Yes, and Brian Karis also said in that same stream that "I have the whole level loaded in memory right now".I don't understand the confusion. We've already been shown the demo running on PC:
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Yes, and Brian Karis also said in that same stream that "I have the whole level loaded in memory right now".I don't understand the confusion. We've already been shown the demo running on PC:
Yes, and Brian Karis also said in that same stream that "I have the whole level loaded in memory right now".
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crysis dethroned
I already explained what he meant by that here: https://forum.beyond3d.com/threads/...ilability-2022-q1.61740/page-112#post-2208251. Again, has nothing to do with Nanite... context was just why the scripting that controlled the light direction throughout the demo was not running. Virtual textures and Nanite were streaming as he flew around there just like they always do with no issues. There's not even currently a way to forcibly prefetch Nanite data because there's no reason to.Yes, and Brian Karis also said in that same stream that "I have the whole level loaded in memory right now".
I admit that the statement is a bit misleading in the context of demoing on the PS5, but I'll also point out that it was made clear at the time that it did not require the PS5 (among other places,
).
The sentence isn't coming from an edited interview, it's a direct quote from last year's roundtable at summer game fest. Here is Nick Penwarden's statement, properly timestamped.There is a flaw in the logic here: Referring to X instances of the same statue neither stresses memory nor storage. So i would assume this is probably a failure on reproducing of what was initially meant. I mean, such interviews get edited, shortened, and journalists do lots of bugs too.
Again I'll won't put words in Nick's mouth, but to your specific question I can reiterate to be absolutely clear: the demo Brian was running on his PC during the twitch stream with just a regular SSD (no DirectStorage or anything fancy) is the same demo/content that was run last year on the PS5. Obviously there have been engine improvements since then, but nothing that really affect the IO question here. An SSD is important to make this stuff work well, but it doesn't need to be a super fancy one. All the Nanite and virtual texture data can happily stream as you move around the world dynamically. Fabian's twitter thread that was linked earlier is a great summary in general.I guess my simplified question: is the 2020 demo "Lumen in the land of Nanite" rendered at the PS5's IQ settings + resolution + framerate not pushing anywhere close to the raw 5.5GB/s / effective >8GB/s I/O? Would it be solely bottlenecked by GPU compute if paired with e.g. an entry-level 2GB/s NVMe SSD without a fast fixed-function decompressor?
I'll defer the majority of credit to Brian and the others as I'm new here, but I'm glad you're excited! Honestly while I am impressed by this stuff at a technologically level, the thing that actually gets me hyped is being able to jump into the editor, import some meshes and models easily and throw together some really nice looking scenes as a non-artist. Obviously real artists are still going to make stuff that looks way better than my amateur attempts, but bringing the floor up and making it much easier for everyone to be creative is really empowering, as we're already seeing from the crazy stuff people are making in the short time since early access has been available. Personally, realizing that we're kinda getting to the point where it's faster to iterate and mess around with stuff in UE5 than in tradition CAD tools for a lot of tasks even if the goal is not to make a real-time application is kind of mind-blowing.Lastly, I'd really like to thank you and your team for the amazing work you've done with UE5. Me and my gamer friends haven't felt this level of breakthrough in realtime graphics since the E3 demo of Doom 3, and that was almost 20 years ago!
I doubt that there won't be any polygon or other assets budgets due to a simple need to fit the game onto console's storage.I think allowing creative people to work without as much worry about polygon and draw budgets will be a great thing for gaming. Obviously there will always be performance considerations, but it’s one less thing to worry about.
The recent demo - being what, 10 minutes long? - is already 25GBs of storage cooked which is about 1/4th of what you'd realistically want your whole game to weigh in distribution.
Yeah but that's exactly what artists will have to care about. So while Nanite (and Lumen, to a lesser degree) solve the technical part of why designers should care about how they design assets there will be other limitations still which won't allow to just dump raw models into the project and be done with it.There seems to have been very little if any thought given to optimizing asset sizes in the demo. Looks like the team quickly threw it together with a crazy amount of overlapping assets / overdraw.
Nanite took care of that from a performance standpoint but there’s probably a lot that could’ve been done to reduce asset sizes on disk by properly modeling the environment instead of just throwing a bunch of rock clusters on top of each other.
I think it's the exact opposite. Modeling with (few) rock instances needs less storage than modeling a whole environment at similar detail.Nanite took care of that from a performance standpoint but there’s probably a lot that could’ve been done to reduce asset sizes on disk by properly modeling the environment instead of just throwing a bunch of rock clusters on top of each other.
I think it's the exact opposite. Modeling with (few) rock instances needs less storage than modeling a whole environment at similar detail.
That's what is most shocking to me about UE5 and the workflow it suggests. It has its artistic limitations, but there is no better way of compression.
That's a big one. Guess they need to pump more money on scanning. Quixel lib feels tiny in comparison to something like Shutterstock.Even across different games.
How effective can compression be on geometry using zlib or kraken?