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

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

  1. manux

    Veteran

    Joined:
    Sep 7, 2002
    Messages:
    3,034
    Likes Received:
    2,276
    Location:
    Self Imposed Exhile
    Excessive geometry is the new ray traced reflections in your face as a "cheap" effect to wow casuals. I hope artists don't go crazy, this makes no sense

     
    Frenetic Pony, PSman1700 and Rootax like this.
  2. pharma

    Veteran

    Joined:
    Mar 29, 2004
    Messages:
    4,887
    Likes Received:
    4,534
    The latest incarnation of primitive shaders is another term for mesh shaders.
     
    milk and PSman1700 like this.
  3. I guess detail is proportional to resolution. If they're planning on limiting the polygons to one per pixel, then increased resolution would be increased polygon counts.
     
  4. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,240
    Likes Received:
    3,397
    I hope they do actually. Not necessarily through Nanite approach though.

    Not sure that this is correct.
    Note that PS5 doesn't support mesh shaders but do support primitive shaders.
    Primitive shaders do run on RDNA2 but they are not the same thing as mesh shaders.
    AFAIU primitive shaders are about geometry culling while mesh shaders are about geometry processing.
     
    PSman1700 likes this.
  5. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,633
    Location:
    The North
    it's really a testament to how effective their compute shader setup is at culling triangles. Something that the hardware path cannot do.
    This is really important for sure, to be able to do something like this, even on machines that don't support mesh shaders.
     
    manux likes this.
  6. manux

    Veteran

    Joined:
    Sep 7, 2002
    Messages:
    3,034
    Likes Received:
    2,276
    Location:
    Self Imposed Exhile
    That's exactly what they are trying to do. Another side effect of this is that needed ssd bandwidth is likely directly tied to resolution used. 4k probably needs 4x data from ssd compared to 1080p.
     
    JoeJ likes this.
  7. pharma

    Veteran

    Joined:
    Mar 29, 2004
    Messages:
    4,887
    Likes Received:
    4,534
    True. I did not mean they were synomous but had some similarities in common. Based on this read mesh shaders seem to offer more flexibility regarding programmability.
    Primitive Shader: AMD's Patent Deep Dive | ResetEra
     
    #1887 pharma, May 27, 2021
    Last edited: May 27, 2021
    dobwal, JoeJ and PSman1700 like this.
  8. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,157
    Likes Received:
    7,965
    Location:
    Barcelona Spain
  9. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,055
    Likes Received:
    3,112
    Location:
    New York
    I'm getting really noticeable artifacting around the character when in motion. Looks like ghosting from the TAA or motion blur implementation.

    Has anyone been able to package the demo as a standalone executable so that it’s runnable outside the editor?I’m getting an error that the SDK isn’t installed properly whenever I try.
     
  10. Clukos

    Clukos Bloodborne 2 when?
    Veteran

    Joined:
    Jun 25, 2014
    Messages:
    4,688
    Likes Received:
    4,353
    Just playing around with nanite :p

    What nanite can drive vs "traditional" mesh with lods

    [​IMG]
     
  11. idsn6

    Regular

    Joined:
    Apr 14, 2006
    Messages:
    509
    Likes Received:
    163
    That propagation update delay is going to be noticeable all generation.
     
    milk, cwjs and chris1515 like this.
  12. OlegSH

    Regular

    Joined:
    Jan 10, 2010
    Messages:
    797
    Likes Received:
    1,624
    It doesn't seem to be very effective at culling, culling time is the same with both r.NaniteComputeRasterization and r.NanitePrimShaderRasterization, but rather compute rasterization part is way faster at rasterizing triangles with sizes less than 4 pixels with r.NaniteComputeRasterization and roughly equal to HW rasterization at r.Nanite.MaxPixelsPerEdge=4, then it starts losing to r.NanitePrimShaderRasterization at larger triangles, which is supposedly rasterization path.
    That's all for the 2560x720 rendering resolution (slightly below 1080p in pixel count), default setting for this resolution is r.Nanite.MaxPixelsPerEdge=2, this would translate into 8 pixels per edge in 4K, so raster still can beat it in this resolution with such settings. Not sure whether classic rasterizer part is optimized in UE5 to the same extent as compute rasterizer. I have tried NVIDIA's mesh shaders Asteroids demo recently (without some fancy optimizations) and it was capable of rasterizing 300 millions of polygons of overlapping asteroids meshes at 4K with 30 FPS, in wireframe mode there were a few meshes with holes, but otherwise the screen was mostly opaque (close to per pixel density)
     
    DavidGraham, JoeJ, iroboto and 2 others like this.
  13. Jay

    Jay
    Veteran

    Joined:
    Aug 3, 2013
    Messages:
    4,029
    Likes Received:
    3,428
    Did someone run it at 720p upscaled to 1080p to see how their upscaler upscaler looks, and how the performance scales?
     
  14. Clukos

    Clukos Bloodborne 2 when?
    Veteran

    Joined:
    Jun 25, 2014
    Messages:
    4,688
    Likes Received:
    4,353
    Nanite vs lod0 Mesh from close up and further away

    [​IMG]
    [​IMG]

    Very impressive! Even for games that don't want to use billions of polys this will be nice as you can just use lod0 and let nanite handle the rest (for static meshes).
     
    DegustatoR and PSman1700 like this.
  15. Frenetic Pony

    Regular

    Joined:
    Nov 12, 2011
    Messages:
    807
    Likes Received:
    478
    It so annoys me I'm already trying to think of clever ways around it :nope:

    Course in this case I haven't even figured out how lumen does its updating, so...

    As a guess this could be the screenspace GI they use for filling in holes and detail. The same can happen in Days Gone when that's enabled. Little pools of darkness going along with moving objects maybe, or am I totally off?
     
  16. dorf

    Newcomer

    Joined:
    Dec 21, 2019
    Messages:
    126
    Likes Received:
    417
    It's the Gen5TAA aka Temporal Super Resolution. If you switch to old TAA (r.TemporalAA.Algorithm 0) the ghosting stops.
     
    trinibwoy likes this.
  17. JoeJ

    Veteran

    Joined:
    Apr 1, 2018
    Messages:
    1,523
    Likes Received:
    1,772
    I guess for those particles it's all screenspace, so to reduce lag you'd want to prefer spatial over temporal sampling.
    AFAIK, this is from Path Of Exile dev and he generally tries to do so:
    ...while Epic may tend more towards the temporal way.
     
    Frenetic Pony, PSman1700 and pharma like this.
  18. Lurkmass

    Regular

    Joined:
    Mar 3, 2020
    Messages:
    565
    Likes Received:
    711
    Not sure if this is of interest to anyone here or has been brought up before but I think the Nanite renderer uses a visibility buffer approach to deferred rendering ...
     
  19. eastmen

    Legend Subscriber

    Joined:
    Mar 17, 2008
    Messages:
    13,878
    Likes Received:
    4,724
    This engine does make me wish that CIG went with unreal instead of cryengine. This stuff would have worked great in space giving a ton of detail to the ships which is mostly what you see out there and the ability to get really detailed on the planets too.
    Oh well

    I await the first games using this
     
  20. cheapchips

    Veteran

    Joined:
    Feb 23, 2013
    Messages:
    2,493
    Likes Received:
    2,665
    Location:
    UK
    SC is all about wishes. ;-)

    It does make me wonder how you'd build planetary tech to make the most of Nanite though.
     
    milk and eastmen like 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...