Looking forward to it. Appreciate the link.
Oh the promises the future may hold with quixel integration, nanite LoD system and ray marching lumen system.
In this presentation, Nick Penwarden, VP of Engineering, and Marcus Wassmer, Engineering Director, cover the features in Unreal Engine that will be crucial to the success of developing the next generation of games, and reveal innovative features being developed that will revolutionize game development. Then, Jerome Platteaux, Art Director, provides an in-depth look at how Epic created the "Lumen in the Land of Nanite" UE5 demo. This presentation is part of Unreal Fest Online 2020. Learn more and register to view all presentations at
768MB? thats it??Some bits:
- Nanite takes about 4.5ms to render the gbuffer. This is 'within budget' for a 60fps game.
- Lumen is why this demo was 30fps - targetting 60fps for release.
- The streaming buffer for the demo was 768MB.
- The flying scene had hundreds of thousands of objects
No other deep technical details on how nanite works, or scales. Their art director will talk about how the demo was made, so maybe there might be a but more stuff there, though I expect it'll be art-orientated.
768MB? thats it??
Which one of these from KZSF's vram usage is the streaming buffer?
so that flying section shouldnt exactly need a super fast ssd feeding it data really fast? then can always just increase the pool of streaming data to account for any deficiencies in the SSD read speeds?The 572 segment - though be wary of making direct comparisons, that number will vary across games/scenes, and available streaming bandwidth/latency etc on different hardware.
It does suggest very aggressive and efficient streaming though, given the data fidelity jump.
so that flying section shouldnt exactly need a super fast ssd feeding it data really fast? then can always just increase the pool of streaming data to account for any deficiencies in the SSD read speeds?
They also mentioned the average resolution, but it differs slightly from their original information in terms of specificity. Less than 1440p on average: 2496X1404. Which is intense.Some bits:
- Nanite takes about 4.5ms to render the gbuffer. This is 'within budget' for the geometry costs in a 60fps game.
- Lumen is why this demo was 30fps - targeting 60fps for release.
- The streaming buffer for the demo was 768MB.
- The flying scene had hundreds of thousands of objects
No other deep technical details on how nanite works, or scales. Their art director will talk about how the demo was made, so maybe there might be a but more stuff there, though I expect it'll be art-orientated.
Looking forward to it. Appreciate the link.
Oh the promises the future may hold with quixel integration, nanite LoD system and ray marching lumen system.
They also mentioned the average resolution, but it differs slightly from their original information in terms of specificity. Less than 1440p on average: 2496X1404. Which is intense.
I really am not sure how they will scale lumen up or down come release, that should be interesting to see. 60hz target at the same resolution could mean some interesting compromises. Also to see how they will deal with mirrors or light leaking at all, which an SDF, screenspace, voxel hybrid they have should be replete with.
So after all that, in fact bandwidth wasn't the bottleneck that a lot of people imagined it was. Just fancy that!
Because they stated that Lumen was the reason it was at 30fps.What are you referring to? I think we still don't know anything specific about that. There was zero insight into the demo's peak streaming throughput there as far as I could see.
It could also be exactly the other way around. You only need such a small streaming buffer ("dead space" in the RAM needed for the assets streaming in and therefore you have more usable RAM for other stuff) BECAUSE the IO is so damn fast.So after all that, in fact bandwidth wasn't the bottleneck that a lot of people imagined it was. Just fancy that!
They also mentioned the average resolution, but it differs slightly from their original information in terms of specificity. Less than 1440p on average: 2496X1404. Which is intense.
I really am not sure how they will scale lumen up or down come release, that should be interesting to see. 60hz target at the same resolution could mean some interesting compromises. Also to see how they will deal with mirrors or light leaking at all, which an SDF, screenspace, voxel hybrid they have should be replete with.
Because they stated that Lumen was the reason it was at 30fps.
Correct me if I'm wrong, but shouldn't the streaming buffer this coming gen become smaller, EXACTLY BECAUSE OF the SSDs in the next gen consoles?
Because the SSDs are now so fast, the need for a big streaming buffer, like the 1,6GB one example a couple of posts above, are now redundant?
I think Mark Cerny also talked about this in the technical video, where the streaming buffer in the memory is now way smaller because they can now fetch/dumb data from the SSD to RAM way faster and don't have to preload a lot of stuff into the RAM because of the slow HDDs.
So I guess the 768MB streaming buffer makes sense?
Yeah, if I remember correctly Cerny talked about going from needing the coming 30 seconds in RAM to 1-2 now. That's at least a 15x reduction in data size for the same assets. Of course nextgen means that asset size will increase, but with a big buffer to occupy the same amount of RAM as current gen games.Correct me if I'm wrong, but shouldn't the streaming buffer this coming gen become smaller, EXACTLY BECAUSE OF the SSDs in the next gen consoles?
Because the SSDs are now so fast, the need for a big streaming buffer, like the 1,6GB one example a couple of posts above, are now redundant?
I think Mark Cerny also talked about this in the technical video, where the streaming buffer in the memory is now way smaller because they can now fetch/dumb data from the SSD to RAM way faster and don't have to preload a lot of stuff into the RAM because of the slow HDDs.
So I guess the 768MB streaming buffer makes sense?
21.00 did they just confirm SENUA is rendered in CG? and not realtime
21.00 did they just confirm SENUA is rendered in CG? and not realtime
21.00 did they just confirm SENUA is rendered in CG? and not realtime
Yeah, they mentioned that as real time.
That flying section already run fine with regular NVMe SSD on a gaming laptop, so I would say no.so that flying section shouldnt exactly need a super fast ssd feeding it data really fast?
This is my main concern regarding Lumen. It's supposed to be faster / more efficient than RT, yet it seems pretty computationally expensive itself.They also mentioned the average resolution, but it differs slightly from their original information in terms of specificity. Less than 1440p on average: 2496X1404. Which is intense.
I really am not sure how they will scale lumen up or down come release, that should be interesting to see. 60hz target at the same resolution could mean some interesting compromises. Also to see how they will deal with mirrors or light leaking at all, which an SDF, screenspace, voxel hybrid they have should be replete with.