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

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

  1. MfA

    MfA
    Legend

    Joined:
    Feb 6, 2002
    Messages:
    7,610
    Likes Received:
    825
    They could have started with a more exposed computational approach.
     
  2. OlegSH

    Regular

    Joined:
    Jan 10, 2010
    Messages:
    805
    Likes Received:
    1,635
    The more exposed approach is already used in Lumen with much more limitations regarding the SDF building, supported geometry types, supported effects, etc.
    It's very naive to assume that a more exposed computational approach would all of a sudden solve any problems.
     
  3. MfA

    MfA
    Legend

    Joined:
    Feb 6, 2002
    Messages:
    7,610
    Likes Received:
    825
    There is firmware running on the RT cores working at a far more computational level than DXR, expose the language and problems will get solved.

    Just like compute could solve rasterization problems better with nanite than all the fixed function crap developers are deemed capable of handling and just had to start plain ignore.
     
    lethal01 likes this.
  4. OlegSH

    Regular

    Joined:
    Jan 10, 2010
    Messages:
    805
    Likes Received:
    1,635
    How when the problems with Nanite are not even related to the RT cores?

    I've been following REYES types of SW renders on GPU for a long time. IIRC first microtriangles SW raterizers started to appear 10 years ago in Fermi time frame and were already faster / competetive with HW rasterization, it took just 10 years and a few orders of magnitude of compute performance to bring it up into an engine with appropriate LOD system, GPU-driven rendering, etc.
    Lets see whether other devs will move to the same systems, would overhaul their engines and content authoring pipelines, which is already highly doubtful and way more work in comparison with something like adding BVH.
    So it's not like the exposed compute magically solves it all. Probably in 10 years it would be fast enough to do millions of refits, rebuilds and BVH patches on the fly without dedicated hardware or probably it won't be due to power/silicon scaling and other limitations.
     
  5. MfA

    MfA
    Legend

    Joined:
    Feb 6, 2002
    Messages:
    7,610
    Likes Received:
    825
    Refits/rebuilds are an artifact of the specific way the AABB/tri intersection test fixed function blocks are used. But the RT cores are almost certainly flexible enough to let them be used in other ways.

    Consider how much less useful tensor cores would be if they were exposed at the same level of abstraction DXR exposes the RT cores.
     
    lethal01 likes this.
  6. snc

    snc
    Veteran

    Joined:
    Mar 6, 2013
    Messages:
    2,119
    Likes Received:
    1,748
  7. Andrew Lauritzen

    Andrew Lauritzen Moderator
    Moderator Veteran

    Joined:
    May 21, 2004
    Messages:
    2,632
    Likes Received:
    1,250
    Location:
    British Columbia, Canada
    Luckily for Nanite it is largely a theoretical problem at the moment. The current thing happens to work (and seemingly fairly robustly) on current hardware and drivers, but no one - us included - are entirely happy with it from a spec POV going forward. That's what I mean by the IHVs are going to get a bit stuck here though... if it works fine today and they release a new architecture/driver that breaks it all, I don't think gamers are going to be very sympathetic to an appeal to esoteric technical spec details.

    I don't want to get too specific but broadly I don't want to imply there's one bad apple here or something. From issue to issue and time to time everyone plays the various cards they have in these conversations. You can probably guess in broad strokes which companies more actively take the strategy of following benchmarks and which try to push a bit of the bleeding edge, but there's a lot of grey area.

    Like I said though, I'm happy to call out the fixation on certain benchmarks as something that does actively harm the industry progress here. I don't have an easy solution, but tech sites and reviewers benchmarking real games has helped on desktop. Mobile is still stuck in gfxbench mode unfortunately last I checked. And of course getting overly fixated on any specific game is not particularly useful, nor is benchmarking and declaring winners for gamer that are already well north of - for instance - 300fps on all targets.
     
    #2747 Andrew Lauritzen, Dec 2, 2021
    Last edited: Dec 2, 2021
    DavidGraham, trinibwoy, BRiT and 3 others like this.
  8. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,119
    Likes Received:
    3,093
    Its not either going to change overnight since were practically stuck on todays hardware for atleast another 6 or 7 years.
     
  9. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,059
    Likes Received:
    3,119
    Location:
    New York
    What I think is that the cards have enough oomph to produce better results than we are seeing today from games where RT is an afterthought. You disagree?
     
  10. davis.anthony

    Regular

    Joined:
    Aug 22, 2021
    Messages:
    424
    Likes Received:
    148
    I was going through my favourite videos on YouTube and found one from Euclidian, remember those guys?

    The ones who claimed to have unlimited detail using point cloud data, even down to a grain of dirt?

    Unlimited detail meet Nanite, Nanite meet Unlimited detail :lol:
     
    #2750 davis.anthony, Dec 3, 2021
    Last edited: Dec 3, 2021
  11. SumoSaki

    Newcomer

    Joined:
    Jul 4, 2014
    Messages:
    130
    Likes Received:
    65
    I recall was very impressive
     
  12. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,976
    Likes Received:
    5,213
    Yeah, looking at the past 3 to 4 years specifically, I can guess that already.

    This console generation seems particularly fixated on certain metrics that belonged to the old era, aside from IO of course.
     
    PSman1700 likes this.
  13. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    Fortnite chapter 3 is out and it’s ue5
     
    lethal01 and BRiT like this.
  14. lethal01

    Newcomer

    Joined:
    May 18, 2020
    Messages:
    32
    Likes Received:
    31


    Can't wait to see an analysis of it running on a wide range of hardware. If it really is running on UE5
     
    #2754 lethal01, Dec 5, 2021
    Last edited: Dec 5, 2021
    jlippo likes this.
  15. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,059
    Likes Received:
    3,119
    Location:
    New York
    UE5 doesn’t mean it’s using the new UE5 renderer.
     
    milk and Scott_Arm like this.
  16. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    yep. I have no insight about whether it uses nanite, lumen or neither.
     
  17. lethal01

    Newcomer

    Joined:
    May 18, 2020
    Messages:
    32
    Likes Received:
    31
    Exactly why I hope people start looking into it asap
     
  18. SmooTh

    Regular

    Joined:
    Dec 21, 2019
    Messages:
    307
    Likes Received:
    683

    https://store.playstation.com/en-us/product/UP1477-PPSA05753_00-MATRIXUNREALDEMO
    25GB
    https://www.xbox.com/en-us/games/store/the-matrix-awakens-an-unreal-engine-5-experience/9ng8rk1f3hcc
    29GB
     
  19. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    The insinuation being the Matrix is running UE5? ;)
     
    milk, Malo and PSman1700 like this.
  20. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,119
    Likes Received:
    3,093
    Next gen graphics, maybe. Might put my 2080Ti through its paces.
     
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...