davis.anthony
Veteran
I'm watching that with my 'meh' face on......
I'm watching that with my 'meh' face on......
Reminds me of my old battlefront video, still holds up well !
..and another UE5 concept vid - Conifer Forest (following on from Broadleaf Forest) (via DSOG)
Apparently both demos are all procedurally generated, so in theory this could go on for miles if not planet sized??
Mind blown, surely we live in a simulation, right?
These look cool enough to post here.
Testing Out Houdini's Vertex Animation Textures in UE5
The project's goal was to learn more about ways to implement Houdini's VAT.80.lv
EDIT: https://www.artstation.com/artwork/DAGOJ0
I don't think so. Game developers simply don't care so much about immersive sound, which has always been a disappointment.Did they ever do the follow up stream with project acoustics?
But they all seemed up for it in the stream.I don't think so. Game developers simply don't care so much about immersive sound, which has always been a disappointment.
I have been dreaming of a true-to-the-original-spirit Thief game with path-traced graphics and sound...
Sure, to trace the skylight against a zillionth as many tris. Lumen's tradeoffs make perfect sense within the context of the consoles and the rest of the engine.What the fuck, Epic? Why are you neglecting HW-RT so bad? It's not like 4A Games proved that extremly fast AND beautiful RTGI using HW-RT is easily feasible, even on consoles and at 60 FPS. Maybe, just MAYBE you should rethink your entire strategy of incorporating HW-RT into the engine.
It is not needed to trace against the full triangle count of geometry though? I think HW-RT is using low poly meshes instead. These low poly meshes should have lower polygon count than geometry in Metro.Sure, to trace the skylight against a zillionth as many tris. Lumen's tradeoffs make perfect sense within the context of the consoles and the rest of the engine.
Check the UE5 RT talk, they did give nice overview.Yikes. It seems like they are using the Software path for the high scalabilty setting in Lumen, so that it runs at 60 FPS on consoles and lower end RTX GPUs. http://advances.realtimerendering.com/s2022/SIGGRAPH2022-Advances-Lumen-Wright et al.pdf
This is really, really bad and my worst fear come true. Console users and lower end RTX GPUs will choose 60 FPS over 30 FPS almost any day, so that means the Ray accelerators and RT cores are idle in that mode, as it uses Software RT instead of HW-RT.
What the fuck, Epic? Why are you neglecting HW-RT so bad? It's not like 4A Games proved that extremly fast AND beautiful RTGI using HW-RT is easily feasible, even on consoles and at 60 FPS. Maybe, just MAYBE you should rethink your entire strategy of incorporating HW-RT into the engine.
Jesus christ. The Software Path is supposed to be for legacy hardware, not your main path for getting acceptable performance in UE5. This really sucks.
And as most games in the future will use Lumen and UE5, millions of RTX and console gamers will have their RT cores and Ray accelerators idling instead of contributing to performance like they should.
I thought the whole point of Lumen was to save performance by not tracing against polygons. Where RT really makes a difference is in RT reflections, which Metro doesn't have on console.Yikes. It seems like they are using the Software path for the high scalabilty setting in Lumen, so that it runs at 60 FPS on consoles and lower end RTX GPUs. http://advances.realtimerendering.com/s2022/SIGGRAPH2022-Advances-Lumen-Wright et al.pdf
This is really, really bad and my worst fear come true. Console users and lower end RTX GPUs will choose 60 FPS over 30 FPS almost any day, so that means the Ray accelerators and RT cores are idle in that mode, as it uses Software RT instead of HW-RT.
What the fuck, Epic? Why are you neglecting HW-RT so bad? It's not like 4A Games proved that extremly fast AND beautiful RTGI using HW-RT is easily feasible, even on consoles and at 60 FPS. Maybe, just MAYBE you should rethink your entire strategy of incorporating HW-RT into the engine.
Jesus christ. The Software Path is supposed to be for legacy hardware, not your main path for getting acceptable performance in UE5. This really sucks.
And as most games in the future will use Lumen and UE5, millions of RTX and console gamers will have their RT cores and Ray accelerators idling instead of contributing to performance like they should.