Unreal Engine 5 Tech Demo, [UE5 Developer Availability 2022-04-05]

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

  1. London Geezer

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    The downplaying by some is hilarious. To quote DF again

     
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  2. Scott_Arm

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    So for each pixel you cast a primary visibility ray. The scene is made up of a BVH. You have a volume for each model in the scene. You find the nearest-hit intersection with a volume. Then how do you determine which piece of the mesh to load? Keep a hierarchy of volumes for each meshlet for that model/mesh? In the distance you could have a meshlet that's one pixel in size, and then I guess you cull that meshlet and place the remainder in the geometry cache?
     
  3. Ike Turner

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    I honestly don't know (but we will know soon enough once more info is shared). Ironically, Renderman being a REYES render is one of primary reason why Pixar took so long to fully adopt Ray Tracing (REYES was finally dropped in version V21.0 in 2016 in favor of Path Tracing with RIS).
     
    #243 Ike Turner, May 13, 2020
    Last edited: May 14, 2020
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  4. Karmaprof

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    Yes i have thinking the same. Ps5 Memoryarchitecture is highly bandlimited the same cheap Construction from the Ps4 , where CPU Acces reduce the GPU Performance or create Stalls. So no improvements here and then is no surprise you have only 1440K/30 and lots of Artifacts. For me personally i dont need 4K i'm happy with 1080p but with 60 FPs. And the Hype of billions of Polygons reminds me all these Megapixel Hype of Digitalcams where other things are more important. We need better Pixels, Colordynamic , Shaderquality this is more important than an unrealistic Polygoncount. Polygons alone doesent make a good Graphicc.
     
    #244 Karmaprof, May 13, 2020
    Last edited: May 13, 2020
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  5. Love_In_Rio

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    Do you guys realize that we will never have to ask for more polys per frame?, how long since those textured and lighted dreamcast 3 millions/s.
     
  6. Scott_Arm

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    I’m curious which zbrush format they’re using. They talk about the statue having 33 million polygons, so I’m assuming it’s not a movie format that uses quads or something but I guess it could be.
     
  7. Ike Turner

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    it's either OBJ or FBX (there's no such thing as movie format). Quads are automatically triangulated by the engine so it doesn't matter if the model is using quads or tris. Quads are used mostly for non static model (animated meshes like characters etc) BTW all Megascans models are tris (and the High poly version which are included in their packages are usually max 1M polys & are simply decimated models of the higher poly source models created though photogrammetry which is often 60M plus in OBJ or more but this time in PLY cleaned up in ZBrush.
     
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  8. Love_In_Rio

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    One thing, are normal maps not more necessary right?. That would free a lot of faking geometry shaders resources!.
     
  9. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    Friendly reminder, this is still a Technical discussion thread, so keep the baseless rumors out of it. Apologies to some of the technical driven responses that got caught up in the clean up of aisle five.
     
  10. What artifacts? Care to point them out?

    Indeed.

    Yes and no?
    They're saying they're using both mesh shaders and other hand-written compute shaders of their own, but AFAIK that's only for discarding hidden or sub-pixel triangles by defining LODs. In the end it still needs a geometry processor / tesselator for the triangles that aren't discarded, and that's dependent on clock speed.
    Of course, we don't know if the SeriesX has the same amount of geometry engines, or the same amount of triangle throughput per clock as the PS5.

    But again, more weight on mesh shaders and compute throughput for effective geometry throughput puts the validity of Lockhart even more into question.
     
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  11. Nesh

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    Free a lot of resources? IT WILL FREE A LOT OF PRECIOUS TIME AND PAIN DEVELOPERS SPEND JUST TO MAKE THEIR ASSETS WORK IN-GAME!
    I cant stress this enough!!!!
    Have we really reached that point? It is a God-sent!
     
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  12. Love_In_Rio

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    Arent they saying that virtual geometry uses hardware where available ( i understand here they talk about primitive/mesh shaders) and compute where not ( android, current gen...)?.

    What is clear is that their real time lighting is compute based.
     
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  13. Ike Turner

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    In the case of photogrammetry based assets and static meshes which is what Nanite seems to be aimed at, it takes less that 10 secs to bake a normal map...so..no. Many developers already use "one click" solutions like InstaLOD:

     
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  14. Scott_Arm

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    I actually think this solution sounds like it would be good for Lockhart. It sounds like they can do fine-grained loading of geometry from disk instead of coarse loading of full models that require huge amounts of culling. With 1 polygon per pixel even geometry will scale linearly with resolution. Lockhart would still be full featured rdna2 in theory so it may work out.
     
  15. On this demo running on a PS5, they're using a mix of primitive shaders and hand-written compute shaders:

    https://www.eurogamer.net/articles/...xt-gen-unreal-engine-running-on-playstation-5


    I'm pretty sure I heard them talk about using Nanite for destruction and transformation, and you actually see a lot of that during the demo (entire walls turning into debris while falling down).


    But if the geometry is the same, it still needs compute for discarding triangles. What you're suggesting is lower resolution will need less tessellation performance which might be true in this context (because they're discarding all sub-pixel triangles), but that's not compute-based. The amount of triangles they need to discard is the same if the geometry is the same, and that's using precious compute throughput.
    If anything, a lower resolution needs to be discarding more triangles because there will be more sub-pixel triangles to discard.
     
  16. liem107

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    I was wrong about RTRT. If they can achieve this kind of GI without RT engine this is more than enough to my eyes.
    But with this insane number of poly per frame reaching per pixel precision... how will they achieve foliage and vegetation? Will they still use transparency or will it be freaking insane number of polys?
     
  17. manux

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    Looks like we will soon know more



     
    #257 manux, May 14, 2020
    Last edited: May 14, 2020
  18. You'll still need RTRT for any reflections that can't be done through screen-space reflections (i.e. anything that's being reflected from an object not present on screen?).
    They were very careful in not needing it for the demo, though.
     
  19. Ike Turner

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    Those are still static non-rigged meshes (unlike an animated character for example).
     
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  20. iroboto

    iroboto Daft Funk
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    Discarding triangles I think is not the issue here.

    I actually think the bottleneck is the aim for 1 triangle per pixel, that should have been a red flag right away for us.
    (white paper here: https://www.amd.com/system/files/documents/rdna-whitepaper.pdf)
    RDNA rasterizer only output 1 triangle and emit 16 pixels per clock cycle. But if you're doing 1 triangle per pixel, you've reduced your output dramatically. You're heavily primitive bound, you're 1/16 slower. Rasterization efficiency is going to be super low. And it doesn't matter how much you cull your triangles, if you're using fixed function in this way, you're bound. I don't know how they got around this. If the aim is for 100% effective rasterization, each triangle should cover 16 pixels. Among many things that need consideration, I'm not sure if you can render 1 triangle to take up 3 pixels and use the individual vertices to represent 1 pixel. So you claw back 3 pixels as opposed to 1.

    https://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/03/29204330/GDC_2016_Compute.pdf
    Graham W, who wrote this gpu culling article while with DICE (now with Epic) wrote a lot about GPU based culling and GPU based workloads.
     
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