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

congrats andrew and the epic team, getting this all out in a shipped games with this many players is an amazing step! Game looks great!

I'm a little disappointed in the use of tessellated geo + existing height maps to generate meshes for a lot of those surfaces but it's understandable considering the scope of the assets. Obviously those assets are not the most flattering case for vsm or nanite -- but I'm sure over the next 6m-1y the real potential of this change will start to be more obvious to the average player.
 
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Hm, strange. Here's an imgsli comparison:


Then it very well might be a bug. It was odd to me too that High straight up disabled VSM on foliage instead of lowering quality.

I took a look and foliage shadow, at least for grass seems to disable below epic. What I’m not sure about is the difference between medium and high.

Lumen looks really good. Just not in the performance range I want for a game like fortnite.
 
congrats andrew and the epic team, getting this all out in a shipped games with this many players is an amazing step! Game looks great!

I'm a little disappointed in the use of tessellated geo + existing height maps to generate meshes for a lot of those surfaces but it's understandable considering the scope of the assets. Obviously those assets are not the most flattering case for vsm or nanite -- but I'm sure over the next 6m-1y the real potential of this change will start to be more obvious to the average player.
Tbh basic comparisons to the trees show a real upgrade. The leaves are now all individually segmented geometry as opposed to a mush of green like they were before. Subsurface scattering in combination with lumen also makes the light bleed through all that detail and makes your brain overload from the amount of detail it's taking in
 
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It really feels like HW-RT is not important anymore in UE, since SW-Lumen does such a great job :/

SW Lumen is obviously awesome and even on my 1070 the game is gorgeous and runs very smoothly at all high, 3840x1600 @TSR performance. However I don't agree with the above. Perhaps in this game the differences won't be significant (we'll see when Alex completes his analysis), but the Matrix demo showed very clear advantages to the HWRT mode.
 
SW Lumen is obviously awesome and even on my 1070 the game is gorgeous and runs very smoothly at all high, 3840x1600 @TSR performance. However I don't agree with the above. Perhaps in this game the differences won't be significant (we'll see when Alex completes his analysis), but the Matrix demo showed very clear advantages to the HWRT mode.

I think it will depend of the content in a city with huge building and tons of window HW-RT will do a big difference, in an open world in nature I think SW Lumen will be enough.
 
I don't understand why Lumen with HW-RT is more demanding than with SW-RT. Can't they lower the quality of HW-RT in order to be as much expensive as SW-RT (while hopefully looking a bit better)?
 
fortnite12_5_202212_1w4coz.png

Nanite off
fortnite12_5_202212_0ghiqd.png

Nanite on

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Wish there was a complete list of everything affected by the effects and post processing settings.

Right now I’m leaning to virtual shadow maps medium, nanite on, lumen off, effects, post processing low, tsr quality epic, tsr recommended (60%) because I can get 170+ fps, which is good for a game like this.
 
It really feels like HW-RT is not important anymore in UE, since SW-Lumen does such a great job :/
It doesn't really. Here is the mighty 4090 struggling to do 4K60 native in Fortnite with max settings SW-Lumen. I don't think that's acceptable! The 4090 flies in Metro Exodus at native 4K. Heck the 4090 even flies in some path traced games!


UE5 needs better acceleration, because if things stand as they are, UE5 games will be leaving a lot more performance on the table.

Oh, and the current HW-Lumen implementation gives similar performance at higher quality (for reflections and GI), so I don't know why would you not use it on PC?!
 
It definitely does apply to dynamic objects and characters (no specific limitations I know of)
Here is a similar scene, a bathroom with blue tiles, which give a general bluish interior lighting after the sun light bounces inside, it applies to everything in the room, except the player! The scene is using SW-Lumen here.


Sorry for asking again, but what is the difference between HW-Lumen and SW-Lumen in this game then? For GI specifically.

but HLOD will sometimes remove things. It's probably more aggressive than it needs to be given Nanite, but that can be updated over time. There's also a few props that are not Nanite... for no specific reason other than being overlooked in some cases.
I wouldn't worry about the small probs, the major issue is the terrain pop in and out while flying (for example, the ice cliffs). I understand the terrain is not Nanite though.
 
That's nice GI. Is it too cliche to say it has a bit of a pixar look/style (at least for those buildings), it looks good
 
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