They could have started with a more exposed computational approach.Due to lack of BVH LOD/streaming? Maybe but you gotta start somewhere.
They could have started with a more exposed computational approach.Due to lack of BVH LOD/streaming? Maybe but you gotta start somewhere.
The more exposed approach is already used in Lumen with much more limitations regarding the SDF building, supported geometry types, supported effects, etc.They could have started with a more exposed computational approach.
How when the problems with Nanite are not even related to the RT cores?expose the language and problems will get solved
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.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.
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.Now we really need to see some UE5 demos and games so we can figure out which architectures are going to crap out
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.Can we be a little more specific regarding which companies/practices/tech features are holding the industry back, and which aren't?
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.
You seriously think the cards have enough oomph for anything else (without dialing back the calendar some 10+ years on graphics quality)?
Yeah, looking at the past 3 to 4 years specifically, I can guess that already.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.
UE5 doesn’t mean it’s using the new UE5 renderer.
UE5 doesn’t mean it’s using the new UE5 renderer.
Matrix Awakens in a Unreal Engine 5, demo/game ?
https://www.gamesradar.com/the-matr...matrix-resurrections/?utm_campaign=socialflow
https://store.playstation.com/en-us/product/UP1477-PPSA05753_00-MATRIXUNREALDEMOGet ready for a glimpse into the future of interactive storytelling and entertainment with UE5 in this free, boundary-pushing cinematic and real-time tech demo.