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Recent UE5 demo needs 72GB total RAM to run at 30FPS while the first only used 768MB on PS5

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LivingD3AD

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The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.
 

elliot5

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You are wrong. It doesn't take that much RAM to run it. Those are the recommended specs. The game + editor doesn't take up all VRAM and all System RAM in conjunction.

How would it require that much if it also ran on PS5 and Xbox?
 

RoadHazard

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You are wrong. It doesn't take that much RAM to run it. Those are the recommended specs. The game + editor doesn't take up all VRAM and all System RAM in conjunction.

How would it require that much if it also ran on PS5 and Xbox?

The faster you can load assets directly from storage, the less RAM you need for loading stuff in advance and keeping it in memory until it's needed. Pretty simple.
 
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onesvenus

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The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.
The UE5 thread here and in other forums are full of people running it with nowhere near that RAM.
In addition to that, the 768MB of RAM of the first demo where the streaming pool, not the whole RAM being used
 

LazyParrot

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Where are those requirements from? They're not in the article.

And assuming they're legit... where's the secret sauce? People said it was the PS5's magic SSD, but those requirements don't even mention storage speed or type.

I mean, you could argue that PC SSDs are so slow compared to PS5's that they need to use RAM instead, but that wouldn't explain how they got it to run on Series X at full performance, since that console's SSD is significantly slower than a regular PCIe 4.0 SSD.
 
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RoboFu

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No it doesn’t , and you have no idea of the settings of the ps5 demo. Just stop it.
 
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Entroyp

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Wasn’t that 768 figure the SSD caching? Doesn’t matter it’s all BS.
 
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JudgmentJay

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Misinformation: the thread

Those specs are for running the demo in the editor. The compiled demo uses 4-6gb of RAM and 6-7gb of VRAM.


It also runs just fine on a regular HDD:

 
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ThaGuy

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Hopefully the average person just reads the last sentence in the first paragraph and move on.

How the game sounds with different headsets and all that is the true question 🤭
 

Stuart360

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Misinformation: the thread

Those specs are for running the demo in the editor. The compiled demo uses 4-6gb of RAM and 6-7gb of VRAM.


It also runs just fine on a regular HDD:

Ouch lol.

May test how it runs on my 980ti.
 

harmny

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Misinformation: the thread

Those specs are for running the demo in the editor. The compiled demo uses 4-6gb of RAM and 6-7gb of VRAM.


It also runs just fine on a regular HDD:


/thread
but my ps5! :messenger_loudly_crying:

i really don't get how people don't understand that the specs are for running the demo in the editor.
 
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Oct 26, 2018
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The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.
So PS5 and Series X are equivalent to PCs with 64 gb ram?

lol
 

Allandor

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So PS5 and Series X are equivalent to PCs with 64 gb ram?

lol
Well, not really. The Demo is currently just optimized to run from an SSD on consoles. Loading pipeline is currently not optimized to really load on a pc in time (e.g. from an nvme ssd) so currently (in this early access phase ... lets just call it alpha) it just loads everything into memory.

btw, the 768MB was just one part of the stream pool (for geometry if I remember correctly) and not the whole memory size.
But yes, pc has still the disadvantage of at least using the CPU (but therefore maybe more cores available ... but only in high end PCs) to decompress data and the "problem" of the 2 pools. But overall this is currently just an optimization issue of the early phase. Do we really expect that epic releases an engine that is only really running on top end PCs?

btw, "just" 12GB of memory (+ <6gb of VRAM) used here in the loading test

but to be fair, this is not really the valley demo
 
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IntentionalPun

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There are people running the compiled demo at 4k, with only ~10GB total ram usage split between RAM/VRAM.

And they are getting 40+FPS

And the demo on PS5 used that much RAM for the "streaming pool" for nanite... not for the entire demo.

Really none of this is correct.
 
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MonarchJT

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The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.
wrong ....compiled it take 4/5 gb
 

ethomaz

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People keep telling me I/O speed doesn't matter and PC games will always look better no matter what as long as you've got a 3080, and, well...
Well that is how the demo looks running on 4GB RAM and HDD 125MB/s.

 
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MonarchJT

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Well that is how the demo looks running on 4GB RAM and HDD 125MB/s.

in fact is the ram the problem not the i/o he concluded

"The same drive was fine with more RAM free, even though the application itself wasn't using more than 3-4GB, so I can only assume the windows file cache was saving the day previously."

but honestly who would play games with an 100 mb/s hdd and 4gb ram? lol
 
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ethomaz

is mad because DF didn't do a video on a video of a video of a video on PS5
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in fact is the ram the problem not the i/o he concluded

"The same drive was fine with more RAM free, even though the application itself wasn't using more than 3-4GB, so I can only assume the windows file cache was saving the day previously."
So that means the demo doesn’t run like it was showed Witt 4GB of RAM? A lot of people are spreading that...
 
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Allandor

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So that means the demo doesn’t run like it was showed Witt 4GB of RAM? A lot of people are spreading that...
Here is another HDD experiment:

works fine, as long as there is enough memory. Seems like the demo demands around 11-12 GB currently. But this is only the terrain. The part with the buildings from the first demo would be more interesting.

Can the threadstarter please change the title of the thread, as this is just not true. The editor needs more or less as much memory as possible, just because the editor preloads all the stuff etc so it can be used as fast as possible.
 
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ethomaz

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Here is another HDD experiment:

works fine, as long as there is enough memory. Seems like the demo demands around 11-12 GB currently. But this is only the terrain. The part with the buildings from the first demo would be more interesting.
Yeap you need either more RAM or faster I/O.
The first option is only possible on PC.
 
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Buggy Loop

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There are people running the compiled demo at 4k, with only ~10GB total ram usage split between RAM/VRAM.

And they are getting 40+FPS

And the demo on PS5 used that much RAM for the "streaming pool" for nanite... not for the entire demo.

Really none of this is correct.

The FUD from a certain group is incredible to witness honestly. Most of it will age incredible bad.
 

Kazekage1981

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Why are we only focusing on the amount of RAM? What about the RAM bandwidth? Instead of GDDR6, what if it was HBM2 with close to 1 TB/sec? Would the demo utilize less RAM if the RAM had wider bus and higher bandwidth?
 

cyber69

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Why are we only focusing on the amount of RAM? What about the RAM bandwidth? Instead of GDDR6, what if it was HBM2 with close to 1 TB/sec? Would the demo utilize less RAM if the RAM had wider bus and higher bandwidth?
I believe the issue is the pipeline where the data needs to get from x to y. x being the hard drive/SSD. y being the VRAM.

This work flow is streamlined for the PS5 and XSX. This will eventually trickle to PCs with RTX I/O and DirectStorage.
 
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Boglin

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in fact is the ram the problem not the i/o he concluded

"The same drive was fine with more RAM free, even though the application itself wasn't using more than 3-4GB, so I can only assume the windows file cache was saving the day previously."

but honestly who would play games with an 100 mb/s hdd and 4gb ram? lol
Yeap you need either more RAM or faster I/O.
The first option is only possible on PC.
this is finally correct
but then there is a ceiling with the GPU power

Now that you guys finally aren't talking past each other anymore, maybe you can discuss where you think the arbitrary line is where more storage bandwidth is no longer helpful. 500MB/s, 2.4GB/s, 5.5GB/s?
 
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S0ULZB0URNE

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The demo also only used a rather paltry 768MB of RAM. Despite this, the demo is pushing massive numbers of polygons – a single one of the statues seen in the demo contains 33m polygons, with most of what looks like traditional textures being actual 3D geometry made up of tiny pixel-sized polygons. The statues alone in the scene below contain 16 billion polygons.
 
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