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Unreal Engine 5 Deep Dive on May 26th

DenchDeckard

Moderated wildly
I know with the last demo they said it was running off a PS5. Whether or not they were telling the truth is a different question.
I'm in the camp that there was something fishy about last years demo. The animation etc on last year's demo was much better than this recent demo. Why would that be the case with a whole extra year of dev time on the engine, all those assets should be made?

I watched the Geoff Keighley footage and he even said a few times, people were blown away by last year's demo and some people didn't even believe it was real time and playable.....a big enough pause for the devs to say it was real time and playable, one is looking down and the other just doesn't say anything. Maybe it was running one a ps5 early dev kit...? But I dunno man, im questioning the whole thing at this point.
 

ethomaz

Banned
It can't run with less ram? That's interesting you are using the recommended specs, vs the ones stated by Epic to run the demo @ 30fps. We should use the truth from now on, instead of hoping others won't notice, agreed?
It can run with 32GB RAM with 50% of the screen percentage... whatever that means.

Recommended System Specs (100% Screen Percentage)Minimum System Specs (50% Screen Percentage)
  • 12-core CPU at 3.4 GHz
  • 64 GB of system RAM
  • GeForce RTX 2080 / AMD Radeon 5700 XT or higher
  • 12-core CPU at 3.4 GHz
  • 32 GB of system RAM
  • GeForce GTX 1080 / AMD RX Vega 64
 
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Papacheeks

Banned
Doesn't matter, the point still stands.

What point? Did you not watch the older demo that I time stamped? Where is that showing of instant asset loading in game without a transition? In previous video she's literally flying through multiple levels while assets are being put in instantly as she makes her way to her destination at break neck speeds.

How is that proving your point on this new demo that doesn't show that use of it because direct storage A is not implemented yet, and B, even with direct storage no guarantee you will be able to do what PS5 is doing with it's custom I/O which PC will not have.

Unless they showed the exact demo doing the exact example of asset/level streaming that is seemless without a transition in actual realtime gameplay, your point is invalid.
 
Running on PC and having a custom tailored demo showcasing streaming assets with the SSD are two different things. This demo isn't showing the character moving at light speed through a long distance of area where everything is loaded instantly as she passes at almost warp speed.

This shows same assets, character in a arena type level that is commented on by narrator. No where in this 15 minute preview did we see the use of the SSD like we did in U5 PS5 demo where the character was flying through the air to a new area in the long distance.

Which was specifically shown to show you the ssd speed of streaming assets. Xbox series x 2.4 gb/s, PS5 5.5/s WITH an all custom I/O.

So no you have no clue wtf you are talking about. Direct storage update still isn't out yet for Direct X 12 which is what XBox will use.

Funnily enough the documentation about lumens points out that GI can only handle a certain "area" and therefore only a certain amount of speed.
 

Bo_Hazem

Banned
It can't run with less ram? That's interesting you are using the recommended specs, vs the ones stated by Epic to run the demo @ 30fps. We should use the truth from now on, instead of hoping others won't notice, agreed?

Let's put simple numbers again for the last time (gonna watch a match now):

Old: 100's of billions of polygons demo.
New: 100's of millions of polygons demo.
Old: 1440p upscaled to 4K.
New: 1080p upscaled to 4K.

Now it's up to you.

3faurt.png


BTW, the new demo is more realistic and looks impressive, the old demo is unrealistic storage-wise.
 

geordiemp

Member
Because you are not right... you are dead wrong.

From Epic own site.

Recommended System Specs (100% Screen Percentage)Minimum System Specs (50% Screen Percentage)
  • 12-core CPU at 3.4 GHz
  • 64 GB of system RAM
  • GeForce RTX 2080 / AMD Radeon 5700 XT or higher
  • 12-core CPU at 3.4 GHz
  • 32 GB of system RAM
  • GeForce GTX 1080 / AMD RX Vega 64

The demo is only 24 GB downloaded ???

 

ethomaz

Banned
The fact that people like Bo_Hazem Bo_Hazem and ethomaz ethomaz are ignoring this while spouting non stop the 64GB! just for the sake of saving face, it's shocking.

Shocking, I tell you.
I can run the UE editor here with 8GB RAM.
The demo requires that amount of RAM not the editor.

BTW the fact the demo runs at "50% Screen Percentage" with 32GB already tells you the editor is not the issue here.
 
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I'm in the camp that there was something fishy about last years demo. The animation etc on last year's demo was much better than this recent demo. Why would that be the case with a whole extra year of dev time on the engine, all those assets should be made?

I watched the Geoff Keighley footage and he even said a few times, people were blown away by last year's demo and some people didn't even believe it was real time and playable.....a big enough pause for the devs to say it was real time and playable, one is looking down and the other just doesn't say anything. Maybe it was running one a ps5 early dev kit...? But I dunno man, im questioning the whole thing at this point.

I don't know if it was faked. I mean they could get into really serious legal trouble is they marketed it falsy. They did push pretty hard that it was running off a PS5. And back then since we had plenty of PS5 footage it seemed like an actual demonstration instead of being off a render farm.
 

Croatoan

They/Them A-10 Warthog
As a UE 4 developer working on an indie game I can't believe what UE5 is offering. Like holy shit this is amazing. Yall don't understand how much TIME and Money is going to be saved by a lot o these features.

Just thoughts off the top of my head.

- The GI Lighting solution (Luma) is a MASSIVE MASSIVE improvement to what UE4 has. No longer having to bake light and fight with the fucking lighting in scenes is what I have always wanted in a game engine.
- In engine animation suite exists in UE4 but the FBIK implementation and other improvements mean no more need to animate in Maya. Just have your artists rig, skin and create morph targets in whatever program you can afford (even Blender!) and have your animators do their thing in unreal. Control rig is amazing for cutscene development. Hell skip the first part and grab characters off of daz or metahumans and you are ready to animate!
- UI Looks SO MUCH BETTER
- Sound stuff seems mega advanced. I am already overwhelmed by the material editor. Leave it to the sound guy :p
- The world composition stuff is a dream come true. Looks like a another huge upgrade to UE4 systems. Here is hoping it works for multiplayer as well and single player.
- The quixel bridge is bigger than people think. Having all those professional assets available for any UE5 developer is a game changer for indie devs. Quixel updates with new stuff a lot too.
- Mutli user world editing is pretty damn sweet, here is hoping it is networked so devs working remotely on projects can edit at the same time.
- As a programmer, I would have like to see them outline their Blueprint improvements. Also, wasnt there a new scripting language that was supposed to come with UE5?

Things I am hoping for the future:
- soft body physics
- advanced cloth simulation
 

ethomaz

Banned
The demo is only 24 GB downloaded ???

From what I read it is 100GB.

"It’s a high intensity demo that really wants to be run from an SSD to rapidly load in the assets needed for Nanite and Virtual Textures. Oh, it’s also 100GB in size."

 
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MonarchJT

Banned
Let's put simple numbers again for the last time (gonna watch a match now):

Old: 100's of billions of polygons demo.
New: 100's of millions of polygons demo.
Old: 1440p upscaled to 4K.
New: 1080p upscaled to 4K.

Now it's up to you.

3faurt.png


BTW, the new demo is more realistic and looks impressive, the old demo is unrealistic storage-wise.
listen. get brave and tell us what you think .... is up to you what? get to the point
 

harmny

Banned
Let's put simple numbers again for the last time (gonna watch a match now):

Old: 100's of billions of polygons demo.
New: 100's of millions of polygons demo.
Old: 1440p upscaled to 4K.
New: 1080p upscaled to 4K.

Now it's up to you.

3faurt.png


BTW, the new demo is more realistic and looks impressive, the old demo is unrealistic storage-wise.


aren't you tired of being wrong? honest question
 
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Jon Neu

Banned
What point? Did you not watch the older demo that I time stamped? Where is that showing of instant asset loading in game without a transition?

You can't move the goalposts and add things like "transitions don't count" just because you say so. The fact is that this demo has a 2/3 seconds teletransportation to a new complete area, something that is so pointed out and celebrated when other games do it.

If you want me to watch again the superscripted flying part of the first demo, sorry but I already watched it the first time and I wasn't impressed.
 
Let's put simple numbers again for the last time (gonna watch a match now):

Old: 100's of billions of polygons demo.
New: 100's of millions of polygons demo.
Old: 1440p upscaled to 4K.
New: 1080p upscaled to 4K.

Now it's up to you.

3faurt.png


BTW, the new demo is more realistic and looks impressive, the old demo is unrealistic storage-wise.
I really need to know where you get "hundreds of millions" from

This is especially funny when you are telling people ITT to listen to what the Epic devs are saying.

This is what the Epic dev says
1.) Millions of instances on screen.
2.) Assets having around 2 million triangles.

There is a reason for why they're saying that they don't know how many triangles are on screen, it's because the number is far above "hundreds of billions" that you can't really put it into words.

Let me get the calculator just for you.

1.000.000 x 2.000.000 = 2e+12

The amount of triangles on screen is at least 2e+12 and this is assuming that we only have ONE ASSET per instance. What they're showing is essentially an infinite amount of triangles on screen... exactly what Nanite is designed for.
 

Papacheeks

Banned
You can't move the goalposts and add things like "transitions don't count" just because you say so. The fact is that this demo has a 2/3 seconds teletransportation to a new complete area, something that is so pointed out and celebrated when other games do it.

If you want me to watch again the superscripted flying part of the first demo, sorry but I already watched it the first time and I wasn't impressed.

Your not understanding what I literally told you to watch. Loading a level and having a transition is not the same as the previous demo of the character literally moving through a new level at break neck speed without a transition to the destination in far distance.

New demo shows a transition then the character in the new level. Those two demos are not the same , and im not seeing the same use if the engine that I saw in time stamped demo from 2020.
 

Jon Neu

Banned
Your not understanding what I literally told you to watch. Loading a level and having a transition is not the same as the previous demo of the character literally moving through a new level at break neck speed without a transition to the destination in far distance.

Who said it was the same?
 

MonarchJT

Banned
Your not understanding what I literally told you to watch. Loading a level and having a transition is not the same as the previous demo of the character literally moving through a new level at break neck speed without a transition to the destination in far distance.

New demo shows a transition then the character in the new level. Those two demos are not the same , and im not seeing the same use if the engine that I saw in time stamped demo from 2020.
this because Sony portable asked to don't release the demo (for better or for worse) on other platforms ... to avoid comparison you understand it right?
 
The demo is only 24 GB downloaded ???

No - that Guy on Resetera compiled and compressed the Demo as you would do with a Game before you ship it. Its intresting nonetheless because if he launches it - it should give real PC Performance and since it is then compressed it needs to be uncompressed hence showing maybe weaknesses of todays PCs in terms of Datastreaming.
 

DenchDeckard

Moderated wildly
I don't know if it was faked. I mean they could get into really serious legal trouble is they marketed it falsy. They did push pretty hard that it was running off a PS5. And back then since we had plenty of PS5 footage it seemed like an actual demonstration instead of being off a render farm.

Yeah I'm not actually up on tech enough to know but something feels off today to me. Doesn't look like a year's work later imo.

I remember previous demos, they showed the exact demos on pc and I remember downloading the balloons one with the kid, you could run it in a loop and watch it. Maybe the equivalent of the original demo comes later.
 
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Papacheeks

Banned
Who said it was the same?

You did. And then said I was making goal posts? I'm literally talking about the instant loading in this demo and the end part of the 2020 demo. Because both are using the ssd.

The new demo shows a transition that a couple seconds then we see an entire new level loaded, which is impressive since thats not using direct storage which probably will speed things up considerably depending on the storage speed solution and gpu being used.
But the 2021 demo and 2020 uses of ssd are totally different in their implementation. 2020 is akin to ratchet demo shown earlier this year where Rivet is flying through the air past multiple area's/levels. There's nothing in this new 2021 demo thats shows that specific implementation.

What we are seeing is brute force ssd streaming assets. ANd even with it being fast its still not real-time during gameplay like the 2020 demo is.
The fact you are not understanding the difference is why your saying goal posts. i never said I wasn't impressed, I said im not seeing the specific tailored ssd implementations i was seeing in 2020 demo specifically the ssd section at the end.

this because Sony portable asked to don't release the demo (for better or for worse) on other platforms ... to avoid comparison you understand it right?

With what I know and he people on other forums who literally are developers from "third party" companies saying Sony's solution is like 4 years in to the future. Your going to sit there and tell me that they purposely withheld that part of a custom made demo?

That demo was built around specifically PS5 hardware hence it was running on it natively in real-time. If you believe that your a fucking moron and have no clue.
 
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Captn

Member
I have a 3090 and a 5950x with 32gb and all I get within the editor is a black screen like if all the textures were missing.. Since Im no expert I have no clue loll

Anyone ?
 
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Pedro Motta

Member


Well, William Faucher is live right now with UE5 and the demo that is available, and a few minutes in from the beggining he plays the demo and that loading on the editor is nothing like EPIC showed on the video.
 
I open the demo through Epic launcher and it loads everything, I can even see the girl sitting and moving when I use the controller but like all is black
You have up to date drivers for GPU? I'm trying to find searches withing the last 24 hours, and no luck with something similar to your case. Maybe a restart? I would recompile shaders again first, and see how that goes.
 

Captn

Member
Did you have two GPUs? I mean maybe it is sending the output to the integrated one.

No only one and a LG CX 48"

It loads the program and all, I just cant get an image but the demo seems to work when I press play, I just cant see anything loll

** Yes latest drivers and I did restart the demo
 
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geordiemp

Member
Lumen's Global Illumination and Reflections primary shipping target is to support large, open worlds running at 60 frames per second (fps) on next-generation consoles. The engine's High scalability level contains settings for Lumen targeting 60 fps.

Lumen's secondary focus is on clean indoor lighting at 30 fps on next-generation consoles. The engine's Epic scalability level produces around 8 milliseconds (ms) on next-generation consoles for global illumination and reflections at 1080p internal resolution, relying on Temporal Super Resolution to output at quality approaching native 4k.

So Land of Nanite being 1440p30, looks like the main performance cost on next gen will be the global illumination.
 
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