAA, so DLSS 2 is the best option right now, especially in motion, where the ringing artifacts are least noticeable anyway.
     
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  2. P_EQUALS_NP

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    as you said most implementations of TAA @ 30hz is bad, but as you scale up the frame rate not only do the TAA ghosting artifacts become less noticeable they are also considerable smother, so something like 120hz would be the killer feature that TAA games need next gen.
     
  3. MfA

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    Are there any mainstream upscaling implementations which use triangle ID? Using Triangle IDs could help solve a lot of problems, having access to G-buffer lighting information even more.
     
    #1163 MfA, Jul 18, 2020
    Last edited: Jul 18, 2020
  4. pharma

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    Game File Sizes May Skyrocket with Unreal Engine 5’s Nanite, Says Developer
    July 18, 2020
    https://wccftech.com/game-file-sizes-may-skyrocket-with-unreal-engine-5s-nanite-says-developer/
     
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  5. chris1515

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  6. SlmDnk

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  7. Frenetic Pony

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    Nothing, I don't think a deferred texturing (hand in hand with triangle id buffers) rendered game has shipped yet. Wouldn't be surprised to see it starting next gen, as it requires some fundamental changes to the rendering pipeline. And that means any 4/5 year long game, IE one that started work back when all the triangle ID/deferred texturing stuff started showing up would be juuuust about to hit.
     
  8. milk

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    This Knack 3 demo is a bit corny, but impressive nonetheless.
     
  9. chris1515

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    @Lurkmass It seems Unreal Engine 5 does not use hardware tiled ressources if the features asked by sebbbi is not in DX12 Ultimate or on no next-generation consoles.
     
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  10. BRiT

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    Initial tweet leading to that one --

    Great to see UE5 using virtual shadow mapping for their Nanite tech. Their shadows look awesome. Screenshot below from my SIGGRAPH 2015 presentation. Too bad I only had 30 minute slot. Virtual shadow mapping was compressed to one slide :(

    In this example we had 1:1 texel : pixel shadows everywhere. And it was still much faster to render than a cascaded shadow map.
     
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