Epic Games to show off Unreal Engine 5 engine today

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impressive when do we get games using this? As much as i dont like EPIC Unreal and Unreal Engine are still great
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definfinite:

There's that misleading marketing notion that it's suddenly 'going to look like a rendered movie'. Offline rendering and realtime graphics are completely different animals although both are just smoke and mirrors. It's not just the lighting transport that makes a fully pathtraced image look good compared to real-time graphics. It's rasterization vs full pathtracing, a real time optimized approach vs optimized precision, plus the amount of data throughput per frame available.
Of course, but raytracing is the key ingredient missing. It still has a long way to go but at least the foot is in the door.
It's not that they arent willing to do proper raytracing, it's that proper pathtracing at 4K 60fps would require multiple orders of magnitude more computation and data transfer than what's possible in the current raster-based manifestation of real-time raytracing effects on current gen hardware. While a game runs at 30 or 60 or whatever fps with the requirement of both static and dynamic objects needed to be fitting in the VRAM, a current full screen path-traced VFX shot (a single cut) from a similarly hyped-up movie require dozens of hours of computation on a hundred cpu threads per a single frame and shitton of data (think hundreds of gigabytes of data for textures and meshes, plus when needed, hundreds of gigabytes for baked effects simulations life water, fire and smoke, physics sims like destruction and such). Plus the character animations are melticulously pushed to look absolutely amazing. Also in VFX, they usually do not render full frames, instead they are rendering in passes and composite the rendered passes together, so to have more control on the final look and be able to use 2D trickery to boost image quality and content to the maximum that's feasible.
Actually I wasn't suggesting they go to that extent. I was referring to some of the more subtle effects that classical rasterizing can't really do, like the secondary illumination or refraction. That makes a big difference but isn't too terribly computationally expensive. Oddly enough, Minecraft is one of the best examples how current RT technology should be used.
Anyhow, image rendering is just the tip of the iceberg when it comes to desired (or marketed, or both) full immersive photorealism. Imagine a photorealistic environment where your physics simulations, collision detetion etc. are still low res (because that would also require a lot of computation and data storage and throughput), making the usual funky realtime physics bugs. Or a photorealistic static environment where water acts funky. Etc the list goes on. It's just completely different to do stuff in a realtime environment vs doing everything following a strict script within a given camera.
Haha well... that was PhysX, and that died because Nvidia vendor-locked it.
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Temporal Super Resolution
AMD says it has "worked closely with Epic to optimize TSR features on Radeon powered systems. A standard feature of UE5, TSR is enabled for all GPUs and provides state-of-the-art upscaling not just on PC, but on PlayStation 5, and Xbox Series X/S, too." The freedom to work across all the common APIs and hardware—Nvidia GPUs included, of course—will certainly be a massive boon to Temporal Super Resolution.
Comparison 4k vs 1080p (resolution scale 50%) 18 vs 43fps edit: You know what is funny... UE5 Lumen global illumination looks way natural than Metro exodıs RTX implementation. Temporal Super Resolution also will work on all GPUs, consoles. Remember Mr.Jensen's Metro Exodus RTX introduction? "Everythings look darker, way more darker, pitch black, no global illumination, this is raytracing" . Now Metro Exodus have suddenly added RTX Global illumination... UE5 will be the main focus of most AAA titles in the near future, also smaller developers. Get ready for 4000/5000 series GPUs special features... No wonder AMD did not rush raytracing. Amd knew these things, and other company milked people really good, and will milk more.
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Technical documentation. Lots of limitations .... Support HW RT GI for all types of geometry via the low poly proxies is included. They also claim that HW RT GI is a better quality solution overall. Demo is fine but nothing to call home about - the original demo was much better, sharper and more detailed. Still no vegetation ... 🙄 Lumen Technical Details | Unreal Engine Documentation
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hmm 32gb min and 64 GB Recommended? That at kind rules out Consoles for this quality unless they do some magic optimising Still intrested to see where this goes
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ThEcLiT:

Remember Mr.Jensen's Metro Exodus RTX introduction? "Everythings look darker, way more darker, pitch black, no global illumination, this is raytracing" . Now Metro Exodus have suddenly added RTX Global illumination... UE5 will be the main focus of most AAA titles in the near future, also smaller developers. Get ready for 4000/5000 series GPUs special features... No wonder AMD did not rush raytracing. Amd knew these things, and other company milked people really good, and will milk more.
What are you talking about? Metro Exodus shipped with RT Global Illumination... https://developer.nvidia.com/blog/global-illumination-in-metro-exodus/
At GDC 2019, 4A Games walked attendees through the process of adding global illumination to Metro Exodus on PC. “Ray lengths are fifty-times larger. We are getting an unbelievable amount of rays per-second,” explained Sergei Karmalsky, Art Director at 4A Games. “What’s also important is that we are getting the pixel-perfect details. We are not limited by the scale of scenes.”
It was just improved on in the latest build. From @pharma's link:
Hardware Ray Tracing Hardware Ray Tracing supports a larger range of geometry types than Software Ray Tracing, in particular it supports tracing against skinned meshes. Hardware Ray Tracing also scales up better to higher qualities — it intersects against the actual triangles and has the option to evaluate lighting at the ray hit instead of the lower quality Surface Cache. However, Hardware Ray Tracing has significant scene setup cost and currently cannot scale to scenes with more than 100,000 instances. Dynamically deforming meshes, like skinned meshes, also incur a large cost to update the Ray Tracing acceleration structures each frame, proportional to the number of skinned triangles. For static meshes using Nanite, Hardware Ray Tracing can only operate on the Proxy Mesh generated from Nanite's Proxy Triangle Percent in the Static Mesh Editor settings. These Proxy Meshes can be visualized with the console command r.Nanite 0. Screen Traces are used to cover the mismatch between the full triangle mesh rendered by Nanite and the Proxy Mesh being ray traced by Lumen. However, in some cases, the mismatch is too large to be hidden. In these cases, raising the Proxy Triangle Percent can reduce incorrect self-intersection artifacts.
So much for:
ThEcLiT:

Wow! Lumen also looks fantastic, we dont even need RT cores.
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ThEcLiT:

Temporal Super Resolution AMD says it has "worked closely with Epic to optimize TSR features on Radeon powered systems. A standard feature of UE5, TSR is enabled for all GPUs and provides state-of-the-art upscaling not just on PC, but on PlayStation 5, and Xbox Series X/S, too."
I wonder how many people get this wrong 😱
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Noisiv:

I wonder how many people get this wrong 😱
Yeah. TSR has nothing to do with AMD and according to Andrew Lauritzen (Epic Games)
"Temporal Super Resoluton" is an Unreal algorithm/solution. AMD's thing is called "FidelityFX Super Resolution" (FSR) if I recall correctly.
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I didn't expect UE5 to be released as Early Access today. I thought that there was going to be a video about UE5's new features.
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Alright so I downloaded the 200TB of data to run that demo only to realize I have absolutely no idea how any of this works. And looking up instructions on how to simply do that results in squat.
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hah I would saw 200TB and been like pass dont even have 2 tb drive in my pc
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tsunami231:

hah I would saw 200TB and been like pass dont even have 2 tb drive in my pc
The real number appears to be 35.9GB for some UE5 early access files + 99.8GB for the game/demo's UE5 files & launcher files + 99.1GB for when it's made into a project. 234.8GB total but more in terms of disk space taken because small files gonna smol. But I have no clue what I'm doing I never researched into this before so maybe that "project" made for it was unnecessary, I dunno I'm too tired to use brain cells right now.
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KissSh0t:

I had to highlight that color yellow to be able to see it.... it's so hard to read.
My apps, I chose yellow on black, but I do forget sometimes that most do not use the 'style' option on the bottom left of this screen.
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jeffmorris:

I didn't expect UE5 to be released as Early Access today. I thought that there was going to be a video about UE5's new features.
I have been following the master branch of UE5 since yesterday this is extremely active which is rather weird as we're supposed to get a 4.27 release later in 2021. UE5 is going full steam ahead, i assume there's pressure from the renewed console market to leverage the new hardware asap. 4.27 might end up being just a bunch of stability improvements for UE4 moving forward. Also for anyone diving into the code, there's of course a ton of changes but it's clearly building on the foundation of Unreal Engine 4, it's gonna be easy to transition from ue4 to ue5. It might be more and more complex the closer we get to UE5 actual release, but sharing the code at this point in time allow teams to smooth out the transition anyway.
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While some aspects of this are impressive. It still seems to inherit some bad visual issues from UE4. And the fact that the PS5 demo only ran at 1440p30 does not leave high hopes for performance. I'm not at all excited for anything that leans too much on RT. Hardware is not powerful enough to power RT based rendering without immersion breaking visual discontinuities at resolutions like 4k. Stuff like DLSS clearly is not equipped to improve that either. And at lower resolutions looks terrible based on the UE4 RTX demo that was just released. It's like every generation Unreal Engine finds a new way to add more and more undersampling, visual artifacts and distracting discontinuities into the rendering used in their engine. They certainly have not improved the TAA as clearly evidenced by all the same old problems UE4 TAA had.