MasterCornholio
Member
PS5 and XSX users install only this games?
These are native games. All games will be native at some point. So it's more of a study of what might be instead what happened with last gen games.
Hopefully that helps.
PS5 and XSX users install only this games?
This so much. Considering the game is releasing this year by the way it goes, cancelling the PS4 version wouldn't make the PS5 version better, there's just too much work to be done reworking the game to get rid off PS4 limitations and too little time.The game would have already been designed as a cross-gen game. Nothing would be gained from canceling the PS4 version at this point.
I agree that it's too late to do anything meaningful with the game design, but it can help devs push the visuals like foliage density and NPCs. I looked at the Halo Infinte demo and all I could see were last gen constraints holding back the game. Clearly the xsx is more than capable of running the game with better visuals but everything from the character models, their lighting engine, and foliage quality was designed around a 1.3 tflops GPU and it showed. Cancelling the x1 versions wouldve allowed them to take the next year or so just going back and redoing the visuals with higher quality assets and focus all their work on implementing a better lighting engine without worrying about how it would play with last gen hardware.This so much. Considering the game is releasing this year by the way it goes, cancelling the PS4 version wouldn't make the PS5 version better, there's just too much work to be done reworking the game to get rid off PS4 limitations and too little time.
I agree that it's too late to do anything meaningful with the game design, but it can help devs push the visuals like foliage density and NPCs.
People always compare cutscenes (for obvious reasons), but gameplay comparisons would be more useful.So, Horizon forbidden west gameplay is coming tomorrow, we're all anxious about seeing how the game will look, being a cross gen game.
Let us take a look at how Sony's 1st party studio handle triple A cross-gen launch game such as Miles Morales. So I downloaded PS4 version of Miles Morales on my PS5 to compare the 2 versions.
The following images are taken straight from my ps5 using create button on DualSense.
There are several differences between the two versions aside from Raytracing.
Ps5 has better lighting due to more dynamic light source.
Ps5 has more shadows due to more dynamic light source.
PS5 has better Subsurface scattering and better hair rendering, and looks closer to pre rendered CGI.
So, many people think Miles Morales looks the same version across Ps4 and ps5 aside from Raytracing and 60fps, that's not true at all. Ps5 definitely looks better even without Raytracing. I strongly believe HZ FW PS5 version will also have the distinct look than ps4 version, apart from Raytracing and higher resolution.
Thank you for this.So, Horizon forbidden west gameplay is coming tomorrow, we're all anxious about seeing how the game will look, being a cross gen game.
Let us take a look at how Sony's 1st party studio handle triple A cross-gen launch game such as Miles Morales. So I downloaded PS4 version of Miles Morales on my PS5 to compare the 2 versions.
The following images are taken straight from my ps5 using create button on DualSense.
There are several differences between the two versions aside from Raytracing.
Ps5 has better lighting due to more dynamic light source.
Ps5 has more shadows due to more dynamic light source.
PS5 has better Subsurface scattering and better hair rendering, and looks closer to pre rendered CGI.
So, many people think Miles Morales looks the same version across Ps4 and ps5 aside from Raytracing and 60fps, that's not true at all. Ps5 definitely looks better even without Raytracing. I strongly believe HZ FW PS5 version will also have the distinct look than ps4 version, apart from Raytracing and higher resolution.
My god this UNreal engine demo area looks amazing. they are walking around a big open area right now.
Running on series x!!!
Their new AAA solution 'Temporal Super Resolution' creates sharper and stable image than before with quality approaching native 4k at the cost of 1080p.
There were shots in the beginning running on XSX and PS5. The rest of the demo was running on PC as it was all shown through the editor.It wasn't running on a PC? sorry I was in the live stream and didn't saw or hear the series X name.
That custom I/O on both consoles let them get away with only 8 core CPUs and far less RAM. Also once again shows the consoles are roughly at RTX 2080 levels of GPU power.Valley of the Ancient is a separate download of around 100 GB. If you want to run the full demo, the minimum system requirements are an NVIDIA GTX 1080 or AMD RX Vega 64 graphics card or higher, with 8 GB of VRAM and 32 GB of system RAM. For 30 FPS, we recommend a 12-core CPU at 3.4 GHz, with an NVIDIA RTX 2080 or AMD Radeon 5700 XT graphics card or higher, and 64 GB of system RAM. We have successfully run the demo on PlayStation 5 and Xbox Series X consoles at full performance.
Can I install it right now? I have a 2080 that should be able to run this, but only a 6 core CPU. I want to see what framerates i get.Damn, what is needed to run the UE5 demo at the same performance as PS5/XSX:
That custom I/O on both consoles let them get away with only 8 core CPUs and far less RAM. Also once again shows the consoles are roughly at RTX 2080 levels of GPU power.
Isn't that last GIF from that formerly untitled 'Project Athia' that Square was working on?Some gifs from the UE5 demo.
lol no. Project Athia wishes it looked that good. ;pIsn't that last GIF from that formerly untitled 'Project Athia' that Square was working on?
That's pretty amazing, can't wait for new games on that!Damn, what is needed to run the UE5 demo at the same performance as PS5/XSX:
That custom I/O on both consoles let them get away with only 8 core CPUs and far less RAM. Also once again shows the consoles are roughly at RTX 2080 levels of GPU power.
AH! Ok. Thanks! Where are you seeing this "live" right now? I've missed something, apparently.lol no. Project Athia wishes it looked that good. ;p
Looks last gen compared to UE5.
It went live at 10AM this morning. You can watch the whole 15 minute video here. Thats where I took all the gifs.AH! Ok. Thanks! Where are you seeing this "live" right now? I've missed something, apparently.
Yeah, the only thing is that like past UE demo's...we probably won't actually see games QUITE up to that level. Or at least not until much later in the generation. Still...if it's the I/O of the two machines driving this kind of thing...you would think that means it would be possible! I sure hope so as that looks AWESOME.lol no. Project Athia wishes it looked that good. ;p
Looks last gen compared to UE5.
Possibly even MS, but hey these guys are talking to devs and I would guess that Epic have a big word in all of this. Remembering X360 situation with EPIC....The minimum reqs for this demo show Cerny was correct with streaming in large data amounts
Recommended is more eye opening. 64 GBs? That tells me that the PCs are basically bruteforcing everything like I had expected. Both Sony and MS have done a phenomenal job with their I/O to get away with just 16GB of RAM when PCs are asking for 64 GB of System RAM on top of the 8GB of VRAM in GPUs.The minimum reqs for this demo show Cerny was correct with streaming in large data amounts
Valley of the Ancient is a separate download of around 100 GB. If you want to run the full demo, the minimum system requirements are an NVIDIA GTX 1080 or AMD RX Vega 64 graphics card or higher, with 8 GB of VRAM and 32 GB of system RAM. For 30 FPS, we recommend a 12-core CPU at 3.4 GHz, with an NVIDIA RTX 2080 or AMD Radeon 5700 XT graphics card or higher, and 64 GB of system RAM. We have successfully run the demo on PlayStation 5 and Xbox Series X consoles at full performance.
12 core, rtx2080 and 64gb of ram for 30 fps ? savage requirements for pc playersRecommended is more eye opening. 64 GBs? That tells me that the PCs are basically bruteforcing everything like I had expected. Both Sony and MS have done a phenomenal job with their I/O to get away with just 16GB of RAM when PCs are asking for 64 GB of System RAM on top of the 8GB of VRAM in GPUs.
I only have 16 GB of RAM plus 8 GB of VRAM and 6 core CPU so I am very curious to see just what kind of performance I get. I suspect it will run just fine and Epic are likely including the overhead of the editor in their recommend and minimum requirements.
Yeah, but check the main UE5 thread, a bunch of PC gamers are taking a victory lap there lol. At least I called it. PCs can brute force anything.12 core, rtx2080 and 64gb of ram for 30 fps ? savage requirements for pc players
Joke in 20fps....
Doesn't matter. The point of my post is to show how different between 2 gen consoles (ps4 vs ps5). During gameplay, this will also reproduce the same result. I compared cutscenes because it is much easier to match the same frame, i didn't have much time too.People always compare cutscenes (for obvious reasons), but gameplay comparisons would be more useful.
100GB huh? edit: Ah, at least that's the project... but.. imagine working on a full game lolRecommended is more eye opening. 64 GBs? That tells me that the PCs are basically bruteforcing everything like I had expected. Both Sony and MS have done a phenomenal job with their I/O to get away with just 16GB of RAM when PCs are asking for 64 GB of System RAM on top of the 8GB of VRAM in GPUs.
I only have 16 GB of RAM plus 8 GB of VRAM and 6 core CPU so I am very curious to see just what kind of performance I get. I suspect it will run just fine and Epic are likely including the overhead of the editor in their recommend and minimum requirements.
no we only have what this particular set of tools for this demo require.100GB huh? edit: Ah, at least that's the project... but.. imagine working on a full game lol
So we have no real clue what an actual game or even game demo would require from any sort of PC requirements.
What is the video where is Series X console visible? I am sort of confused, which one is it, there were a lot of videos here...Wonder how much Microsoft paid Epic for that new UE5 demo…..
The start of the UE5 demo today showed some panning shots of rocks with "Xbox Series X" in the corner, followed by some panning shots with "PlayStation 5" in the corner. The rest of the demo today was on PC in editor.What is the video where is Series X console visible? I am sort of confused, which one is it, there were a lot of videos here...
Well those tools would be the engine.. but a project pre-build is going to be bloated. And the RAM/CPU requirements they mention really depend on how UE5 or this version of UE5 can "run" a project. With UE4 you can run the editor in game mode, and then it's using some extra overhead for profiling and whatnot, and assets aren't necessarily optimized.no we only have what this particular set of tools for this demo require.
So basically during import meshes are broken down in pieces, each one of these pieces are simplified at various levels creating a hierarchy of triangle groups with the restriction of keeping the seams of each piece the same between LODs. When rendering the engine chooses which LOD to use depending on the camera.During rendering: clusters are swapped on the fly at varying levels of detail based on the camera view, and connect perfectly without cracks to neighboring clusters within the same object
The massive disclaimer with the demo today was that it was done in an early access build of the engine. Certain features might be missing and the engine and its underlying tools are being tweaked, tuned and optimised as we speak. The outcome might possibly be entirely different with the full production build of the engine. For now though, the future looks bright and who knows, when the finished engine build reaches the hands of developers spec requirements might be reduced.Well those tools would be the engine.. but a project pre-build is going to be bloated. And the RAM/CPU requirements they mention really depend on how UE5 or this version of UE5 can "run" a project. With UE4 you can run the editor in game mode, and then it's using some extra overhead for profiling and whatnot, and assets aren't necessarily optimized.
None of the numbers may be particularly realistic compared to an actually built or "cooked" game.
I understand what you’re saying, but they never said there wouldn’t be varying levels of detail, but that the developer wouldn’t have to manually create all of the various LODs. That’s the huge plus for devs and it’s a massive time-saver. Any engine is going to have varying levels of detail, but it’s how it gets there, how seamless they are, and how efficient it is to create that matters.From the Nanite documentation here:
So basically during import meshes are broken down in pieces, each one of these pieces are simplified at various levels creating a hierarchy of triangle groups with the restriction of keeping the seams of each piece the same between LODs. When rendering the engine chooses which LOD to use depending on the camera.
Can we now please stop with the no-LOD system in UE5?
Also it seems I was completely wrong and they don't use SDF representations of the meshes but use something more similar to meshlets instead.
Yeah for sure; nothing here numbers wise should be taken too seriously.The massive disclaimer with the demo today was that it was done in an early access build of the engine. Certain features might be missing and the engine and its underlying tools are being tweaked, tuned and optimised as we speak. The outcome might possibly be entirely different with the full production build of the engine. For now though, the future looks bright and who knows, when the finished engine build reaches the hands of developers spec requirements might be reduced.
i remember epic saying last year, last minute they had to rewrite parts of the engine to even account for the PS5 I/O.And as others are talking about; definitely seems the engine itself auto-generates multiple LOD levels. Some guessed that, and it was a bit of a "read between the lines, if LODs weren't actually used they'd have said it" thing lol.. but I was kinda hoping for some revolutionary tech beyond "this tech just uses an insane amount of data to accomplish the detail levels we are showing off."
I hope people lower their expectation for real games using this tech.. I think we'll see gorgeous games either way, but I don't think this demo is representative of what any game is going to look like this generation from a triangles standpoint.
Also really not surprised to see XSX and PS5 both running the demo at full performance. There's little reason to think that the demo was actually able to utilize every ounce of PS5's I/O. That I/O is just way ahead of it's time IMO.. even for an unrealistic demo, you aren't going to be pushing that much data around.
I understand what you’re saying, but they never said there wouldn’t be varying levels of detail, but that the developer wouldn’t have to manually create all of the various LODs. That’s the huge plus for devs and it’s a massive time-saver. Any engine is going to have varying levels of detail, but it’s how it gets there, how seamless they are, and how efficient it is to create that matters.