Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

ready at down its now facebook property but to be honest sequel probably never will be created

Probably not if facebook is involved no :p

Edit. Great to see Epic games working together with MS with the support of the unreal engine. They have a history all the way back to 2002 (6th gen). Sony had their UE5 valley showcase, but MS has this one today.

https://news.xbox.com/en-us/2022/04/05/the-coalition-debuts-new-unreal-engine-5-tech-test/

Xbox and Epic Games working together to build a future-proof foundation with Unreal.

''In fact, this year we are celebrating 20 years of Unreal Engine on Xbox, dating back to the release of Unreal Championship and Splinter Cell in 2002.''
 
Great to see Epic games working together with MS with the support of the unreal engine. They have a history all the way back to 2002 (6th gen). Sony had their UE5 valley showcase, but MS has this one today.
Sony also owns a small stake in Epic. 2.5% maybe? I can't remember exactly, but enough to have a permanent relationship between them.
 
i understand the editor needs more ram to be kept in the background while running a demo/project, but i don't see why it would take away CPU/GPU power, as it's supposed to show devs how their project is supposed to run in game conditions. It's like console devkits which have same specs as console but with more ram ?
 
i understand the editor needs more ram to be kept in the background while running a demo/project, but i don't see why it would take away CPU/GPU power, as it's supposed to show devs how their project is supposed to run in game conditions. It's like console devkits which have same specs as console but with more ram ?

The rec req for this are 12 core cpu, 64 gigs of ram, at least a 2080 and at least 8 gigs vram
 
We need DF to test the compiled version of this ASAP, just like they did with earlier UE5 demos.

Its supposedly running at higher settings than the consoles aswell, if the comments are something to go by. Thats why i thought it was quite impressive for what it is, running in a developer environment (in-engine) at higher settings and supposedly no TSR which is present on the consoles. It probably isnt all that optimized either (yet). Like the previous UE5 tech demo this one will probably be covered by DF in the 'final' version aswell.
 
i understand the editor needs more ram to be kept in the background while running a demo/project, but i don't see why it would take away CPU/GPU power, as it's supposed to show devs how their project is supposed to run in game conditions. It's like console devkits which have same specs as console but with more ram ?
It can take a *lot* more CPU power because it's reading from unbaked assets "just in time", and from all over the place in RAM/HDD and maintaining tons of extra meta-data and garbage collection around everything. Compare this vs. compressed, runtime-optimized cooked assets. Stutters and streaming being worse in particular are definitely to be expected in editor. On the GPU side it is usually less severe depending on your editor build/config.

That said, if analyzing performance here be sure to actually dive in via unreal insights or a proper GPU profiling tool. The simple ingame "stat" counters are unfortunately fairly unreliable on Windows as far as CPU/GPU load goes, and "stat gpu" will often misattribute performance when things are CPU bound (which they often are).

If you're running on a high end GPU there's a pretty good chance you are actually CPU bound in this demo on PC. Definitely in editor, but probably also in cooked builds. There are a number of reasons for that and hopefully that can be improved in the future, but ultimately it was designed to target 30fps from the start and while it's pretty easy to scale GPU work with scalability settings, the CPU stuff is harder of course (beyond raw stuff like lowering traffic/crowd density and so on).

But yeah if you want to do overall performance profiling, you should definitely use a cooked, shipping (or at least "test") build.
 
Last edited:
Thanks for the explanation !
How much improved is the "demo" released for the PC from the consoles demo released earlier ?
 
Last edited:
Thanks for the explanatiobmn !
How much improved is the "demo" released for the PC from the consoles demo released earlier ?
I'm really not sure on all the content details. AFAIK it's basically the same as what was released, but of course consoles will have their own set of scalability settings and the like. There may be some gameplay/physics differences due to divergence from the main branch and subsequent merge, but from a graphics perspective it's basically the same other than potential minor settings differences. Again, take with a grain of salt though... there may have been other changes I'm not aware of.
 
Last edited:
It can take a *lot* more CPU power because it's reading from unbaked assets "just in time", and from all over the place in RAM/HDD and maintaining tons of extra meta-data and garbage collection around everything. Compare this vs. compressed, runtime-optimized cooked assets. Stutters and streaming being worse in particular are definitely to be expected in editor. On the GPU side it is usually less severe depending on your editor build/config.

That said, if analyzing performance here be sure to actually dive in via unreal insights or a proper GPU profiling tool. The simple ingame "stat" counters are unfortunately fairly unreliable on Windows as far as CPU/GPU load goes, and "stat gpu" will often misattribute performance when things are CPU bound (which they often are).

If you're running on a high end GPU there's a pretty good chance you are actually CPU bound in this demo on PC. Definitely in editor, but probably also in cooked builds. There are a number of reasons for that and hopefully that can be improved in the future, but ultimately it was designed to target 30fps from the start and while it's pretty easy to scale GPU work with scalability settings, the CPU stuff is harder of course (beyond raw stuff like lowering traffic/crowd density and so on).

But yeah if you want to do overall performance profiling, you should definitely use a cooked, shipping (or at least "test") build.

I note the settings range from 'low' to 'Epic' and then 'cinematic' in the editor. Are you at liberty to tell us which settings are equivalent to the console versions? I had a small play in the editor last night and the settings seem to have a huge impact on performance. However I didn't notice the resolution scaling option doing anything so I assume the game is running permanently at desktop resolution?
 
But yeah if you want to do overall performance profiling, you should definitely use a cooked, shipping (or at least "test") build.

Makes sense. Saw it in the YT comments aswell, that what the guy was running was at higher settings which does impact performance quite much once you dail it higher.
 
It can take a *lot* more CPU power because it's reading from unbaked assets "just in time", and from all over the place in RAM/HDD and maintaining tons of extra meta-data and garbage collection around everything. Compare this vs. compressed, runtime-optimized cooked assets. Stutters and streaming being worse in particular are definitely to be expected in editor. On the GPU side it is usually less severe depending on your editor build/config.

That said, if analyzing performance here be sure to actually dive in via unreal insights or a proper GPU profiling tool. The simple ingame "stat" counters are unfortunately fairly unreliable on Windows as far as CPU/GPU load goes, and "stat gpu" will often misattribute performance when things are CPU bound (which they often are).

If you're running on a high end GPU there's a pretty good chance you are actually CPU bound in this demo on PC. Definitely in editor, but probably also in cooked builds. There are a number of reasons for that and hopefully that can be improved in the future, but ultimately it was designed to target 30fps from the start and while it's pretty easy to scale GPU work with scalability settings, the CPU stuff is harder of course (beyond raw stuff like lowering traffic/crowd density and so on).

But yeah if you want to do overall performance profiling, you should definitely use a cooked, shipping (or at least "test") build.

I am running the demo on my PC in the editor and compiled. Compiled runs quite a bit better obviously, but still far from optimal. The framerate is actually very good for what's on screen but the constant stuttering especially with camera movements is quite horrendous and I can't enjoy it properly because of that. Also yes, without crowd/traffic the stuttering is pretty much gone.

Any chance for Epic to release an optimized demo build for PC, including graphics options, Series S textures for those with less than 8 GB VRAM and DLSS? I would love to run it on my i7 9750H/2060 laptop without stuttering. I am sure I am not the only one who really, really wants a PC optimized version of this demo, preferably with all the content from the original demo on consoles.
 
Are you at liberty to tell us which settings are equivalent to the console versions?
I'd have to look up the details, but at a high level it's normally somewhere around Epic. For virtual shadow maps (which I am most familiar with), it was basically Epic on PS5/XSX, except the consoles had "static separate" caching turned on (see the VSM docs for the cvar). Note that the console settings may not match perfectly with one of the scalability presets as they typically set the cvars directly.

Cinematic is really for movie render queue and the sort of thing, not for real time games.

However I didn't notice the resolution scaling option doing anything so I assume the game is running permanently at desktop resolution?
It should affect TSR even in editor. That said, if you're CPU bound it is not going to change the performance much until you get into super-sampling territory or somewhere that it becomes GPU bound.
 
Back
Top