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

But @troyan told me Witcher 3 has better GI....

This is not realtime and it uses RT.

The street buildings are low poly (800k tris) but have 42 x 8K diffuse and normal maps. However it works in real time in cinematic configuration. The sequence took 2min30 to render for a total of 3700 frames. Ray tracing + Lumen. Photogrammetry made in Reality Capture software.
 
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i remember before the release of new consoles, i small dev was making a game "only doable on XsX" with ray tracing and water with a similar view, don't remember the name.
 
I noticed that with the newest version of Fortnite you can toggle HW RT on-the-fly without needing to reboot. May be interesting for comparisons.
Yeah that's pretty neat.

The new PC update also implements DRS, but rather poorly I might add. It only scales up, but not down (which makes it pretty useless for me)

1440p with 60 fps frame cap and vsync, TSR Performance (50% res scale). 57 FPS in one heavy scene with it on and off. You would expect it to drop down to res scale 48% or something so it gets stable 60 but it doesn't do anything. I also tried higher quality presets like TSR Balanced and Quality, framerate does not increase when its enabled either and the resolution is not changing (it also doesn't work with Nvidia Reflex but that's to be expected, given how much it messes with GPU usage). The description of DRS also mentions DRS is only scaling upwards when the GPU is not fully used. But... why? The main advantage of DRS is to iron out frame drops, better image quality when the GPU is not fully used should be second priority.

Virtual Shadow Maps on High still has no grass shadows.

@Andrew Lauritzen I hope my feedback is useful!
 
Pretty sure that jsfilmz had a nanite foliage video before that feature hit release as well. Epic presumably provide UE dev branch / prerelease access for testing?

Wonder if this is a general solution for skinned objects or just metahumans only to start with?
 
This is pretty surreal if skeletal meshes are indeed able to use nanite now. What is the limit? Can you have hundreds/thousands enemies on screen? Also wondering if individual strands of hair/nurbs is possible on the main player character or even multiple characters. I can’t wait to see characters this detailed now! What a paradigm shift if this is true

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