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General => Open Discussion => Topic started by: Tangled-Universe on May 13, 2020, 11:55:05 AM

Title: Unreal Engine 5 Revealed
Post by: Tangled-Universe on May 13, 2020, 11:55:05 AM
Don't know what to say, just watch...

Title: Re: Unreal Engine 5 Revealed
Post by: N-drju on May 13, 2020, 12:40:19 PM
This is just unbelievable... Makes you wish you could design games just by imagining them.

That being said, I'm afraid that any game using this engine will be instantly overrun by developers... Who have a long history of ruining entertainment rather than promoting it.
Title: Re: Unreal Engine 5 Revealed
Post by: WAS on May 13, 2020, 02:03:54 PM
Quote from: N-drju on May 13, 2020, 12:40:19 PMThis is just unbelievable... Makes you wish you could design games just by imagining them.

That being said, I'm afraid that any game using this engine will be instantly overrun by developers... Who have a long history of ruining entertainment rather than promoting it.
What do you mean? That sounds like Hollywood honestly.
Title: Re: Unreal Engine 5 Revealed
Post by: N-drju on May 13, 2020, 02:48:51 PM
Quote from: WAS on May 13, 2020, 02:03:54 PM
Quote from: N-drju on May 13, 2020, 12:40:19 PMThis is just unbelievable... Makes you wish you could design games just by imagining them.

That being said, I'm afraid that any game using this engine will be instantly overrun by developers... Who have a long history of ruining entertainment rather than promoting it.

Scratch that. I meant game publishers.

I just find it saddening that game creation is usually a subject of abuse on the part of publishers. We have a lot of impressive, beautiful technology floating around. But the more impressive it is, the more greedy publishers become. Killing the fun of single player mode and forcing people to buy virtual currency for real money, killing the value of exploration and art with a culture of fierce online competition.
::)
Title: Re: Unreal Engine 5 Revealed
Post by: PabloMack on May 13, 2020, 05:32:50 PM
The physics in that video wasn't what I was taught in college.
Title: Re: Unreal Engine 5 Revealed
Post by: KlausK on May 13, 2020, 05:38:02 PM
That was my first thought as well :)  we must have been brought up in a "Real World Engine" back then. Such a shame...

CHeers, Klaus
Title: Re: Unreal Engine 5 Revealed
Post by: WAS on May 13, 2020, 07:41:45 PM
I gotta say, if 3D movies don't make a come-back now (like outside kids stuff totally in the uncanny valley), I don't know what I'll take. Render times are seriously diminished and the results are amazing.
Title: Re: Unreal Engine 5 Revealed
Post by: Dune on May 14, 2020, 01:55:03 AM
I wish there were an easy to install offline version of this. Amazing.
Title: Re: Unreal Engine 5 Revealed
Post by: WAS on May 14, 2020, 02:30:01 AM
Quote from: Dune on May 14, 2020, 01:55:03 AMI wish there were an easy to install offline version of this. Amazing.
Pretty sure you can install it on one machine and copy the editor to a new computer from the launcher and run it directly. So long as dependencies are met for other stuff it needs to run. I don't believe it runs off registry entry.
Title: Re: Unreal Engine 5 Revealed
Post by: Dune on May 14, 2020, 02:36:11 AM
That's something to try, but it might need being online somehow. So install on online and copy program file folders to offline machine (and of course make new link to exe)? That simple? Anyone done that?
Title: Re: Unreal Engine 5 Revealed
Post by: WAS on May 14, 2020, 01:47:29 PM
I checked online and that's what some people have done so guess for offline machines like at University.
Title: Re: Unreal Engine 5 Revealed
Post by: Dune on May 15, 2020, 03:25:37 AM
Yes, I heard that too just now, so that's good news. I'll definitely keep an eye open for the release of v5 (late 2021).
Title: Re: Unreal Engine 5 Revealed
Post by: cyphyr on May 16, 2020, 06:44:59 AM
Now that is impressive!
Title: Re: Unreal Engine 5 Revealed
Post by: Tangled-Universe on May 16, 2020, 06:52:49 AM
Yeah it's insane isn't it and it's not even completely finished yet...
You can still tell that it's a heavily optimized renderer, but if you see where it came from...
Now with first generation of GI, just imagine what's possible when GPU's get more specialized raytracing-cores, it's going to be insane. 
Also the freedom to use high quality photogrammetry assets without the need to reduce their meshes and reproject textures is such an enormous leap.

I can see what N-Drju means with publishers still being well capable to screw up what they produce with this technology. Bad game design choices, bad artistic choices... Like Hollywood, not much different I guess.
Title: Re: Unreal Engine 5 Revealed
Post by: cyphyr on May 16, 2020, 07:37:33 PM
I guess I'll need a better graphics card. I can't see how a bunch of unoptimised Megascan assets can run on a low or mid-range card without severe bottlenecking.
Title: Re: Unreal Engine 5 Revealed
Post by: Tangled-Universe on May 17, 2020, 07:59:00 AM
Quote from: cyphyr on May 16, 2020, 07:37:33 PMI guess I'll need a better graphics card. I can't see how a bunch of unoptimised Megascan assets can run on a low or mid-range card without severe bottlenecking.

Well, I don't know...?
You'd probably need a new graphics card anyway, by the end of 2021, but not for the reasons you just mentioned I'd guess.

No way you could load a single or few slabs of such rock geo and textures into your GPU nowadays.
From the video you can tell that they developed some kind of algorithm/optimization which allows for the use of unoptimized megascans assets.
My guess is that since megascan assets are available in several LOD's that they found a way to dynamically blend between LOD's over distance, kind of similar to TG's rasterized renderer.

Second reason is that this engine is supposed to work with Playstation 5 and some of those hardware specs are known/leaked by now (Ryzen and AMD GPU, I believe).
Title: Re: Unreal Engine 5 Revealed
Post by: KyL on May 17, 2020, 08:29:25 AM
Quote from: Tangled-Universe on May 17, 2020, 07:59:00 AMthey found a way to dynamically blend between LOD's over distance, kind of similar to TG's rasterized renderer

My guess too. I remember reading about an automatic LOD generation in Unreal 4.something. But this looks like the next level. Probably using a form of GPU tessellation on the whole scene geometry...

Anyway we are still far from there. Games we see using raytracing are all doing the same thing: sharp mirror-like reflection. This is because at the moment it is the only thing that developers can afford to do otherwise it gets too expensive for the current hardware (especially with low-end platforms such as old generation consoles)

This demo probably gives us a glimpse of what game *could* be in probably 3 or 5 years. But I am pretty sure an extensive amount of work went into optimizing only to reach playable level, as always with real time.

Nevertheless this is still an impressive achievement and what I consider a true milestone. This feels like a real "next gen" now. What is the most impressive is the handling of scene geometry and I am really curious to know how they pulled that off!
Title: Re: Unreal Engine 5 Revealed
Post by: WAS on May 17, 2020, 01:27:43 PM
Quote from: KyL on May 17, 2020, 08:29:25 AMThis demo probably gives us a glimpse of what game *could* be in probably 3 or 5 years. But I am pretty sure an extensive amount of work went into optimizing only to reach playable level, as always with real time.


From what they were saying, not much was done to achieve it, they literally slapped in the assets on UE5, UE5 is handling it for the most part, right down to spacial sound. When the showed the meshes, you could see meshes rebuilding as the screen moved, which looks like normal screen-space LOD. They'll probably utilize shader optimization to do batch processing of geometry, while still shipping with some basic default LODs for those that can't wait for shader optimization processes.

While this is running on the PS5 and the new RDNA 2 AMD GPU, we can go back to UE4 and see some pretty amazing real-time stuff with only batch-processing megascans in houdini to achieve a target framerate above anything else. Since this is now handled by UE5, you can imagine you don't actually have to do a lot to get playable FPS, on a single 1080 TI.

Title: Re: Unreal Engine 5 Revealed
Post by: Tangled-Universe on May 18, 2020, 09:19:05 AM
Very good information here on the combination of techniques they used to obtain these results.
It seems they indeed used different LOD's for geometry, but there's a lot more information about other aspects  in the video:

Title: Re: Unreal Engine 5 Revealed
Post by: Tangled-Universe on May 18, 2020, 09:57:54 AM
A lot of the same, but now in text:

https://www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis
Title: Re: Unreal Engine 5 Revealed
Post by: WAS on May 18, 2020, 05:02:44 PM
The geometry scaling aspect was only really a matter of time. If I can bake out an 8k normal map on my GPU in less than a second now, there is no reason GPUs can't slave this process dynamically. I do wonder if there is some sort of predictive model to engage this feature though for smooth transitions. Looking at other demos, screen-space is kinda "poppy" (z-depth on camera poo maybe).
Title: Re: Unreal Engine 5 Revealed
Post by: amandas on June 05, 2020, 06:48:16 AM
Quote from: WAS on May 18, 2020, 05:02:44 PMThe geometry scaling aspect was only really a matter of time. If I can bake out an 8k normal map on my GPU in less than a second now, there is no reason GPUs can't slave this process dynamically. I do wonder if there is some sort of predictive model to engage this feature though for smooth transitions. Looking at other demos, screen-space is kinda "poppy" (z-depth on camera poo maybe).
It looks like UE5 is using screen space as a reference space for LODing objects at runtime, accompanied by tillable normal maps for detailed displacement. Much simpler idea than I thought. They are using old concept of micropolygons (perfected by 3Delight, which I remember had extra fast displacement rendering 15 years ago). I am guessing any popping may be due the algorithms used for LODing transitions and paradigms used (occlusion/distance culling or maybe some other in-house culling?).
Title: Re: Unreal Engine 5 Revealed
Post by: WAS on June 07, 2020, 02:39:18 PM
Quote from: amandas on June 05, 2020, 06:48:16 AM
Quote from: WAS on May 18, 2020, 05:02:44 PMThe geometry scaling aspect was only really a matter of time. If I can bake out an 8k normal map on my GPU in less than a second now, there is no reason GPUs can't slave this process dynamically. I do wonder if there is some sort of predictive model to engage this feature though for smooth transitions. Looking at other demos, screen-space is kinda "poppy" (z-depth on camera poo maybe).
It looks like UE5 is using screen space as a reference space for LODing objects at runtime, accompanied by tillable normal maps for detailed displacement. Much simpler idea than I thought. They are using old concept of micropolygons (perfected by 3Delight, which I remember had extra fast displacement rendering 15 years ago). I am guessing any popping may be due the algorithms used for LODing transitions and paradigms used (occlusion/distance culling or maybe some other in-house culling?).

It's simply not possible to use screen space anything at run-time. Screen space is live, based on the viewport engine and runtimes are already running.