Man... this is running so smooth on far weaker hardware. I would pay 60 dollars for it to run so well.
Sixty dollars to walk and drive around a fictional digital city.
Man... this is running so smooth on far weaker hardware. I would pay 60 dollars for it to run so well.
Ancient Valley was still just assets, just like now. And personally I would prefer Lumen in the Land of Nanite over that many times. It was a lot more impressive to me.
This content is for developers! They put together a more technically challenging demo scene that wasn't effected by whatever deal they signed for promotion with partners like sony. The expectations from non devs around here are ridiculous -- if you (everyone, not singling you out) want to look at technical demos and discuss technical topics, I don't think it's reasonable to flood it with feedback about what looks better as a player or whatever. There will be polished ue5 games released in a year or two.
Because it's not using the same settings (at all) for starters! If someone wants to create a "similar to XSS" settings version of the demo, it's really not that hard. You could do it yourself if you want to learn a little about UE, which is ultimately the point here.Well atleast if we look at the packaged matrix demo, that's definately not true. Even a Series S runs it far smoother and stable than any High End PC, not to mention lower end hardware like mine. I don't know what happened there.
Basically, this. The purpose of this stuff is to demonstrate to developers what is possible. The details around tweaking and cooking a shipping game are something that Unreal developers are very familiar with already, and there are plenty of online resources available for people to learn.What we need now are full fledged games !
Any details on the ray tracing implementation in the demo? The released videos were very light on details on that regard.Note that there's also a Small_City map in there that is a bit lighter on the CPU/VRAM, but otherwise the same rendering quality.
It's stock UE5 Lumen in the sample - I believe the details here are relatively up to date: https://docs.unrealengine.com/5.0/en-US/lumen-technical-details-in-unreal-engine/. The sample is set to use hardware RT if available by default.Any details on the ray tracing implementation in the demo? The released videos were very light on details on that regard.
Because it's not using the same settings (at all) for starters! If someone wants to create a "similar to XSS" settings version of the demo, it's really not that hard. You could do it yourself if you want to learn a little about UE, which is ultimately the point here.
I know you're not interested in that, and you are of course welcome to lament that no one has yet done that for you, but I don't buy the logic that this means Epic doesn't care about PC. At best you can argue Epic is more interested in providing a useful starting point for other developers to make awesome PC *games* than showing off demos directly to PC gamers.
The Series S is running the full map though.Note that there's also a Small_City map in there that is a bit lighter on the CPU/VRAM, but otherwise the same rendering quality.
Have you turned down the traffic/crowd density? That's going to be a big part of the CPU overhead, which is probably where the bottleneck is. Does the small city map run better? How loaded is the GPU when you are testing?I am running most settings in GameUserSettings.ini on 1, except for Global Illumination at 3, reflections at 2 and effects at 2 with TSR at 50% at 1440p (so 720p), I assume that comes pretty close to what the Series S is using. I still can't get such a smooth experience like on that console, far from it even though I have a more powerful machine.
To be clear, I think the real intention is not so much to make every end user into a developer, it's more that developers (professional and hobbyist) take the sample and make it even better, and then engage their audiences with those games.I just wish Epic would care a bit more about users like me, very interested in graphics tech but also don't want to turn into a mini-developer just to enjoy a state of the art demo without stuttering.
I know it's tempting, but this gets to the core of it: I would not use random amateur folks loading up UE for the first time and doing "play in editor" as a proxy for how a polished, shipping game would perform in the future. UE5 does make it easier than in the past to get stuff up and running, but there's still some level of expertise (and hardware targets!) required for the polish.I understand it's a sample project for devs, but this is right now the only way to see how my PC might handle future games.
I understand it's a sample project for devs, but this is right now the only way to see how my PC might handle future games.
Have you turned down the traffic/crowd density? That's going to be a big part of the CPU overhead, which is probably where the bottleneck is. Does the small city map run better?
I'm not sure if the demo you are using was compiled in "shipping" config either, but that can sometimes be important vs. "development". If you can use the ~ console ingame then it was probably compiled in development mode.
Theres plenty of UE5 demos done by individual users which show even more impressive visuals on mid range hardware running very well.
I'm not sure if that UI necessarily equates to the same thing. They may have broadened it to allow you to go higher on PC/in the sample, but I'd have to compare side by side.Yes, but it already defaults at 50% for both mass AI and traffic. On the consoles, it's using 100%.
Hard to know for sure, but it made a non-trivial difference on consoles and when I compiled the shipping version earlier in this thread I wasn't really seeing significant stutter after the shader compile stuff happened. There's still the odd bit (mostly graphics driver memory stuff as I noted - part of the legit downside of PCs comparatively but IHVs can usually find ways to tweak it), but it wasn't nearly as significant as what people seem to be reporting.You are right, it was packaged in development mode. Sometimes I use commands to tweak settings on the fly. Do you think shipping mode would really run that much better?
Sure... but I wouldn't necessarily take the CitySample as super representative of a real shipping game AI/performance either. It's obviously better than nothing, and a proof of concept that stuff at that "level" is doable, but I would not really expect a AAA developer to directly use MASS and the other gameplay stuff from the sample directly.I have seen some, but these are almost always without AI or just static rocks. So not really representative of real game performance.
So not really representative of real game performance.
I'm not sure if that UI necessarily equates to the same thing. They may have broadened it to allow you to go higher on PC/in the sample, but I'd have to compare side by side.
Hard to know for sure, but it made a non-trivial difference on consoles and when I compiled the shipping version earlier in this thread I wasn't really seeing significant stutter after the shader compile stuff happened. There's still the odd bit (mostly graphics driver memory stuff as I noted - part of the legit downside of PCs comparatively but IHVs can usually find ways to tweak it), but it wasn't nearly as significant as what people seem to be reporting.
But at the same time there's a lot of Internet chatter like that in this thread building up about the potential performance issues of UE5 on PC. I'm certain it's unwarranted, but nevertheless it can't be the kind of chatter that Epic wants spreading.
But it doesn't look like it benefiting greatly from the RTX hardware for example. The 3090 is powering through by sheer brute force, performance would be much higher if RT cores were engaged heavily.It's stock UE5 Lumen in the sample - I believe the details here are relatively up to date: https://docs.unrealengine.com/5.0/en-US/lumen-technical-details-in-unreal-engine/. The sample is set to use hardware RT if available by default.
And the people that this open source UE5 release with assets is targeting, will make a decision on wether to use UE5 based on none dev impressions? I mean what are the options? Roll your own, Unity, Godot or license somebody else's engine?
UE5 is just a download away, any dev would do their own tests....
Yeah that's part of the problem.I think Epic don't really need to care about good will when they're absolutely dominating the game engine market. It's like suggesting that Nvidia do something pro-consumer lol.