290°

Developer puts Unreal Engine 5 to the test with 10 billion polygons of dog

And Unreal barely broke a sweat.

RonsonPL1111d ago

Yeah. Awesome.
Meanwhile the amount of unique geometry at framerate not dipping below 60fps is?
Take a guess
a) also 10 billions
b) 1 billion
c) 100 millions
d) 10 millions
e) 1 million
d) none of the above, we're still in the shitty 100-500k, a drunk optimist might say 1M (rendered, not "in scene") but that's probably too much. There's no data cause no game consists solely of unique geometry.

instancing was utilized in 2004 Far Cry game.
I watched the keynotes, I'm not an idiot who just doesn't understand, but this is just stupid. No one needs 10 billions of useless instances.

99% of the hype related to ray tracing and UE 5.0 consists of things which are exciting only for developers. This allows to easily move assets, this takes some of your work off your hands..
Meanwhile, as a gamer, I miss being hyped for things which are actually cool for GAMERS.
This "news" is worthless.

suddenly high-end cards which existed since 2016 appeared on the radar of mainstream gaming industry.
Suddenly SSDs appeared. Not like PC gamers used them since a decade.

And WOW! you can put a lot of data into 24GB of memory on 3090! What a f.. surprise! And you can stream data from SSD better than from HDD!. And you can make better photos with drones and stuff in 2021.
yeah. EU 5.0 is worth making 10000s of news, including shit like this.

Give me a break. Or something which makes me excited from a gamer's perspective.
This can render textured polygons in real time! = exciting (I remember vector games)
This can do bumpmapping = exciting
This can do antialiasing or downsampling = exciting
vs.
This can help movie industry or help cutting the time and cost of game development so even more can be wasted on marketing and it's not even viable for 120fps gaming.

No. Abandon this stupid hype train already

Rebel_Scum1111d ago

"No one needs 10 billions of useless instances."

idk man, Skyrim could sure use that much cheese to roll down the Throat of the World.

roadkillers1111d ago

I can only assume you are a graphics designer, Game developer, or huge nerd... I did not understand what you said.

RonsonPL1111d ago

Just a guy who enjoyed the gaming in its golden era (80's 90's and early 2000s) and who's not in love with things which are served to gamers as awesome nowadays, while being "meh" at best and actually backwards at worst.
gaming journalism drums the hype as the companies ask them to. Digital Foundry is one example, and ridiculous and worhtless "news" like this is another.
Well OK, I'm a nerd too. :P
Or maybe more like "was". There was so much things to get excited about back in the time and so little nowadays so I just turned into a grumpy old ex-nerd, I guess ;)

sleepyhead621111d ago

I don't know man... Nanite essentially cuts off authored LODs and replaces them with real-time LOD calculations. Theoretically, this removes asset pop-ins entirely (Which is still pretty evident in most of the games if you look closely).

That's something to be excited about.

chronoforce1111d ago (Edited 1111d ago )

Being able to render so many polygons at playable frame rates is a pretty big deal. Games are going get far more detailed and no less interactive. Enough reason for gamers to excited.

Gaming has always somewhat lagged behind film and other industries in terms 3d technology and it is always exciting when technology that could only be used efficiently in offline or HPC workloads become possible on consumer hardware. At the time blinn-phong shaders became widely used in games the model must have been at least a decade old.

I can't see a difference between being hyped for nanite and being hyped for bump mapping - a technique introduced to the world in 1978 but unfeasible to use in video games at the time.

RonsonPL1110d ago (Edited 1110d ago )

"Being able to render so many polygons at playable frame rates is a pretty big deal."

30fps on most powerful console (Xbox X won't ever be the target for console games, until next gen or PRO at the end of this decade) is NOT playable framerate. It doesn't exactly run fast on PCs either.
I can't tag in responses so I wrote more about it in a response to Ryushaa. I elaborated there.

@sleepyhead62
same thing

Ryushaa1111d ago

TLDR: Artists don't need to constrain their design by number of polygons. More detailed meshes can be instantiated repeated times in different positions to make more natural scenes.

You really don't know what you are talking about or what Nanite is meant to do right? This has nothing to do with instances. You should really, I mean REALLY look it up first some Level of Detail (LOD) of 3D models in games. Then watch some video explaining what nanite is.

Then we have the number of instances. Yes, this won't make it goes up. However the number of instances will rise probably because of SSD's, as we won't need to preemptively keep geometry loaded in VRAM.
Although, Nanite can help produce more detailed environments and scenes by instancing the same HI-RES geometry and manipulating it in various forms. By rotating it, scaling and mashing one on another. Look it up the 'Megapacks' unreal made using only a handful of Megascans.

RonsonPL1110d ago

yeah.. no :)

"Artists don't need to constrain their design by number of polygons" - Not true. It CAN be true
if all they care is narrative so only things close to camera matter.
I've seen professionals saying we've got enough geometry for everything in x360/ps3 era. They were writing that there's no point in having more as you can't see the difference - and they showed the human character as an example.
But how about 120fps gaming? How about VR, especially with wider FOV? How about large worlds other than those which can be built in 90% by cloning/instancing etc.?

"By rotating it, scaling and mashing one on another."
Yes, I am aware. Remember early methods of rendering trees? Take first Bayonetta for example. It's the first thing in my mind when I read "rotate" ;)

About megascans
personally I really don't care about realism and prefer things which are either nicer than realism (Far Cry 1 first level) or more useful (easier to see enemies in UT '99 or BF2) So it's not a silver bullet to everything.

Too many laymen think the only nextgen thing worth caring is EU5 and RT.
I was already expecting a huge bump in assets variety thanks to 12GB + SSD anyway. We should've gotten this in 2013 with PS4ssd PRO/ULTRA versions.
I also don't care how cool it is for movie creators being able to move assets directly to game engines. I've spent a fair amount of time on learning 3D Studio Max and I can agree this surely will be fun.
But as a gamer, i get too little to be excited about and EU5.0 or raytracing are definitely NOT that.
Let's see what EU 5.0 can do at 120fps (which should be a standard 35 years after 60fps became mainstream in computer games) with a variety of environments, with enemies, with explosions, projectiles and everything else. Lets see then what it can do. I really don't care what can be done at miserable 30fps on PS5 where it can't even hold 1440p resolution. Where are the demos with 60fps? Nowhere? Oh...

Cost benefits
Let's say a game costs $300 millions. 200M for marketing and bonuses for CEOs etc. Let's say graphics design is 50M. That's 1/6 of the budget. Even if the game engine is revolutionary and allows to cut costs as a result, it won't really matter for me when I buy a game. Also. 70-80$ pricing.

An analogy. Remember 2013? How awesome it is for game devs. How different compared to difficult PS2 and PS3 times! Awesome! Let's not mention shitty tablet CPU and a shitty HDD.

If i see another news about how we should worship Sony for giving us an SSD, or Epic for giving us such a revolutionary engine, or about raytracing, all of which are basically useless in 120fps gaming and "meh" at 60fps at best, i might lose my shit. ;)

Well, I've put my P166 64MB RAM to the test when I made a lamp in 3DS MAX in the 90s and cloned it 10 times. It meant more polygons in viewport than I ever saw in any game. No news about that, though ;)
People got hyped for Cerny's presentation about PS4. Or Carmack's keynotes. Remember megatexture technology? Yeah. Sounded nice.
Now we have UE5demo with 1/3 of what's in real games, at under 1440p 30fps on most powerful console (XboxX not relevant)
I'd rather get games at normal framerate (120fps fast and 60fps slow). I want to stop jumping in a rally game because ther "road" is still blocky as hell. I want VR and 3D which gives 1000x more than realisitic lighting.
Show me unreal enigine doing sophisticated framerate interpolation with minimum latency, so we can get 60->120fps interpolation or 480Hz gaming to finally leave motion blue behind. Then I'll jump in.

1110d ago
+ Show (3) more repliesLast reply 1110d ago
airshiraz1111d ago (Edited 1111d ago )

its so crazy .its like we have playstation 8 .wow . just wow.i cant wait for this nanite to take off. no more bad draw distance stupid lod problems game quality assets ....its so wild .at last we have cgi quality games this time for real

Duke191111d ago

Alright, well put your money where you mouth it. Build us a game that is just 10000s of dogs laying in bed

annoyedgamer1111d ago

And all will be lost when scaled down for consoles.

350°

No Current UE5 Game Can Run at Native 4K Resolution With Decent Performance Due to Engine Design

At the time, there's no Unreal Engine 5 game that can run at native 4K resolution with decent performance, and this is due to how the engine is built.

Read Full Story >>
wccftech.com
Elda3d ago

That's a shame, not only fps matters but so does resolution. I love visuals that are crystal clear, sharp & vivid especially when playing video games.

Tapani3d ago (Edited 3d ago )

Yeah me too, that's why 4K DLSS Quality on version 3.7.1 fully utilized works great at 120fps on a 4090 in well optimized games. Can't distinguish from native 4K personally.

just_looken3d ago

Its not a shame its total bs

We should be very upset about this new console promised 4k we have graphics cards at over 1,000 dollars but the engine was so piss poor made we can not do 4k resolution?.

Na sorry i am not accepting this get a patch out fix this the industry is moving to the unreal 5 do too the ai tools i am not accepting that every game is going to run like trash there must be a patch down the line.

Profchaos3d ago

New consoles were never going to be 4k machines it was always up to 4k and heavy use of upscaling techniques.

Remember the one x was often used to prioritise native 4k over PS4 pros often 1440p checkerboard 4k and the result was always games performed better on PS4

Pushing 4k Native has always required sacrifice and unless you want games to stop pushing fidelity and graphics it will stay like this for a while longer

DarXyde3d ago

I'm curious... By "not accepting this", what will you do? Stop gaming on console...?

Just curious.

just_looken3d ago

I said we were told/promised 4k with the new console's

I think everyone has forgotten you have graphics slider's along with optimization back in the day consoles were the go too because devs had one sku to optimize get the most out of the hardware but today's gamer over and over defends broken games along with the deb team.

You should be demanding/upset were not getting 60fps games and games that are so unoptimized they crash or run below 1080p native but that never happens.

@DarXyde

There is not a single pc in the planet that can run cites skyline 2 past 60fps there are several unreal 5 games that can not get past 40fps on machines that are 2x or higher than the post recommend hardware.

Like FFS everyone is happy call of duty now uses the power of cloud tech to stream assets over the internet because a rtx 4090 is need to play at 1440p.

DaleCooper2d ago

I remember when the ps5 had 8k written on the box! What a joke. That's been removed on the recent boxes.

milohighclub2d ago

You do know ue5 has a massively upgraded lighting system, that and nanite can get pretty heavy depending on the scenes. It's not EPICs fault if devs are opting to use the new features and not optimising for it properly. It's more than likely budget cuts, Publisher pressure and lay offs that are forcing devs to release unoptimised games.
EPIC are constantly optimising ue5 and 5.4 runs much faster than .0, .1, .2 & .3.
If devs rushed in and released a game on .0 or .1 then it's up to them to pump out patches not EPIC

+ Show (2) more repliesLast reply 2d ago
Sonic18813d ago (Edited 3d ago )

Oh wow. It's because the rendering assets scale exponentially on a per pixel basis and will load a higher res asset with increased resolution directly with things like nanite and probably lumen. Optimization needs to be made for each resolution and that seems like a pain for devs and it simply wont happen.

kryteris3d ago (Edited 3d ago )

4K is unrealistic. 2.5K or less will likely be the base for a long time.

FPS_D3TH3d ago

Indeed. Got a 3080 a few years ago to play 4K cyberpunk but it’s been a humbling experience with essentially every game struggling to put out max visuals at 4k when you start getting into Ray Tracing. I’m not a particular fan of DLSS in most games so I just stick to 2k and get about 100 fps in most games

DustMan3d ago

Give Nukems AMD frame gen mod a look (AMD gave 20 & 30 series cards a longer lifespan). I'm on a 3080, and the game becomes very playable at 4k. I play at 1440p and I can run everything on Ultra w/ ray tracing (even path tracing) and getting 80 - 100fps that says a 3090 or 40 series card required. I've tested it at 4k, and you get 60+ fps performance if you dial back the ray tracing settings. It's night and day. You'll here people complain about latency, but milliseconds of latency isn't really ruining my experience at all. I don't even notice it. It's a very, very simple install.

milohighclub3d ago

The latest dlss has very little fidelity issues. It's improved massively with the latest versions.

FPS_D3TH3d ago (Edited 3d ago )

@Milohighclub it looks fine in most games today but I’m not getting a 40 series card to get those benefits. Cyberpunk is much better now than it was when first released but there’s still some games like say Tarkov for example, that it makes bushes blurry allowing players to hide behind them better when they can be seen much better on native. To say the least, I don’t recommend it on anything that isn’t a single player or casual multiplayer game.

just_looken3d ago

4k has been out for over 10years now

It is not unrealistic in truth we should be seeing at as a standard not some huge goal post 8k screen have been out for 4 years at this point get your standers up.

Rainbowcookie2d ago

In those 10 years , cost of development and optimisation also increased when we got raytracing etc. Thats my take.

just_looken2d ago

@rainbow

I just finished the gear 4 campaign native 4k with 4k textures everything maxed out with 6.2gb of vram usage native 4k 120hz.

The game only crashed once (my fault) it was a smooth fun experience except those jubles? annoying enemy oh but the game was from 2016....

Flewid6383d ago

Who cares? Framerate & Graphics > Resolution

MetalProxy3d ago

Nah man I don’t want no blurry crap just so you can have higher fps.

darthv723d ago

for fast-paced games, I prefer higher FPS. for slower games, higher res is preferred.

Flewid6383d ago

Calling anything under 4K blurry is cap though

The_Hooligan3d ago

Just give me constant 60fps. I played Marvel SP2 in 60fps and then tried to play on 30fps on new game + and I couldn't do it. The game felt slower. I can care less about the graphics. It could be 1080p or checkered 4k or whatever, as long as its 60fps I am good.

TiredGamer3d ago

So do you care a lot or just a little less about graphics?

Agree with the 60 fps though. Not saying that I couldn’t care less about graphics, but I’ve gotten to the point where I don’t care a lot about them once a reasonable level has been established.

The_Hooligan3d ago

I personally care about fps more than graphics. Horizon FW, Stellar blade, Marvel SP2 are, to me, perfect example of how 60fps games should look. On the other hand Ff7 rebirth's 60fps should look better than it does but I'd still pick that over the graphics mode. Again this is just my preference and I wouldn't disagree with someone who prefers graphics mode over performance because everyone wants to play it in their own way. I just want companies to keep giving us different modes to play. I think 40fps should also become a standard because that's the best of both worlds.

Show all comments (46)
80°

Fan-Made Unreal Engine 5 Version of Toy Story 2: Buzz Lightyear to the Rescue!

Dive into a stunning fan-made version of the beloved 1999 game set in Toy Story's Andy's room. Get nostalgic with Unreal Engine 5 graphics.

Read Full Story >>
retronews.com
DazaMc67d ago

I'm getting PS2 vibes. Still good for homemade.

90°

IGN - Gray Zone Warfare: 23 Minutes of Exclusive Gameplay

Get a look at 23 minutes of exclusive gameplay from Gray Zone Warfare, the upcoming Unreal Engine 5-powered military shooter from developer Madfinger Games. Wishlist it on Steam if you're interested: https://store.steampowered....

RaidenBlack97d ago

The most realistic and engaging open world FPS game in works. for quite some years, by Madfinger Games.
Here's more about the game :
https://youtu.be/Romb5AIbce...

PsychoKiller96d ago (Edited 96d ago )

Atmospheric and immersive!