Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

I've finally downloaded version 5.1 and wow.

What a huge improvement over the previous version I was using, easily 20fps+ more now and my GPU is at 99% load 80% of the time now where as before it would hover around 40-50%.

I still get stutters when moving quickly (shader compiling?) but I am only using a quad core CPU. I'm easy 60fps and only get drops when I get stutters.

One thing, I've seen videos where people have a proper settings menu where they can change resolution and other things but I can't find it, does anyone know where it is? @Dictator do you use this menu?
 
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I apologise. That screenshot was from Atomontage. - https://client.atomontage.app/view?m=qIdu61Si63IDORdHLp9lZ

This is what Euclideon's Unlimited Detail looks like...

View attachment 7365
Download the client yourself. - https://udcloud.euclideon.com/#page=software

The whole 'Unlimited Detail' push was snake oil. They've just managed to secure funding long enough for the hardware to develop to do voxels better than 30 years ago with an empty promise and relentless bitching about 'triangles'.

All it needs is DLSS 8.0. LOL
 

Well would you look at that. Tons of improvements for Software Lumen, but only minor improvements for Hardware Lumen.

What a giant difference.

lumen-5.webp


It's clear what path Epic is working on...
 

Well would you look at that. Tons of improvements for Software Lumen, but only minor improvements for Hardware Lumen.

What a giant difference.

lumen-5.webp


It's clear what path Epic is working on...

Thats a pretty big assumption to make based on a change log.

I found this quite interesting which sounds like a potential alternative to using shadow maps:

  • (Experimental) You can enable initial support for native ray tracing and path tracing of Nanite meshes by setting r.RayTracing.Nanite.Mode=1. This approach preserves all detail while using significantly less GPU memory than zero-error fallback meshes. Early tests show a 5-20% performance cost over ray tracing a low-quality fallback mesh, but results may vary based on content.
 

Well would you look at that. Tons of improvements for Software Lumen, but only minor improvements for Hardware Lumen.

What a giant difference.

lumen-5.webp


It's clear what path Epic is working on...
Why assume that? They have different people working on HwRT than Software RT. Not every Release will See a similar Change size Log for each Feature in the engine as Teams in Dev have different internal Release Targets.
 
Interesting this is the target of UE 5


Lumen's Global Illumination and Reflections primary shipping target is to support large, open worlds running at 60 frames per second (FPS) on next-generation consoles. The engine's High scalability level contains settings for Lumen targeting 60 FPS.

Lumen's secondary focus is on clean indoor lighting at 30 FPS on next-generation consoles. The engine's Epic scalability level produces around 8 milliseconds (ms) on next-generation consoles for global illumination and reflections at 1080p internal resolution, relying on Temporal Super Resolution to output at quality approaching native 4K.
 
The Coalition talked about 60fps targets in their initial talk. I'd imagine they're both a collaborator and a key customer for console 60 fps.

This is interesting to see this is the primary focus of the engine but reading presentation they were thinking many studios will target 60 fps on current gen consoles. And it was from the beginning a goal to optimize a lot Lumen for this. They talk about this since Land of Nanite demo. Nanite was 60 fps ready at the time but not software Lumen.
 
TSR use Double FP16 on PS5 and Xbox Series X|S

TSR's upscaling quality and behavior is strictly identical across all supported platforms. However, TSR has been specifically optimized for AMD RDNA GPUs used in PlayStation 5 and Xbox Series S | X consoles, taking advantage of 16-bit types and packed instructions.
 
Epic has only become more and more super focused on console optimization since ue3 and gears 1. And as a console user primarily I can only say I'm happy at being catered to by what was once a mostly PC centric engine.

I guess they think optimizing the engine specifically for PS5 and Xbox series as a baseline it will give them a rigid structure to optimize for all sorts of hardware.

I wouldent mind 1080p and 60 with good graphics if TSR is as good as upscaling as they claim.

Native res truly is dead. Can devs put dynamic res on top of that?
 
Epic has only become more and more super focused on console optimization since ue3 and gears 1. And as a console user primarily I can only say I'm happy at being catered to by what was once a mostly PC centric engine.

I guess they think optimizing the engine specifically for PS5 and Xbox series as a baseline it will give them a rigid structure to optimize for all sorts of hardware.

I wouldent mind 1080p and 60 with good graphics if TSR is as good as upscaling as they claim.

Native res truly is dead. Can devs put dynamic res on top of that?

They made their engine scale across a range of hardware. Calling it a console engine, nah.
 
Epic has only become more and more super focused on console optimization since ue3 and gears 1. And as a console user primarily I can only say I'm happy at being catered to by what was once a mostly PC centric engine.

I guess they think optimizing the engine specifically for PS5 and Xbox series as a baseline it will give them a rigid structure to optimize for all sorts of hardware.

I wouldent mind 1080p and 60 with good graphics if TSR is as good as upscaling as they claim.

Native res truly is dead. Can devs put dynamic res on top of that?

Yes this is compatible whith dynamic res.
 
This is interesting to see this is the primary focus of the engine but reading presentation they were thinking many studios will target 60 fps on current gen consoles. And it was from the beginning a goal to optimize a lot Lumen for this. They talk about this since Land of Nanite demo. Nanite was 60 fps ready at the time but not software Lumen.

Quality and performance modes are becoming more and more common on consoles. I imagine Epic wants its engine to fully support this type of duality so that devs aren't forced to spend a considerable amount of time optimizing, making significant compromises to accommodate a performance mode or having a quality mode that doesn't offer enough of a step up so making you wonder why the dev would even offer a 30 fps mode in the first place.
 
They made their engine scale across a range of hardware. Calling it a console engine, nah.
It seems though that they have been very closely making it most viable for console despite clearly being scalable to movie level production and down to mobile, altho mobile may not be able to handle nanite or lumen
 
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