We also try to build very close and strong relationships with our partners, and that approach has allowed us to deliver many amazing things in the past — with our recent Path Tracing implementation being a very fresh example of this strategy. Again, nothing changes in that regard
Unreal is a different engine with a different balance in terms of how it's built compared to REDengine, and we will definitely put in a lot of effort and share a lot of passion with our partners in order to harness Unreal Engine’s greatest strengths and expand its capabilities so we can create the games we wish to make for our players. What’s more, we again aim to push technical boundaries while doing so; we have not made our ambitions any smaller in the slightest when it comes to that.
CDPR is strongly hinting that their upcoming game will ship with Path Tracing using UE5.
Cyberpunk 2077 Dev Talks About Upcoming Path Tracing Improvements, FSR3 Support, and Unreal Engine 5 SwitchWe've interviewed CDPR Global Art Director Jakub Knapik to discuss some upcoming Cyberpunk 2077 improvements and the switch to UE5.wccftech.com
They aren't implementing RESTIR. They're experimenting with "stochastic shadows" which is a subset of RESTIR that only covers shadowing and Epic Games still expects developers to use VSM with directional lights even if it does come to fruition ...A bit silly, by the time this game ships UE5 will essentially have the same features as Nvidia's pathtracing. Restir Direct lighting is already in experimentation, Lumen already handles all the GI/reflections pretty similarly and will end up with more bounces by 2028 or whenever this game ships. So, bit of a "whatever", thinking about what you're shipping 4-5 years from now definitely doesn't have "Public relations partner" as a priority.
I'd understand that for PC gamers like the DF crew FSR looks OK on console but only because consoles is not their main platform and they can play those games with much better quality with DLSS.The current state of UE5 games on consoles.
Fidelity Super Resolution looks great in Starfield on Series X. The proof is that if you have the native 1440p and the code is good, then it is perfectly sharp 4KI'd understand that for PC gamers like the DF crew FSR looks OK on console but only because consoles is not their main platform and they can play those games with much better quality with DLSS.
But for me TUAA, even if with a bit lower final resolution, was far much better than FSR and possibly TSR. I am currently playing The Talos Principle 2 and FSR2 is overall a terrible solution (I actually prefer the overall look of TP1 using in-house AA). Looks fine in the best case scenario: lots of nanite rocks / walls without reflections, transparencies or vegetation. But most of the time the game has plenty of vegetations, transparencies, reflections and those FSR artefacts completely kill the overall quality of the image, making the game... ugly, there is no other word.
Devs should not use FSR and should instead use TUAA (used in Kena). It looks a bit lower resolution, yes, but the IQ consistency in most cases and lack of horrendous artefacts make it look way more pleasing for the eyes.
No it doesn't as evidenced by the multiple videos Alex has made. FSR 2 completely falls apart during any and all motion.Fidelity Super Resolution looks great in Starfield on Series X. The proof is that if you have the native 1440p and the code is good, then it is perfectly sharp 4K
and provides an anti-aliasing image. There may be some shimmering in certain places, but it is hardly noticeable unless someone is looking directly at it...
So the properly used FSR is very good, of course you need a stable render resolution.
yeah, I should have said that scott_arm's post above pushed me to do the benchmark now so i can compare it to the new map when it comes out. i think its interesting as a lower bound for ue5/dx12 cpu demands as it is, though.Isn't Fortnite currently still on the legacy map with far reduced geometry?
I'm not looking for errors in videos, but I'm playing the game on a 65" TV, and I'm completely blown away by the picture quality. Many people I know who also play the game have never mentioned "falling apart", they just say the image quality on Xbox is nice.No it doesn't as evidenced by the multiple videos Alex has made. FSR 2 completely falls apart during any and all motion.