Sony reacting to backlash over "marketing agreement" has signed another agreement to make people think there's no agreement.
I'm onto them...
Lol
Sony reacting to backlash over "marketing agreement" has signed another agreement to make people think there's no agreement.
I'm onto them...
Its even explain in the article.This. You guys are not understanding what they are actually saying. They are saying that handling of the geometry ONLY is as taxing as it is in FortNite. This doesn't account for all other areas, where there are more than likely huge differences from FortNite.
So they made a tech demo that doesn't demonstrate what the tech can actually do?
Breaking: Engine Developer talks about their Engine!What the fuck?
Their entire business model revolves around this engine.
The PS5 is plenty powerful enough to render fortnight geometry at native 4k. Maybe the lighting took the GPU grunt required to hit 4k? Dunno.They used reconstruction techniques to achieve 4K if I'm not mistaken.
One day we will see someone say that SSD will improve Ray tracing performance.
😬
Some people have already explained that the comparison with fortnite is being misinterpreted.The PS5 is plenty powerful enough to render fortnight geometry at native 4k. Maybe the lighting took the GPU grunt required to hit 4k? Dunno.
The SSD is so fast that it can load in a mention in the article seemlessly without having to refresh the page.Breaking: Engine Developer talks about their Engine!
More news at 5!
The funny thing is that the PS5 or SSD are not even mentioned in the article lol
Why do that then I can get my two cents in by just reading the title 😏
It would be nice if they showed or explained i/o speeds used in that demo. It's a great demo but it's grating that they did a tech demo then are kind of nebulous with the metrics. Are there metrics out there that they've shared?They absolutely did. They showed a demo that showed off how fast i/o streaming can change how we handle on screen rendering. The engine has literally been rewritten in parts around this. It's a major shift in tech.
Actually, the SSD is so fast that geometry that is not visible doesn't have to be computed/ rendered, freeing up massive amounts of budgeted resources for only what you see. It's using occlusion to the max because you can cycle in and out of memory only the geometry that is visible on screen without any noticeable hitching/ loading.
In past consoles, you would load in all of the geometry for a room/ scene at once and that would need to sit in memory until you reached the next loading zone which triggers the dump of those assets and the loading on new assets.
Because the loading can be done so quickly, there are technically no loading zones. Data is always loading. And because you don't have to budget for all assets in the zone at once, you can use the highest of high quality geometry which uses more memory and takes more resources to display on screen.
Making Unreal Engine 5
Behind the technology that's about to change game development for the next generationwww.pcgamesn.com
This comes from this and it seems much more interesting than the clickbait article
.
Actually, the SSD is so fast that geometry that is not visible doesn't have to be computed/ rendered, freeing up massive amounts of budgeted resources for only what you see. It's using occlusion to the max because you can cycle in and out of memory only the geometry that is visible on screen without any noticeable hitching/ loading.
In past consoles, you would load in all of the geometry for a room/ scene at once and that would need to sit in memory until you reached the next loading zone which triggers the dump of those assets and the loading on new assets.
Because the loading can be done so quickly, there are technically no loading zones. Data is always loading. And because you don't have to budget for all assets in the zone at once, you can use the highest of high quality geometry which uses more memory and takes more resources to display on screen.
It's not doing anything about the GPU's draw rate or what % of GPU time is spent on triangle drawing for a given scene.
OK, but holding assets in VRAM vs disc doesn't have any effect on the number of polygons the engine can push, does it? The comparison in the OP would be just as valid for a static scene where streaming isn't a concern at all.Actually, the SSD is so fast that geometry that is not visible doesn't have to be computed/ rendered, freeing up massive amounts of budgeted resources for only what you see. It's using occlusion to the max because you can cycle in and out of memory only the geometry that is visible on screen without any noticeable hitching/ loading.
In past consoles, you would load in all of the geometry for a room/ scene at once and that would need to sit in memory until you reached the next loading zone which triggers the dump of those assets and the loading on new assets.
Because the loading can be done so quickly, there are technically no loading zones. Data is always loading. And because you don't have to budget for all assets in the zone at once, you can use the highest of high quality geometry which uses more memory and takes more resources to display on screen.
Here's your PS5 headlines for the next few weeks, courtesy the Oracle of Delphi. You're welcome-
Epic: The PS5 is the holy grail of sex toys, and the new DualSense works great as a dildo.
Epic: The PS5 bluray discs can be used to solve Global Warming.
Epic: The PS5 will single-handedly end Donald Trump's presidency.
Epic: The Unreal 5 tech demo running on the PS5 cures depression
Thanks for explaining that. Sounds really cool.He's specifically talking about the geometry budget and how it's equivalent to rendering the geometry in Fortnite. He's basically bigging up the Nanite tech.
So, with Nanite, rendering the geometry of the UE5 demo at 1440p/30 is about equivalent to rendering the geometry for Fortnite at 4K/60 on current gen.
People want their post to be the one that 'wins' whatever discussion or argument they're inserting themselves into - it's basically the only thing that matters - and that guides their posting habits. People don't read anymore, because they don't need to read, it's not entirely necessary to get that first post dope post mic-drop moment they're gunning for. They might skim the OP just to make sure that nothing there apparently invalidates the post they've already written in their minds, their reply to the thread title.
Oh I'm not saying that it has to be 4k/60 because the comparison to fortnight. I'm trying to figure out what they did with the rest of the GPU headroom in the PS5. I get it's not a straight comparison. Hell the X1X and PS4 pro could/can/(do?) handle fortnight in 4k.Some people have already explained that the comparison with fortnite is being misinterpreted.
Isn't it good? It mean there are plenty power left for gameplay , AI, physics, dynamic lighting etcSo they made a tech demo that doesn't demonstrate what the tech can actually do?
No, they actually didn't say that. They said the time spent to render the geometry is similar which is not the same thing.guys
don't confuse geometry budget for pixel shading budget
they're just saying with the large amount of culling/mesh shading, they are technically displaying as many polygons as fortnite
It's not doing anything about the GPU's draw rate or what % of GPU time is spent on triangle drawing for a given scene.
It has a lot to do with having the best data - triangles - at hand for the GPU to draw for a given camera view.
The draw rate, and the data, are what adds up to the level of detail you see. So the SSD is playing its part in terms of the overall fidelity, even if it has nothing to do with the triangle draw rate.
Actually, the SSD is so fast that geometry that is not visible doesn't have to be computed/ rendered, freeing up massive amounts of budgeted resources for only what you see. It's using occlusion to the max because you can cycle in and out of memory only the geometry that is visible on screen without any noticeable hitching/ loading.
In past consoles, you would load in all of the geometry for a room/ scene at once and that would need to sit in memory until you reached the next loading zone which triggers the dump of those assets and the loading on new assets.
Because the loading can be done so quickly, there are technically no loading zones. Data is always loading. And because you don't have to budget for all assets in the zone at once, you can use the highest of high quality geometry which uses more memory and takes more resources to display on screen.
Ah, it can be a lot of things, unless they say, I wouldn't be able to know, maybe someone more with more knowledge can point out more easily what would make the GPU demand big even with these benefits that Nanite gives.Oh I'm not saying that it has to be 4k/60 because the comparison to fortnight. I'm trying to figure out what they did with the rest of the GPU headroom in the PS5. I get it's not a straight comparison. Hell the X1X and PS4 pro could/can/(do?) handle fortnight in 4k.
OK, but holding assets in VRAM vs disc doesn't have any effect on the number of polygons the engine can push, does it? The comparison in the OP would be just as valid for a static scene where streaming isn't a concern at all.
you are fine, Epic is just annoying me with putting out a tech demo then beating around the bush with performance metrics. Though to be fair if they put out all the performance metrics I wouldn't have a clue about what I was looking at.Ah, it can be a lot of things, unless they say, I wouldn't be able to know, maybe someone more with more knowledge can point out more easily what would make the GPU demand big even with these benefits that Nanite gives.