Unreal Engine 5 revealed - Epic Games engine for future generation

Discussion in 'Frontpage news' started by XenthorX, May 13, 2020.

  1. PrMinisterGR

    PrMinisterGR Ancient Guru

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    The only reason that games use so much space these days is that they need multiple copies of normal map textures for each LOD of a model, and then you also need the 3D data of said model, multiple times. This would allow everyone to set a single target for each platform, and ship only that. Also all games will be auto-compressed on disk, because that's how the I/O subsystems work on both the Xbox One and the PS5. Ironically, this is what modern filesystems like ZFS and Btrfs do automatically, but in Windowsland things are different. So yeah...
     
  2. Stormyandcold

    Stormyandcold Ancient Guru

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    I don't know who's misleading who. I do know that in youtubeland, people actually think the PS5 is more powerful than the RTX2080ti, purely based on statement about RDNA 2.0 being 1.5x more powerful than RTX2080ti, and that PC gamers will have to wait, while next-gen consoles gets it first.
     
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  3. itpro

    itpro Maha Guru

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    Windows has ReFs and it is faster than ZFS and Btrfs. All is choices, all is options. :rolleyes:

    Well, we believe PS5 will be stronger than 2080ti and XSX stronger than 3080. Only 3080ti will lead the new era in PC gaming that round. For the time being navi2 performance for desktop is unknown.
     
  4. Stormyandcold

    Stormyandcold Ancient Guru

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    Which is already disproven even before it's released. Series X is next up, however, I think it has a bit more chance to live up to expectations due to design and cooling. However, I don't believe it'll be RTX2080ti level and if what info is out now is to be believed, then, the PS5 technically isn't even RTX2070 level gpu-wise.
     

  5. Astyanax

    Astyanax Ancient Guru

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    no consumer version of windows can make ReFS volumes at this point.
     
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  6. PrMinisterGR

    PrMinisterGR Ancient Guru

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    That's just plainly stupid, no matter the possible optimization. I can see needing a 2080Ti level of performance to get the same framerate on some games, but that will probably happen after everything is optimized to the brim. The general rule for this generation used to be that having +50% of the current raw performance of the hardware in the console, but RDNA 2.0 seems to be more efficient.
    "Some NTFS features are not implemented in ReFS. These include object IDs, 8.3 filename, NTFS compression, Encrypting File System (EFS), transactional NTFS, hard links, extended attributes, and disk quotas.[6][2][18] In addition, Windows cannot be booted from a ReFS volume.[2] Dynamic disks with mirrored or striped volumes are replaced with mirrored or striped storage pools provided by Storage Spaces; however, automated error-correction is only supported on mirrored spaces. Data deduplication was missing in early versions of ReFS.[2] It was implemented in v3.2, debuting in Windows Server v1709.[3]"

    Comparing this to filesystems like ZFS is insulting to them :p
     
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  7. itpro

    itpro Maha Guru

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    Win10 pro for workstations isn't really business only either. A prosumer who knows what he seeks to achieve will always take a step further beyond, win10 pro isn't the best version for ages now.

    @PrMinisterGR Features and reliability wise it is inferior to ZFS and the likes of it. I talked about performance terms only. :D
     
  8. Dribble

    Dribble Master Guru

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    This is last of us 2 tech comparsion:
    It runs on a PS4 and to me seems more next gen then the unreal 5 demo. The character models, the way they move, the way they respond to each other, even the way their clothes "get wet". They have made the most important things (the characters) look so much more real, which is just more important then a prettier higher detail background which is what UE5 seemed to be showing off. That's what I think UE need to be making easy to do. It should be standard not something only a that some very smart people at naughty dog manage to pull off.
     
  9. Fox2232

    Fox2232 Ancient Guru

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    Important parts are:
    - PS5 is not as strong as XSX.
    - 30~40fps for given graphics on 4K on gaming console is good.
    - Given technique has performance self regulation, therefore 1440p will deliver 60fps+.
    - UE is still having tons of extra optimizations for nVidia even while it is getting AMD's features on board.
    What you consider "next gen" in Last of Us 2 is as next gen as 10 years old Heavy Rain.
    It is just motion capture of real people and it has been done over and over again. It was never about engine, but about expense of recording interaction of real people and replaying it on screen 1:1. (UE can replay mocap as well and for longer.)

    Face looks real to you, well... That UE5 demo uses exactly same method for generation of terrain assets. It is scan of some real world environment. But on top of that UE5 demo had subsurface scattering which made skin look more realistic than what LoS2 has.

    You really thought that LoS2 getting wet was good? It was not. In rain, characters get more wet than physically possible. (Overblown specularity in shader.) And when they swim and submerge their face, it is still dry instant it gets above water. Same goes for hair and clothing. At least arms drip as character leaves water. Sadly this "trick" does not apply when character is above water, yet still in water.

    That's what you get in highly prescripted environments and games. Maybe if you'd listen UE5 demo, movement of character in environment like hand/feet/torso placement is dynamic to surroundings.

    Naughty Dog's people are not smart for doing it, they spent considerable time doing it. Smart != Effort. UE5 is doing things smart, so artists, game designers, ... can focus at what's important to them.
     
    Last edited: Jun 1, 2020
  10. fantaskarsef

    fantaskarsef Ancient Guru

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    We're in 2020 and it's still about 30fps... I honestly can say, it works for many games, but it's a shame really, we're not in TV times with 24/25 fps limitations by the display tech. Luckily for consoles, variable refresh rates find their way onto TVs these days.
     

  11. Fox2232

    Fox2232 Ancient Guru

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    I do agree that 30~40 fps is trash. But it being 4K really tells potential for lower resolutions. If It can deliver that kind of graphics consistently on 1080p and 90fps+ then users will be happy.
    With little upscaling and sharpening, it may be fine for 1440p.

    I am likely to stay on 1080p even as RDNA2 drops in. I like that spare performance as that eliminates GPU based stutter. And I am happy that consoles have enough powerful threads as that eliminates CPU based stutter.

    AMD should really expand that Radeon Boost functionality to work based on frametimes. If they integrate it into core libraries on consoles, then people can have consistently high framerates and enjoy extra details when things are not hectic.
     
  12. Redemption80

    Redemption80 Ancient Guru

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    It's because graphics sell better than framerate, many devs likely manage a solid 60fps, but then they or the publisher decide the game does not stand out visually and everything needs cranked up.

    30fps pretty much being the standard for game trailers doesn't help either.

    Hopefully we see more options on consoles.
    More than two would be ideal.
    1. Native 4k, everything maxed but capped at 30fps
    2. Upscaled 4k/60.
    3. Native 4k/60 but reduced settings.
    4. 120hz option with an aggressive dynamic resolution/settings.
    Probably unlikely, but would be nice.
     

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