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I'd love to see a comparison between TSR/FSR2.2/DLSS, I miss those from Digital Foundry, it'd be interesting to see how good TSR is now. But all their PC guy does now is whinge about how games are a bit buggy and don't have totally pointless stuff like fancy options menus.
Roughly 0.25 fps on a two grand GPU...Unreal Engine 5.2 Matrix Demo with High Quality Reflections via JSFILMZ (Youtube)
Render time 2 hours 45 minutes but looks glorious. Imagine GTA looking this good one day
What why? What it's in that is taking so long to render? It runs fine in real time at native 4K, max settings, HWRT on any 3090 class hardware.Render time 2 hours 45 minutes but looks glorious. Imagine GTA looking this good one day
Poor cloud platform holders. Then they have to allocate 120 x RTX 4090 for each player.For 30fps, we'd need a 120x performance increase. ... the Cloud seems the only platform that can scale to that level of performance.
Again, something is definitely wrong in that video, he is either rendering at an insane resolution (16K?), or using the UE5 path tracing mode with crazy amount of samples.but to scale up like this, the Cloud seems the only platform that can scale to that level of performance.
Again, something is definitely wrong in that video, he is either rendering at an insane resolution (16K?), or using the UE5 path tracing mode with crazy amount of samples.
Here is the 5.1 demo running at 90fps max settings, native 4K on a 4090.
@Joshua Smith yea 5.3 will also add new lumen reflection setting
In the Open Alpha, we had upgraded the physics engine in Unreal from PhysX 3.4 to PhysX 4.1 for significant performance improvements with brick collision. Our bricks are now also directly integrated with PhysX for collision detection rather than going through the slow abstraction layers in the engine. Did I mention that we like PhysX?
So what do we do about the fact that Epic deleted PhysX from the engine?
Yes, you read that right - a key component we've relied on simply disappeared from the engine. It was replaced by their custom "Chaos" physics engine, which at least in our tests, currently runs at significantly worse performance for the kind of simulations players will undoubtedly create in a physics based sandbox game.
Luckily, we're not bound by sanity as an indie developer, so the solution is obvious: We just have to put PhysX back in the engine! Oh, and they just released a new version, so let's upgrade it to PhysX 5.1 also while we're at it.
It was all worth it in the end, because we now have a branch of Unreal Engine 5.1 that can switch between Chaos and PhysX 5.1 with a single build setting. The PhysX version runs several times faster in large simulations, and our brick collision code can now work again. The engine also compiles faster without the Chaos code in it, improving iteration times. As far as we know, we're currently the only ones with such a branch.
That level of environment detail is what I'm hoping GTA 6 can come close to.
That level of environment detail is what I'm hoping GTA 6 can come close to.
Damn, it has been 3 years already since the announcement of Unreal Engine 5...
In the past few weeks he's made 2 videos on an extensive mod for Control and another video looking at Cyberpunk overdrive. It's not simply endless videos on #stutterstruggle.
And lol at 'a bit buggy', come on man. DF is primarily about a channel dealing with technology that exists in actual products, while TSR improvements would be interesting to see at some point, it's ultimately more relevant to their userbase to see how technology in in shipping games is actually being implemented. DF would be receiving a lot of flak, and rightfully so, if they continually forgoed looking at major releases like Jedi Survivor in lieu of making another video at the state of reconstruction tech - hell they got some grief for not covering TLOU before now. He's one dude. I'm sure TSR will get more coverage when it's in actual games and can be compared to DLSS/FSR, but I don't really see the point of a seperate video covering it when it's main usage right now is in demos unless it brings something truly revolutionary to the table.
Maybe if we had more outlets that actually provided this level of analysis you would get a more positive mix in DF's PC coverage, but it's not Alex's fault that publishers have deemed fit to release games lately that fall so far short, so often, and other channels give the most threadbare analysis to the actual software which we purchase hardware for. "Too much critique of the state of PC games" is really the least of PC Gaming's problems right now.
As for his takes on most PC games, they have gotten terrible. He doesn't care about what it's like to actually play the game, evidenced by the "terrible port!!!" of Final Fantasy VII remake having "Very Positive" on Steam from 13k review, pretty much the same for the "super problematic" Resident Evil 4, Overwhelmingly Positive on Steam from 50k reviews.
His reviews don't match up at all with people's experiences, and so aren't informative to anyone.
All he does is gush over marketing material