I look forwards to seeing people's creative data manipulation to come up with a solution to this.
Requires always online data connection to stream from the cloud asset server ...
I look forwards to seeing people's creative data manipulation to come up with a solution to this.
Negative.Feel free to pick your own numbers and compression to try and get a whole world made out of source-data quality onto a 100 GB game. I look forwards to seeing people's creative data manipulation to come up with a solution to this.
how is that possible???they said the imported straight out of zbrush without generating lower lods. The statue model had 33 million polygons.
1440p 30fps according to DF.
Some important tidbits from DF:
We can have UE5 games on this generation in theory. Should still be a big uplift over UE4 today.
Epic is keen to stress a strong commitment to the interoperability of its new technology across multiple systems, despite demonstrating on PlayStation 5, where Sony has made strong arguments about the need for extreme bandwidth from storage. Meanwhile, Microsoft has developed DirectX 12 Ultimate, which also includes a radical revamp of how storage is handled on PC, but apparently the firm isn't leaning heavily on any one system's strength. However, subsequent to our interview, Epic did confirm that the next-gen primitive shader systems are in use in UE5 - but only when the hardware acceleration provides faster results than what the firm describes as its 'hyper-optimised compute shaders'.
"A number of different components are required to render this level of detail, right?" offers Sweeney. "One is the GPU performance and GPU architecture to draw an incredible amount of geometry that you're talking about - a very large number of teraflops being required for this. The other is the ability to load and stream it efficiently. One of the big efforts that's been done and is ongoing in Unreal Engine 5 now is optimising for next generation storage to make loading faster by multiples of current performance. Not just a little bit faster but a lot faster, so that you can bring in this geometry and display it, despite it not all fitting and memory, you know, taking advantage of next generation SSD architectures and everything else... Sony is pioneering here with the PlayStation 5 architecture. It's got a God-tier storage system which is pretty far ahead of PCs, bon (but) a high-end PC with an SSD and especially with NVMe, you get awesome performance too."
And that, in a nutshell, is the definition of a micro-polygon engine. The cost in terms of GPU resources is likely to be very high, but with next-gen, there's the horsepower to pull it off and the advantages are self-evident. Rendering one triangle per pixel essentially means that performance scales closely with resolution. "Interestingly, it does work very well with our dynamic resolution technique as well," adds Penwarden. "So, when GPU load gets high we can lower the screen resolution a bit and then we can adapt to that. In the demo we actually did use dynamic resolution, although it ends up rendering at about 1440p most of the time."
It's a heavy demo.Yikes 1440p . Will be real interesting to see what navi 2 and GeForce 3x00 cards can do with this demo
Yep. It's like she isn't part of the same lighting, which makes one wonder if Lumen is for scenery, not interactives? That seems very likely given what we know (expect?) of the hardware, that full on traced everything lighting isn't really doable (in this manner).I have to say watching it a second time , i'm not very impressed with the character model. It looks out of place in the enviorment
https://www.eurogamer.net/articles/...xt-gen-unreal-engine-running-on-playstation-5Hardware accelerated ray tracing will be supported in Unreal Engine 5, for example, but it's not a part of the PS5 tech demo revealed today.
Me looks back at my posts on the subject when the RTX craze started.... ;-)So I was wrong, everything is compute based lighting:
Hardware accelerated ray tracing will be supported in Unreal Engine 5, for example, but it's not a part of the PS5 tech demo revealed today.
For a demo, sure. The entire 800 GB of PS5 SSD is filled with the one scene, perhaps.
Let's do some very foggy maths. Every triangle consists of 3 vertices, but let's say we can optimise for one vertex per triangle. Positions needs to be defined in 3 dimensions at 2 bytes for 16 precision (which is I'm sure is too little and they're 32 bit...) That's 6 bytes per vertex x 33 million is which is 200 million bytes for one statue.
Feel free to pick your own numbers and compression to try and get a whole world made out of source-data quality onto a 100 GB game. I look forwards to seeing people's creative data manipulation to come up with a solution to this.
It's a good step forward. For sure. Lumens is only for GI however.Me looks back at my posts on the subject when the RTX craze started.... ;-)
So I was wrong, everything is compute based lighting:
Hardware accelerated ray tracing will be supported in Unreal Engine 5, for example, but it's not a part of the PS5 tech demo revealed today.
I don't even know if RT will work with these polygon levels. Curious to see how 2080TI, Ampere, and big Navi tackle this.
It's a heavy demo.
If games are to look like this, we're likely looking at going back to 1080p/1440p@30fps once you factor in enemies, effects etc.
We'll need some other format of upscaling to move the resolution back up to mainstream televisions... or just not care about it, which is also possible.
The lack of temporal resolution would have reduced the latency on lighting etc, but I guess there is only so much power that is available.
Yep. It's like she isn't part of the same lighting, which makes one wonder if Lumen is for scenery, not interactives? That seems very likely given what we know (expect?) of the hardware, that full on traced everything lighting isn't really doable (in this manner).
It paves the way for a new generation of VFX content production though. Things like animated TV series should be far cheaper to make on new realtime engines. Movie previs will also be greatly improved going forwards.