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

Not sure how much restir can halp with such a low sample count. Also, i guess they already have prefiltered / low res geoemtry, so an approximation of cone tracing, which already gives them a better inital condition, and making point sampling more effective isn't their sapproach here. But really not sure.

If you ask me, their reflection results already are acceptable.
It's just that everybody is a bit spoiled from HW raytracing results, which have their price, but can be used as well where applicable.
Personally i'll enjoy the improvement over SSR and cube map hacks. (If frame rate is high enough for joy.)
For a game like Spiderman, a single planar reflection plane for the building in focus, plus some blending to alternatives for the rest wouldn't be that bad either, see Hitman.

Should be able to help with a good blue noise vector sampling scheme/taa. You treat your previous reflection shadow ray as valid next frame if nothing moves and re-apply the shading, while you get a new shadow ray to test your new jittered reflection vector this frame. As long as both the primary surface and reflected sample are static you build up samples over time, higher res reflections even on glossy/mirror surfaces. And of course spatial sharing helps even more with rougher reflections/diffuse.

One scheme I've been interested in is vastly increase screenspace shadow rays. You begin sampling rays in SS anyway, quadruple that to 1/4th sample rate and then only continue 1/4 of those samples out to HW tracing once they miss.
 
If you ask me, their reflection results already are acceptable.
It's just that everybody is a bit spoiled from HW raytracing results, which have their price, but can be used as well where applicable.
Personally i'll enjoy the improvement over SSR and cube map hacks. (If frame rate is high enough for joy.)
For a game like Spiderman, a single planar reflection plane for the building in focus, plus some blending to alternatives for the rest wouldn't be that bad either, see Hitman.
Exactly. Will an approach like nanite's for reflections look as good as HW raytracing does on consoles? Well, no, but if you do hardware raytracing for reflections will you have the frame time for dynamic full open world realtime GI or VSM style shadow quality? Spiderman didn't!
 

I did not see the tweet before today. I like the little video, Some cyberpunk vibe

lumen-night-scene-in-unreal-engine-5-1-1920x1080-72cbcd64584e.jpg
 

Interesting it seems more than half of the announced game will use Unreal Engine. And Epic want to do more release per year. They target three releases for 2023.
This is me taking the piss, but in terms of features and graphical advancements it seems like UE5 is advancing very rapidly compared to other third party engines or even many first party ones. And it also seems like they are making extreme strides to try and make all this easier for developers to use.

Especially on console it makes sense I think especially in Japan with devs who don't have any resources or much experience for creating modern engines.

I think only Capcom has got it right so far with RE engine. For square enix, after the disaster that was crystal tools, after 7 years in development with Luminous engine they had to relegate it to one team that primarily created it and otherwise use what's on hand (ff14 engine for ff16 and unreal engine for everything else) bandai namco uses ue5 now etc.

Even ATLUS is seemingly moving to unreal engine if SMT5 is any indication
 
I think only Capcom has got it right so far with RE engine.
Nah, RE Engine is shit compared to UE5. Super high VRAM usage for mediocre textures and low geometry that doesn't hold a candle against Nanite. Lumen is also way better than whatever Capcom calls their GI system.

These engines cannot be compared at all and RE Engine is still very much tailored to last gen. RE Engine needs some significant upgrades for current gen.

I knew that Resident Evil 4 Remake was a cross gen game the moment I saw it, even before it was announced as a cross gen title. It's super obvious.
 
Nah, RE Engine is shit compared to UE5. Super high VRAM usage for mediocre textures and low geometry that doesn't hold a candle against Nanite. Lumen is also way better than whatever Capcom calls their GI system.

You're comparing a last generation engine to a next generation one.

You might as well compare UE3 to UE5 too.
 

Someone made the city sample run on VR, he uses a 4090 at low settings and it run like shit but funny. There is a dropbbox link this is possible to try it. Someone in the comment try on a 2070 super and this is a slideshow.

That seems like a pretty poor VR implementation tbh. As we've seen from the recent Cyberpunk VR mod and others, there's no reason the game should be running at less than half it's 2D performance in VR mode. And we see here that the 4090 can run the Matrix City Demo at native 4k on Epic settings at 70+fps. Reducing settings sufficiently for a solid 90 should be childs play (just turn on DLSSQ!) which then gives you 45fps in VR which can use asynchronous time warp to bring the fps back up to 90.


Basically the 4090 should be capable of a near perfect recreation of this demo in VR.
 
That seems like a pretty poor VR implementation tbh. As we've seen from the recent Cyberpunk VR mod and others, there's no reason the game should be running at less than half it's 2D performance in VR mode. And we see here that the 4090 can run the Matrix City Demo at native 4k on Epic settings at 70+fps. Reducing settings sufficiently for a solid 90 should be childs play (just turn on DLSSQ!) which then gives you 45fps in VR which can use asynchronous time warp to bring the fps back up to 90.


Basically the 4090 should be capable of a near perfect recreation of this demo in VR.

Cyperbunk VR mode don't use Nanite. Nanite don't support VR maybe a problem link to this.
 
That seems like a pretty poor VR implementation tbh. As we've seen from the recent Cyberpunk VR mod and others, there's no reason the game should be running at less than half it's 2D performance in VR mode. And we see here that the 4090 can run the Matrix City Demo at native 4k on Epic settings at 70+fps. Reducing settings sufficiently for a solid 90 should be childs play (just turn on DLSSQ!) which then gives you 45fps in VR which can use asynchronous time warp to bring the fps back up to 90.

*snip*

Basically the 4090 should be capable of a near perfect recreation of this demo in VR.
With any stereoscopic display technology, you're basically at least rendering geometry twice per frame ...
 
Nah, RE Engine is shit compared to UE5. Super high VRAM usage for mediocre textures and low geometry that doesn't hold a candle against Nanite. Lumen is also way better than whatever Capcom calls their GI system.

These engines cannot be compared at all and RE Engine is still very much tailored to last gen. RE Engine needs some significant upgrades for current gen.

I knew that Resident Evil 4 Remake was a cross gen game the moment I saw it, even before it was announced as a cross gen title. It's super obvious.
????

I'm not talking about RE engine vs ue5 in terms of advanced features or technical ability.

Just the success of the engine to be properly utilized across the company for different development teams and different genres of games across different generations.

It may not have the latest features but it still looks great and holds up for what it does spectacularly.

MT framework is an even bigger success story. It's hard to believe they are still using the engine after 16 years
 
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