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

Still a decent amount of energy loss in Lumen. Distributing the surface cache probes more evenly (blue noise evangelism) would probably help, but the biggest thing I can think of is feedback RESTIR GI sampling bias.
One thing to remember too is that light baking is not a ground truth to compare against, it is getting energy loss like crazy due to specular being genuinely very wrong.
Using a path traced side by side is best.
 
Maybe for some interessting:

Level Up with NVIDIA: RTX in Unreal Engine 5.1​

In this webinar series, creators and developers can connect with NVIDIA experts and ask questions about their game integrations, including the NVIDIA RTX™ platform on popular game engines. By attending this session, you’ll learn what NVIDIA technologies are integrated into Unreal Engine 5.1 (UE5.1). You’ll also:
- Learn how NVIDIA Shader Execution Reordering (SER) impacts performance and workflow in UE5.1
- Understand how to best utilize NVIDIA Deep Learning Super Sampling (DLSS), ray tracing, and Lumen in UE5.1
- Learn how to speed up ray tracing with Lumen, Nanite, and NVIDIA Opacity Micro-Maps (OMM)
- See these technologies working in a demo scene, and learn how you can easily leverage their capabilities - Have your questions answered in a live Q&A session
 

Looking at that video makes me think of something similar to what I've found with RT. Because the landscape geometry is so much better and more uniformly good, it makes all the other bad elements stick out more and seem worse than they actually are (the fog, animations, clipping on the ogre/troll, etc.).

In some ways it kind of makes me understand why some people prefer lower quality 24/30 FPS in films and video because higher quality (more realistic) 60 FPS (or higher) video really shows up things that aren't as carefully crafted. IE - a worse overall quality in film/video means that it looks better than if one aspect of film/video were closer to reality (like a higher, more fluid and more realistic framerate) but all the rest were still the same bad quality that is used in 24/30 FPS film making. I still prefer higher framerate video regardless, however.

Advances by Nanite, Lumen and hardware accelerated RT means that any one of those can counterintuitively make something look worse by making those aspects look better because now the elements that aren't rendered to the same quality become more noticeable. IE - RT without high geometric assets looks sometimes worse than if the RT weren't there. Or Nanite without proper lighting. Or Nanite with proper lighting but then with effects that aren't up to the same quality level. Etc. Etc. So, I can see how some would still prefer if there is just one isolated thing that is closer to reality (RT) despite it making the overall game potentially look worse due to the rest of it now being more apparently bad or not as good. That also comes into play with people potentially prefering the advances that Nanite brings versus the advances that hardware accelerated RT brings or being conflicted if both are present but something still seems off.

Regards,
SB
 
Looking at that video makes me think of something similar to what I've found with RT. Because the landscape geometry is so much better and more uniformly good, it makes all the other bad elements stick out more and seem worse than they actually are (the fog, animations, clipping on the ogre/troll, etc.).

In some ways it kind of makes me understand why some people prefer lower quality 24/30 FPS in films and video because higher quality (more realistic) 60 FPS (or higher) video really shows up things that aren't as carefully crafted. IE - a worse overall quality in film/video means that it looks better than if one aspect of film/video were closer to reality (like a higher, more fluid and more realistic framerate) but all the rest were still the same bad quality that is used in 24/30 FPS film making. I still prefer higher framerate video regardless, however.

Advances by Nanite, Lumen and hardware accelerated RT means that any one of those can counterintuitively make something look worse by making those aspects look better because now the elements that aren't rendered to the same quality become more noticeable. IE - RT without high geometric assets looks sometimes worse than if the RT weren't there. Or Nanite without proper lighting. Or Nanite with proper lighting but then with effects that aren't up to the same quality level. Etc. Etc. So, I can see how some would still prefer if there is just one isolated thing that is closer to reality (RT) despite it making the overall game potentially look worse due to the rest of it now being more apparently bad or not as good. That also comes into play with people potentially prefering the advances that Nanite brings versus the advances that hardware accelerated RT brings or being conflicted if both are present but something still seems off.

Regards,
SB
This is probably why epic is focused on lumen and nanite in combination as opposed to either or...they think software RT and nanite are both doable at many hw configuration levels (as shown by fortnite with series s) but to get the full effect of visual advancements there can't be any disparity between the lighting model and the density of the assets (nanite seems to need lumen more than the other way around however)
 
I've timestamped pop-in I noticed in a bush on the right-hand side which is evident in many games over the years. Curious whether we will get to a point where it is a thing of the past.
 
Stunning! That is what Crysis 4 should look like. Instahit!
Thats what I imagined when saw crysis remake teaser that further turned out to be terrible remaster ;d Looks great only one dislike: dont like this over contrasty looks, hurts my eyes.
 
@Andrew Lauritzen

Here's my feedback for the new Fortnite update:

Positives:
High virtual shadows work as intended now!
DLSS is back!

Room for improvement:
Performance on medium virtual shadows is not the same as before on the same settings but noticeably lower even though the virtual shadows for grass and debri are, as intended for medium settings, not rendering. Performance does not change between medium and high virtual shadows. Same with Lumen reflections and SSR (you can see the quality differences but performance is not changing for some reason too)
Dynamic Resolution Scaling is still broken with TSR and not working with DLSS at all.
DLSS is using a very old version (2.2.6) that cannot be replaced with a newer version. Consider updating it to 2.5.1 and unlock ultra performance too. 2.5.1 offers more performance and better quality.

Thats all. Aside from medium virtual shadows not performing as well as before, this is a great update. If you want me to run any tests, let me know. I'm glad to be of assistance!
 
So according to NVIDIA, Lumen supports SER (Shader Execution Reordering) in UE5.1/NVRTX 5.1 branch, it is activated with HW RT, on RTX 4000 cards.

NVIDIA is also deprecating RTXGI for UE5.1, since they deemed Lumen sufficiently powerful and performant in UE5.1, SER also works best with reflections, translucency and shadows, and doesn't give a significant boost to RTXGI, so Lumen in 5.1 will be fully embraced instead of RTXGI, and RTXGI is going to only be supported in UE5.0 and UE4 branches.

As for other ray tracing optimizations, Displaced Micro-Meshes (DMM) will not be supported by UE5.1, as Nanite works in the same way, only Opacity Micro-Meshes (OMM) will be supported.
 
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So according to NVIDIA, Lumen supports SER (Shader Execution Reordering) in UE5.1/NVRTX 5.1 branch, it is activated with HW RT, on RTX 4000 cards.

NVIDIA is also deprecating RTXGI for UE5.1, since they deemed Lumen sufficiently powerful and performant in UE5.1, SER also works best with reflections, translucency and shadows, and doesn't give a significant boost to RTXGI, so Lumen in 5.1 will be fully embraced instead of RTXGI, and RTXGI is going to only be supported in UE5.0 and UE4 branches.

As for other ray tracing optimizations, Displaced Micro-Meshe (DMM) will not be supported by UE5.1, as Nanite works in the same way, only Opacity Micro-Mesh (OMM) will be supported.

Nvidia claims DMM is raytracing friendly though while Nanite isn’t. Will be interesting to see if any engines adopt DMM or OMM as they’re extremely Nvidia specific. SER is less intrusive so is likely to see more adoption.
 
Nvidia claims DMM is raytracing friendly though while Nanite isn’t
In a recent webinar, the guy responsible for the NVRTX UE5 branch said that DMM strives for high poly scenes with ray tracing and Nanite achieves the same thing, so it doesn't make sense to repeat the same effort twice, so they are not putting DMM at all in UE5, they will only focus on SER and OMM.
 
So according to NVIDIA, Lumen supports SER (Shader Execution Reordering) in UE5.1/NVRTX 5.1 branch, it is activated with HW RT, on RTX 4000 cards.

NVIDIA is also deprecating RTXGI for UE5.1, since they deemed Lumen sufficiently powerful and performant in UE5.1, SER also works best with reflections, translucency and shadows, and doesn't give a significant boost to RTXGI, so Lumen in 5.1 will be fully embraced instead of RTXGI, and RTXGI is going to only be supported in UE5.0 and UE4 branches.

As for other ray tracing optimizations, Displaced Micro-Meshe (DMM) will not be supported by UE5.1, as Nanite works in the same way, only Opacity Micro-Mesh (OMM) will be supported.
But I heard ue5 was killing the game industry because soon every game would look the exact same 😂

But Nvidia here seems to think epics software solutions are so good they aren't even gonna bother trying to optimize redundant workloads on things that already get 75 to 80 percent of the way there for way less effort.

I will continue to say as I have said from the late ue3 days(it's way more true now), there's no reason to blame unreal engine itself for what the games visuals turn out to look like. It just means the devs chose a specific development path and got a specific result. Ue is suitably customizable. Look at all the different types of games we've gotten out of it.

Guilty gear strive to atomic heart, there's no limit on creativity. And most of the cases we have right now aren't even ue5 but still ue4
 
In a recent webinar, the guy responsible for the NVRTX UE5 branch said that DMM strives for high poly scenes with ray tracing and Nanite achieves the same thing, so it doesn't make sense to repeat the same effort twice, so they are not putting DMM at all in UE5, they will only focus on SER and OMM.

I watched the webinar. He said Nanite and DMM solve the same problem - high density geometry. He didn’t say both Nanite and DMM are optimized for raytracing though. Given DMM is yet another geometry format it doesn’t make sense to include it as developers aren’t going to ship both Nanite and DMM meshes. OMM is complimentary to Nanite/proxy meshes and is basically an alpha texture for raytracing.

Having said that, the fairground demo scene they showed is running RESTIR DI against Nanite meshes so maybe performance isn't that bad.
 
Do you have an Nvidia card?
If so try turning down digital Vibrance in the nv control panel
Unfortunetly doesnt have pc ;d Comment was about what I saw on this youtube video. Its often used trick to bump up contrast as it looks at first glance more realistic but it quickly become tiring.
 
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