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Unreal Engine 5.0 OUT NOW

sertopico

Member
Love to see a game tax a crazy powerful next GPU like the 3080 get taxed like this. All of a sudden the PS5 and XSX running this game at 1080p 25-30 fps doesnt sound too bad.

Were you able to increase the traffic and pedestrian density to a full 100% to match the console versions? The 3080 offering 75% more performance/pixels compared to consoles makes sense, but all the benchmarks ive seen have it capped to 50%. The number of cars and pedestrians in the console version is seriously impressive.


What we've seen on console does not look bad at all, only problem is they were running internally at 720p (the xbox a tad more) so the IQ might start to be negatively affected from it, specially around the character you control, causing all sorts of ghosting artifacts. Considering it's a project mainly addressed to developers I think they totally nailed it, they released something impressive we've never seen before and at the same time they showed the world that this engine is highly scalable and might run on most platforms with the right tweaks and optimizations, and on top of that you also get GI and ray tracing with no additional dedicated hardware. After all releasing a demo which has such a high amount of details served their main purpose of proving their point, i.e. a leap in real time computer graphics is already possible and the proper tech is already here. Actual games will surely be better fine-tuned.

Regarding your question I've been able to set everything to 100% with no problems whatsoever, just by using the on screen menu. I suggest using a gamepad to go through the options, the keyboard does not recognize the bracket keys somehow...

PS: there is another value we can set through the ini for those variables on top called ScalabilityGroups, which is 5. It's supposed to enable the cinematic quality and increase visual fidelity. This it at least what I found out when running the project through the editor.
 
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mrMUR_96

Member
I'm guessing the resolution is way higher than PS5 and that PS5 is far less demanding settings ontop of the fact that it's not running the editor.
They're both at 1440p, not sure on settings differences. PC stutters far worse than console though, probably just not well optimised for PC yet with directstorage etc.
 

sertopico

Member
They're both at 1440p, not sure on settings differences. PC stutters far worse than console though, probably just not well optimised for PC yet with directstorage etc.
After the shaders get compiled it doesn't stutter anymore. I'm using the compiled version with the executable file.
 

PaintTinJr

Member
....only problem is they were running internally at 720p (the xbox a tad more)...
I'm interested to know where that info is coming from.

DF surely would have made a retraction with a follow up article if their margin of error was 100% wrong on their analysis of the XsX and PS5 - where they said 1404p - 1620p (2560x1404, not 1280x720) going by a quote in the DF analysis thread here on GAF.

All the lumen documentation at Epic says the consoles target 1080p30 or higher with either Epic or high setting if looking for 30 or 60fps. and the always on TSR(to 4K) is mostly for the benefit of the needed ray-tracing under-sample (mostly) for the software RT - rather than H/W RT - that gets away with 1/8th of the needed ray count IIRC from one of the old Epic Lumen GI videos.
 
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SlimySnake

Flashless at the Golden Globes
What we've seen on console does not look bad at all, only problem is they were running internally at 720p (the xbox a tad more) so the IQ might start to be negatively affected from it, specially around the character you control, causing all sorts of ghosting artifacts. Considering it's a project mainly addressed to developers I think they totally nailed it, they released something impressive we've never seen before and at the same time they showed the world that this engine is highly scalable and might run on most platforms with the right tweaks and optimizations, and on top of that you also get GI and ray tracing with no additional dedicated hardware. After all releasing a demo which has such a high amount of details served their main purpose of proving their point, i.e. a leap in real time computer graphics is already possible and the proper tech is already here. Actual games will surely be better fine-tuned.

Regarding your question I've been able to set everything to 100% with no problems whatsoever, just by using the on screen menu. I suggest using a gamepad to go through the options, the keyboard does not recognize the bracket keys somehow...

PS: there is another value we can set through the ini for those variables on top called ScalabilityGroups, which is 5. It's supposed to enable the cinematic quality and increase visual fidelity. This it at least what I found out when running the project through the editor.
Consoles run it at 1080p.
 

PaintTinJr

Member
The Epic guy said that.

"It's stock UE5 Lumen in the sample - I believe the details here are relatively up to date: https://docs.unrealengine.com/5.0/en-US/lumen-technical-details-in-unreal-engine/. The sample is set to use hardware RT if available by default."

It is the same doc I found before... so in GPUs without RT it is not doing RT or using that Software RT but it is not clear what that Software RT does.
I read quite a bit of the documents linked to your link, yesterday and it turns out that below high or epic settings will turn off lumen lighting and revert to UE4 GI techniques.

I was also surprised to read, that kitbashing only really works well with the software RT(think it was just the Global distance fields IIRC) because the other tracing techniques pay a proportional cost for every heavily overlapping piece of geometry in building the BVH for each mesh. So any unfair criticism of using software RT instead of HW RT isn't just as simple as a straight swap, because you either waste hw RT performance or lose the convenience of kitbashing and have to make the geometry complimentary to using HW RT, first.
 

sertopico

Member
I'm interested to know where that info is coming from.

DF surely would have made a retraction with a follow up article if their margin of error was 100% wrong on their analysis of the XsX and PS5 - where they said 1404p - 1620p (2560x1404, not 1280x720) going by a quote in the DF analysis thread here on GAF.

All the lumen documentation at Epic says the consoles target 1080p30 or higher with either Epic or high setting if looking for 30 or 60fps. and the always on TSR(to 4K) is mostly for the benefit of the needed ray-tracing under-sample (mostly) for the software RT - rather than H/W RT - that gets away with 1/8th of the needed ray count IIRC from one of the old Epic Lumen GI videos.
I read it somewhere but I forgot where. Maybe it's a wrong info. In that case sorry.
 

Dampf

Member
I have some really good stuff for you guys.

Here's the demo compiled in shipping mode. It runs a lot better in CPU limit, because the demo everyone uses is packaged in development mode, which adds a ton of extra profiling stuff running in the background.


Also it adds DLSS (though it is not yet optimized for the UE5 release build, so expect bugs, still looks very good tho). Press 2 for DLSS Performance, 3 for DLSS Balanced and 4 for DLSS Quality.
 
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PaintTinJr

Member
I have some really good stuff for you guys.

Here's the demo compiled in shipping mode. It runs a lot better in CPU limit, because the demo everyone uses is packaged in development mode, which adds a ton of extra profiling stuff running in the background.


Also it adds DLSS (though it is not yet optimized for the UE5 release build, so expect bugs, still looks very good tho). Press 2 for DLSS Performance, 3 for DLSS Balanced and 4 for DLSS Quality.
Is that DLSS on top of Nanite/Lumen enabled with TSR? Or DLSS on top of the fallback lighting pipeline?

Given the complexity of Lumen's 3 path RT and need for TSR to improve the low RT coverage I've always had my doubts if DLSS can work with lumen - especially as there's very few options by which you can keep the features enabled and up the frame-rate, and AFAIK DLSS requires your base image being supplied to have a higher or equal fps than the DLSS enhanced one, not to mention the GI if tweaked to up performance could completely cull geometry needed for reflections, etc, which then wouldn't be in the low quality source material that drives the inferred output.

Have Epic made any statement about if DLSS will be compatible with Lumen?
 
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winjer

Gold Member
Tried this new packaged demo with DLSS.
Without DLSS, I get the same performance as with the previous, also without TSR, So the only difference is the added DLSS.
Native resolution is 1440p. I'm using pedestrian and car density at 100%.
It's packed with DLSS 2.3.1, but I replaced it with version 2.3.7. This is the version of DLSS that gives me less motion artifacts in other games.

In terms of performance, DLSS quality gives me better frame rate. Seems like TSR is causing some performance issue, or greater overhead, as I get better performance and greater GPU utilization.
Both TSR and DLSS have ghosting artifacts. But DLSS has better reconstruction, with les blocky artefacts. And it also seems to have more detail in buildings.

Here's two screenshots comparing, with frame rate.

Old tech demo, TSR 67%
51994843947_f35379f81c_o_d.png


New tech demo, DLSS Quality (67%)
51995851201_837e7152ee_o_d.png
 
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01011001

Banned
Tried this new packaged demo with DLSS.
Without DLSS, I get the same performance as with the previous, also without TSR, So the only difference is the added DLSS.
Native resolution is 1440p. I'm using pedestrian and car density at 100%.
It's packed with DLSS 2.3.1, but I replaced it with version 2.3.7. This is the version of DLSS that gives me less motion artifacts in other games.

In terms of performance, DLSS quality gives me better frame rate. Seems like TSR is causing some performance issue, or greater overhead, as I get better performance and greater GPU utilization.
Both TSR and DLSS have ghosting artifacts. But DLSS has better reconstruction, with les blocky artefacts. And it also seems to have more detail in buildings.

Here's two screenshots comparing, with frame rate.

Old tech demo, TSR 67%
51994843947_f35379f81c_o_d.png


New tech demo, DLSS Quality (67%)
51995851201_837e7152ee_o_d.png

DLSS looks so much better. TSR looks downright awful I found in this demo, I already didn't like it on Console either.

I need to try this DLSS build as in motion it's really hard to look at with TSR imo
 

winjer

Gold Member
DLSS looks so much better. TSR looks downright awful I found in this demo, I already didn't like it on Console either.

I need to try this DLSS build as in motion it's really hard to look at with TSR imo

Yeah, the TSR in this version of UE5 seems rather bad. I would even say it's worse than TAAU from UE4.
I have been using TAAU in UE4, both with TAA gen4 and TAA Gen5. And it never had this much amount of ghosting and artifacts.
Epic needs to fix this before games start shipping. Or at least have a way to implement the old TAAU.
 

01011001

Banned
Yeah, the TSR in this version of UE5 seems rather bad. I would even say it's worse than TAAU from UE4.
I have been using TAAU in UE4, both with TAA gen4 and TAA Gen5. And it never had this much amount of ghosting and artifacts.
Epic needs to fix this before games start shipping. Or at least have a way to implement the old TAAU.

it really looks terrible, there has to be something wrong with it here. moving the camera could make you believe you are watching a low bitrate youtube stream or something.
 
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yamaci17

Member
I have some really good stuff for you guys.

Here's the demo compiled in shipping mode. It runs a lot better in CPU limit, because the demo everyone uses is packaged in development mode, which adds a ton of extra profiling stuff running in the background.


Also it adds DLSS (though it is not yet optimized for the UE5 release build, so expect bugs, still looks very good tho). Press 2 for DLSS Performance, 3 for DLSS Balanced and 4 for DLSS Quality.
really... mega again?
 

Panajev2001a

GAF's Pleasant Genius
it really looks terrible, there has to be something wrong with it here. moving the camera could make you believe you are watching a low bitrate youtube stream or something.
I was not going crazy then when I was playing the demo on PS5 in the first scene and I was noticing ghosting and artifacting behind the character’s head when rotating the camera 360°… 😤.
 

sertopico

Member
Finally got to start the version with dlss. I couldn't fini the INIs though. Should I create one manually? And where can I switch from enable/disable DLSS? Through console command?

edit: ok, I got to press 1, 2, 3 or 4 to switch between the temporal reconstruction techniques. I must say that this version crashes more often than the other.
 
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Dampf

Member
The shipped demo is configured at 100% screen resolution, so if you want to compare TSR to DLSS, you have to go to the GameUserSettings.ini in %appdata% Local /City Sample / Saved /Config / Windows and set the screen percentage for TSR at whatever DLSS setting you want to compare. So 50% for DLSS Performance, 57% for DLSS Balanced and 67% for DLSS Quality.

Then press 1 in the game for TSR (it will run at whatever screen percentage you configured in the .ini) 2 for DLSS Performance, 3 for DLSS Balanced and 4 for DLSS Quality.

Is that DLSS on top of Nanite/Lumen enabled with TSR? Or DLSS on top of the fallback lighting pipeline?

Given the complexity of Lumen's 3 path RT and need for TSR to improve the low RT coverage I've always had my doubts if DLSS can work with lumen - especially as there's very few options by which you can keep the features enabled and up the frame-rate, and AFAIK DLSS requires your base image being supplied to have a higher or equal fps than the DLSS enhanced one, not to mention the GI if tweaked to up performance could completely cull geometry needed for reflections, etc, which then wouldn't be in the low quality source material that drives the inferred output.

Have Epic made any statement about if DLSS will be compatible with Lumen?
IDK, I was not the one who compiled the demo. Still aside from some minor bugs it seems to work well enough already. Nanite and Lumen definately support DLSS.
 
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sertopico

Member
The shipped demo is configured at 100% screen resolution, so if you want to compare TSR to DLSS, you have to go to the GameUserSettings.ini in %appdata% Local /City Sample / Saved /Config / Windows and set the screen percentage for TSR at whatever DLSS setting you want to compare. So 50% for DLSS Performance, 57% for DLSS Balanced and 67% for DLSS Quality.

Then press 1 in the game for TSR (it will run at whatever screen percentage you configured in the .ini) 2 for DLSS Performance, 3 for DLSS Balanced and 4 for DLSS Quality.


IDK, I was not the one who compiled the demo. Still aside from some minor bugs it seems to work well enough already. Nanite and Lumen definately support DLSS.
Thanks! I have managed to modify the graphical settings to 4 and switch to 1440p as target res (in the INI it was set at 1080p), and I must say that the DLSS quality performs much much better than TSR, there's really an abyss. On the other hand you get more flickering on some surfaces if compared to Epic's in-house solution.
 

PaintTinJr

Member
The shipped demo is configured at 100% screen resolution, so if you want to compare TSR to DLSS, you have to go to the GameUserSettings.ini in %appdata% Local /City Sample / Saved /Config / Windows and set the screen percentage for TSR at whatever DLSS setting you want to compare. So 50% for DLSS Performance, 57% for DLSS Balanced and 67% for DLSS Quality.

Then press 1 in the game for TSR (it will run at whatever screen percentage you configured in the .ini) 2 for DLSS Performance, 3 for DLSS Balanced and 4 for DLSS Quality.


IDK, I was not the one who compiled the demo. Still aside from some minor bugs it seems to work well enough already. Nanite and Lumen definately support DLSS.
AFAIK from the 4hr in-depth Lumen talk - from the early access release - the Lumen developer showed how the TSR was used to increase the effective ray count by filling in the gaps of the under-sampling(not enough rays), which I have my doubts that DLSS would know to do if TSR isn't used too, and would instead just make the best looking sparse ray picture. And typically you can't add similar techniques that improve PSNR(signal-to-noise ratio) in audio or video because the artefacts(noise) typically gets bigger with each additional technique used - even if it improves parts of the signal.

In a layman's example, take the RT reflection situation in Miles Morales outside the shop. The reflection needs geometry that is behind the camera and would be culled in the fast-frame-rate low quality image being used to infer the high quality DLSS output image - potentially leading to a false or incoherent image AFAIK.

In Lumen the settings for culling geometry that indirectly affects the virtual shadow mapping, the GI or reflections are key areas for improving fps, so where I can easily fathom the demo using UE4 lighting with TSR being enabled being able to gain from DLSS, so the DLSS source and output are UE4 lighting, I feel like Epic would need to document how DLSS can accurately work with Lumen's culling techniques, for me to understand how it can take a fast fps low quality source image with (missing offscreen geometry) and infer a coherent image with the correct offscreen geometry - as Lumen does.
 
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UnNamed

Banned
Run like shit on my GTX1070 laptop, probably at 10fps max... but god, it's beauiful.
I would love to see a TheCrew next gen with this graphic.


I don't know how to access to the menu, I press "O" but then? There are button like "[" "]" but they don't seem to work. Mouse don't work either in the demo.
 
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Run like shit on my GTX1070 laptop, probably at 10fps max... but god, it's beauiful.
I would love to see a TheCrew next gen with this graphic.


I don't know how to access to the menu, I press "O" but then? There are button like "[" "]" but they don't seem to work. Mouse don't work either in the demo.
I had to press the "[" "]" buttons, after pressing O. Maybe your laptop has those buttons combined with the Function button?
 

SlimySnake

Flashless at the Golden Globes
really... mega again?
I have tried to download it from mega twice now and it reduces the speeds to sub 1 MBps if i keep it in the background. And then it stops after a couple of GB because ive hit my max limit.

Like why even upload it on mega if you cant download the full thing?

I am just going to download the UE5 project and see if i can get it to run. this is absurd.
 

ethomaz

Banned
I have tried to download it from mega twice now and it reduces the speeds to sub 1 MBps if i keep it in the background. And then it stops after a couple of GB because ive hit my max limit.

Like why even upload it on mega if you cant download the full thing?

I am just going to download the UE5 project and see if i can get it to run. this is absurd.
Did you try to download the Google Drive one?

BTW your IPS is not sharing IP with others consumers? I have that case before and I fight them until they changed my IP to only my use... so that resolved a lot of issues with bandwidth in download sites.

If you want I can download and put in another place... just tell me where is easier to download for you.
 
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01011001

Banned
I have tried to download it from mega twice now and it reduces the speeds to sub 1 MBps if i keep it in the background. And then it stops after a couple of GB because ive hit my max limit.

Like why even upload it on mega if you cant download the full thing?

I am just going to download the UE5 project and see if i can get it to run. this is absurd.

yeah I've given up on that download too
 

sertopico

Member
I made it but I use a VPN. It was downloading at 10MB/s tops and I had to choose a different location everytime I downloaded a new package in order to avoid the DL limit.
 

KyoZz

Tag, you're it.
Can anyone upload the DLSS build to 1fichier.com or Uptobox or anything better than GDrive or Mega with their absurd limits?
I really want to try this but man it's gonna take me 2 days with Mega...
 

ethomaz

Banned
This UE5 Sample made me realize.

CPUs are a huge bottleneck for modern game techs.
That looks even worst when people hyped the weak mobile Zen 2 CPUs in next-gen consoles.
 

winjer

Gold Member
This UE5 Sample made me realize.

CPUs are a huge bottleneck for modern game techs.
That looks even worst when people hyped the weak mobile Zen 2 CPUs in next-gen consoles.

Seeing Zen3´s performing nearly identical to Zen2, Rocket lake and Comet Lake, in this tech demo, makes me think the bottleneck is memory bandwidth. And these are all CPUs with different levels of IPC, architecture, clock speed, etc.
Then we look at Alder Lake, which has DDR5 and therefore, much greater memory bandwidth and has a big lead over all other CPUs.
This demo is probably so intense in I/O and shifting assets in memory, that is bogging down these CPUs.
Remember that MS said a couple of weeks ago, that Direct Storage would reduce CPU usaga by 20-40%. But that was in games. Not in such a heavy tech demo, like this one.

Meanwhile, on the PS5 and Series X we already have new I/O and file systems, and the memory subsystem is just GDDR6, with much greater bandwidth.
 
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TheAssist

Member
So are there any major downsides to U5 right now? Or to put it in other words, what would be the reason to go with a different engine other than your staff are more used to it?

I have no idea about game engines, so its an honest question.

The monetization seems fine, the added efficiency and overall power of the tools seem great. Also lots of people know how to work within the Unreal framework.
Why would anyone who is making a new game use lets say Unity, Cry Engine or any other multipurpose engine.

And is it still viable to use your own proprietary engine like some Sony studios or EA, especially when looking at how hard it must be to find people willing and able to work with these engines?
 

ethomaz

Banned
Seeing Zen3´s performing nearly identical to Zen2, Rocket lake and Comet Lake, in this tech demo, makes me think the bottleneck is memory bandwidth. And these are all CPUs with different levels of IPC, architecture, clock speed, etc.
Then we look at Alder Lake, which has DDR5 and therefore, much greater memory bandwidth and has a big lead over all other CPUs.
This demo is probably so intense in I/O and shifting assets in memory, that is bogging down these CPUs.
Remember that MS said a couple of weeks ago, that Direct Storage would reduce CPU usaga by 20-40%. But that was in games. Not in such a heavy tech demo, like this one.

Meanwhile, on the PS5 and Series X we already have new I/O and file systems, and the memory subsystem is just GDDR6, with much greater bandwidth.
If you look at Beyond3D forum they are saying it is really CPU bootneck.

 

winjer

Gold Member
If you look at Beyond3D forum they are saying it is really CPU bootneck.


We already know the bottleneck is the cpu.
But now we can assume the cpu might be bottlenecked by it's memory subsystem
 

CamHostage

Member
I upload the file. Now everyone can download it easier.


Lyra is probably not worth bothering with just to "play" to enjoy, but does anybody know if there's a decent build of that out too? (Lyra is rather rudimentary and made for customization rather than a "game experience", plus it supposedly has a lot of elements pulled from Fortnite and that's already available to people; it does use Lumen, not sure what it does with Nanite?) I was thinking of compiling that and seeing how a small-scale UE5 experience would work on like a laptop or other low-end device.

Somebody did make a build of Lyra for Android, which is interesting to see what does and doesn't translate over in basic support (without customizing an application specifically for mobile devices.)

 
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yamaci17

Member
its really pointless to make arguments based on a randomly built demo

users on that topic already says they saw improvement over the original, first build

who knows what kind of extra boxes there are to tick that help with performance? its really early to create conclusions
 

CamHostage

Member
its really pointless to make arguments based on a randomly built demo

users on that topic already says they saw improvement over the original, first build

who knows what kind of extra boxes there are to tick that help with performance? its really early to create conclusions

Well, it's pointless to make definitive statements, for sure, but to talk about it?

There's a lot to learn from what the Matrix Awakens demo does, especially now that it's being tested on more than 3 locked console boxes. Sure, most of us are tech-rubes who don't know what we're talking about, but we're still learning some bits and getting something out of toying with parameters and sharing results on our personal rigs, and then there are people in the know of tech on GAF who are contributing to the understanding.

True, Matrix Awakens / City Sample is not a surefire "indicator of the future of gaming" on our hardware. Games will test and bend the engine, they will optimize the top-end and well up the bottom end as well as hit ceilings with even more ambitious tech on top of what's here. But we're getting some answers and having some fun with what we've got.
 

yamaci17

Member
Well, it's pointless to make definitive statements, for sure, but to talk about it?

There's a lot to learn from what the Matrix Awakens demo does, especially now that it's being tested on more than 3 locked console boxes. Sure, most of us are tech-rubes who don't know what we're talking about, but we're still learning some bits and getting something out of toying with parameters and sharing results on our personal rigs, and then there are people in the know of tech on GAF who are contributing to the understanding.

True, Matrix Awakens / City Sample is not a surefire "indicator of the future of gaming" on our hardware. Games will test and bend the engine, they will optimize the top-end and well up the bottom end as well as hit ceilings with even more ambitious tech on top of what's here. But we're getting some answers and having some fun with what we've got.
of course we can talk about , i also actively take part in this talk and im interested how thing will go !
 

01011001

Banned
wow, this new version really runs way better. BUT DLSS also looks pretty bad still. this has to be either an issue with Lumen or with motion vectors I assume.
it looks better than TSR, but not by much

here TSR:
citysample12.04.202204fki0.png


and here with DLSS Quality:
citysample12.04.20220mqke5.png


notice the RIDICULOUS performance boost with DLSS quality over TSR while also looking better in motion than the TSR results!
literally a 35% increase in performance... like... damn...


my setup again:
Ryzen 5600X
RTX 3060Ti (TUF Gaming)
16GB DDR4 @3200mhz

Dell Monitor: 1440p 144hz


EDIT:

I tried getting some matched motion shots. since this has unavoidable camera motion blur, I had to find a spot where I can exactly time a screenshot while walking sideways, and HOLY HELL, I didn't expect I could line it up so well! LOL


I'm not gonna tell you which is which, one is TSR the other DLSS Quality. like I said, I think neither are properly implemented here as the amount of artifacting on display is crazy.

If you want to find out which is which you can look in the URL names, one is called "citysampledlssmotion2skbo.png and the other citysampletsrmotion2mkq5.png
so if you wanna see if you can tell which is which, and then see if you are right, just look at the url :)
citysampletsrmotion2mkq5.png

citysampledlssmotion2skbo.png


again, how crazy well did I line this up? FIRST TRY TOO! xD I mean I was pretty good at Guitar Hero back in the day, maybe my timing is still trained from that lol
in both shots I walked all the way right against the wall first, and then tried to time my screenshot exactly in the moment that rail in the back left overlapped with the left lamp post

Specular highlights look cleaner imo with DLSS, but both have bad artifacts. it seems like DLSS almost acts like a secondary denoiser on top of the normal RT denoising going on, resulting in less flicker and less specular shimmering

also with DLSS your character has less of a trail behind her compared to TSR, where it looks like heat distortion or some shit behind her lol
 
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My PC is very old (3770K / GTX1080 / 16GB / SATA SSD), so I know I shouldn't even bother with extremely demanding UE5 tech demos, but I wanted to see this impressive technology on my own eyes. I was expecting something like 5-10fps, but to my surprise I get around 15-35fps (15-22 fps during movement, when texture data is streaming, and 22-35fps if I will stay still in one place), so I was able to walk around / fly without much trouble. I'm absolutely blown away by this tech, and I will definitely want to upgrade my PC when UE5 games will start coming out.

8.jpg



Even the fence is made from polygons (no longer 2D bitmap)


12.jpg


9.jpg


10.jpg


11.jpg


13.jpg


15.jpg


16.jpg


17.jpg

I have also downloaded "Valley of the ancient" tech demo. I know this is just a desert and rocks, but even such "empty" looks impressive thanks to UE5.


1.jpg


And some Native Vs TSR comparison, because it's also impressive tech.

Native 1840x1150

7.jpg


TSR 75%

6.jpg


TSR 50%

5.jpg
 
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