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

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

  1. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,157
    Likes Received:
    7,965
    Location:
    Barcelona Spain
    The idea comes from Microsoft R&D and everyone need to read this for understand how they did. This is clever.

    http://hhoppe.com/proj/gim/



    They solve the tiny triangle problem @Dictator , the idea was there but not the hardware

    http://graphicrants.blogspot.com/2009/01/virtual-geometry-images.html

     
    Silent_Buddha, milk, tinokun and 3 others like this.
  2. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    @iroboto Maybe the renderer is entirely compute driven and the rasterizer is skipped entirely. If you generate some data structure that's culled down to 1 triangle per pixel, that what is the triangle coverage test for? You know which primitive covers that pixel, especially if you're doing primary ray tests. You probably only need to know which texel plus material data maps to that triangle, and the surface normal.
     
    egoless and iroboto like this.
  3. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,157
    Likes Received:
    7,965
    Location:
    Barcelona Spain
    https://forum.beyond3d.com/posts/2125480/

    Read my post they don't need have the problem of tiny triangle anymore

     
    iroboto likes this.
  4. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    I thought I read that that solution was one of the inspirations but not the solution they settled on. Curious to see where they went, but my guess is it ends up settling the small triangle problem in a similar way.
     
  5. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,633
    Location:
    The North
  6. They mentioned deformation though.


    We don't know if the PS5's raw geometry performance is the same as Navi 10's, or if they really meant 1 triangle-per-pixel.
    But if it's 1 triangle every 16 pixels, then the PS5 at 2.2GHz should have a 140.8 GP/s fillrate. Divide that by 16 and you get 8.8 GTriangles/s.
    1440p is 3.7 MPixels. At 30 FPS, you need to be able to process 3.7 x 30 triangles = 110 MTriangles/s.

    Unless I made some miscalculation somewhere, it seem that triangle throughput isn't the bottleneck for 1 Pixel = 1 Triangle which in theory should be good even for 4K120, but rather triangle culling (or of course some other factor I'm missing here).
     
  7. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    Basically this solution should provide perfect lod and eliminate edge aliasing entirely. TAA should only be needed to remove shader aliasing. Low resolutions should actually look much better than they would in a typical rasterizer.

    ... I think.
     
    Mitchings likes this.
  8. eastmen

    Legend Subscriber

    Joined:
    Mar 17, 2008
    Messages:
    13,878
    Likes Received:
    4,724
    I hope on the PC side of things we are able to use main ram as a buffer. Ram is pretty cheap , I have 32 gigs of main system ram. If an UE5 engine game would use my nvme drive plus 16 gigs of DDR4 that could enable some pretty amazing things I would think.
     
  9. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    @eastmen Yah, that's one way to overcome some of the nvme performance differential to ps5. Keep way more stuff in RAM. Hopefully they have a number of options to make the best of various different hardware configs.
     
  10. eastmen

    Legend Subscriber

    Joined:
    Mar 17, 2008
    Messages:
    13,878
    Likes Received:
    4,724
    I assume they can make a slider like a texture one now to affect the quality of the meshes. Or even have one that devotes system ram. If games made use of it I would buy 64 gigs of ram. Devote 32as a streaming buffer plus a Pci-e 4 nvme drive. In 2021 I am sure we will see faster than 6GB/s drives in pc land and there is nothing stopping performance mobos with pci-e 4 8x for 16GBs.

    Would love to see what this tech can do pushed to its maximum
     
  11. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    Really curious to see if they'll demo it with Nvidia whenever consumer ampere launches. If it supports DLSS 2.0 they'll get easy wins in terms of lowering the amount of texture data, geometry data they need to stream in per frame because with this solution it looks like pretty much everything scales somewhat linearly with resolution.
     
  12. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    I would like to see some grass and trees. I'm waiting for them to say, grass is rendered differently so you'll still see grass popping in twenty feet ahead of your player.
     
    milk, PSman1700, turkey and 1 other person like this.
  13. turkey

    Veteran

    Joined:
    Oct 21, 2014
    Messages:
    1,112
    Likes Received:
    883
    Location:
    London
    Seeing all thoes polygons I assume they have to cull loads from out of sight geometry,



    Using mesh shaders which I assume is happening on next gen.

    Also the idea of loading "film" assets seems to tie with other work flows Unreal have been perusing.



    Funny people mention star wars as I suspect a fair share of asset reuse here.
     
    tinokun likes this.
  14. ultragpu

    Banned

    Joined:
    Apr 21, 2004
    Messages:
    6,242
    Likes Received:
    2,306
    Location:
    Australia
    Would using Nanite solely for environment and non character models potentially drastically increase polybudget for animated character models?
    Also next gen jungle/forest would look so real that you might literally get lost in the level lol.
     
  15. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland

    This is best we have at the moment.
    Amiga 500 1MB of memory.
    If shading is moved to object space, shader aliasing will certainly be quite different problem to what we have used to.
     
    #275 jlippo, May 14, 2020
    Last edited: May 14, 2020
    Silent_Buddha and milk like this.
  16. Ike Turner

    Veteran

    Joined:
    Jul 30, 2005
    Messages:
    2,110
    Likes Received:
    2,304
    It should be noted that it currently looks like Lumen only casts hard-edged shadows which everybody hates & has been trying to fix or is fixing for decades with contact hardening etc.
     
    iroboto likes this.
  17. Karamazov

    Veteran

    Joined:
    Sep 20, 2005
    Messages:
    4,817
    Likes Received:
    5,221
    Location:
    France
    you do not have infinite GPU ressource sadly, and seeing how we still see some polygon edges on the character in the demo, they are still limited by some factors.
     
    #277 Karamazov, May 14, 2020
    Last edited: May 14, 2020
    tinokun likes this.
  18. orangpelupa

    orangpelupa Elite Bug Hunter
    Legend

    Joined:
    Oct 14, 2008
    Messages:
    10,466
    Likes Received:
    3,188
    Ue4 already have auto LOD generations so you just plop your high model and there will be lod 0,1,2 generated.

    But with ue 5, it seems the lod will not be distinct quality like lod 0,1,2,3 but It will be gradual. So no weird lod transition / pop
     
    London Geezer likes this.
  19. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242
    Awesome stuff!
     
  20. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,633
    Location:
    The North
    It’s 1 triangle per primitive engine. There are 1 primitive engines per shader array or 2 per shader engine. So total 4 triangles per clock and 64 pixels (ROPS).

    So you're doing 4 triangles per clock, actually. But that is optimal triangle/pixel emission. The number can actually go down. And it will go down as you go below the thresholds like 1 triangle and exponentially worse once you get into sub pixel sizes. This blog illustrates this well

    So using simple triangle fillrate test, the tiles are primitives, so they should divide into 2. Starting at 1 tile of 1080p, and shrinking to 1x1 pixels. You can see at tile (1,1) Performance has completely fallen off a cliff.
    [​IMG]

    Subpixel performance becomes an exponential graph the smaller the triangle is. WRT to what we saw, UE5 is at 1
    [​IMG]

    So we used optimal numbers which was wrong, it's simply not possible to do small triangle per pixel performance using fixed function pipeline, at least not in the traditional sense. They must have done something entirely different, and I suspect UE5 is a very heavy compute based pipeline.
     
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...