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GING-SAMA

Banned
Jul 10, 2019
7,846
Sony is not afraid to present such a demo? We will expect this kind of rendering for the first party games of the PS5 event.
 

Fredrik

Member
Oct 27, 2017
9,003
Amazing!

But the release is in late 2021? That's... more than a year away. :(

Anyway, next gen starts when Epic says it starts.
 

Chettlar

Member
Oct 25, 2017
13,604
Probably be games that get close enough and surpass it in some ways, but I wouldn't expect any to do stuff like the movie quality assets like the statues were due to how overkill it is.

The point of what they were saying was that you can just pull in assets like that, which is insane.

A lot of the time, game assets are done at far far higher poly count than they appear in game. That's what they were talking about at the start. Artists have to pare things down to make them work. Here, they just drop them in and it works. This is a really huge advancement. I didn't even know like, it was a thing we could look forward to. This is going to be yet another thing that makes dev's lives easier. They can just take their production quality models and drop them in without having to painstakingly pare them down manually. That's how I understand it.

Go on things like Artstation and you'll see assets that have appeared in games but they look way way better. That's usually because they are higher poly and the lighting is baked, with the image able to take as long as it needs to render.

I could be wrong about this since I haven't looked into modeling and zbrush and all that good stuff in a while, but that's how I remember it.
 

jelly

Banned
Oct 26, 2017
33,841
It's a tech demo so I will always remain sceptical but oh my, looked amazing, that bit at the end, wow, SSD to the rescue.
 

Jroc

Banned
Jun 9, 2018
6,145
Sonic games will not be easier to pull off until neural networks can randomly generate massive amounts of high quality graphical assets.

I highly doubt this flying/superspeed stuff will be done except to fly through as a bonus or endgame thing. The cost of making this many assets just to zoom over would be ridiculous.

I already feel bad sprinting through Destiny 2 dungeons at mach speed.
 

benzy

Member
Oct 25, 2017
4,261
Has this eurogamer article been posted?

www.eurogamer.net

This is next-gen: see Unreal Engine 5 running on PlayStation 5

We've seen the specs, we've heard the pitches - but what we haven't experienced is any demonstration of a genuine next-…

They mentioned 33 million triangles per statue, and billions of polygons of polygon every frame. For reference, how many triangles would we expect from a similar statue in a game like Uncharted 4 or God of War on a current gen machine?

Current-gen games only have like 5 million polys per frame on the whole.
 

weekev

Is this a test?
Member
Oct 25, 2017
6,215
I'm interested what this means for Nintendo now since a new console is possibly years away and it's questionable if it can even support all this stuff.
I thought Switch was supported? I daresay you aint gonna see a bajillion polygons on Switch games but the chances are it will still improve on what you can do with UE4 on Switch.
 

Baji Boxer

Chicken Chaser
Member
Oct 27, 2017
11,380
I know they say this is "running on ps5" but will there actually be ps5 or xbox series x games that look that good?
I'll say probably not on Series X, for a couple years at least. MS said their first couple years will be cross gen. Also I'm not sure how their HDD compares, and how that will affect games.

PS5 maybe. If so, likely from a first party studio, I'd guess.

Some cross gen games could still look pretty great scaled up to take advantage of some of the new power.
 

Dunfisch

Member
Oct 25, 2017
222
Holy fuck, adding to my previous post, straight from the official site:

"Lumen erases the need to wait for lightmap bakes to finish and to author light map UVs "

AAAAAAAAAHHHSJDGHSKDGHKFSDGFJDSJFLDS!!!!!

From a creators point of view, even if it's not gaming related, I almost feel like crying. This brings me joy.
 

Black_Stride

Avenger
Oct 28, 2017
7,388
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?

Global Illumination doesnt have to be Raytraced, why they are stressing the no need to prebake is because Unreal is known for needing the bake lighting into scenes and textures it was/is always cumbersome and a chore to do....being able to have lighting calculated on the fly is an advancement.

CryEngine 3 was using Global Illumination way back when.
Hell if you want to see really cool GI you could boot up Ryse on an OG XboxOne no Raytracing present.

All it means is that light bounces off things in the scene in a more realistic manner but it isnt as accurate as Path tracing.
 

mutantmagnet

Member
Oct 28, 2017
12,401
My understanding of UE is hobbiest at best, as a disclaimer. But typically with zbrush you'll need to generate normal maps for lighting purposes. I'm assuming the ray tracing tech is what's automating this (or rendering it obsolete).

The real bit that gets me is them saying poly counts on models don't matter. Most stuff done in zbrush has way too many polygons for most game models. A model can be tweaked and optimized (in zbrush) for games, but that's done by a person. The part I'm unsure on is if the game is somehow optimizing per model or somehow 'disgarding' the unused or unseen polygons.

If you feel comfortable answering questions like these I just wanted to know they said triangles are now the size of pixels. I always thought that was the case. How large were they before technically speaking?
 

TheNexus

Brand Marketing Specialist
Verified
Oct 25, 2017
571
Anyone else a little disappointed there wasn't another schedule at the end of the video? Would have liked to have seen more of the SGF roadmap. Besides that, great showing from Epic and Geoff! Bravo
 

gofreak

Member
Oct 26, 2017
7,736
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?

There's many realtime GI techniques that are not ray-tracing. It's possible ray tracing is leveraged in parts of this algorithm... but it appears not to be per-pixel, from-scratch-every-frame type of ray tracing. Will be interesting to see the details anyway, whatever it is it might be a good quality/performance compromise vs full-fat ray tracing. It seems like it might be a better quality compromise than other non-RT GI algos we've seen.

I think a good marketing angle wants to give the impression this was just a melding of minds.

You'll almost never see a multiplatform engine company giving a full blown endorsement of one of the consoles without a deal having been signed.

Indeed, but I don't think I've ever seen quite as pointed an endorsement of one console's technical focus as is here. I mean it's not that incredible anyway if it was the case... this stuff is clearly data heavy. Is it 'PS5-levels-of-throughput' data heavy? Maybe this specifc demo is or is not, or won't be after optimisation, but it's quite believable that in development, PS5 has been easier to experiment with because of the headroom there.
 

ShinAmano

Member
Oct 30, 2017
2,842
I'll say probably not on Series X, for a couple years at least. MS said their first couple years will be cross gen. Also I'm not sure how their HDD compares, and how that will affect games.

PS5 maybe. If so, likely from a first party studio, I'd guess.

Some cross gen games could still look pretty great scaled up to take advantage of some of the new power.
Did you miss the conversation about scaling? It sounds like this is perfect for cross gen.
 

P40L0

Member
Jun 12, 2018
7,623
Italy
Jesus Christ!
This is a Megaton.

Next-gen only UE5 based third parties will look unbelievable.

I'm so fucking pumped right now.
Feel like a new Golden Age for gaming.
 

Akela

Member
Oct 28, 2017
1,849
All I'm thinking is: Substance Painter better be getting good UDIM support soon or it's off to Mari.
 

Nuborn

Member
Oct 27, 2017
13
The tech sounds amazing, Lumen finally being an implementation of what seems to be an evolved version of the SVOGI tech from the initial UE4 tech demos that got cut from the released version and never re-implemented due to PS4/XONE limitations apparently. Nanite pushing the boundaries of asset creation & implementation, but don't expect a game targeting Native 4K60FPS having tens of billions of triangles in a rendered scene like this demo but it will still scale well and offer a geometry fidelity unseen before outside of CG films. VR in this engine will be fucking bonkers, you thought Half Life Alyx looked good?

The transition of Fortnite from UE4 to UE5 will be the litmus test as to how painful the transition will be, just upgrading a few UE4 iterations forward can leave developers scratching their heads for a while to fix things and they're saying the transition will be akin to that.
 

OutofMana

Member
Oct 25, 2017
7,080
California
The tech demo was cool and impressive. I laughed out loud when the character began to squeeze through the opening to get to the other side. Sure enough, people are being hella cynical online. Everyone needs to chill.
Also, triangles 🔺
 

Lil Peanut Brotha

Motion Graphics Artist at Riot Games
Verified
Oct 25, 2017
670
CA, USA
Yoooo.. ok. I had to pick my jaw up off the floor after she got outside. I feel like this is where we will likely get blown away next-gen: all of that detail combined with the loading speed of the SSD, being able to GO places and see very large sudden changes without needing to hide anything. Even when the lighting changed in the dark cave that got me too, in a smaller way. I was just sad to see "2021" honestly, I was hoping it would be here even sooner!
 

DangerMouse

Member
Oct 25, 2017
22,402
I thought it was to demonstrate audio and close up detail.
Yeah.
Show how fast they could stream in that level of closeup detail and still do everything else like that ending sequence.

Plus stylistically it fits the setting of a Tomb Raider or Uncharted going through a cave. Even if it's not needed just like the end of the demo showed, it's still very fitting do it occasionally due to the setting to add to the awe.
 
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Deleted member 5596

User requested account closure
Banned
Oct 25, 2017
7,747
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?

It uses GI just refers to the lightning model that simulates both direct illumination and indirect illumination (light bouncing, etc...). You can use different ways to achieve, or simulate this effect. RT GI is the 'best' one but requires a lot of computational power. UE5 probably uses some kind of variation of VXGI, that uses voxels for indirect lightning or something entirely new.

Even if it doesn't look as good as RT GI, it still looks very good and far ahead what we saw this gen.
 

Luckett_X

Member
Oct 25, 2017
2,409
Leeds, UK
Also that's super interesting it's not using RT with that kind of result. It make me wonder.. Why RT then ? Was the initial generation buzz word a missfire ? Cause seeing the cost of it and the result you an achieve, without it.. It's not going to be the first choice for every game really..
I'm confused by the lighting in the demo. They say they're using Global Illumination, nothing brebaked. Yet I saw someone saying this wasn't Ray Tracing?

As far as I understand it, what UE5 is doing is very fancy real time lighting that interacts with the 3d environment, but is still 'set' as a light source. Its an artist placing those lights but them interacting with the environment without much cost so they can end the days of pre-baked stuff being the only good lighting in games with good shadowing.

Ray-tracing, or how a lot of companies have been showing it, is a lot like just dumping an artificially simulated sun into a videogame world and it does everything from that point of view on a molecular level. Its not an artist doing it and placing 'RAY TRACING POINT A', its code going nuts and doing everything, hence why its a big teraflop user.

Thats at least how I understand it, unless UE5 is a bit of both in some way. Its also a good indicator that not every game is going to need ray-tracing to look incredible. You're still going to want artists in control of directly placing some impressive aspects of lighting themselves. The real TL/DR is goodbye baked environments, hello fully interactive destructable ones again.
 
Oct 27, 2017
6,348
They did say it was scalable all the way to mobile phones. I think the Switch will be fine.

There will obviously be cut backs tho.

I thought Switch was supported? I daresay you aint gonna see a bajillion polygons on Switch games but the chances are it will still improve on what you can do with UE4 on Switch.

There's no way the y get stuff like Global Illumination working on a Switch. I was always an advocate for the fact that the Switch is more powerful than most people believe but everything seen in this reveal feels far beyond what is imaginable on the Switch.
 

19thCenturyFox

Prophet of Regret
Member
Oct 29, 2017
4,309
Why the fuck are they using 8K textures. Jeebus. I mean it's good to know they can but why would someone do that in an actual game on PS5?
 

Bus-TEE

Banned
Nov 20, 2017
4,656
This is an amazing piece of marketing/PR on Sony's behalf. And to think that it doesn't even form part of their 'official' PS5 reveal.

The casual gaming audience are going to see "running on a PS5" plastered all over this footage and assume that it alone is capable of this level of performance, especially given the massive own goal that was Microsoft's XSX 'reveal event' last week.

I'm sure that MS are going to pull out some similarly impressive stuff over the next couple of weeks but they are waging a marketing war with Sony and they just took a major victory against the XSX and they didn't even have to 'do' anything.
 

Septy

Prophet of Truth
Member
Nov 29, 2017
4,082
United States
Era being pretty weird over this, but I guess we are going to be in the peak of console warring shit for a year. This felt like the first actual look at something next-gen, even if it was a vertical slice of a non-existant game they may as well have called Infamously Uncharted. Lot of big ups for the PS5 here, sounds like the I/O really is just going to fucking change the game on streaming assets in and out.

Being able to just drag and drop Hollywood CGI assets and environments and you've populated an Unreal Engine world is a big deal. I don't think people understand or appreciate how much of a game dev's life is spent poly-culling, so if UE5 does what it says no bullshit, thats turbo-charging game dev.

Dynamic lighting like it displayed means not having to bake which means more destructability and interactable environments. Open world games can have their day and night cycles while still getting tremendous featured looking and lit environments.

I'm also very excited for what UE5 will mean for things like VR. I've long felt that studios both Hollywood and videogame should be bunginging their best environments up on VR platforms even just as chillout spaces to inhabit. If UE5 is just drag and drop in some ways, that sort of thing is going to be even more of a no-brainer.
Yep, real time GI is a game changer. Here's an example that everyone should know. Assassin's Creed Unity, the only reason that game looks so good is because of baked GI. Because of the baked lighting there was no day/night cycle and The lighting data took up most of the game's installation size. So imagine a game that can look as good as AC Unity, but can have a day/night cycle and small install size.
 

Carn

Member
Oct 27, 2017
11,918
The Netherlands
I wonder what the extra load will be on studios needing to generate insane high quality assets. Maybe procedural techniques might help out on that front? But more complex procedural stuff is pretty hard to combine with raytracing, hmmm.