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

Could use that upcoming tessellation for LEADR mapping, or you could at least use a temporal fade between LODS. Noticing more and more lately that the LOD transitions aren't actually seamless. Look center frame and you can see the LOD pop below, you can also see LOD pops in virtualized shadow maps, I suppose you could do a temporal fade there as well? It gets worse the simpler and cleaner the art is, but you can see it even with crowded and comple realistic art:

 
Yes today is the day. At last

Will we finally get Nanite character models? Just imagine how realistic hair could look. Curious about the gpu micro scattering too
 
The most major improvements in UE5.4 ..


CPU Render Thread Parallelization:

A major refactor of the rendering systems has shipped in 5.4 which allows for far greater overlap of work, which in turn permits lower target frame times. In our CitySample testing, the render thread performance is roughly 2x faster in 5.4 as compared to 5.0.



Hardware Ray Tracing;

Substantial Improvements have been made to hardware raytracing (HWRT). These improvements offer speed gains of 2x in the case of primitives and it helps to ship 60hz experiences which use HWRT.
  • GPU instance culling, parallelization for instances and primitives.
  • Additional primitive types
  • Optimized path tracer with roughly a 15% speed improvement over Release 5.3 and roughly equivalent to Release 5.2 without any reduction in features or need to introduce additional shader permutations.
  • HWRT uses the path tracer light grid and consequently supports very large numbers of lights.

 
So yea, if Marvel 1943: RoH is any indication.. we're in for some incredible visuals in games coming next year. Truly next generation stuff. We just needed to see it in the hands of well funded studios with knowledgeable programmers and artists.

Everyone seems really impressed on the various socials. I spotted Colin Penty, Tech art lead from The Coalition kind of (at least in my mind) alluding to how impressive Gears 6 will be.

Screenshot-2024-03-20-150127.png


Can't wait to see that game!
 
The most major improvements in UE5.4 ..


CPU Render Thread Parallelization:

A major refactor of the rendering systems has shipped in 5.4 which allows for far greater overlap of work, which in turn permits lower target frame times. In our CitySample testing, the render thread performance is roughly 2x faster in 5.4 as compared to 5.0.



Hardware Ray Tracing;

Substantial Improvements have been made to hardware raytracing (HWRT). These improvements offer speed gains of 2x in the case of primitives and it helps to ship 60hz experiences which use HWRT.
  • GPU instance culling, parallelization for instances and primitives.
  • Additional primitive types
  • Optimized path tracer with roughly a 15% speed improvement over Release 5.3 and roughly equivalent to Release 5.2 without any reduction in features or need to introduce additional shader permutations.
  • HWRT uses the path tracer light grid and consequently supports very large numbers of lights.

Finally Epic has fixed it. This is great news.
 
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