Luigi Mario
Member
But one has 52 CUs and the other 36. Async benefits from more CUs, even if they run slower. As you can run more parallel.
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But one has 52 CUs and the other 36. Async benefits from more CUs, even if they run slower. As you can run more parallel.
The 5GB/s NVME speeds on the PS5 are a huge part of why UE5 works so well - especially nanite which is just streaming ALL.THE.TIME. But the higher bandwidth GDDR6 that it uses for ram and the 256bit bus is also a very hero there. Throughput is just really good.
So yeah, pound for pound the consoles are hard to beat.
As for the perf tool - the synthetic benchmark is something Epic wrote. Its really GPU oriented. IIRC it does like 8 GPU tests with various weights vs like one single core test on the CPU.
SMA and Resizable Bar both help but those are both about getting data to the GPU faster and won't really factor into the CPU rating.
We are actually in the middle of trying to figure out if there is a better version of testing the CPU and figuring the cost. Right now the minspec 9700k scores around a 185 and my 2 primary development machines (5950x 4.45 all core and 12900k stock) don't score all that much better. 220-240 depending on what else I have running. So that isn't really all that helpful for trying to determine average FPS or low 1%. We are working on it. Please give us time. This whole thing is pretty new.
I'll keep checking back if you have more questions. I love talking about game development and Immortals so this is a good time.
Devs from smaller teams love to talk lol only problem is when someone make a thread about the information that they give it gets locked & forgotten.More stuff from the greatest developer of all time! (it would be hilarious if this is some gaffer who is pulling our chain all this time)
He is willing to answer more questions so he's almost definitely fake because devs are typically never this open or accommodating. But go on and ask this dude any questions you all might have.
Not for 60fps with all features it isnt.It is getting obvious now UE5 is clearly not optimized. It is struggling on consoles and even on high end PC.
By the way i truly hope that "despite being close in hardware specs, the PS5 is a little better so we pushed fidelity a little more" part won't cause any trouble for the developer, that was perhaps too plain of a statement.
Unreal 5 is almost in beta state yet. It's not fully optimized yet.Not for 60fps with all features it isnt.
Seems like they are real. But who knows these days.Is the dev real or fake? I'm getting confused here because that would change everything.
What do you think ? Do you think they would risk their job … on the internet you can be anyoneIs the dev real or fake? I'm getting confused here because that would change everything.
It is you , rightThis is the greatest dev of all times! I hope he keeps educating us.
Yes , 60 fpsAt least all the graphics don't matter give me fps people are happy. It's all about the gameplay right?
I take issue with the statement "UE5 works so well". Dropping to 40fps and running at 720p is not what I would call working well at all.More stuff from the greatest developer of all time! (it would be hilarious if this is some gaffer who is pulling our chain all this time)
He is willing to answer more questions so he's almost definitely fake because devs are typically never this open or accommodating. But go on and ask this dude any questions you all might have.
Remember,UE5 is still relatively new being refined to making shipping games with and having a lot of dynamic shit to make the world seem more alive.I take issue with the statement "UE5 works so well". Dropping to 40fps and running at 720p is not what I would call working well at all.
And that's with software lumen. Hardware lumen would drop the resolution to under 600p.
Fuck me, so it turns out the dev is fake?
How did we fall for this?
It is one dev and 1 game with all features .. learning this stuff on a industry level will take time .I take issue with the statement "UE5 works so well". Dropping to 40fps and running at 720p is not what I would call working well at all.
And that's with software lumen. Hardware lumen would drop the resolution to under 600p.
He is fake because he says ps5 is better and Adam’s Apple is butthurt.How do we know it was all fake?
Not only that, what is shocking is that it insinuates that the performance of PS5 gave it a chance to upload settings when the reality is that what this version asks for is the opposite. In fact, it is clearly the worst in terms of framerate.I take issue with the statement "UE5 works so well". Dropping to 40fps and running at 720p is not what I would call working well at all.
I am sure with enough time, 60fps could be more stable and resolution could be higher.XSS is hilarious. XSX is sad, PS5 even sadder.
Looks like UE5 games really need to be 30fps on these consoles, because this image quality and framerate consistency just isn't good enough. The game doesn't even look that great anyway, not sure what exactly UE5 is really bringing to the table here.
PS5 Pro now please.
What do you think ? Do you think they would risk their job … on the internet you can be anyone
Fuck me, so it turns out the dev is fake?
How did we fall for this?
Quantum Error's developer commented in a similar fashion relatively recently, it again caused quite a bit of backslash and accusations. It does happen.I mean we had devs talk about the hardware before so it can happen. I guess it depends on what you want to be true.
If he is a real developer, he knows full well that he is breaching NDA here with this level of detail. The other option Is that he is stupid o he want to be fine.Edit: If anything I would say the dev would say something if this can actually harm them. Pretty sure they don't want anyone to think they are breaking NDAs.
If he is a real developer, he knows full well that he is breaching NDA here with this level of detail. The other option Is that he is stupid o he want to be fine.
You only have to compare with the interview in DF and how restrained they are when it comes to going into certain details.
The logical thing is that there would be a reaction from the Studio asking for forgiveness or (if that is the case) denying the veracity at the moment in which all this spreads and has an effect on social networks and reaches the ears of those involved in the agreement to save professional secrets.
He might not be breaking any NDAs, he isn't giving the exact RAM amount usable for PS5 and XSX for example. He isn't going that deep about the differences in hardware in async compute. He is mostly sticking to already known data about the systems. That is his perspective and first hand experience which really seems too hard to digest for some. Accusations already begun, like clockwork as always.Well i have seen some major NDA breaches before like with that Sony engineer. Some people really do spill the beans and there will be consequences to that.
The validity of this will be revealed with time.
He might not be breaking any NDAs, he isn't giving the exact RAM amount usable for PS5 and XSX for example. He isn't going that deep about the differences in hardware in async compute. He is mostly sticking to already known data about the systems. That is his perspective and first hand experience which really seems to hard to digest for some. Accusations already begun, like clockwork as always.
You already have the usual suspects questioning his statements and his competence because they don't align with their preferred preconceived notions. They will go after the guys rep instead of contemplating the possibility that they could be wrong.He might not be breaking any NDAs, he isn't giving the exact RAM amount usable for PS5 and XSX for example. He isn't going that deep about the differences in hardware in async compute. He is mostly sticking to already known data about the systems. That is his perspective and first hand experience which really seems to hard to digest for some. Accusations already begun, like clockwork as always.
More stuff from the greatest developer of all time! (it would be hilarious if this is some gaffer who is pulling our chain all this time)
He is willing to answer more questions so he's almost definitely fake because devs are typically never this open or accommodating. But go on and ask this dude any questions you all might have.
Don't worry, they are working on the new onesI felt a great disturbance in the force when reading this... as if a million narratives cried out in terror and were suddenly silenced.
What a nice photo, they are all so happy. Like a happy family. Good for them, genuine smile is good.Don't worry, they are working on the new ones
Easily people will believe anything that fits their agenda/narrative.How do we know it was all fake?
The issue is that Nanite and Lumen are incredibly compute heavy and the consoles simply can't keep up.Are people saying the problem is actually UE5? Because that seems to be the problem. Marginal features at an incredible cost.
How does lowering the resolution help with compute-heavy requirements? I wouldn't have thought something like Lumen would care much.
avin
No matter your engine, or your resolution... EVERYTHING you do has to fit within a specific render time to hit any given framerate. And while for whatever reason this always gets ignored, every part of a system, GPU, RAM, Cache, IO...etc contributes to that render time. So if you have something in your engine that takes up say.. 10ms of a targeted 33ms frame budget, you may have to cut back on something else to stay within budget.How does lowering the resolution help with compute-heavy requirements? I wouldn't have thought something like Lumen would care much.
avin
He hasn't replied to the ini post since yesterday, I think the publisher ninja's got to him lol
If true that would confirm that he isn't a fake. Which depending on who you are could be either good or bad news.
Edit: We will just have to wait and see how long this lasts.
For the PS5 here are some of the changes we have in the device profile.
; Baseline
+CVars=r.SecondaryScreenPercentage.GameViewport=50 +CVars=r.PostProcessing.QuarterResolutionDownsample=1 +CVars=r.RenderTargetPoolMin=600 +CVars=r.LumenScene.SurfaceCache.CardMaxResolution=256 +CVars=r.Bloom.ScreenPercentage=25 +CVars=r.Lumen.Reflections.DownsampleFactor=3 +CVars=r.FreeSkeletalMeshBuffers=1 +CVars=r.SupportReversedIndexBuffers=0 +CVars=r.SupportDepthOnlyIndexBuffers=0
; Scalability Groups +CVars=sg.GlobalIlluminationQuality=2 +CVars=sg.AtmosphereQuality=2 ; CVars here used to be part of GI quality
+CVars=r.Lumen.Reflections.TraceMeshSDFs=0 ; Trace the global SDF instead +CVars=r.LumenScene.FastCameraMode=1 ; use less texel density, but update more frequently +CVars=r.Bloom.AsyncCompute=1
+CVars=r.LocalExposure=1 +CVars=r.LightShaftQuality=1
; Newly added skylight resolution CVar +CVars=ASC.SkylightMaxCubemapResolution=512
For the X we have
; Baseline
+CVars=r.SecondaryScreenPercentage.GameViewport=50 +CVars=r.PostProcessing.QuarterResolutionDownsample=1 +CVars=r.LumenScene.SurfaceCache.CardMaxResolution=256 +CVars=r.Bloom.ScreenPercentage=25 +CVars=r.Lumen.Reflections.DownsampleFactor=3 +CVars=r.FreeSkeletalMeshBuffers=1 +CVars=r.SupportReversedIndexBuffers=0 +CVars=r.SupportDepthOnlyIndexBuffers=0 +CVars=r.SSR.HalfResSceneColor=0 ; This can cause a crash if set to 1 +CVars=r.Lumen.Reflections.TraceMeshSDFs=0 ; Trace the global SDF instead +CVars=r.LumenScene.FastCameraMode=1 ; use less texel density, but update more frequently +CVars=r.Bloom.AsyncCompute=1 +CVars=r.FidelityFX.FSR2.Sharpness=0 ; To avoid artifacts
; Newly added skylight resolution CVars +CVars=ASC.SkylightMaxCubemapResolution=512
as well as the X specific overrides
[XSX_Anaconda DeviceProfile]
DeviceType=XSX BaseProfileName=XSX +CVars=r.SecondaryScreenPercentage.GameViewport=50 ; We want a 1080p secondary screen viewport +CVars=sg.ViewDistanceQuality=3 +CVars=sg.AntiAliasingQuality=3 +CVars=sg.PostProcessQuality=3 +CVars=sg.TextureQuality=3 +CVars=sg.EffectsQuality=3 +CVars=sg.FoliageQuality=3 +CVars=sg.ShadowQuality=2 +CVars=sg.ShadowResolutionQuality=2 +CVars=sg.ShadowMeshQuality=2 +CVars=sg.ShadingQuality=3 +CVars=sg.GlobalIlluminationQuality=2 +CVars=sg.AtmosphereQuality=2 +CVars=r.Streaming.MaxEffectiveScreenSize=1080 +CVars=r.Streaming.PoolSize=4096 ; Overkill but necessary to avoid pool overflow (perf hit) and has not been known to cause emergency memory pressure ; Virtual texture pools in XSXEngine.ini are scaled to XSS ; Here we make sure to configure the pool scalability to better fit the XSX +CVars=r.VT.PoolSizeScale.Group0=4 ; x4 because she's worth it +CVars=r.VT.PoolSizeScale.Group1=4 +CVars=r.VT.PoolSizeScale.Group2=4 ; There are only 3 groups that we can scale
+CVars=r.LocalExposure=1 +CVars=r.LightShaftQuality=1
There is a bit more spread over a few other files but that should give you and idea of what we are dealing with.
He has replied, here's the ini configs he posted.
This is mostly greek to me but just eye-balling it looks like the parameters are almost entirely identical between the two, barring some specific console level ini lines thta are in one but not the other.
Like, the Xbox section has a view distance and anti aliasing ini line, of course the PS5 would use them too but they're not written in the PS5 section, and some settings vice versa.
Dude multiple developers have openly given digital foundry exact ps5 and xsx settings for their games before. There is no nda here when it comes to this stuff.If he is a real developer, he knows full well that he is breaching NDA here with this level of detail. The other option Is that he is stupid o he want to be fine.
You only have to compare with the interview in DF and how restrained they are when it comes to going into certain details.
The logical thing is that there would be a reaction from the Studio asking for forgiveness or (if that is the case) denying the veracity at the moment in which all this spreads and has an effect on social networks and reaches the ears of those involved in the agreement to save professional secrets.