Metal_Spirit
Regular
The boat reflexion also seems to be missing!Hard to know without playing the game, but something where the primary visibility and secondary do not line up.
The boat reflexion also seems to be missing!Hard to know without playing the game, but something where the primary visibility and secondary do not line up.
I see you are currently at stage 2 in the 5 stages of grief. Don't worry, I've been there too.Unfortunately, the UE5 is leaving a lot of performance on the table. The 4090 is barely doing 4K60 native at max settings and SW-Lumen in freaking Fortnite! I don't think that's acceptable. The 4090 flies in Metro Exodus at 4K native, heck it even flies in some path traced games at 4K.
And when it comes to HW-Lumen, it runs similarly to SW-Lumen but at a higher quality, So on PC, activating HW-Lumen should be a no brainer.
UE5 needs more acceleration to extract more performance from the hardware, otherwise, other engines will surpass UE5 in terms of raw performance.
that's as much of a hardware problem as a spec one
and converting SDFs to hardware logic is nontrivial, too, you need to specify a system of n-dimensional curves & tiling schemes that can be combined into valid SDFs, and then the hardware/driver needs to be able to verify that the resulting curve is well-formed
The reason SDFs haven't really taken off as a modeling scheme is that making anything complex with them is dependent on elaborate, abstract undergrad & postgrad maths. It's not like with triangles where there's a single well-known intersection scheme + you can mostly throw them together and have a reasonable mesh (even if it does have gaps, you can still put the triangles in a BVH and render something)
and what I forgot to mention here, the function composed from all these curves & schemes can't necessarily be simplified
so you could end up with a huge hardware surface to implement all the different permutations of whatever SDF representation scheme you settled on
Now, that's beyond my technical comprehension. @Andrew Lauritzen would that be a reasonable way to accelerate SW-Lumen with Ray accelerators /RT cores in UE5? Thank you for taking part in the discussion by the way, I really appreciate it!what would be a reasonable alternative is to enable driver & hardware support for SDFs through an intermediate meshing stage (with marching cubes I guess)
Since you already have driver support for arbitrary SDFs with intersection shaders (which are just run like compute shaders & don't do any verification on the SDF), this is probably the best way to get the acceleration you're looking for
(though ofc you could also implement marching cubes yourself and make a BVH from the output mesh)
I don't have troubles differentiating between the two, while using HW-Lumen, relfections on all surfaces are more elaborate and dynamic (reflecting characters), even on icy surfaces (which there are plenty of), and I am pretty sure HW-GI is a lot more accurate.And given even we, as tech enthusiasts, have trouble telling the difference between the modes, I don't think its worth it.
I've never noticed that, nor have seen benchmarks showing that, both have pretty similar performance, so I stand by my statement, HW-RT is a no brainer here.. In one scene, they could perform similar. But in another, HW-Lumen would be noticeably slower
Metro Exodus have the same polygonal complexities if not more, and uses heavy Tessellation, yet it's delivering a lot more performance. GI in Metro is no less advanced or complex. In fact I think it has more visual features than Lumen.The polygon count of some assets have been massively improved and of course, the lighting is a whole other level.
Metro Exodus uses Tessellation for the terrain and the objects have a higher poly rate. But in the end every game since DX11 could have this level of geometry and use Tessellation for other areas like hair, vegetation (Final Fantasy 15) etc.Metro Exodus is nowhere close to the polygon density shown in Fortnite UE5.1
Metro exodus during "open world" exploration has terrible popin, this was ruining whole experience for me. AnywayMetro Exodus uses Tessellation for the terrain and the objects have a higher poly rate. But in the end every game since DX11 could have this level of geometry and use Tessellation for other areas like hair, vegetation (Final Fantasy 15) etc.
I don't have troubles differentiating between the two, while using HW-Lumen, relfections on all surfaces are more elaborate and dynamic (reflecting characters), even on icy surfaces (which there are plenty of), and I am pretty sure HW-GI is a lot more accurate.
I've never noticed that, nor have seen benchmarks showing that, both have pretty similar performance, so I stand by my statement, HW-RT is a no brainer here.
Metro Exodus have the same polygonal complexities if not more, and uses heavy Tessellation, yet it's delivering a lot more performance. GI in Metro is no less advanced or complex. In fact I think it has more visual features than Lumen.
This what I want to see more in games! Not just RT reflections!Metro exodus during "open world" exploration has terrible popin, this was ruining whole experience for me. Anyway
soon!
We already know how big the difference is between Nanite/Lumen on and off. What I am more interested to know is the difference between HW/SW Lumen and performance on 2060S/5700. I hope Alex will cover that as well and that this won't be the only video about the tech update for Fortnite.Metro exodus during "open world" exploration has terrible popin, this was ruining whole experience for me. Anyway
soon!
Because PC player would be complaining about bad performance when developers give them the full quality.Metro exodus during "open world" exploration has terrible popin, this was ruining whole experience for me. Anyway
SW Luemn RT does not do skinned meshes, just catches them with SSR.The main character is still not directly reflecting on surfaces on console! But what about the up, left and right vague "shadows" reflections? Nanite and Lumen are a great achievement on consoles but this lack of self-reflections really spoils the whole thing for me.
This should be the most important reflection to implement IMO and it has being done without dedicated hardware before:
Yeah, they are also of lower resolution and are devoid of details. UE5 needs to activate Hit Ray function for these reflections to show details, and Hit Ray is only available to HW-Luemn.Also I noticed the "moving" static meshes it does tend to be black?
I see you are currently at stage 2 in the 5 stages of grief. Don't worry, I've been there too.
By the way "it's just Fortnite" is a pretty bad argument.
With Lumen
Without Lumen
Looks natural to me? It's very bright outside the open walllumen overexpose?