It's like suggesting that Nvidia do something pro-consumer lol.
Or Sony
It's like suggesting that Nvidia do something pro-consumer lol.
And if its essentially free to win that good will then why not?
Well, I assume it's not free. There is no such thing as a free lunch. And if they did do this, what stops people from demanding a real game or a bigger game etc.
The buck stops here
Why? What are the downsides? You think any developres are going to ditch UE5 because internet chatter from amateurs running a tech demo said it wasn't smooth??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.
It's gotta be pretty damn close to free. Andrew already said it's trivial to do if you have the skills and there are legions of people at Epic with the skills. Then you just bob it in the free games section of Epic Games Store and you're done.
It would certainly encourage more users to download the Game Store client and get eyes on all the other free content on offer, thus drawing them in to the Game Store ecosystem.
Dampf claimed that he would pay 60 dollars to have a pc demo
Why? What are the downsides? You think any developres are going to ditch UE5 because internet chatter from amateurs running a tech demo said it wasn't smooth??
I can also point to Unity, which has known issues being smooth on consoles, but that didn't stop devs using it because it was the right engine for them. That's the ultimate choice. The only people who 'suffer' are potentially PC hardware people who may (read, won't) see some potential customers get consoles instead in the belief that consoles will run future games better. That's not gonna happen though, and UE will sell to devs wanting to make games regardless how Joe Gamer perceives it. So why invest in extra work for no gains?
This might be trivial to do, but it still might take a bunch of time/resources at the same time. If you want to release something for "commercial" consumption then you need to polish which means QA, I assume. Again more time and resources, that indicates to me that it's not even close to free.
The consumers of game engines are developers, not gamers. Epic does plenty of stuff to earn goodwill from devs -- I think they're the most pro-user game engine. I'm personally glad to be working at a unity based studio for various reasons, but I can't say customer support or openness with users or any other pro user policies are among the reasons.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.
And for something as trivial as simply pre-compiling the demo at settings which are attainable on normal systems and hosting it on the Game Store, that situation could be reversed, and they would very likely bring additional users onto their Game Store to try it out. As I said, from a business perspective it seems like a no brainer to me.
If the many, many free titles given away aren't enough to bribe someone into using their store, I doubt a tech-demo will make the difference.But Epic don't cater only to devs, They are a development studio in their own right and have a games store that they are trying to position to compete with Steam. That means good will from the user base is important.
Huh?The moment they do that they open themselves up to a lot of customer support, continuous build support, in the weeds pc optimization, etc. Even with a well made engine it's just not trivially easy to make a game run on everybody's PCs (well, it's not easy to make it run on any platform, but at least consoles are a fixed target.) Plus even if the demo is perfect, if they're saying "this demo will run well" and players running bonkers setups on their computers complain that it stutters because they also have a crypto miner running or whatever, epic has to manage the conversation and clarify -- I guess epic definitely has the resources to do it if they want, but it's definitely not a small ask, and they don't seem to want to be in that business outside of the games they support. When/if fortnite swaps over to nanite and lumen we'll get a reference pc product.
Huh?
You don't see a problem with that.. on a platform they fully support?
Since when have tech demo's been treated like official retail products?
Literally happening in this thread
Literally happening in this thread
Note after the first few minutes of flying around. You could still maybe hit the odd one if you find a new material somewhere of course, but generally it should improve a lot from the first launch.Are you getting similar stutters (especially while driving at 3:50 mark?)
Yes although this is shader *compilation*, which is a CPU task, and thus creates a CPU stutter. None of these stutters are on the GPU side.These stutters are also not getting better over time, so it's seems to be more related to the CPU rather than shaders.
Like I said, I don't see any evidence of that being a primary issue here. If you fire up UnrealInsights you can look for yourself what the stutters are on your machine. Since you're using a development build already you should get even more info out of it.I really wonder if the difference between PC and console right now is the absence of DirectStorage.
How would you draw any sort of conclusions like this without detailed profiling on the different platforms? Especially when almost everything is CPU bound on a 3090 to start with...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.
No it isn't. I'm referring to the developers of these tech demos... not the consumers. It's not even a tech demo.. it's a sample project. Which developers in this thread are treating this like a tech demo?Literally happening in this thread
Ah that's good to know! I was curious how much of that was responsible for the difference in my experience vs. some other random factor. Glad to hear you got it working better in any case!Yes I've got my hands on a shipped build, CPU performance is a lot, lot better. Night and day difference. Only stutters in the first minute or so, then hitches are rare even when flying, just like your experience.
Well that's another legit advantage of the console UMA architecture - it's not "VRAM vs CPU RAM", you can fluidly use as much for graphics vs. other stuff. I wouldn't be surprised if the Matrix demo in particularly used more than 8GB for GPU resources, but I don't know the final breakdowns.Those textures are clearly more suited for 8 GB cards and the Series X/PS5, my 6 GB are always maxed out even at 50% res.
As I mentioned, almost everything in that demo are virtual textures. They only get loaded based on the mips that are required to render the given view. Thus dropping your main output resolution (as I believe they get LOD biased by default with TSR/DLSS/etc to still be sampled at the mips like they were rendered at full resolution) will drop your texture memory footprint. Alternatively I'm sure there's a virtual texture-specific LOD bias and/or pool size.Maybe that is something I could personally optimize for my machine. If there'd be a way to automatically reduce all 8K and 4K textures to 4K and 2K, then that would be ideal. I tried setting the LOD MipBias to 1 which should reduce 4K textures to 2K in the editor, but it strangely has no impact on my video memory.
I'm sure you know the real issue here: support (a base level of which is always required). It's easy to release things to consumers. It's hard and expensive to support them.It's gotta be pretty damn close to free. Andrew already said it's trivial to do if you have the skills and there are legions of people at Epic with the skills. Then you just bob it in the free games section of Epic Games Store and you're done.