where is that original reveal video ? i don't remember seeing anything other that the video compilation above ?
Beyond that, what other shadow "LOD" issues are you seeing? Do you just mean resolution stuff? I mean there's some minor issues in places due to the light angle being extremely low + very high detailed geometry, leading to some rather challenging cases for shadow maps, but overall there aren't a ton of visible issues in the demo that I know of. Be curious what you're referring to if you could post a quick video or screenshot.(especially the NPC shadows popping in and out frames at certain distances)
Beyond that, what other shadow "LOD" issues are you seeing? Do you just mean resolution stuff? I mean there's some minor issues in places due to the light angle being extremely low + very high detailed geometry, leading to some rather challenging cases for shadow maps, but overall there aren't a ton of visible issues in the demo that I know of. Be curious what you're referring to if you could post a quick video or screenshot.
Waiting for you to line up the light with the stupid overhead freeway signs perfectly to make the geometric grating aliasing cast over a huge region of the highwayAs soon as I get a chance to take some shots I will.
Yea, figures that a PC demo likely isn't in the works because it's likely a lot of extra work. Sucks, but what are you gonna do? There'll be plenty of cool UE5 tech demos coming over the years I'm sure. I expect Nvidia to collaborate with some visual effects studios again and raise the bar even farther.
Waiting for you to line up the light with the stupid overhead freeway signs perfectly to make the geometric grating aliasing cast over a huge region of the highway
But beyond that I'm curious what you find! I'm not claiming it's perfect, but overall pretty happy with the results especially considering there was basically zero artist tweaking involved in the directional light shadows, whereas usually it's pretty common to adjust biases, cascades, filtering and light angles to avoid artifacts.
Waiting for you to line up the light with the stupid overhead freeway signs perfectly to make the geometric grating aliasing cast over a huge region of the highway
But beyond that I'm curious what you find! I'm not claiming it's perfect, but overall pretty happy with the results especially considering there was basically zero artist tweaking involved in the directional light shadows, whereas usually it's pretty common to adjust biases, cascades, filtering and light angles to avoid artifacts.
The most impressive aspect to me is that the XSS can run it relatively well, i'd expected the PS5/XSX to run UE5 engine/games since the engine has been showcased on both platforms before. The XSS has gotten negativety due to its low (ish) hardware but it seems to be able to tag along quite well this generation, albeit at lower resolutions and not the performance modes the premium consoles might offer. Someone on a tighter budget with a 1080p screen has a cheap alternative to get 'next gen' hardware at home. Also, their actually available.
If you focus closely, you will see some geometry/Nanite LoD coming into focus, which from my perspective creates an illusion of shadows popping in.
FYI, great next-generation demo!!!
Same for me unfortunately Did you set them to private or something? Maybe unlisted instead?All these show up with "!This video is unavailable" on my end.
Same for me unfortunately Did you set them to private or something? Maybe unlisted instead?
1066p-1200p so on ps5 and xsx, it makes sense as I was wondering whats going on with this reconstruction technic as many 1440p games without any reconstruction looked more sharp and stable for me, reason is internal is not that high, wonder how 533p-648p on xss must lookDF updated the article about resolutions : https://www.eurogamer.net/articles/...kens-previewing-the-future-of-gaming-graphics
Same for me unfortunately Did you set them to private or something? Maybe unlisted instead?
I mean, you can also see some pop in Hellblade 2, along the ground as the camera moves quickly along the rocky beach at the beginning.
Is that nanite, or "virtualized heightfields"? Dunno, could even be in part due to fast camera movement and TAA not having time to clean it up.
there was basically zero artist tweaking involved in the directional light shadows, whereas usually it's pretty common to adjust biases, cascades, filtering and light angles to avoid artifacts.