Epic's reveal of Unreal Engine 5 running in real-time on PlayStation 5 delivered one of the seismic news events of the year and our first real 'taste' of the future of gaming. A true generational leap in terms of sheer density of detail, alongside the complete elimination of LOD pop-in, UE5 adopts a radical approach to processing geometry in combination with advanced global illumination technology. The end result is quite unlike anything we've seen before, but what is the actual nature of the new renderer? How does it deliver this next-gen leap - and are there any drawbacks?
Watching the online reaction to the tech trailer has thrown up some interesting questions but some baffling responses too. The fixation on the main character squeezing through a crevice was particularly puzzling but to make things clear, this is obviously a creative decision, not a means to slow down the character to load in more data - it really is that simple. Meanwhile, the dynamic resolution with a modal 1440p pixel count has also drawn some negative reaction. We have access to 20 uncompressed grabs from the trailer: they defy traditional pixel counting techniques.
Some interesting topics have been raised, however. The 'one triangle per pixel' approach of UE5 was demonstrated with 30fps content, so there are questions about how good 60fps content may look. There have also been some interesting points raised about how the system works with dynamic geometry, as well as transparencies like hair or foliage. Memory management is a hot topic too: a big part of the UE5 story is how original, full fidelity assets can be used unaltered, unoptimised, in-game - so how is this processed? So, to what extent is the Lumen in the Land of Nanite tech demo leveraging that immense 5.5GB/s of uncompressed memory bandwidth?
Core to the innovation in Unreal Engine 5 is the system dubbed Nanite, the micro-polygon renderer that delivers the unprecedented detail seen in the tech demo.
"With Nanite, we don't have to bake normal maps from a high-resolution model to a low-resolution game asset; we can import the high-resolution model directly in the engine. Unreal Engine supports Virtual Texturing, which means we can texture our models with many 8K textures without overloading the GPU." Jerome Platteaux, Epic's special projects art director, told Digital Foundry. He says that each asset has 8K texture for base colour, another 8K texture for metalness/roughness and a final 8K texture for the normal map. So, we end up with eight sets of 8K textures, for a total of 24 8K textures for one statue alone," he adds.
ince detail is tied to pixel amount in screen size, there is no more hard cut-off - no LOD 'popping' as you see in current rendering systems. Likewise, ideally, it should not have that 'boiling' look like you can see with standard displacement as seen in with ground terrain in a game like 2015's Star Wars Battlefront (which still holds up beautifully today, it has to be said).
In lieu of triangle-based hardware-accelerated ray tracing, te UE5 demo on PlayStation 5 utilises screen-space as seen in current generation games to cover small details, which are then combined with a virtualised shadow map.
"Really, the core method here, and the reason there is such a jump in shadow fidelity, is virtual shadow maps. This is basically virtual textures but for shadow maps. Nanite enables a number of things we simply couldn't do before, such as rendering into virtualised shadow maps very efficiently. We pick the resolution of the virtual shadow map for each pixel such that the texels are pixel-sized, so roughly one texel per pixel, and thus razor sharp shadows. This effectively gives us 16K shadow maps for every light in the demo where previously we'd use maybe 2K at most. High resolution is great, but we want physically plausible soft shadows
We were also really curious about exactly how geometry is processed, whether Nanite uses a fully software-based raw compute approach (which would work well across all systems, including PC GPUs that aren't certified with the full DirectX 12 Ultimate) or whether Epic taps into the power of mesh shaders, or primitive shaders as Sony describes them for PlayStation 5. The answer is intriguing.
"The vast majority of triangles are software rasterised using hyper-optimised compute shaders specifically designed for the advantages we can exploit," explains Brian Karis. "As a result, we've been able to leave hardware rasterisers in the dust at this specific task. Software rasterisation is a core component of Nanite that allows it to achieve what it does. We can't beat hardware rasterisers in all cases though so we'll use hardware when we've determined it's the faster path. On PlayStation 5 we use primitive shaders for that path which is considerably faster than using the old pipeline we had before with vertex shaders."
he other fundamental technology that debuts in the Unreal Engine 5 technology demo is Lumen - Epic's answer to one of the holy grails of rendering: real-time dynamic global illumination. Lumen is essentially a non-triangle ray tracing based version of bounced lighting - which basically distributes light around the scene after the first hit of lighting.
"Lumen uses ray tracing to solve indirect lighting, but not triangle ray tracing," explains Daniel Wright, technical director of graphics at Epic. "Lumen traces rays against a scene representation consisting of signed distance fields, voxels and height fields. As a result, it requires no special ray tracing hardware."
To achieve fully dynamic real-time GI, Lumen has a specific hierarchy. "Lumen uses a combination of different techniques to efficiently trace rays," continues Wright. "Screen-space traces handle tiny details, mesh signed distance field traces handle medium-scale light transfer and voxel traces handle large scale light transfer."
And finally, the smallest details in the scene are traced in screen-space, much like the screen-space global illumination we saw demoed in Gears of War 5 on Xbox Series X. By utilising varying levels of detail for object size and utilising screen-space information for the most complex smaller detail, Lumen saves on GPU time when compared to hardware triangle ray tracing.
Another crucial technique in maintaining performance is through the use of temporal accumulation, where mapping the movement of light bounces occurs over time, from frame to frame to frame.
Spin? So you're implying that Epic made their brand new engine compatible with only specific a piece of hardware?How does one spin this into less ssd = same visuals? Lets find out soon in this thread
I think he is implying people will try to argue that, not him though.Spin? So you're implying that Epic made their brand new engine compatible with only specific piece of hardware?
I think the question everyone wants answered is this: How would this tech demo look and run on Xbox Series X. My bet is "exactly the same". Maybe, maybe X could push a higher res, or framerate ceiling. MS should really put out a tech demo of its own just to show the performance and get out in front of /diminish all this PS5 wins cause SSD BS.
Depends on a couple of factors of course. How big is was this demo and how big are those assets? If they are so big that you need a PS5 speed of SSD, then the XSX can't do this. But then again, if they are so big, will developers ever create something like that? That takes huge amounts of time for a complete game (not just a demo), and how big is this game going to be? 300GB or even more? Demo's are nice because you can put a lot of resources in only a small world, and use the whole system for it. But that doesn't always realistically translate to real cases, and then you can't really use that speed to your advantage.I think the question everyone wants answered is this: How would this tech demo look and run on Xbox Series X. My bet is "exactly the same". Maybe, maybe X could push a higher res, or framerate ceiling. MS should really put out a tech demo of its own just to show the performance and get out in front of /diminish all this PS5 wins cause SSD BS.
12.28 TF is orders of magnitude better than 10.28! and that SSD adds no TF at all, so whatever.How does one spin this into less ssd = same visuals? Lets find out soon in this thread
I think it is a question of when, not if, MS will put out the XsX UE5 demo. Do they wait until July? Do they do it ASAP?
Spin? So you're implying that Epic made their brand new engine compatible with only specific piece of hardware?
12.28 TF is orders of magnitude better than 10.28! and that SSD adds no TF at all, so whatever.
I still don't get how they pull all these models into memory, and where they store them... that demo should be above 1TB by itself :-/
I think the question everyone wants answered is this: How would this tech demo look and run on Xbox Series X. My bet is "exactly the same". Maybe, maybe X could push a higher res, or framerate ceiling. MS should really put out a tech demo of its own just to show the performance and get out in front of /diminish all this PS5 wins cause SSD BS.
I hope not, using a last generation game and tacking on new techniques wouldn't make MS look any better right now. It needs to be built for the XSX and the XSX onlyMaybe they'll have a demo showing Gears5 using the tech? They already had the screen space GI demo with it, so I could see a lumen demo coming.
Lighting is great, and is basically faux ray tracing
If it uses far less resources and looks like that, I couldnt give a fuck about ray tracing
As long as it speeds up dev time to worry about other stuff, like fixing bugs, I'm all for this lighting solution
On pc ray tracing basically means half your frame rate
Yeah faux RT. The lighting still looks current gen.
Nvidia newest RT demo, the marble game, shows off hardware RT. Very realistic feels and sight!
If it pushes an higer resolution (let's say 1600p instead of 1440p) it won't push an higer frame rate, if it pushes an higher frame rate (60fps) it will have to cut the resolution, likely close to 1080p... unless it cuts on the details, then it would have to render less details, so obviously it would run better... and it's very likely that it would look so close that nobody would know better and they enjoy the higher resolution and/of frame rate more than they would notice the compromise, but that would not be because of the GPU.I think the question everyone wants answered is this: How would this tech demo look and run on Xbox Series X. My bet is "exactly the same". Maybe, maybe X could push a higher res, or framerate ceiling. MS should really put out a tech demo of its own just to show the performance and get out in front of /diminish all this PS5 wins cause SSD BS.
I bet we have the main argument over the next couple of years.Yeah faux RT. The lighting still looks current gen.
Nvidia newest RT demo, the marble game, shows off hardware RT. Very realistic feels and sight!
I don't think people think like you do. There is a cost to everything and there will be trade offs, like you mentioned. I'm not making the argument that the PS5's SSD is making up for the lower TF numbers, but if this tech is relying so much on streaming of assets, streaming of "billions" of triangles (If it pushes an higer resolution (let's say 1600p instead of 1440p) it won't push an higer frame rate, if it pushes an higher frame rate (60fps) it will have to cut the resolution, likely close to 1080p... unless it cuts on the details, then it would have to render less details, so obviously it would run better... and it's very likely that it would look so close that nobody would know better and they enjoy the higher resolution and/of frame rate more than they would notice the compromise, but that would not be because of the GPU.
What I suspect is that like the TF it will make a difference in edge cases... only maybe more because it's twice as fast as the competition in therms of bandwidth as opposed to 15-20% difference in GPU computing power.I don't think people think like you do. There is a cost to everything and there will be trade offs, like you mentioned. I'm not making the argument that the PS5's SSD is making up for the lower TF numbers, but if this tech is relying so much on streaming of assets, streaming of "billions" of triangles () wouldn't the PS5's much higher speed make a difference? I'm asking cause I don't know.
Damn, Battlefront still looks pretty sick five years later.
They said it will be scale-able so a slower drive will get lower details
"You could render a version of this [demo on a system with an HDD], it would just be a lot lower detail," said Sweeney.
Hendrick's what's so funny?
Your dumb SSD agenda. No chance this would run worse on XSX. This demo not only performed poorly, but had nothing to do with SSD speeds.Hendrick's what's so funny?
Damn, Battlefront still looks pretty sick five years later.
Does that mean lower detail on a slower ssd/hdd then, like a rival console or pc then? If they're not using the same speed ssd as the demo (ps5 ssd)
So indirectly the ssd is adding to the detail of the game world, and does have a big impact?
Your dumb SSD agenda. No chance this would run worse on XSX. This demo not only performed poorly, but had nothing to do with SSD speeds.
You're not fooling anyone.Nah what's dumb is your blindness because my post had nothing to do with this running worse on Xbox SX
You're not fooling anyone.
I am not attached at all I just like to keep things honest. To your point though, perhaps I had you mixed up with another poster, so my mistake.Fooling someone by telling someone that it's not made just for PS5 & that it's scale-able so that it can even work with slower HDD?
Are you that emotionally attached to console brands that you think everything someone say is to hurt your console brand?
look back at the post that I replied to
I am not attached at all I just like to keep things honest. To your point though, perhaps I had you mixed up with another poster, so my mistake.
UE4 was an uninteractive demo and we got games which look better than it. And for some reason people doubt the new UE5 demo; we will get better looking games, biggest factor will probably be studio budgets.Fair comparison because it's demo vs. demo and from the same company.
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PS5 Tech Demo vs PS4 Tech Demos: a Look at How Far We’ve Come - ThisGenGaming
Epic Games made a huge announcement this morning by revealing their brand new Unreal Engine 5. Unreal Engine 5 is their next generation game engine and they showed it off today with a technical demo called “Lumen in the Land of Nanite” that was running on PlayStation 5. The demo was running...thisgengaming.com
It won't run worse but it will surely have lower quality assets. Sweeney specifically stated the top tier ssd is the reason this demo was possible. But lets ignore that and starts the spinzzYour dumb SSD agenda. No chance this would run worse on XSX. This demo not only performed poorly, but had nothing to do with SSD speeds.
It won't run worse but it will surely have lower quality assets. Sweeney specifically stated the top tier ssd is the reason this demo was possible. But lets ignore that and starts the spinzz
Alex from DF just put up an Inside Unreal Engine 5 article
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Inside Unreal Engine 5: how Epic delivers its generational leap
Epic's reveal of Unreal Engine 5 running in real-time on PlayStation 5 delivered one of the seismic news events of the …www.eurogamer.net
It's a long article, some snippets
The demo performed poorly?