DeepEnigma
Gold Member
It's not enough they're burning with envy... they're even fanning the flames![]()
Garbage.
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It's not enough they're burning with envy... they're even fanning the flames![]()
This demo gave a really good impression of what to expect this coming gen, but I don't think it took full advantage of the PS5 SSD either.Couple really important things that haven't really been pointed out yet.
First, this demo we saw was made on AN EARLY devkit and was made between last September and finished at some point before the original GDC date in March. I'd imagine this demo could've been finetuned even a little more on current devkits. That's exciting.
Second thing, remember after Road to PS5 the vocal crowd of people saying that "Only Sony first party games will take advantage of that SSD. It was a waste to focus on that instead of flops."
We now have undeniable proof that this isn't true. UE is the most popular game engine in the world and Sweeney flat out said they partnered with Sony to ensure that the engine takes as much advantage of Sony's SSD architecture as possible. Of course first party games will always be able to optimize the most, but make no mistake, third party devs will be utilizing the unique capabilities of the PS5 as well.
Garbage.
Just saw the PlayStation 5 tech demo, holy shit! That looks like a CGI rendered movie, it's unbelievable how this was rendered, the lighting system is just too good, better than any RTX lighting I have seen.
This in terms of textures, polygon counts, geometry, and lighting looks way better than that Hellblade 2 "In-engine" trailer, and it has NO LOD AT ALL, 0 LOD, NONE!
This stuff is breathtaking, this is the TRUE NEXT-GEN LEAP we have been waiting for!
Of course, Sony's 1st-party will have graphics that are going to be on-par or better in the future, you know how Naughty Dog, Santa Monica, Insomniac Games and many others will do.
You call it "garbage", I call it "dumpster fire."
But yes, still garbage.
My fuck what a lame ass salty headline. Right after trying to coopt that shit too (which I have no doubt will look the same on the XSX). Posers.
Then again, this is the same level of trash when he had a meltdown for being called out for sourcing a Google link to coopt his article for clocks, explain that the Xbox SAD won't play physical discs. Even tried to go to war with GAF on twitter over being made fun of.
After seeing the demo in wondering if RT is honestly even worth it now
I do think it'll run at a marginally higher res on XSX (not as high as 1800p), or have better effects; it's also clear the demo is leveraging PS5s SSD, so in some ways (an XSX version) will be less impressive than what we've seen today.
Man, those places have to be beautiful.Seems like you've never been to dry desert lands before. Be my guest and visit me here and I'll take you to places that look near-identical to those.![]()
I have no stocks in Microsoft nor Sony. I do have some AMD stock. Not that it should matter to you. And I am indeed trying very hard to do some work right now, but am actually distracted by the demo.you are trying so hard. have you some stocks in m$? or Phil is your father?
yes, rocks are brown, that is so wrong, it should be rainbows and sunshines, and pink, more pink. dust should be like gold. yeah, bad palette, reality is wrong.
It's very costly. But an alternative that still saves designers the trouble of ever baking lighting, without paying all that cost, is just as good. And some might argue, even better.After seeing the demo in wondering if RT is honestly even worth it now
I doubt people will be buying either console for the uhd drive.-I will add further insult to the injury that Sony has clearly stated that they want to PS4 owners to transition to PS5 as easily as possible (I dont know how they are going to do that).
-the Xbone S has Ultra-Blu Ray 4k Drive, which prolongs the life of Xbone even further
-As you stated, Lockhart will further confuse consumers to distinguish between 4TFLOP 4k console to a 6 TFLOP 4K 2017 Xbone X.
Its like MSFT is trying to throw a fishnet and getting many consumers as possible to buy into: Xbone S, Xbone X, Lockhart, XsX, PC. I guess this is good business wise?! I cant tell.
GI is only one part of Raytracing. there will also be reflections. I guess this will be the main difference between PS5 and xSX game next gen. Microsoft will take every opportunity to put in shiny reflective assets in their games regardless of artistic value.
I would like to congratulate all my fellow SSD truthers.
We won guys.![]()
Everyone who has seen ray tracing say that's one of, in not the biggest advancement in graphics they've seen. I'd take any version of it tbh.Do we really need such a taxing technique like RT when such image quality is possible with rasterization?
I have no stocks in Microsoft nor Sony. I do have some AMD stock. Not that it should matter to you. And I am indeed trying very hard to do some work right now, but am actually distracted by the demo.
I doubt people will be buying either console for the uhd drive.
Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters. Artists and designers can create more dynamic scenes using Lumen, for example, changing the sun angle for time of day, turning on a flashlight, or blowing a hole in the ceiling, and indirect lighting will adapt accordingly. Lumen erases the need to wait for lightmap bakes to finish and to author light map UVs—a huge time savings when an artist can move a light inside the Unreal Editor and lighting looks the same as when the game is run on console.
Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.
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Yes I'm wondering if storage becomes the bottleneck that makes taking advantage of the I/O speed for LOD difficult.
This is a dev's impression on the other site:From the commentary to the UE demo:
- the number of triangles of assets doesn't matter anymore: they said that the statue object was imported directly from Zbrush - no need to create LOD levels, reduce geometry, etc. They could've put a million of those statues in the scene, it does not hinder performance. of course you need a certain number of triangles to build the scene but the GPU processes only those visible. this will be GODSENT for dev studios. balancing of performance is a huge issue.
- they introduced several engines that work together: lighting (global illumination), physics (rigid body simulation will make destructible environments very realistic), animation (I love the smoothness of animation, it's beautiful, and also contextual, which is where the new CPU must play a big role), geometry and sound (will probably work in cooperation with Tempest),
- because there can be as many triangles on screen as pixels, resolution isn't that important anymore, because aliasing should stop being an issue, if I understand that correctly (no jaggies since there are no ramps).
If I'm wrong about anything, tell me.
By 2016 the OLED weren't that bright. I stick with my decision. Better HDR FTW!And now imagine, watching it on an OLED![]()
Global illumination is great, but screen space reflections blow donkey dick and need to go away. If global illumination can be done this way while reflections are done with RT you will have some pretty amazing visuals. For example, Spider-Man, when your character is clinch to a window, you will never see the other side of his body or the world behind you unless RT is on. That's huge for immersion and I'm sure there are ways it can be done utilizing less resources.Whats ray tracing and who cares, this blows ray tracing demos out of the water.
Micro polygons 8 K assets and mega fast streaming for the best visuals so far by a country mile.
According to the quoted tweet, UE5.Was Hellblade II using Unreal Engine 4 or 4.5?
This is a dev's impression on the other site:
![]()
All I can say is brace yourselves for the next gen.
This was touched upon on Twitter. Seems Epic have something for this they aren't ready to disclose. No idea why.
We just need a U5 game like splatoon but the level is his local rocks.We need to start a crowd funding campaign to getBo_Hazem out painting his local rocks pretty colours for the sake of next gen gaming.
Man, those places have to be beautiful.
Was Hellblade II using Unreal Engine 4 or 4.5?
According to the quoted tweet, UE5.
I thought it was just 4 but found it amusing he seems to imply it is using 5.0
Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.
I thought it was just 4 but found it amusing he seems to imply it is using 5.0
It is a very carefully worded! His studios use Unreal and of course will move over to UE5. He's calming the flock!![]()
It was not native at 1440p, it used a dynamic scaling reconstruction similar to how Horizon Zero Dawn and Ratchet & Clank did on the Pro. With that, I think it would probably hit the 1440p a bit less than the PS5. Effects will all be the same.
Devs are used to change their engine while making a game?
Now UE just relased the 4.25 but exists some programs where they taste some new features I think, Gears already did it so is possible they have a more advance version.Was Hellblade II using Unreal Engine 4 or 4.5?
I remember when the mind-blowing new tech was parallax scrolling.I've been so used to pixels being the main draw for so long with pushing graphics further but now it looks like the SSD pushing triangles is the new hotness for getting more detail on screen which I find difficult to fathom.
I doubt NT barely started dev on HB2 to be honest. Would UE5 be such a huge shift over 4 in any case?