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News Event Game Dev Unreal Engine 5 Deep Dive on May 26th

IntentionalPun

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I think this demo is way more representative of an actual game. You don't need the full resolution of 3D objects to make a convincing scene.
They also weren't used in the PS5 demo.

People didn't get the "source polgyon" thing; that's what is imported into the engine, it then scales to something more reasonable (still really high compared to other techs) for disk storage. There were no billions of polygons in the actual UE5 demo for PS5 for instance. 10's of millions? Yes
 

DenchDeckard

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Epic gonna get fucking railed if a game gets released on PS5 that doesnt look as good as that demo and is running at 1080p with Lumen. 1080p man and 30 fps, seems kind of poor to me.
 

Azurro

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"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."

Got this quote over at the more civil site. Seems like 1080p might be the solution for the consoles running a full game with UE5's Lumen.

Reconstruction techniques are going to be very important this generation, given that a native 4K image is an enormous waste of resources.
 

TheTechnician

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Where was this said?
under his Video on Youtube..
so ill downloading aswell now and i have a Ryzen 1500x with a GTX 1650super and 16GB of Ram... iam curious how it will run. If it runs "too well" iam will be supicious about that Demo actually representing PS5s I/O Capabilitiys..
Also some People now claim how good it runs on their system - even if they not hit the recomended Specs - is there something hiden maybe that nanite is not activated if you start it up fir the first time?
 

3liteDragon

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They also weren't used in the PS5 demo.

People didn't get the "source polgyon" thing; that's what is imported into the engine, it then scales to something more reasonable (still really high compared to other techs) for disk storage. There were no billions of polygons in the actual UE5 demo for PS5 for instance. 10's of millions? Yes
I don't know who said it was actually rendering a BILLION polygons every frame, last year's demo had 100's of billions of triangles throughout the entire demo with the PS5 actually rendering 20 million of 'em per frame at 30FPS.
 

IntentionalPun

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I don't know who said it was actually rendering a BILLION polygons every frame, last year's demo had 100's of billions of triangles throughout the entire demo with the PS5 actually rendering 20 million of 'em per frame at 30FPS.

That's a really silly way of measuring polygons. What matters is what can be rendered at any given time, and what can be swapped out fast enough to change what's on screen when needed.

But either way I was responding to VFXVeteran who mentioned "full resolution of 3D objects"..
 

Md Ray

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You also said HDD..
Read again why it was said.
point was it's not streaming from your drive, it's "streaming" from system RAM into the GPU...that is readily apparent from the lack of any I/O requirement and the high RAM requirement.

The data is likely pre-loaded in it's entirety into system RAM, then streamed from there into the GPU. The difference between HDD/SDD/NVME would probably then just be that pre-load time.
Point was that a fly-by sequence like that won't be holding each and every high-quality asset in the memory, there is absolutely asset streaming happening from SSD to memory when she flies from point A to point B.

Have we forgotten the early PS5 leaked tech demo where they showcased a fly-by traversal sequence using the Spider-Man game/engine comparing PS4 Pro's HDD vs PS5 SSD?

Timestamped:

As the speed of the traversal is increased, PS4 Pro here suffers from massive pauses and halts as it struggles to stream in the data from the HDD, with buildings popping in.

The same traversal sequence at jet-fighter speeds runs to completion effortlessly on PS5 with zero hitchings or stuttering.
 
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IntentionalPun

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Read again why it was said.

Point was that a fly-by sequence like that won't be holding each and every high-quality asset in the memory, there is absolutely asset streaming happening from SSD to memory when she flies from point A to point B.

Have we forgotten the early PS5 leaked tech demo where they showcased a fly-by traversal sequence using the Spider-Man game/engine comparing PS4 Pro's HDD vs PS5 SSD?

Timestamped:

As the speed of the traversal is increased, PS4 Pro here suffers from massive pauses and halts as it struggles to stream in the data from the HDD, with buildings popping in.

The same traversal sequence at jet-fighter speeds runs to completion effortlessly on PS5 with zero hitchings or stuttering.
I'm talking about the PC version, which is, in fact, clearly loading the entire demo into RAM.

That scene would be possible potentially depending on the RAM required.

Sorry for the confusion though.
 
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MonarchJT

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You also said HDD.. point was it's not streaming from your drive, it's "streaming" from system RAM into the GPU...that is readily apparent from the lack of any I/O requirement and the high RAM requirement.

The data is likely pre-loaded in it's entirety into system RAM, then streamed from there into the GPU. The difference between HDD/SDD/NVME would probably then just be that pre-load time.
at this point is like this yes
 
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DonJuanSchlong

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Guy at B3D says it runs >30FPS at Native 4k on a 3080.
No surprise there, if a 2070-mobile chip on a laptop can run half the resolution and ~40+ fps with pci 3.0 storage. Sounds right in line with the performance from last year, compared to now. That means a 3080 can run 60+fps or higher in 1440p mode compared to the sub 30fps performance or lower, we seen in the demo from last year.
 
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FireFly

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I don't know who said it was actually rendering a BILLION polygons every frame, last year's demo had 100's of billions of triangles throughout the entire demo with the PS5 actually rendering 20 million of 'em per frame at 30FPS.
2560*1440 = 3.7M pixels, so at one triangle per pixel, you are not going to see even tens of millions of triangles per frame.
 

IntentionalPun

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2560*1440 = 3.7M pixels, so at one triangle per pixel, you are not going to see even tens of millions of triangles per frame.
They were still rendering above that though, but yes they wouldn't all be visible.

They ended up at around 20 million per frame.

But we don't know the overall polygons of every object added up which has nothing to do with frames.
 

VFXVeteran

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Guy at B3D says it runs >30FPS at Native 4k on a 3080.
Yup.

"Edit: Seems that even before Direct Storage/RTX, PC IO/nvme is having no trouble at all doing what the ue5 tech demo did, laptop leak was kinda spot on lol"
 
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IntentionalPun

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Yup.

"Edit: Seems that even before Direct Storage/RTX, PC IO/nvme is having no trouble at all doing what the ue5 tech demo did, laptop leak was kinda spot on lol"
It's pretty apparent it is pre-loading assets into system RAM then streaming to GPU.

Not proven; but it makes no sense otherwise.
 
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IntentionalPun

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Any links to a built version for those of us who don't want to fuck with UE right now?
 

Md Ray

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edit: this isn't me claiming SSD doesn't do shit I'm just sharing a video of someone uploading the engine running off an HDD
It clearly isn't running optimally on a relatively simple scene with nothing much happening (like destruction). GPU usage is going down, frame-rate's tanking below 50fps, look at the frametime graph there are spikes to 36-39ms i.e. hitches.
 
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MonarchJT

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It clearly isn't running optimally. GPU usage is going down, frame-rate's tanking below 50fps, look at the frametime graph there are spikes to 36-39ms i.e. hitches.
is an extreme case.....from hdd..what gaming PC have an hdd today?
 
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VFXVeteran

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sorry for being an idiot, I have the unreal project browser loaded....but cant see the Valley demo. Do i need to look on the marketplace?
No. Open the last menu header on Epic's page that says "UE5" On that page, scroll down to the demo.