Looks amazing, but how are you going to do smashing through buildings, etc.? That level of visuals without the environmental interaction/destruction to go with it would be really frustrating IMO.
Yep it will all come to game design with limitations i guess. Would be cool to have both destruction but m not necessary in my opinion.Looks amazing, but how are you going to do smashing through buildings, etc.? That level of visuals without the environmental interaction/destruction to go with it would be really frustrating IMO.
So it's the exact same demo where you can already fly around, but they've added a superman model with animations. Am I missing something?
That's new information to me.
I wonder how it that possible?Interesting that Richard says PS5 gives developers 6.5 cores where as XSX gives developers 7 cores.
That's new information to me.
I wonder how it that possible?
I wonder how it that possible?
Maybe…
Game: 6 physical + 5 virtual
System: 2 physical + 3 virtual
So it counts as 6.5 cores? Or there is a way to say to a process to use only half of the GHz of a core?
I wonder if some games will use RTXGI or similar to get more performace.
Some little snippets from Alex' upcoming UE5 video.
Just wow. The differences at night between Hardware and Software Lumen are enormous.
I've also made similar observations with the CPU overhead when using HW-RT in UE5. The lower the resolution gets, the more the GPU gets underutilized. It's better with SW-Lumen, which makes sense as the BVH creation costs some CPU performance.
Interesting that Richard says PS5 gives developers 6.5 cores where as XSX gives developers 7 cores.
I wonder if some games will use RTXGI or similar to get more performace.
Sadly currently the marketplace version is meant for preview 2, so I couldn''t test it.
RTXGI has automatic probe placement with artistic control if needed.Yes RTXGI seems to be good and performant alternative.
But not many devs seem to know about it. IMO Epic should integrate these features straight into the engine. So any dev could just switch from Lumen to RTXGI in Project settings right from the get go. Same with upscaling such as DLSS/FSR2/XeSS.
Downloading plugins and integrating them into UE is extremly easy yes, but maybe there are still devs who don't know about these features, so integrating them as a standard might be benefitting. It's not like they add a ton of bloat, usually a couple of 100 MBs.
There's one downside to RTXGI tho, if I understand it correctly. It's still a probe based lighting system, so devs still have to place light probes around the scene. While Lumen handles every surface in UE5 automatically. That's certainly less time consuming.