I'm just entirely blown away by the UE5 videos I've been seeing. Amazing, gorgeous, spectacular, exceeding my expectations, delighting me, and in general making me think it'll be a good thing.
What this demo absolutely nails, which is obviously the aim, is to achieve the visual aesthetic of the Matrix movies; the green hue, a very specific lighting style etc.I think this demo looked “unreal”. My only complaint is that I’d have loved to be able to pause and move the camera around in the first section with the characters and the other scene with the car chase.
[Semiot]matrix movies? There's only The Matrix. Reloaded and whatnot don't exist.[/Semiot]What this demo absolutely nails, which is obviously the aim, is to achieve the visual aesthetic of the Matrix movies; the green hue, a very specific lighting style etc.
The demo made me want to watch the movies, and I re-watched the original movie and Reloaded and yeah. That so nailed that look.
So like many other titles, a combination of SSR and hardware RT is at play here. SSR is used for small objects (likely particles too), while RT is used for big objects (buildings, cars, people). However I think PS5 and XSS are using 1/3 RT reflection resolution with several objects discarded from the BVH structure (like shadows and reflections within reflections). However, some surfaces like puddles and cars during the daylight use just cubemaps, though during the night cars use RT.
Sorry if this has been brought up before but does anyone else find interesting
Can you point to some of the people that said Sony also helped out? Is there any proof of that?No. Not really. I've seen people say Sony also helped out. In reality it's likely they were pulled in because they wanted it to be the best possible it could be.
So like many other titles, a combination of SSR and hardware RT is at play here. SSR is used for small objects (likely particles too), while RT is used for big objects (buildings, cars, people). However I think PS5 and XSS are using 1/3 RT reflection resolution with several objects discarded from the BVH structure (like shadows and reflections within reflections). However, some surfaces like puddles and cars during the daylight use just cubemaps, though during the night cars use RT.
I hope the PC version will have RT cover more objects and surfaces and at a bigger resolution.
Not really. The metrics should be leveraged as a data point to see how well they can handle “future” gen titles. I wouldn’t use these as good data for actual performance between the two systems.Sorry if this has been brought up before but does anyone else find interesting that The Coalition, who is arguably the best UE developer in the Xbox side, had to be brought to optimize the demo on XSS/XSX and even after that, it runs worse (framerate-wise) than the PS5 version?
Two possibilities I can think of:
- Either Epic doesn't have the knowledge to optimize their own engine on those platforms, which seems unlikely
- Or the XSS/XSX hardware is not really well suited to run something like this
Seeing as UE is one of the most, if not the most, used engine across third parties I don't think it bodes well for comparisons across platforms. If I were Microsoft I'd undoubtedly give in to every demand Epic has when developing a hardware console
Another thing interesting is UE running better on the PS5 when none of their first party studios use it.
Looks like automatic city creation marked the other side as window for building interior.
Not really. The metrics should be leveraged as a data point to see how well they can handle “future” gen titles. I wouldn’t use these as good data for actual performance between the two systems.
Coalition was brought in to make the demo fit in memory; an optimization requirement that has to exist on Xbox but doesn’t on PS5 due to the differences in pool splits. I wouldnt take coalition getting involved to meaning re-writing shaders etc to maximize the hardware.
Also they stressed out that Nanite streams in data 10MB/s in the open world, an HDD could very well service that.
I know it’s not a game and that’s irrelevant to my complaints. UE5 delivers poor performance on next gen consoles. 100% of the time it’s been shown, it’s delivered poor performance. I’ve moved 2 of my projects from UE4 to UE5 just to mess with nanite and lumen and even on my 3080, the performance is simply not good enough.This isn't a game! This is a graphical demo to showcase graphics and details, with the added bonus of letting you roam around freely, if Epic were to cut short the demo after Trinity leaves no one would do anything but praise the visuals.
Also, the demo would be an excellent benchmark for PCs when it's released.
Taking cheap shots to garner likes while not contributing anything of note. I like your style…. We both know that’s not what I was arguing but continue.
BitByte said:Can a more performant solution exist that gives the impression of infinite details? I’d argue that it can after all, games are nothing but smoke & mirrors.
I did notice they mentioned that the performance of UE5 sucks on their 3080, first I've heard of PC performance unless I missed something.What are you contributing 'of note'?
Yeah that part in particular I thought was very good. You really don't want to be loading content and rendering models for those interiors so the shortcuts they're doing whilst maintaining perspective shift is excellent. If it allows filling of large skyscrapers and buildings with "interiors" that cast light as well then I'm all for this method of fakery.Showcases the new interior mapping method nicely.
Classic room walls with analytic intersection, combined with apparently two layer POM/relief mapping for all those furniture etc.