With Unreal Engine 5 Nanite, the notion of LOD might be a bit confusing. For the demo buildings for instance, you have a couple of simpler materials used beyond a certain distance, think there's 3-5 in total. The highest quality material has an extremely large viewing distance already, at least a full kilometer, so the material needs to provides interesting visuals at 1km,500meters,100meters,10meters,1meters... viewing distances. You do so by combining submaterials together.
I just found a new command that might help reducing hitching. Having a greater value allows to store more nanite data in memory, reducing IO access. Having a value to big, causes artifacts in the nanite meshes. I set mine to 1500. Higher values and I started to have artifacts. But people with GPUs with more vram, probably can have higher value. r.Nanite.Streaming.StreamingPoolSize Default seems to be 512
I made a new version to download, with DLSS, a graphic menu etc... all on latest Unreal Engine build from today: /*removed i'll make a version supporting more GPUs than last gen*/
read ne awesome.thank you for the build * If you have any remarks or suggestions you can find me on Twitter: https://twitter.com/Max_Dupt * * Congratulations on downloading the 19.5Gb Matrix city demo ! * This demo has been packaged using the most recent Unreal Engine 5 version: 5.1 from 04/28/2022, ue5-main "Localization Automation using CL 19951194",commit e2669d4 * * A game menu has been added to edit controls, graphic options, managed DLSS/DLAA, as well as toggle the cinematic camera options. * Keep in mind that using low quality preset on Post-Process will de facto override the cinematic camera depth of field. * * Compared to the original version, you can now use the drone camera and make your character spawn on top of buildings. * By pressing 1,2,...0 as well as shift+1,shift+2,... Alt+1,Alt+2,... You can now spawn vehicles like the police cars, trucks, bus...! * * All police cars are on alert! Enabled their police light and added a siren sound. * * Added First Person perspective for both walking around and driving, toggled using the 'V' key or arrow right on GamePads * * By pressing left mouse button, your character is virtually firing at vehicles, you can break windows and see the damage system of vehicles at work.
Any footage of any upcoming aaa fps title that uses this engine? I wanna try out the feel of the weapon movement, weapon position onnscreen
Fortnite moved to UE5. But that's about it. UE5 as a proper fully released, production ready, engine just came out this month. So way too early for that. Footage though. Curious as well. *edit* Some info about some games that will be using UE5 https://www.gamewatcher.com/news/unreal-engine-5-games
I'll make another build that support more GPUs as right now the one i shared requires DX12 Ultimate support. Also noticed some issues likes wheels not properly touching the floor, found some assets i forgot to fully setup after debugging them.
Only 3 fps titles using this engine , all other are 3rd person, maybe quantum error can give us an impression on the animations and graphics, although i d like a crysis like game using ue5, that would be awesome
I'm still tilted to no end that as many times as Tim has talked about open sourcing Unreal 1, as they have stated that they very much could do so - they still haven't done that. Silver lining is that they have offhanded source to a closed group known as Old Unreal quite some time ago to offload maintenance to them but they're still not allowed to publicize that code, even though again - a single word from Tim would've likely set it free along with years of community patches. That along with grudge for never monetizing Unreal franchise past outsourced 2nd game, not even a remake of first game on UE5, that would've been easy money and good homage, yet nothing. Fortnite is the sole project they care about.
... looks like it's actually running the software renderer Which to be fair, Unreal had a killer software renderer