Unreal Engine 5 Tech Demo, Release Target Late 2021

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

  1. Karamazov

    Veteran Regular

    Joined:
    Sep 20, 2005
    Messages:
    3,723
    Likes Received:
    3,652
    Location:
    France
    UE5 demo looks miles better, really shows the staggering difference between the two engines.
     
    ToTTenTranz likes this.
  2. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
    From the artstation
    https://www.artstation.com/artwork/rRx8aG

    It runs better now than he has a 3090. This is using some of the UE 5 demo assets but with classic method with low poly models and normal maps generated from the LOD0 UE 5 assets. And he replaced Lumen with raytracing.

    He is senior environment/lighting artist at The Initiative.


    [​IMG]

     
    #1202 chris1515, Jan 4, 2021
    Last edited: Jan 4, 2021
  3. Vega86

    Newcomer

    Joined:
    Sep 25, 2018
    Messages:
    182
    Likes Received:
    123
    The last picture and video reminds me of stonefang mines in the remake but with better shadows.
     
  4. techuse

    Regular Newcomer

    Joined:
    Feb 19, 2013
    Messages:
    720
    Likes Received:
    420
    Is the UE4 version using RTX GI? Lumen is far ahead. I wish we could have performance comparisons.
     
  5. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
    https://docs.unrealengine.com/en-US/RenderingAndGraphics/index.html

    He uses this, lighting is probably superior in UE 4 but Lumen is a great compromise and normal maps can't cast shadows. The problem of the UE4 version is the missing geometry not the lighting. The Ue 5 demo with raytracing would look even better but Lumen is a great compromise.
     
    pjbliverpool likes this.
  6. Jawed

    Legend

    Joined:
    Oct 2, 2004
    Messages:
    11,286
    Likes Received:
    1,551
    Location:
    London
    FWIW IMO the lighting from UE5 is clearly superior: there is graduation to the shadows which is simply missing from the UE4 render.
     
  7. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
    Because people needs to understand only geometry cast shadows. He used the same assets but he use low polygons and normal maps. You don't need to be as extreme as Unreal Engine 5 but a game like Demon's souls Remake have tons of polygons because if you want object to cast shadows you needs polygons.

    Offline Path tracing would not resolve the UE 4 scene, much more polygons need to be there.
     
  8. techuse

    Regular Newcomer

    Joined:
    Feb 19, 2013
    Messages:
    720
    Likes Received:
    420
    The shadowed regions are way too dark in UE4. GI is clearly inferior.
     
  9. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
    This is a problem too.

    EDIT: less shocking on the video

    I know in Ue 5, they do some sort of denoising system on shadows maps to make them looks more soft on the edge.
     
    #1209 chris1515, Jan 4, 2021
    Last edited: Jan 4, 2021
    zupallinere likes this.
  10. PSman1700

    Veteran Newcomer

    Joined:
    Mar 22, 2019
    Messages:
    4,523
    Likes Received:
    2,077
    Last gen vs next gen.
     
    DieH@rd likes this.
  11. JoeJ

    Veteran Newcomer

    Joined:
    Apr 1, 2018
    Messages:
    1,134
    Likes Received:
    1,290
    It looks like RT lighting has only one bounce (or two), while Lumen has infinite bounces.
     
    chris1515 likes this.
  12. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
    It is maybe coming from the UE 4 global illumination implementation. And there is too much less details, with less shadows.
     
  13. techuse

    Regular Newcomer

    Joined:
    Feb 19, 2013
    Messages:
    720
    Likes Received:
    420
    Major drawback, much larger than some light leaking issues in the UE5 demo.
     
  14. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
    techuse likes this.
  15. ToTTenTranz

    Legend Veteran

    Joined:
    Jul 7, 2008
    Messages:
    12,048
    Likes Received:
    7,009

    From the interview:


    Hopefully this will put down those ludicrous claims of the UE5 demo running in a windows laptop with a mobile geforce RTX because someone played a video of the demo during some livestream in China.
     
    senis_kenis likes this.
  16. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
  17. JoeJ

    Veteran Newcomer

    Joined:
    Apr 1, 2018
    Messages:
    1,134
    Likes Received:
    1,290
    The difference in lighting is very big, also if we try to ignore geometry. Some screenshots look like direct lighting with constant ambient. No idea what he's using and how hard he worked on tuning, but i assume RTX GI could look better.
    Interestingly, the difference geometry makes is less about details, but mostly about feeling more seamless with consistent resolutions than the other, where you can see which model is which. But this also implies a purpose of doing some programmer art to test something out. It's just not polished, other than having some nice assets.
     
    ToTTenTranz and chris1515 like this.
  18. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,106
    Likes Received:
    6,378
    Location:
    Barcelona Spain
    With more time on this, he could do better, He did it in 11 days in his time off job and another problem the original assets were made for the UE5 demo. But from my point of view, the UE4 demo reminds me of an old gen games(PS4/XB1) and it would be the same with infinite bounce just better shadows.
     
  19. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    8,545
    Likes Received:
    2,889
    Location:
    Guess...
    Why? That's a completely unwarranted conclusion. Throughout the piece we never hear any mention that the PS5 specific IO implementation is what has enabled that demo. All he mentions, even in the parts that you've bolded above is that you need an SSD, as opposed to an HDD to enable the instant seek times and of course higher bandwidth demanded by Nanite for geometry streaming.

    Even your description of the claim above is completely wrong. No one claimed the demo was running on the laptop in that live stream. Only that during the stream, the engineer specifically stated that the demo also ran on a mobile RTX2080 GPU in his laptop that was also running a middle of the road NVMe SSD:



    The same engineer also specifically states that the SSD requirements aren't that high, and any decent SSD should be able to handle the demo. Furthermore, the actual CTO of EPIC Games confirmed the demo would run on a well speced PC and while that's only paraphrasing his comments from a conference call, I'm pretty sure DF who were also on the call confirmed the comments here on this forum.

    https://www.windowscentral.com/geforce-rtx-2070-super-and-ssd-can-run-unreal-engine-5-demo-pc
     
  20. DSoup

    DSoup meh
    Legend Veteran Subscriber

    Joined:
    Nov 23, 2007
    Messages:
    14,879
    Likes Received:
    10,988
    Location:
    London, UK
    If it's just an SSD, why is Tim Sweeney banging on about nextgen consoles and their I/O? Why did Epic just not demo this on a PC with a fast NVMe drive?

    SSD performance is reliant on I/O bandwidth but they are not tech same thing. :nope:
     
    ToTTenTranz likes 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...