UE5 demo looks miles better, really shows the staggering difference between the two engines.
Render with Unreal Engine 4.25 all raytrace
Final environment Inspired by ue5 demo this is only for portfolio so it is not a remake or what ever it will never be the same as ue5 as i am not using billions of billions of polygons but LOD 0 megascans assets with 8k textures used rtx2070maxq 32gbram i9 8core thanks.
Is the UE4 version using RTX GI? Lumen is far ahead. I wish we could have performance comparisons.
FWIW IMO the lighting from UE5 is clearly superior: there is graduation to the shadows which is simply missing from the UE4 render.
The shadowed regions are way too dark in UE4. GI is clearly inferior.https://docs.unrealengine.com/en-US/RenderingAndGraphics/index.html
He uses this, lighting is probably superior in UE 4 but Lumen is a great compromise and normal maps can't cast shadows. The problem of the UE4 version is the missing geometry not the lighting. The Ue 5 demo with raytracing would look even better but Lumen is a great compromise.
The shadowed regions are way too dark in UE4. GI is clearly inferior.
It looks like RT lighting has only one bounce (or two), while Lumen has infinite bounces.Is the UE4 version using RTX GI? Lumen is far ahead.
It looks like RT lighting has only one bounce (or two), while Lumen has infinite bounces.
Major drawback, much larger than some light leaking issues in the UE5 demo.It looks like RT lighting has only one bounce (or two), while Lumen has infinite bounces.
Major drawback, much larger than some light leaking issues in the UE5 demo.
https://www.gamesradar.com/were-abl...ssible-tomorrow-inside-epics-unreal-engine-5/
They just published the EDGE august 2020 Interview about Unreal Engine 5
PS5 was going to make Nanite possible. "It was three or four years ago at least when we started to talk with Mark Cerny about possibilities for the next generation," Sweeney says. Their discussion wasn't just about graphics, but about the growing realisation that storage architecture in game hardware – having to load data from a hard drive, the huge amounts of latency between mass storage and a processor – was a limiting factor in Epic's and all developers' future plans for game-making. The team at Epic received very early hardware access to the next-gen console, and the Sony collaboration has been far longer-running than the Microsoft one, Sweeney says, something which naturally influenced Epic's decision to reveal Unreal Engine 5 using PS5 instead of Xbox Series X.
This is thanks to PS5's IO (or input-output) system, which according to Epic's VP of engineering Nick Penwarden, is "the major innovation with the next-generation console hardware. They have faster CPUs, they have faster GPUs, and that was really important to be able to achieve the visuals that we showed – but the biggest change across console generations is absolutely going to be the IO bandwidth that we're able to achieve with the SSDs that are in next-generation consoles."
"It's a key unblocker for what Brian and team have built here," Sweeney confirms. "Rendering micropolygons resulting from a 20 billion-polygon scene is hard enough. But actually being able to get that data into memory is a critical challenge. And as a result of the years of discussions and efforts leading up to that, it was a perfect opportunity to partner [with Sony] to show that effort finally coming to fruition with pixels on the screen."
The difference in lighting is very big, also if we try to ignore geometry. Some screenshots look like direct lighting with constant ambient. No idea what he's using and how hard he worked on tuning, but i assume RTX GI could look better.It is maybe coming from the UE 4 global illumination implementation. And there is too much less details, with less shadows.
The difference in lighting is very big, also if we try to ignore geometry. Some screenshots look like direct lighting with constant ambient. No idea what he's using and how hard he worked on tuning, but i assume RTX GI could look better.
Interestingly, the difference geometry makes is less about details, but mostly about feeling more seamless with consistent resolutions than the other, where you can see which model is which. But this also implies a purpose of doing some programmer art to test something out. It's just not polished, other than having some nice assets.
Hopefully this will put down those ludicrous claims of the UE5 demo running in a windows laptop with a mobile geforce RTX because someone played a video of the demo during some livestream in China.