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

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

  1. OlegSH

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    Where? Can you share the link?
     
  2. manux

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    Are you sure about the primitive shaders part? I seem to remember epic only talking about doing rasterization in compute for small triangles and using hw rasterization for larger triangles. The actual format in which geometry is stored is still unknown. There are some guesses geometry could be somehow baked into textures+mip levels to allow streaming and lod.
     
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  3. t0mb3rt

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    In one of the presentations they had a slide stating that only 10% of the geometry being rendered in the demo was using primitive shaders or something along those lines. The same slide stated that Nanite only works for rigid geometry, at least for now. And I think in the Digital Foundry article after the demo was released they quoted somebody at Epic saying that primitive shaders is a fallback rasterization technique for geometry that Nanite can't really handle well. This info is out there.
     
    #1663 t0mb3rt, May 25, 2021
    Last edited: May 25, 2021
  4. manux

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    I found this quote. So it indeed looks like primitive shaders are being used in ps5 to gain performance.

    https://wccftech.com/lumen-gi-uses-...nly-nanite-exploits-primitive-shaders-on-ps5/
     
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  5. Arwin

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    The quote referencing the PlayStation’s shaders is ambiguous. You can take it to mean that:

    - the PS5s primitive shaders are used when the hardware path beats the software path if they have a solution where they do some parts with compute shaders and others with hardware rasterizers within the same engine on the same hardware.

    Or

    - the PS5 is an example of the hardware path being the faster option and everything on PS5 uses the primitive shaders in hardware.

    The calculations above, if true, as well as the potential complexity of mixing and matching in software, probably suggests the latter?
     
  6. manux

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    I believe using sw rasterization refers to those 1 pixel or less sized triangles that become very inefficient to shade with hw. But you are right. Technically it's possible to interpret in multiple ways.
     
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  7. chris1515

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    @CorralX in era he is a dev

    https://twitter.com/Corralx

    https://www.resetera.com/threads/graphic-fidelity-i-expect-next-gen.184101/post-65676278

     
    #1667 chris1515, May 25, 2021
    Last edited: May 25, 2021
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  8. OlegSH

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    Pretty sure even with the Nanite, UE5 uses deferred shading. Triangle sizes don't matter with deferred shading since all pixel shading (compute or via pixel shaders) happens for the full screen quad anyway with attributes being fetched from already rasterized geometry buffer (normals, albedo, roughtness, etc).

    The same goes for rasterizers not being used efficiently, as long as those rasterizers are faster than SW kernel you simply don't care about their efficiency, if you can beat them in SW then you go for it (probably, because you can still use async to do more by abusing rasterizers and doing some compute in parallel).
     
    #1668 OlegSH, May 25, 2021
    Last edited: May 25, 2021
  9. Dr. Nick

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    Anyone think there is a chance that they release last year's demo tomorrow?
     
  10. jlippo

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    Doubtful.
    Though, it would be lovely.
     
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  11. manux

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    Really cool stuff in ue5. Collaborative level building seems useful. Sterile looking graphics without plants, vegetation etc. This would be perfect for fallout as it is. I suppose vegetation and other stuff comes later and is not the technological focus here.
     
  12. Dampf

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    What about using DX12 Ultimate features?
     
  13. Insight

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    First time footage of UE5 running on XSX
     
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  14. cheapchips

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    The preview or "early access" version and the new demo are available to download now.

    https://www.unrealengine.com/en-US/unreal-engine-5

    The Valley of the Ancients demo is 100Gb.

    System requirements for the demo, which needs Early Access U5 to run:


    "Valley of the Ancient is a separate download of around 100 GB. If you want to run the full demo, the minimum system requirements are an NVIDIA GTX 1080 or AMD RX Vega 64 graphics card or higher, with 8 GB of VRAM and 32 GB of system RAM. For 30 FPS, we recommend a 12-core CPU at 3.4 GHz, with an NVIDIA RTX 2080 or AMD Radeon 5700 XT graphics card or higher, and 64 GB of system RAM. We have successfully run the demo on PlayStation 5 and Xbox Series X consoles at full performance."
     
    #1674 cheapchips, May 26, 2021
    Last edited: May 26, 2021
  15. snc

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  16. JoeJ

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    upload_2021-5-26_16-53-35.png

    Seems the guessing has an end? (Still busy with the left button...) :D
     
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  17. cheapchips

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    That made me think their Lumen performance improvements have ended up as just "upscale more". ;)
     
    #1677 cheapchips, May 26, 2021
    Last edited: May 26, 2021
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  18. chris1515

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  19. iroboto

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    this is super sweet.

    hard for someone to look at all this free powerful stuff and not want to use it. I'm sitting here looking at my Unity project pure jelly.

    also should be more tempting than ever for people to just move UE5 movies. Which is also an option for sure.

    I also have a hard time believing my PC can handle that level of rendering in the editor itself. Curious to see the requirements here.
     
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  20. cwjs

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    Not only does it run fine on all platforms, but they imitated the ratchet world switch effect. Condolences to the console warriors throughout this thread. Preview looks amazing, grabbing this to start working in this week.
     
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