There should be really high quality captures of Keanu from Matrix Reloaded. But maybe Epic did not want to use those?
Or Epic has had more time with the PS5.
https://www.gamesradar.com/epic-reveals-how-its-been-working-with-sony-for-years-on-unreal-engine-5/
@0:09 hum, that clipping never happened to me. I know the car crashes are very dynamic (or rarely the same) when shooting out the tires. So, it seems from that clipping, that transitional scenes are affected as well from the dynamic behavior of how one approaches these chases.
Hey Andrew, could we have some info regarding the difference in performance between sw Lumen and hw Lumen?Did you set them to private or something? Maybe unlisted instead?
Ah yes, I don't think any of those are due to shadowing primarily. It's hard to tell exactly for each case without further investigation, but most of those are likely HLOD transitions as milk noted; if you turn on the Nanite Instances view you might get some additional information although given how these buildings are constructed even instances view can look like triangle view at a distance (which in itself is sort of impressive IMO...).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.
I was referring mostly to the chase sequence where there were no settings differences or tweaks done to the directional light shadowing, even in very close up shots with narrow FOVs, etc. Obviously in a real game it's very common to highly tweak those sorts of on-rails segments.Is that true for open world games? For the dynamic sun? I assumed these are tweaked once for the most robust solution for all possible scenarios, and then begrudgingly accept the artifacts that can't be avoided. No? Are there ways to tweak it more beyond that?
There's still going to be a point where even *instances* are too small and need to be collapsed in a scene this big with so much detail. Nanite can push that out much further than other solutions, but as I mentioned there's also other boring engine and CPU overhead reasons why HLOD still exists for these large scenes (albeit simplified and doesn't need to handle as much heavy-lifting with Nanite).Why wouldn't they use Nanite LOD changes in those buildings? Being completely static geometry it seems like it's the perfect scenario for Nanite.
I'm not super familiar with the details there and wouldn't want to speak for the Lumen folks on that even if I were.Hey Andrew, could we have some info regarding the difference in performance between sw Lumen and hw Lumen?
Ah yes, I don't think any of those are due to shadowing primarily. It's hard to tell exactly for each case without further investigation, but most of those are likely HLOD transitions as milk noted; if you turn on the Nanite Instances view you might get some additional information although given how these buildings are constructed even instances view can look like triangle view at a distance (which in itself is sort of impressive IMO...).
I don't doubt most of those are pretty easy to solve with a bit more polish, but there was only so much time and resources for the large scope of the sandbox world.
There's a few other little issues scattered around like Z-fighting of extra coincident planes on roofs and some weird procedural generation quirks. There's spots that exceed AA's ability to entirely eliminate the aliasing/moire as well. Overall I think it's still a fairly stable presentation compared to past games though, and Nanite and VSMs are a decent chunk of that.
I was referring mostly to the chase sequence where there were no settings differences or tweaks done to the directional light shadowing, even in very close up shots with narrow FOVs, etc. Obviously in a real game it's very common to highly tweak those sorts of on-rails segments.
That said, there's still some cases that get tweaked in open world games. CSM distances are usually pulled in and some sort of "far shadows" solution is employed (usually baked or at least heavily cached or something like DF shadows). In this case the virtual shadow map is handling shadows all the way from right up close to the entire city/horizon. Sunset/sunrise normally needs special treatment (read: avoiding it as much as possible ) due to low angle sun and biasing issues.
VSMs are not entirely immune to low light angle issues either, but it's a much lower light angle than most games could get away with in this demo and still holds up fairly well IMO. If you swap to CSMs there are significant biasing artifacts all over the place, resolution and shadow distance limitations are quite apparent. There are of course new considerations with VSMs around minimizing invalidations and picking your moving geometry a bit more carefully, but I think it's fair to say even for an open world game it is much more hands-off for artists than previous solutions have been.
There's still going to be a point where even *instances* are too small and need to be collapsed in a scene this big with so much detail. Nanite can push that out much further than other solutions, but as I mentioned there's also other boring engine and CPU overhead reasons why HLOD still exists for these large scenes (albeit simplified and doesn't need to handle as much heavy-lifting with Nanite).
I'm not super familiar with the details there and wouldn't want to speak for the Lumen folks on that even if I were.
Yes teh amount of cars is simply nutsThere's always a hardware limit for sure.
But compared to other openworld games, there must be like 100 times the number of cars on screen ?
There's always a hardware limit for sure.
But compared to other openworld games, there must be like 100 times the number of cars on screen ?
For a MoS game, you'd need all the buildings to be trashable! Better suited to less destructive heroes, methinks.This engine would be great for a Superman / Man of Steel game.
For a MoS game, you'd need all the buildings to be trashable! Better suited to less destructive heroes, methinks.
On the highways, it seems the semi-trailers never use the left lane?
Even Neo needs to dump in the Matrix
Yeah, it seemed intentional which I thought was a nice added touch if true.In certain states, left lane usage by 18-wheelers/semis/large trucks is prohibited. I guess that applies to the Metrix metropolis...