DavidGraham
Veteran
A Vega 56 is faster than RTX 2060, there is no way this demo is using any sort of hardware ray tracing.
A Vega 56 is faster than RTX 2060, there is no way this demo is using any sort of hardware ray tracing.
Software Lumen totally offers offscreen reflections - but not of certain types (no skinned meshes, for example). They are also dramatically lower quality.Technically yes, but the claims here are that software-based Lumen specifically does not offer offscreen reflections.
This is a rough shot and my shaders are still compiling for software lumen as you can see on the coat (this takes like 5 hours?) but this is the gist.We need footage of these reflections on cards without HW RT badly. I've looked up so many videos of Non HW RT cards, and nobody would bother to come close to one of these frickin' windows
On a side note, Lumen also does reflections. It is that clever mix of SSR, RT and cube maps.
A Vega 56 is faster than RTX 2060, there is no way this demo is using any sort of hardware ray tracing.
A Vega 56 is faster than RTX 2060, there is no way this demo is using any sort of hardware ray tracing.
Yeah the results are pretty devastating.
I do think it is using HW-RT though. My possible explanation is that the BVH structure built with HW-RT is overflowing the VRAM, which is why the 5600XT performs a lot better especially at WQHD.
Still, that should not be a problem in a full game, as by then DirectStorage and Sampler Feedback will likely be used, as the PCGH article suggests too. Plus scalable texture settings of course. We already know the textures in that demo are for 8 GB cards and up.
Test GPU's with the same amount for vram, do they show the same weirdness?
The 2070 Super also performs quite a tiny bit worse than the 5700XT. But not to this extent.
Also seems like my theory about VRAM overflowing is already debunked by that PCGH article showing the out of memory budget error on these cards.
The 5600XT is actually 300 MB more over budget than the 2060.
Now I am even more confused. Aaaah!
Okay, another possible explanation: The AMD drivers are simply more optimized for UE5 right now. Which does make sense, as Nvidia has not been releasing drivers specifically for UE5 yet.
But if HW-RT were to be used properly, the 6600 would also be significantly faster than the 5700XT. But it performs a lot worse. Which could also be due to HW-RT if it tanks performance. But why is the 2070 Super not performing much worse than the 5700XT as well if that's the case....??
Okay I give up.
Indeed weird. Was giving vram a though when you said it but if thats not it. Even accounting non-hw rt, these gpus should perform differently against eachother then they do there.
Previous land of nanite (pc/XSX) demo didnt behave like this right?
You are referring to Valley of the Ancient, right? Yes that one did not behave that way. But it was defaulting to Software-Lumen, so it doesn't mean much when we want to inspect HW-Raytracing performance.
Also really like Alex screen above. The difference in reflection quality is pretty big. But yeah we have to wait until all shaders are compiled.
You're talking about gamers that pre-purchase and preload games to ensure they can play it at unlock time.Patience is a far better path than tolerance. We all wait months to years for titles we are excited about so what’s a couple of hours (or days)? Devs should at least provide an option.
That makes sense.It's mostly the *driver* PSO/shader compilation that is the problem here. Since that depends on your specific SKU/driver combination, it can't easily be done in advance by the game (although IHVs will prepopulate caches sometimes for popular upcoming games). Sometimes it can be done at "load time" instead, but obviously making people wait for ages the first time they run the game (or whenever they update drivers) isn't ideal either. The other related issue is that there's not always a good way to know in advance which PSOs will actually be needed, so doing them *all* in advance is infeasible. That's why the PSO caching thing in Unreal basically logs which permutations are needed as you play the game, then let's you precache those. That said, it's still kind of tedious without significant automation (which is besides the point of this demo and would obfuscate the purpose to the developers somewhat).
PSO caching on PC is also made more complex by the fact that you have to take the conservative set of all state that any GPU/driver ever needed to bake into a shader compilation, and have unique PSOs for all of that. Individual drivers/hardware will only need unique shaders for some subset of those different states, but which ones will vary from SKU to SKU. Drivers will typically try and hash things to avoid recompiling based on state that they know doesn't actually affect the output, but that doesn't really help the high level issue that we had to generate all those "potential" permutations in the first place.
I agree with the commentary on the DF podcast - it would be great for there to be easier ways to automate this in Unreal though, as while IMO it isn't a big issue if a dev-focused tech demo doesn't have a precompiled PSO cache, some games have shipped in a similar state which should never really be the case.
That said, on PC there's always a delicate dance between the game, the OS and the graphics driver. As I noted earlier, PSO compilation is a big piece of that, but there are similar problems with things like allocation patterns and the like. I imagine now that UE5 is out in the wild there will be significantly more attention on tuning it from all parties. As soon as anyone starts to benchmark anything the IHVs get really interested, really quickly
So that is how I thought.It's actually one step further - on most consoles you can ship the actual compiled GPU code, because effectively the equivalent of the user-mode driver is compiled right into the application and can't be changed once you have shipped it without patching the game, so it's safe to bake it all down.
That should be a bit too advanced or hard for most user.Saw the always reliable MJP speculating about some sort of peer to peer distributed/torrent kind of shader cache. So if someone with your setup compiles and uploads you can just grab that and go. It'd be a more formal and easier system than what people already do for emulating more modern consoles. I'm sure Valve could manage it for Steam at the very least, and eventually Microsoft whenever they get their bureaucratic collective selves into gear.
Not wanting to deny any theory but did you guys compared the reflections between 5700XT and RTX cards? Performance can be the same but RTX cards showing better reflections.Still, it doesn't explain how the 5700XT is delivering same or faster fps than RTX cards.
Thanks.Software Lumen totally offers offscreen reflections - but not of certain types (no skinned meshes, for example). They are also dramatically lower quality.
This is a rough shot and my shaders are still compiling for software lumen as you can see on the coat (this takes like 5 hours?) but this is the gist.
Not wanting to deny any theory but did you guys compared the reflections between 5700XT and RTX cards? Performance can be the same but RTX cards showing better reflections.
Not wanting to deny any theory but did you guys compared the reflections between 5700XT and RTX cards? Performance can be the same but RTX cards showing better reflections.
You seem to be going somewhere with this, makes sense i think, and explains why theres not too much gain in performance when enabling hw RT. There just isnt enough ray traced effects to see these gains. Thats bound to happen in the future though.
Anyway, i truly hope theres someone out there remaking just this little part of Unreal 1 in UE5 on pc.
That's one remake I'd really like to see. The original Unreal remade with updated graphics but all gameplay kept the same.
Regards,
SB