[HN Gopher] A first look at Unreal Engine 5 ___________________________________________________________________ A first look at Unreal Engine 5 Author : HammadB Score : 1175 points Date : 2020-05-13 15:26 UTC (7 hours ago) (HTM) web link (www.unrealengine.com) (TXT) w3m dump (www.unrealengine.com) | brauzi wrote: | Wow, how soon until AR/VR is the standard in gaming? | atum47 wrote: | I just saw the tech demo on the ps5, really really impressive, | the dynamic light, the zbrush import, the huge amount of | polygons... I'm saying this with some experience as a 3d artist | (zbrush) and a programmer. | crazygringo wrote: | Wow. It seems like real-time lighting and detail are getting to | the point where they're so indistinguishable from reality... | | ...that now it's the actual quality of the models themselves, and | even more of character motion, that are going to have to be the | next steps in better graphics. | | I'm stunned by the lighting and detail, absolutely stunned. | | But at the same time, especially when you get into the | architectural rooms, everything's far too "perfect". No grime, no | crumbling edges, the motion of the ceiling opening is far too | smooth, no vibration or catching, etc. | | Likewise, the character's ponytail isn't bobbing like real hair | at all. Sometimes her movements seem to be anti-gravity and | bizarrely robotic. The leather over her shoulder seems to float | rather than rest, and twists as if it were made of gelatin rather | than stiff cowskin. | | Not that these are criticisms at all -- I'm well aware of how | hard they are. It's just fascinating to me to see, once rendering | is basically "good enough", how the flaws in modeling come to the | fore. | | And so where are those advances going to come in? Are there going | to be procedural-generation advances in creating realistic grime | and imperfections and irregularities? Or deep-learning advances | for realistic bodily movement? And why is it so damn hard to get | clothing to actually fall on the body right, instead of always | looking like a stretchy foam skinsuit? | Nition wrote: | Yeah, this is looking so good now that we seem to have reached | the uncanny valley of rendering. Where instead of thinking | "this game has really good graphics" I'm now thinking "this | reality has some bad graphics". | TeMPOraL wrote: | Oooh yeah; some of those rock faces were sharper than my | short-sighted self would expect to see in real life. | sterlind wrote: | All sorts of rendering tricks had to be played before RTX. Now | that we have real-time ray tracing, models are becoming more | important than shaders (see e.g. Minecraft. It looks like a | real world made of Legos - the blocks make it look artificial.) | | Maybe once real time photorealism is cracked, we'll move to a | completely Newtonian global physics for some games, with some | analogue of "atoms" the way RTX models "photons." | | I'm not in the industry, this is just something I'm wondering | about. What would Minecraft be like if blocks were the size of | pixels and the physics were real? | slx26 wrote: | not exactly what you are saying, but you might be interested | in teardown https://youtu.be/Wc_QC25RM44 | GuiA wrote: | It's going to be at least a solid 3-5 years until one can say | "now that we have real-time ray tracing" as far as most | consumer devices are concerned, and even then it likely won't | mean that all games will use raytracing for all rendering - | more likely just for select special effects etc. I wouldn't | give it less than at least a decade or two before we can have | a mainstream fully raytraced game; and even then, I'd guess | that good game artists will keep using smoke and mirrors to | make effects even more stunning than what they can make by | the brute force ray tracing approach. | | There are a few indie devs trying to make "finer resolution" | Minecraft; e.g. https://www.youtube.com/watch?v=VQv1OEm_www | [deleted] | trynewideas wrote: | buried lede, perhaps: retroactive to Jan. 1, "Unreal Engine | royalties waived on first $1 million in game revenue" | | > Unreal Engine End User License Agreement for Publishing: This | license is free to use and incurs 5% royalties when you monetize | your game or other interactive off-the-shelf product and your | lifetime gross revenues from that product exceed $1,000,000 USD. | deerIRL wrote: | This is a huge jump from the previous $3000 per quarter being | royalty-free when they initially made UE4 free. It will be | interesting to see if it helps them capture more of the indie | studios from Unity. | metalforever wrote: | Yeah I would personally use this instead of Unity because I | don't want to pay royalties on a tiny indie video game that | I'm barely making any money on. My games aren't ever going to | gross a million dollars. The licensing model at Unity is | vague regarding whether tech workers need to pay for Unity | Plus if it's a side thing for them also (I recall there being | a 100k cap). | avolcano wrote: | Well, it's worth noting Unity _doesn 't have_ royalties - | you just pay per seat on a monthly cost, and it's free | indefinitely* if you make/raise less than $100k a year. | | * (this also means no official support and a few missing | features, not sure if UE4 offers everything for free) | metalforever wrote: | It is unclear whether you have to pay the monthly fee if | you don't have a registered business and are working on | something in your free time, and have a day job making | 100k+. I don't like how the motivations are out of whack | here . Unity makes more money if I don't finish my game . | teraflop wrote: | Your question is answered pretty clearly by the license | terms: https://unity3d.com/legal/terms-of- | service/software | | > if you are an individual using the Unity Software, but | not providing services to a third party, your Total | Finances are the amount generated in connection with your | use of the Unity Software. In this case, your Total | Finances would not include amounts you generate from | other work (for example, if your day job is as a | zookeeper). | asutekku wrote: | UE offers everything free and now they started providing | some in game services (such as accounts, statistics) for | free too. Only way to pay to use Unreal Engine is to earn | more than 1.000.000 usd which for most people means | everything is completely free. I'd say unreal has a much | better value proposition in here. | gfxgirl wrote: | i know games with $3 million dollar budgets that chose | Unity over Unreal because with Unreal that would have | cost them $150k where as with their 10 person team Unity | cost them $45k for 3 years. | deerIRL wrote: | It may have changed, but back when we were looking into | Engines to use, Unity had a completely free license until | you hit $100,00 in sales or wanted to remove the unity | splash screen on app launch which costed a then flat $1500 | licensing fee for the "Professional Edition". | andechs wrote: | Removing the splash screen for Unity is a feature - Unity | has a pretty bad rep (perhaps undeservedly) because so | much shovelware uses the engine. | chongli wrote: | I'd be really curious to see what a talented programmer or two | could do with the engine by themselves, without bringing an | artist on board. Is the Unreal engine flexible enough to do low | fidelity, 2D games or are you just better off coding up your | own engine at that point? | AlunAlun wrote: | You're better off using Unity for such projects. | dubcanada wrote: | The only reason to use Unreal for a 2d game is if you want | easy cross platform support and an asset pipeline, otherwise | you would probably just make your own or use one of the | existing 2d engines. | rasz wrote: | Plenty of gamejam games are made in a weekend using Unreal, | Unity is still holding strong due to ease of whipping | something out in Adventure Creator. | autarch wrote: | I'm not an expert in these things but my understanding is | that Unity is much better for smaller games. I think Unreal | is aimed at the AAA market. | jfkebwjsbx wrote: | "Low-fidelity", 2D does not mean no artist. | | Pretty much every game needs someone talented in art or | design. It can be one of the programmers, of course. | | Unreal is not a good choice for a 2D game, anyway. | wastedhours wrote: | Also > Epic Account and Game Services | | I think this has the potential to be a huge shift if enough | developers build games targeting Fortnite players. There's an | ecosystem right there to be tapped into, and Epic just happens | to be giving you the tools to do it. | ocdtrekkie wrote: | And developers who launch on the Epic Store get much better | placement than the average Steam listing, and free promotion | by Epic's social accounts. At least right now, even before | the financial incentives, there's a lot of perks for a new | developer to become "heard of" from Epic. | [deleted] | jerome-jh wrote: | I am quite disappointed she does not leave footprints in the | sand, at 1:30. | [deleted] | robmerki wrote: | I am always skeptical of tech demos like this, but if Epic has | truly created a way to show full quality assets at runtime | without manual LOD / optimization, then this is going to be a | huge process improvement for game development. Same goes for this | lighting. Baking lights is such a burden, if they can simply do | all of this at runtime then making beautiful games just became | that much easier. | | They also bought Quixel, which gives all of these photo realistic | assets to any Unreal Engine developer (even if you're some kid | building a game for free). Not sure how Unity can keep up with | this. | brundolf wrote: | I'm normally skeptical of tech demos, but normally they don't | actually talk about the tech. Assuming the actual promises | aren't misleading, this is extremely impressive. | | > Not sure how Unity can keep up with this. | | Unity still has a big edge on usability. Unreal is very much a | AAA tool: you have to use C++, all the built-in systems have a | much steeper learning curve, etc. Even as a professional dev | who's tried a few times to get into it for fun, it's just too | much headache for my level of project. Whereas I can whip | something together in Unity really easily. All that said, this | definitely widens the gap for actual studios. If you have the | time and know-how to use Unreal, you have even less reason to | consider Unity now. | jakearmitage wrote: | You don't have to use C++, you have Blueprints, which can | control not only shaders, but also game logic and levels. | wlesieutre wrote: | Blueprints felt to me like they made a lot more sense if | you knew how C++ worked, but I only used UE4 a little bit | to toy around with it | brundolf wrote: | If you're a programmer who wants to write code, you have to | use C++ | Arelius wrote: | That's not entirelly true, there are for instance Python | bindings, and I think some work exists on bindings for | other languages. I just think they don't always have a | lot of support until a case exists where it ends up being | really valuable. Film studios in the case of Python. | | https://docs.unrealengine.com/en- | US/PythonAPI/introduction.h... | virtualritz wrote: | Nah, you can do a minimal binding and write most of it in | something else. E.g. Rust. Considerable boilerplate work | initially for sure but possible. | speedgoose wrote: | I'm a programmer and I love unreal's blueprint. Unreal's | c++ on the other hand, I hate it. | TeMPOraL wrote: | For a non-programmer getting into games, C++ isn't that | much larger leap than C#. Also, as others said, you have | blueprints. They're not bad - though hopefully there will | be some investments made into ergonomics of their use. | random32840 wrote: | You can also use SkookumScript, although I wouldn't. | Blueprints can also be compiled down to C++. | ngold wrote: | I looked at unity and unreal 4 before starting to learn an | engine. Unreal is great, but the massive amount of tutorials | and documentation is why I started with unity. I really hope | unreal 5 can do something similar in the distant future. | Before unreal 6 is released. | Mirioron wrote: | I think it remains to be seen. Unity's big upcoming feature | seems to what they call the Data Oriented Technology Stack. | Essentially, this supposedly allows you to put far more non- | static objects onto the screen than is usually available in a | game engine. I do agree though that what Epic's doing here is a | huge deal. | robmerki wrote: | I love the Unity's efforts with ECS, but how many games would | benefit from it? | barbecue_sauce wrote: | As far as I know, Quixel still requires a subscription, and the | assets can still be used in Unity. But the dynamic LOD | optimization is definitely a killer feature. | naikrovek wrote: | Quixel is free for use with Unreal. The pricing structure for | all other content tools is the same as it was before Epic | bought Quixel. | 6gvONxR4sf7o wrote: | Don't you still need to do some of that just for file size and | data transfer, if nothing else? In the demo they said it had | hundreds of billions of triangles. Google tells me you can get | down to 18 bytes or so per triangle, but even if we assume a | lower bound of just three bytes per triangle (amortized storage | of 1 vertex per triangle of an x,y,z point), we're talking | about on the order of terabytes to just store that scene, | right? | BiteCode_dev wrote: | "virtual" is the keyword. They do some magic to not calculate | or store most of it, most of the time. | badsectoracula wrote: | I'm pretty sure the virtual word here refers to the | geometry being in a virtualized form, meaning that the | renderer refers to it but the GPU does not have all of it | in RAM but instead is paged in on demand. | | This paper about geometry images[0] was mentioned on | Twitter from an old post by the programmer who implemented | the functionality in UE5. Geometry images encode geometry | in rectangular 2D textures that can be reconstructed later | (the paper is kinda old for this, but i guess it can be | done on a computer shader nowadays). If those images are | stored as virtual textures, which are supported by the GPUs | nowadays, they could be essentially using sparse | textures/resources to store geometry. | | [0] http://hhoppe.com/gim.pdf | naikrovek wrote: | Instancing is the key, for that part of this demo at least. | One statue replicated 300 times only costs _slightly_ more | than one of those statues alone. | omikun wrote: | That's assuming 6 bytes per vertex, 3 vertices per triangle? | Most assets use triangle strips, which averages closer to 1 | vertex per triangle. They also said the souce mesh is in | billions of triangles, but their Nanite pairs that down to | 10's of millions. At ~1 vert/tri * 6bytes * 100mil tri, | that's 600MB of meshes. Keep in mind this is just a demo, so | they can pack what would normally be an entire level into one | room. A whole game might end up be equivalent to a couple of | demos after they manually optimize even more. | 6gvONxR4sf7o wrote: | I was going off of this: | | > Thus, when vertices are shared, the total amortized | storage required per triangle will be 12 bytes of memory | for the offsets (at 4 bytes for three 32-bit integer | offsets) plus half of the storage for one vertex--6 bytes, | assuming three 4-byte floats are used to store the vertex | position--for a total of 18 bytes per triangle. | | From here: http://www.pbr- | book.org/3ed-2018/Shapes/Triangle_Meshes.html | | And I they said hundreds of billions of triangle, not just | billions (timestamp 6:29), but another commenter made a | point that's obvious in retrospect that it's a ton of | reused assets, not hundreds of billions of totally | independent triangles. | Apofis wrote: | This would be awesome tech if everyone had gigabit fiber. You | could just stream all the assets during loading time or if | possible during gameplay. On second thought, 125MB per second | probably wouldn't be fast enough. A 30 second load time would | only result in 3750mb of assets at best. 4k on a Google | Stadia doesn't sound bad if the latency is good. | jayd16 wrote: | In reality its the same rock mesh 1000s of times. | xxs wrote: | >even if we assume just three bytes per triangle, | | that give's you up to 16.7m (2^24) possible triangles. Your | napkin math is way off, | 6gvONxR4sf7o wrote: | I edited it to clarify I meant that as a lower bound. Even | if it were somehow achievable, 3 bytes per triangle times | hundreds (plural, so at least 200) of billions of triangles | is at least 600 billion bytes: 600 gigabytes. | pas wrote: | You can use delta compression, you can even use lossy | compression. It doesn't matter if a vertex is at x=1.001 or | x=0.998 if it looks good enough. | | That said, yes, of course, assets are getting enormous - Call | of Duty: Modern Warfare - 175.2GB on PS4. | | There was a post about the new MS Flight Simulator and how | it'll stream high-def textures from the "cloud" during | gameplay, because it has petabytes of textures. | klmadfejno wrote: | Wow! Quixel looks amazing! | | I've been hobbyist in Unity for a long time. But I think I'll | switch to Unreal just for that. | AlunAlun wrote: | Unity pays lip service to AAA but its primary market segment | mobile game development (which is nearly half of the entire | gaming market). | pjmlp wrote: | And Hollywood, just like with Unreal, some studios are | adopting Unity instead. | ashtonkem wrote: | And indie devs. A ton of indie games are on unity on the | desktop. | [deleted] | airstrike wrote: | I'm mostly concerned about the storage and bandwidth issues | associated with this level of detail. | | Are we going to download 500GB games on our Playstation 5s? | tommoor wrote: | Call of Duty: Warzone requires over 100Gb free on the PS4 | disk just to download updates. | pas wrote: | Gears of War with updates is 250G, so yeah, looks like it. | one2know wrote: | I'm sorry but an unreal engine 5 video needs to start with | graphics, tim sweeney, or not start at all. | rubber_duck wrote: | The environment demo is very impressive - wonder why they didn't | put a bit more effort in to the character, it would have been | insanely impressive if the character detail was next-gen. | goldcd wrote: | I'd just assumed it was a "hey, wouldn't this be great if Lara | Croft was standing here instead" place-holder. | colordrops wrote: | Yes the character stuck out as much less realistic than the | environment. I thought it was an engine limitation but I | suppose it could be improved with additional effort. | LinuXY wrote: | Any chance we can get a scalable network backend to go along with | the render enhancements? Fan-out workers on actors and a KCP | implementation would great! | aeturnum wrote: | It's great to see that graphics continue to improve, but I think | the pipelining of reproducing physical space characteristics is | most interesting to me. One of the things they mention in the | video is using tools to measure how real spaces echo and then | reproducing those echo characteristics in virtual spaces. | Techniques like that have enormous potential for allowing us to | use virtual space and actual space collaboratively. We'll always | have games, but I'm excited to see how, in the next twenty or | thirty years, technology that started in games starts to allow us | to interact and socialize in new ways. | jondiggsit wrote: | As a high-end builder, I would love to integrate a wall like | this into a project. The ability (as shown with the Mandelorian | video) the screens have to produce light would be incredible in | interior living spaces. | keenmaster wrote: | Modular micro LED panels will make this easier, when they're | not absurdly expensive. | frabert wrote: | This has been done for ages in the audio production space, it's | called "convolution reverb". It's quite nice, but it doesn't | allow you to tune it very much, besides basic filtering and | stretching/cutting. | aeturnum wrote: | Yah, they said "convolution reverb," so I think they expected | audience to know what it was. Often it's not about creating | new technology, but making existing technology accessible to | new audiences and new creators. | neotriple wrote: | Honestly, convolution reverb is already highly accessible. | It's a feature in $50 (and probably free) reverb plug-ins | for anybody that does audio. They're relatively easy to | implement and have probably been around for a decade+. As | the OP said, the audio things they mentioned aren't new or | adding any accessibility imo | haywirez wrote: | You have it right now in the browser Web Audio API, for | free[1] | | [1]: https://developer.mozilla.org/en- | US/docs/Web/API/ConvolverNo... | thewebcount wrote: | They were doing it in the 80s for music when samplers | first became big. | bkanber wrote: | Ah, convolution reverb. We've had it for a long time in DSP. | Basically what you do is pop a balloon (create an "impulse" -- | you can also clap your hands or use an electric arc) and record | the echo. This gives you what's called the "impulse response" | of the space. | | Reverb is really just thousands of echoes, and echoes are just | the original sound delayed back to you. So what you can do is | use the impulse response in a FIR filter, convolve it with the | original signal, and you've recreated the same reverb with a | different sound. | | This technique has been quite accessible to audio engineers | (and mechanical engineers) for a few decades now. But you | really only go out and sample impulse responses when you really | need a very accurate model of the reverb. In most cases someone | will just use a precanned impulse response. | willis936 wrote: | This is one area where hardware accelerated ray-tracing has | me excited. I like the idea of walking sound sources to the | observer. Unlike light, you need to account for the speed of | sound through mediums, which adds an extra layer of cool imo. | You also don't need to update at the audio sample rate, since | most objects will not be moving very fast (unless you want | trans sonic simulations, which would be exotic and cool). | | Forget all of the little hacks. Sound processing is cheap. In | 2020 it is unnecessary to select from a set of pre-baked | filters and applying them to some predefined volume (ie this | room is echoey, this room is absorbant, etc.) | | This is one area where software has regressed then stagnated | [0]. It doesn't make any sense, other than it wasn't | prioritized. I think it's only a matter of time before | engines go back and finally complete the audio simulation | problem. | | 0. https://www.youtube.com/watch?v=cS_Fbueh7F4 | bkanber wrote: | I suppose it's a matter of acceptable approximations and | cost. If only 2% of players have a high quality surround | sound system, and only half of those have a good ear, then | you really only have 1% of users who can tell the | difference between raytraced audio and the heuristic | "hacks" that sound engineers have spent decades developing. | So I don't know if audio raytracing will become mainstream | in games anytime soon. But I also suppose that if one | engine does it, others will follow suit. | | Same thing with this Unreal 5 demo. Most users would not be | able to tell the difference between rendering 16B vs 8B | triangles per frame. | willis936 wrote: | You don't need a high quality sound system or a good ear | to tell the difference though. You just need a pair of | headphones and to be a human with hearing. Evolution has | been at work for eons. Every human born is a powerful | audio processing machine. I can't give you a rigorous | proof or hand you a double blind test to try for | yourself, so you'll have to accept an impasse or start | going down a rabbit hole consisting of studies on pre- | baked ray-traced FIR filters of known geometries and the | audibility of group delay. | | I am convinced every human can hear the difference. | Computation is cheap. There's no reason not to solve the | problem. | bkanber wrote: | You should submit a patch to Godot, then! Force Unreal | and others to implement it too. | CarVac wrote: | The only things I can possibly criticize is the global | illumination lagging behind environment changes (presumably | because it's iterative) and the water simulation not being movie- | quality. | | Otherwise it's simply astonishing. | vmception wrote: | that water simulation was pretty bad and blurred out, I went | over it a few times. I don't think this is a limitation of the | engine because I have seen plenty of games use Unreal Engine 4 | and do it differently. | flipgimble wrote: | Let me throw in an anecdote that may amuse some: I was working | for a now defunct large game company when Epic and Tim Sweeny | came in to demo Unreal Engine 3 very early before the PS3 and | XBox360 were launched. This was about 2004. Their demo blew away | executives in particular. They showed multicolored lights casting | multicolored shadows on a single high detail character. One of | the lights was behind a stained glass window, projecting | beautiful patterns. Soon after a deal was signed to use the | engine throughout the entire studio. In retrospect that was a | good decision and I have a lot of respect for Unreal Engine and | Epic in general. | | Edit: found the video of the demo levels that shipped with very | early UE3 https://www.youtube.com/watch?v=1m7T5ay_8DI | | However UE3-generation games that finally shipped had none of the | visual effects from the early demos. The multicolored shadows | could only be rendered with multiple passes, at least one per | light, which proved to be too expensive for larger dynamic game | scenes. It took years of work from the demo to shipped games, and | an army of unnamed engineers to wrestle the technology into a | product. | | UE4 had a great early demo of dynamic global illumination using | something like voxel cone tracing if I remember correctly. To my | knowledge that tech demo was never incorporated into the engine | and never shipped. | | Epic is famous for their demos, and I love them for it... at | least now that I no longer work professionally in that field. If | anything it charts a long term technical direction for | interactive entertainment. | artsyca wrote: | Dude I spent a large portion of my early career as a web | developer making rounded corners on divs using all sorts of | kludges | pjungwir wrote: | For a few years around 2001, rounded corners were a _big_ | part of hp 's branding. I was in a dev shop that maintained | part of hp.com, and we had to have them everywhere. I didn't | work on their site very often myself, but I think that team | must have been experts at rounded rectangles. :-) At the time | it was still sort of a cool effect on the web. | waterhouse wrote: | Better or worse kludges than this one? | http://ridiculousfish.com/blog/posts/roundy.html | pix64 wrote: | Well I just discovered this 11 year old Firefox bug due to | that page | | https://bugzilla.mozilla.org/show_bug.cgi?id=477157 | artsyca wrote: | Make the change easy -- then make the easy change | | They're probably waiting until it goes away on its own as | all epic bugs do | disease wrote: | Thanks for the flashbacks! I had blacked out any memories | of the world before 'border-radius' before seeing that! | andy_ppp wrote: | And now that it's easy people try to avoid using rounded | corners... | rodneyzeng wrote: | Well, I just found people still love rounded corners in | LaTeX templates of books nowadays... | kposehn wrote: | We shall not speak of those dark times! | [deleted] | rodneyzeng wrote: | Check color box with rounded corner in LaTeX, people are | still living with it nowadays... | ecoqba11 wrote: | Yep, fun times! | golergka wrote: | Bet it pays more, too. | filoleg wrote: | Almost definitely, but it isn't even nearly as mindblowing | to a casual outside observer as a cool UE demo. | hypertexthero wrote: | All Steve Jobs' fault: https://www.folklore.org/StoryView.py? | story=Round_Rects_Are_... | triceratops wrote: | That was really great! Thanks! | artsyca wrote: | Really great! This reminds me of how epic and iconic this | company truly was -- I lived in a constant state of | delight as a child using their software and software | developed on their platforms starting with the old BRUN | command on apple ][ | skratlo wrote: | This made my day dude, thanks for that. Imma dropping | everything now and going to make rounded corners button with | WebGL canvas, using signed distance function in a fragment | shader. | gridlockd wrote: | https://www.youtube.com/watch?v=ZdqjcMmjeaA | ordinaryradical wrote: | Read the parent again with this playing in the background | for peak webdev irony. | Apofis wrote: | Rounded corners using tables and gifs? | rpeden wrote: | Or by just using Flash. | | I never did it myself. I know there are plenty of reasons | to _dislike_ flash. And I know plenty of people absolutely | hated sites created solely using Flash. | | But I have to admit I enjoyed the creativity I saw on many | Flash sites. There a generic sameness to much of the modern | web. I know Flash sites were useless for SEO, and probably | for accessibility too. So I don't think things are | necessarily _worse_ now. Just more generic. | | Of course, you can create a Flash-like site using web- | native technologies, but it's probably more work. | ekvilibrist wrote: | Wasn't the problem with "Flash sites" that it was way way | worse than any regular website... as a website? Kinda | like SPAs today. You had to reinvent stuff the browser | already did perfectly. But as long as you made Flash | _APPS_ to be run embedded on websites, it was pretty | awesome. Animation, video, etc. No competition, hands | down just great tech... until HTML5 caught up. | pvorb wrote: | I was going to say something similar. A lot of the | drawbacks from flash sites also apply to current SPAs. I | know you can get usable and SEO friendly SPAs, but it's | so much work compared to plain HTML files or templating | in the backend. | conradfr wrote: | You know it. 9 cells tables, slicing your pixel-perfect | corners in Paint Shop Pro or Photoshop, exporting as a gif | with transparent color. | | That also reminds of the transparent 1px gif "hack". | | I'm not that nostalgic about that. Once in a while all that | knowledge comes in handy for troubleshooting an email | template... | JorgeGT wrote: | > in Paint Shop Pro or Photoshop | | That's a weird way of spelling Macromedia Dreamweaver... | conradfr wrote: | Ah. I remember using Dreamweaver 4 a bit, and Fireworks | (alpha channel transparency in png ? What is this | sorcery?). | artsyca wrote: | Yea and applying a JS fix to allow transparent PNG | debaserab2 wrote: | That reminds me of the old trick of using a 1x1 pixel in an | empty table cell to ensure that internet explorer would | actually expand the table cell to whatever width you set it | to (height still needed another trick if i recall | correctly). would work, too, but then the minimum | height of the cell would be whatever the line height was | set to, and the line-height property didn't behave the same | across browsers. | | It's funny how old tricks make a comeback. I see a lot of | 's in React codebases to preserve whitespace around | JSX tags. | cmsefton wrote: | And the old trick of a 2x2 pixel gif with one colour | transparent, and the other a non-transparent colour | which, when set as a background to the table cell, | provided an illusion of colour transparency with the main | background behind the table. | Jetrel wrote: | To invoke the old "rule 5" of explaining things: | | Until surprisingly recently, there was no built-in way to | make a rectangular element on a webpage have rounded | corners. People had to use all sorts of dirty hacks to make | a final product that "looked like" it was a native, built- | in feature. Usually in the old days it basically amounted | to various forms of "putting a picture of a rounded corner" | (often a gif) in each of the corners of the element you | were putting on the page. | | There were a lot of different ways to do that, but one of | them was to use "tables" - tables these days are usually | only used for what their genuine, semantic intent is: for | drawing a literally spreadsheet-like table of data. But | back in the earliest days of the web, they were the only | controllable way to visually lay things out on any kind of | grid, so despite the fact that they were "supposed" to have | nothing to do with visual layout, they'd get used all the | time for that - often getting used to do visual borders and | stuff. | | So to do rounded corners, you'd basically make a table that | was a 3x3 grid. In the corner elements of the grid, you'd | have tiny pictures of rounded corners; in the side elements | of the grid you'd basically have nothing (they'd be really | skinny elements, either very wide or tall). Then the middle | element in the grid would be gigantic, and would hold your | actual content. | runawaybottle wrote: | Let's also add the infamous sliding door div structure to | making expandable dynamic height divs. | artsyca wrote: | How about that layout with columns and a sticky footer -- | sirmarksalot wrote: | I was about to weigh in on how 9-slicing is absolutely a | valid strategy for UI components, and give you an example | from my professional work, only to realize that I can't | think of a single example that wasn't, "hack around some | library that doesn't have border-radius". | | I'll be glad for the day when 9-slice is a truly obscure | technique. | artsyca wrote: | Nine slice put a lot of food on the table but I started | to question my purpose in life | | Border-image came and changed the game in the early | 2010's... Doing exactly that in essence | CydeWeys wrote: | And for an authentic contemporaneous example of this | technique, here's my website that I designed in 2002 when | I was in high school: http://cydeweys.com/archive/ | | You won't know it from looking at it because you'll only | see the rendered static HTML, but that entire site was | actually written in C++. Using the AP C++ libraries (yes, | _that_ AP). | artsyca wrote: | Shouts to Udephus! | atum47 wrote: | YES BABY!!! I use to do it all the time. =) | | https://web.archive.org/web/20040204003135/http://www.reali | d... | artsyca wrote: | Rico Suave! | magma17 wrote: | here is another kludge: border-radius | artsyca wrote: | Yea man! Border-radius changed the game and made nine- | slices method legit | | I remember using a JS poly fill with modernizr to get it to | work like as soon as it came out and making pixel perfect | images to use with it! | bredren wrote: | I also spent an inordinate amount of time getting rounded | corners on a fan site blog I ran. I forgot about this. | Lorin wrote: | CIG's customizations to the Lumberyard engine have been pretty | impressive - believe they're working on SDF now | Krasnol wrote: | Yeah it looks nice but the price is that it's broken | everywhere else and will probably be overtaken by newer | engines until it reaches a release. That is...if it ever | does. | | Otherwise, not many games made it to release on that engine: | https://en.wikipedia.org/wiki/Amazon_Lumberyard | ascagnel_ wrote: | Lumberyard is a fork of the CryEngine, and quite a few | games have shipped on either CryEngine or one of its forks | (particularly Dunia, which Ubisoft uses extensively). | backtracking wrote: | It's say current UE4 games don't match the details of the UE4 | demos they showed on release. | cdash wrote: | I really don't agree with that. Current games look better | than the UE4 demo. | | See this for the original demo of UE4. | https://www.youtube.com/watch?v=dD9CPqSKjTU | rowanG077 wrote: | FF 7 remake comes extremely close though. That's the best | looking UE4 game I know. It's expected that real games do not | have demo levels of visual fidelity. | crammyRL wrote: | I will say its Gears 5. Coalition has been incredible with | their usage of Unreal since the original Gears of War back | in Xbox360 days. They peaked with Gears 5. | dazzawazza wrote: | Remember the PS1 dinosaur demo? Yeah the whole industry is | famous for this. | | Games are more than tech demos. | philipov wrote: | Tell that to the VR scene. | Mirioron wrote: | To be fair, Epic wanted to have real-time global illumination | for UE4. They even had a lot of the work done, but it just | never quite made it. The performance impact was too great. I | imagine several years later they've been able to deal with | most of the issues, especially since we have a lot more | computational power available. | danbolt wrote: | I always wondered if that dinosaur was using the 2MB of | memory in the final retail unit, or 4MB often seen in arcade | boards using the the PS1's technology. | flatiron wrote: | I could swear I "played" it when I was a kid off a | PlayStation magazine or Pizza Hut demo disk on a retail | (well modded) unit | dazzawazza wrote: | I think it came out on a demo disk at some point. You got | to move the dino about and maybe the light source? It's | been a long time! | detritus wrote: | Yes, I distinctly remember rotating this model around on | an original PS1 many (many) years ago. | dkersten wrote: | Yep, I remember this too. | AlecSchueler wrote: | For me it came on a disk caled Demo 1 which shipped with | the first issue of the Playstation. | Jare wrote: | I recall seeing it live in a devkit but I can't for the | life of me remember the devkit specs. Note that that demo | catered very expertly to the strengths of the PS1 hardware, | it should run jut fine in a retail unit. | danbolt wrote: | Yeah, the sort of things pictured in the dinosaur demo | don't always match what's seen in retail PS1 games. I'd | love to see a dissection of it. | Jare wrote: | Some things I can think of: | | - Dinos were so in vogue and so suggesting of | technological innovation. Jurassic Park came out what, | 2-3 years earlier? | | - Very limited z-sorting requirements, could likely be | done with a simple bsp if sorting individual polys proved | too taxing. | | - Polys of fairly regular dimensions, not overly long in | one direction. Helps with less visible sorting and | clipping artifacts. | | - No problem with lack of perspective correction, because | textures are already shimmering due to the organic skin | animation. | | - That black fog has always been very effective. We love | terrifying things emerging from the dark, which Doom3 | tech proved again, and more recently VR. | ccktlmazeltov wrote: | https://www.youtube.com/watch?v=k7Lk7idveeU | proverbialbunny wrote: | It looks like PS2 graphics. | jansan wrote: | I guess they go completely to the limit in their demos, | so in actual games you will see it only after the next | version of their engine has been released. | [deleted] | [deleted] | ksec wrote: | Not in the industry, so pure speculation. | | Unreal Engine's old business model were exactly that, get you | excited with demos and sign up ( paid ) for their engine. And | it was the same with UE 3 and UE 4. But in 2015 all that | changed. It was open sourced on Github, it has a very | sustainable revenue model due to the explosion of Mobile | Gaming, the Gaming industry as a whole is now bigger than | Movies and Music industry _combined_. | | I think it is fair to say EPYC no longer has the incentive to | do that with UE 5. And because it is / will be open source, | they can now actively work with many different partners ( | Hardware such as Sony and Microsoft and other publishers ) to | make sure those technology works as intended. | gfxgirl wrote: | FYI though, It's not open source. Open source has a meaning | and Unreal doesn't fit that meaning. | | https://www.google.com/search?q=open+soruce+definition | tanilama wrote: | It is open source in the sense the source code is available | for you to see. But probably not on the usage part. | skohan wrote: | It would technically be "source available", no? | notaplumber wrote: | UE5 is not open source, it is shared source or "source | available". Assuming it follows the model of UE4. | | https://en.wikipedia.org/wiki/Source-available_software | 0xCMP wrote: | Good point, but OP's point is that they can't hide behind | demos. Anyone who requests the source will most likely get | it and be able to see what's going on. | notaplumber wrote: | Indeed, that part is accurate. It would be technically | interesting if the tech demo was a part of UE5 source | release. I'm not familiar if they've done that in the | past. | barbecue_sauce wrote: | Possibly a typo, but EPYC is a processor brand. EPIC makes | Unreal (and Fortnite). | mtsx wrote: | It's not open source.. | lmilcin wrote: | Just looking at demoscene, it is possible to create amazing | results with very little resources if you have right people and | infinite time and resources to polish couple of seconds of it. | | This rarely transfers to a product that has a lot of content to | be built, an actual budget, good but not star developers and | conflicting requirements. | mycall wrote: | Is Unreal Engine at all related to Future Crew's Unreal in | 1992? | pas wrote: | Who knows, they had a hard time coming up with the name. | | https://web.archive.org/web/20010814190955/http://www.games | p... | bilekas wrote: | Their early demos are usually really good, but the early | versions rarely ship with all of them, over time though to | their credit they do arrive, and often exceed the | demonstrations. | | Some of the new lighting features in UE5 are interesting and | should be cheaper than RTX overall, but will be interesting to | see the mix and match which developers will achieve. Looking | forward to having a play around with it. | lumens wrote: | Extremely impressive. | | That said, I am struck by how the inaccuracies in physics | modeling start sticking out like a sore thumb the closer the | visuals get to realism. After gawking at the ground and falling | rocks in the first scene, I kept getting stuck on the weird | movement of her ponytail. Also the landing of the first jump | across the chasm. | | Picking nits for sure; incredible work here. | ben7799 wrote: | For sure, the physics once she starts rock climbing are | horrific and super uncanny. | | Forearms need to be parallel to the gravity vector almost all | the time. Arms need to be kept straight almost all the time. | The only exceptions for these are the actual top of a motion to | move up to the next hold. | | All stuff you would never notice if the graphics weren't | amazing. | | I think I'm so used to seeing unrealistic pony tails and | clothes I don't even notice. | | Other than Uncharted I don't recall playing games with | climbing.. I've spent enough real world climbing time since | then it's noticeable now. | aaanotherhnfolk wrote: | I got the uncanny valley sense from the footage and had to | watch it a few times to understand why. As you say, there are | still subsystems whose fidelity don't meet the quality bar that | the texture and lighting set. | | Little things like the player model's hands interacting with an | invisible flat surface above the incredibly intricate rock | textures. | | Yes, nits. With the player model acting as a locus for these | uncanny interactions, I wonder if there will be a wave of first | person games that can take full advantage of the photorealism. | naikrovek wrote: | Hair is nowhere near realism, yet. | | This is masked by using hairstyles which are either not | intended to move or which are intended to display limited | movement. | | Her hair isn't in a true ponytail, anyway. Even with more | restricted movement of the hairstyle she has, it still doesn't | look right at all. | xsmasher wrote: | The more accurate the rendering is, the more accuracy you | expect of everything else. | | A game with cartoonish or simplified rendering can get away | with one attack animation, one "working" animation etc; but | once the rendering becomes realistic, you need better | animations and physics, etc. | johncoogan wrote: | Does anyone have any theories as to how Nanite actually works? | I've never heard of virtualized micropolygon geometry before and | it sounds a bit buzzwordy. Do we think they are just loading the | full model into GPU memory, or are they baking down various LODs | and normal maps at compile time through some automatic process? | Either way, it's a huge workflow improvement. It's just unclear | what's actually happening... | alkonaut wrote: | "Micropolygon" I assume means Reyes rendering, I.e that the | polygons are created on demand from underlying geometry. | Instead of various LODs you tessellate when rendering, | specifically for the view so each pixel has ~1 vertex. Walk | closer to the statue and it gets more triangles in tesselation. | Miraste wrote: | But how is it running so quickly? I've seen adaptive | rendering implementations before, but they couldn't run in | real time. If they are really using billions of polys they | can't store them all in VRAM. Is the PS5 SSD fast enough to | recalculate polys for every model in the scene every frame | (Or even every few frames)? | micheljansen wrote: | Interesting how these demos used to be about how awesome | everything looks. That still matters, of course, but previous gen | engines already achieved cinematic photorealism. Now it's all | about ease of use and workflow. No more need to worry about poly | counts, normal maps etc. | cryptozeus wrote: | What a Demo ! Hopefully PS5 delivers this level of gaming. | wildpeaks wrote: | It's a total game changer. | | Time for everyone to learn Unreal, Houdini, and Mari. | Pfhreak wrote: | It'd be my default engine if it had language bindings other | than C++. | alkonaut wrote: | Are there any technical details available for nanite and lumen | works? | surfsvammel wrote: | For someone with zero insight into these kinds of things. What | happened with Id software delivering game engines? Do they have | competing software or are they not doing that sort of thing? | alibert wrote: | They are still doing in house engine. id Tech is now at version | 7 and is used by their latest game Doom Eternal (running on | Vulkan exclusively). Extremely well optimized for any | configuration spec and run great especially on AMD GPU. | DenisM wrote: | For all the advancements the demo is still essentially | monochromatic. | | As I recall this is done to avoid the difficulties of rendering | how two adjacent differently colored objects bleed their colors | onto each other. No color - no bleeding. | | I'd prefer color over pixel accuracy. | jeffbee wrote: | That my reaction to this recent UE4 demo. The whole world is | monochromatic, and this seems to be an adaptation to the limits | of the technology. | | https://www.youtube.com/watch?v=zKu1Y-LlfNQ | PossiblyKyle wrote: | Multiple comments here agree that the water is not the engine's | strong suit, but the thing that bothers me the most these days is | not the water, but the wetness (or lack thereof). Why can't | nobody do wetness well? In most games you'll play, you can dive | deep into the water and when you go out your model will stay | completely dry. If Naughty Dog managed to do it well on a PS3, so | can the game engine as a feature on the PS5. | VikingCoder wrote: | I've been wondering for a while Unreal doesn't just make the | Unreal Browser. | | You download and install it. | | Then you give it a URL, and it streams down a map, and downloads | DLLs containing behavior custom to that map. While you're in a | map, you can walk through a portal to another map. Or you can | just keep moving in a direction, which streams more and more map. | | If you're in a multi-player environment, you connect to a server | for that environment. If you're in a solo area, you're just | running locally. | | Isn't this what the Oasis (from "Ready Player One") is supposed | to be like? What stops them from doing this? | yodon wrote: | They did. It's called Fortnite. It's been fairly distuptive. | chupasaurus wrote: | UE4 supports dynamic multiple maps. Fortnite maps are static | ones, even though they could be done using that feature. | yodon wrote: | The hard part of the multiverse is the business model. | Features like dynamic maps are just that, features. If you | have a business model that works you can bring all the tech | features to play. If you bring the tech to play without a | business model you just crater spectacularly. This is why | Fortnite is important. | | It may not be the feature list you thought the multiverse | would launch with but in hindsight it will be the feature | list that the multiverse did launch with. | VikingCoder wrote: | For me, if the content is compelling, I'm paying a | monthly membership. I expect the multiverse to pay | content creators based on how much time I linger in their | content. | | Did HTML / HTTP have a business model? Or were they a | platform upon which other things were built? | yodon wrote: | The business model for HTML/HTTP was and is advertising. | | People initially tried subscription models for HTML | content but it didn't work so everyone went to | advertising based models. Observationally, subscription | HTML content models have continued to not work (yes, | Netflix, but Netflix is more about video content than | HTML content). | VikingCoder wrote: | There was no business model for HTML/HTTP. | | It was a set of technologies. Advertising later came to | it. | | There are tons of subscription models for HTML content | that you're ignoring. Patreon, YouTube, online news. Some | small, some large. | [deleted] | friendlybus wrote: | Similar to the concept being attempted at Core, though it's | packaged as a game modding platform. https://www.coregames.com/ | | Yes you can make unending worlds in UE4. | freeone3000 wrote: | How do you make money from this? Who would buy it? Why would | anyone use it? Is there a point beyond "this is a cool thing", | which is pretty well captured by Roblox and Second Life and | VRChat | VikingCoder wrote: | 1) How do you make money from this? | | How do you make money from anything on computers? With Ads, | with Paid Memberships, Paid Access to content. | | 2) Who would buy it? Why would anyone use it? | | Isn't that kind of like asking "who would buy the internet? | Why would anyone use the internet?" | | Remember when Chromebooks were announced and everyone laughed | because it's "just a browser?!" | | Well, imagine if you were browsing, except it looked like | Unreal engine when you got to 3D content. Rather than looking | like crappy WebGL content. | | 3) Is there a point beyond "this is a cool thing", which is | pretty well captured by Roblox and Second Life and VRChat | | Do you think Roblox, Second Life, and VRChat look as good as | Unreal Engine 5? | | Would you enjoy playing content in Unreal Engine 5 without | having to install an entire game first? | hobofan wrote: | > Do you think Roblox, Second Life, and VRChat look as good | as Unreal Engine 5? | | The main bottleneck is the price of asset production. | Producing assets on the level of this demo videos is | magnitudes more expensive than what you would see in those | other platforms. So for someone to be able to turn a profit | with that, there would need to be either a bigger | willingness to spend, or an explosion in player base. | | There are also likely technical challenges. I'd imagine | that very few people have both the storage capacity and | bandwidth to sustain such a system. You see people on here | complaining about websites being a few MB heavy. In such a | high quality 3D browser, you would need to load multiple | GBs per scene. | VikingCoder wrote: | I think there's a chance the player base would grow if | there were one app you launch, and then you're in 3D | world. I think it would help in discovery. | | On the technical challenges, yes, you need bandwidth. | Just like you need electricity to play a console game. | Yes. | | But maybe Stadia is a good way to limit how much | bandwidth you really need? Load the data on the server, | and stream the rendered views. | gamblor956 wrote: | Nothing is stopping them from doing this. | | At the same time, nothing is motivating them to do this either. | VikingCoder wrote: | Isn't that kind of like saying that "we can all just keep | using Postscript files. There's no need for this HTTP / HTML | thing. Why would I want to stay in the 'browser'? I just use | FTP to fetch content, and use my favorite Postscript renderer | to view content." | vvilliam0 wrote: | Not unreal engine, but you might be interested in | https://aframe.io/ | willis936 wrote: | I think it is interesting that the first thing they talk about is | LOD. UE4 is famous for its bad LOD implementation. Look at FFVII | Remake [0]. It's an insanely high budget game made in UE4 with | top-of-the-line assets, yet some textures never load in to their | high resolution versions. UE4 has earned this stain. Since | they're talking LOD first and foremost, maybe Epic actually fixed | their UE LOD issues this time around. | | 0. https://www.youtube.com/watch?v=qyGl5C3Uwak&t=10m40s | underdeserver wrote: | Holy forking shirtballs, that looks amazing. | | There's still some weirdness - I found the water movement (around | 4:10) a bit odd, and the lightball in the cave seemed to be | directional even though it was a ball. But my god, that's | beautiful. | | The end scene with the flying reminded me of the (fully rendered) | Avatar ride at Disney World. I stood in line for two hours for | that. | AlunAlun wrote: | I agree the water was weak point, which is why they didn't | spend much time looking at it! | mthoms wrote: | Watch the characters' hand. When she first reveals the ball, it | glows in every direction. Then she moves her hand position to | "focus" the light forward. | underdeserver wrote: | Yeah, but I don't see 100% sync between where she moves her | hand and where the ball glows. | Priem19 wrote: | While this is completely amazing, a caveat: graphics are way less | important than we think it is. I still remember every nook and | cranny from Tomb Raider 3's jungle level, and when I think about | it I imagine being deep inside a real jungle. It didn't matter | that everything looked jagged; my imagination could go wild. | | This is probably a flawed opinion, but sometimes I think the more | realistic games become, the less work for our imagination. I | don't mean to say that we should stop upgrading graphics. What I | do wish to say is this: if you have to choose between optimizing | gameplay or graphics, choose gameplay. If you can do both, do | both. Having access to a ridiculously powerful easy to use engine | does not automatically mean you can do both by just jumbling high | detailed props, foliage, terrain together and be done with it. | It's counterintuitive, but it takes even more skill and a keen | eye to create beautiful and immersive environments in a nearly | photo realistic engine than those used 20 years ago. Why? We live | in a perfect photorealistic real world, so we immediately spot | things that just look weird and unnatural in game. Whereas in old | engines our imagination corrected for all those things. | rland wrote: | I have a sister opinion to this take, which is that artstyle is | far more important than graphics, and there is a very important | difference between the two that is often ignored by large game | studios. \\* | | Your graphical capability can push a hundred million triangles, | but choosing the color, composition, and visual coherence of | those triangles is more important to how people interpret your | world than anything else. Humans have an extremely attuned | visual processor that infers so much about the way the world | behaves solely by the way it looks. | | The reason that classic games can be immersive despite a low | poly count is because the artists have made the visuals behave | in a way that is coherent with our internal model of the game | world. | | An example of this is Portal. The portal gun is an interesting | gameplay tool, but the game was able to fully take advantage of | it because the artstyle of the game was very tightly coupled | with the mechanics. They did a great job of making sure that | the visual environment offered clues to how the game mechanics | worked, which made it so easy for people to quickly grasp how | the portal gun operated in complex environments. Had the | artists failed, Portal would have been "oh yeah, I remember | that game -- the portal gun was a neat gimmick but it felt | clunky." | | The easy way out is to just try to make your environments and | game mechanics as realistic as possible, essentially borrowing | that creation of intuition from the real world. But the most | creative games have worlds whose completely novel or alien | mechanics are coupled with art direction that preserves this | coherence, which makes the world just "click." Putting more | triangles on screen makes for much prettier art, but the true | substance of a game is something completely different. | | \\* not on purpose; it's just extremely difficult to pull off. | audleman wrote: | In a post about a new piece of graphics technology might not be | the best place to have this conversation, but I'm glad it | popped up. I recently decided to start playing Dwarf Fortress, | a game with such terrible graphics it literally takes an act of | will to get past them. Seriously, people post a screenshot full | of commas and equal signs and say "epic battle, lol!" | | Yet, something anazubg happened once I dedicated myself to | deciphering the ascii characters: my imagination sprung to life | to fill in the gaps. From those bland a-z characters came | vaulting ceilings with intricate wall designs. Epic twisting | caves. The oddest looking characters. | | I compare it to a game of RimWorld, where the graphics make a | lot more sense, but turns out limits my need to imagine it | being different. | antonios wrote: | Exactly why I find good roguelikes to offer the most immersive | gaming experiences. Just the input you need to let your | imagination go wild. But not many friends share that sentiment, | unfortunately. | hutzlibu wrote: | Yeah, when all graphic is blocky, your imagination does the | rest. But when you have blocky graphics together with shining | water animation like in Morrowind (I think) it breaks | immersion. | | Still though, that demo was impressive (even though there were | maybe some tiny things not perfectly balanced with the shining | other effect) | | I want to play games that look like that, now. | apelin wrote: | I guess we'll have to see if Unity will havea response on that. | Have to say thou, having billions of triangles without | sacrificing FPS is exciting. | jerome-jh wrote: | OK there are N=10^6 triangles and that shows the raw GPU power. | True indirect lighting would be N^2: this is both impossible and | not worth the cost in terms of realism. So maybe they do it on a | low LOD geometry or even a dirtier trick. A low LOD is probably | also used for collision detection. Keep in mind that these | people's job is to trick you, to the letter. Maybe there is not | much more than a larger GPU and an simplified creation process in | this demo. | petercooper wrote: | I really, really, really want an Unreal Tournament 2021. It's a | shame they haven't pushed that series as a showcase for the | engine anymore. | ww520 wrote: | Still playing UT99. The original Unreal Tournament is just | something done right. | bloodorange wrote: | UT2004 was brilliant too. | ThrowawayR2 wrote: | Came here to say the same thing. Hopefully, we'll at least get | UT5 as a tech demo like UT4 was. | arminiusreturns wrote: | After the many fiascos of UE4 and the shit Sweeney and Epic have | pulled I dont really care, I'm sticking with blender and godot. | Pfhreak wrote: | Many fiascos? Are you talking about how epic didn't pay dancers | for their dances in fortnite? Or the crunch they pushed on | their workers to ship fortnite content? | | I'm trying to think of others, maybe you could expand a bit? | arminiusreturns wrote: | Just a bit of background first. I bought in heavily to the | ue4 ecosystem as soon as UE4 was released, back when it was | $20/mo. After about 3 years I had enough and moved to godot | and blender and being away from that ecosystems it's | deficiencies grow ever more glaring. | | It started with promises that the editor would treat linux as | a first class client. Those were lies, as not only did a | community fork do more work than epic for years because they | refused PRs, but the launcher still hasn't been made | available for linux, requiring people to use Windows just to | get marketplace assets. Now I get it, linux is a small subset | of the community and it's their choice, etc, so I moved on | with only a few hundred in marketplace assets lost, my | personal choice and not a huge deal... | | Then there was paragon (at least I got a refund). Then they | completely changed fortnite. Then it was just one thing after | another. For example, epic was bad enough with exclusives, | but they actually even pulled Metro Exodus from steam even | after it was taking pre-orders! They promised they wouldn't | do it again, and then did it again with Anno 1800. Then they | started buying studios to remove old games from steam. They | even started "bribing" crowdfunded games that magically moved | away from steam despite originally promising steam release. | (Shenmue 3, Outer Wilds, Pheonix Point) | | Their security was breached multiple times, with one single | breach being over 9mil accounts. Multiple people with credit | card issues who chargedback'ed immediately got a refund and | then had their accounts suspended. (epic getting around | chargeback fees). | | Epic is ~%40 owned by Tencent and has been found to do | questionable things on systems. https://www.reddit.com/r/Phoe | nixPoint/comments/b0rxdq/epic_g... | https://www.pcgamer.com/epic-steam-data-reddit/ | | They bought easy anti cheat (EAC) and then completely stopped | all efforts to support linux (Valve had been in talks with | them and discussing the linux issue). (a pretty big deal for | the linux community as it affects many games present and | future) | | They started paying off mods at the fortnitebr reddit sub | which caused a mod exodus and a lot of hubub. | | Tim Sweeney on linux: "Installing Linux is sort of the | equivalent of moving to Canada when one doesn't like US | political trends. Nope, we've got to fight for the freedoms | we have today, where we have them today." | | Tim Sweeney doesn't understand the difference between first | and third party: "Steam's the largest PC store and already | has PC exclusives such as DOTA2, Counterstrike, and Portal. | Valve has every right to make deals with developers and | publishers to secure more exclusives, just as Apple, | Microsoft, Sony, Nintendo, and Epic Games do!" | | They bought "views" on youtube at least a few times (see | Shenmue 3 trailer) | | There is no gifting in the epic game store, and if you use | the same payment on other accounts (like family) they will | lock that payment method. | | They killed Rocket League on linux and macos. | | The epic games store barely functions, with no user reviews | and plans for the devs to "opt in" reviews so they can select | only the reviews they like. They did enable OpenCritic | reviews though. Broken or no cloud saves, achievements, mod | support, forums, or wishlists. | | This is only a partial list! | | It wasn't until 2019 that the Fortnight dev crunch thing came | up, and honestly just calling it a "crunch" doesn't seem to | do the issue justice when contractors were under a culture of | fear to work 70-100 hr work weeks! | | When someone has a repeated pattern of abuse and lies and | gaslighting, you can be sure thats what they will continue to | do in the future, and that is what both Epic and Tim Sweeney | have and are going to continue to do. Anybody who buys into | the UE4 or UE5 ecosystem is probably going to regret it... | unless Epic pays them off like they have plenty of times | before. | Pfhreak wrote: | Some of those are very valid concerns, others don't really | seem like fiascos. | | Paragon: Epic returned all purchases and made all the | assets free on their marketplace. That seems like a pretty | consumer friendly way to shutter a product that wasn't | doing well. | | Exclusives: Paid exclusivity made games like Satisfactory | possible, and I believe that all the exclusives are timed? | Making games is expensive and unpredictable, exclusives | ensure devs can take more risks without worrying about | going bankrupt. | | Security is a serious concern for sure. | | Acquisitions: As far as I can tell, Psyonix is the only | game studio they've bought, and they haven't pulled their | game from Steam? Are there others? | | Tencent ownership: What's the _actual_ concern here? There | 's a lot of sinophobia in gaming circles these days. | There's plenty to be concerned about with the CCP and | Tencent, but what's the specific worry about them having a | minority stake in Epic? | | Linux support (Rocket League, Editor, etc.). These are data | driven decisions. Rocket League, for instance, had 0.3% | playership across Mac and Linux combined. They were | updating their game, and fixing bugs for that small of a | community just doesn't make financial sense. They issued | 100% refunds, which seems pretty reasonable? | | > Anybody who buys into the UE4 or UE5 ecosystem is | probably going to regret it | | As someone who worked in the industry for years (but never | for Epic), I highly doubt this. I've worked with UE, Unity, | and CryEngine/Lumberyard and there's a huge difference in | support and tooling between them. | arminiusreturns wrote: | You asked for the negatives, but please don't get me | wrong. I really like the interface and many of the | features of UE, and the tech behind it. It's just a shame | I felt forced to move away from it. Also, please keep in | mind I'm not the typical person who is trying to get into | gamedev on the side, as I'm a RMS loving, linux-only, | most of my stack is gpl sorta dude. | | On the last point, you may be right, I might have been a | bit hyperbolic but there are cases where I have seen it | play out. One of my favorite games in the potential | department was Mortal Online, but it constantly struggled | with UE3 limitations despite official Epic support and | moves with Atlas, etc (heres to hoping Mortal Online II | using UE4 is good). UE4 has great graphics but as you | know there is more to a game than that. | fartcannon wrote: | I think you were totally right. His counter-arguement | basically boils down to 'so what' which is pretty bad. | | Some thing's are more important than others. Buying and | removing support for already supported systems is an | incredibly anticompetitive move and shouldn't be | forgotten. | rydre wrote: | https://youtu.be/00gAbgBu8R4 - did Epic manage to pull off what | Euclideon Holographics could not? | rydre wrote: | Looks impressive. Lets see what Unity has upcoming. | rasz wrote: | Who knows, maybe they will finally fix freezes in Escape from | Tarkov (confirmed by devs as engine problem) after 4 years of | promises. | cdolan wrote: | Is it just me or does water still look terrible? | | UE5 has better water than this, but not by much in my opinion | (Halo 3, a 10 year old game): | https://www.youtube.com/watch?v=T4eFg-lnpDM | nailer wrote: | I'd say the Halo 5 video is better, but it's likely due to the | artist. | cdolan wrote: | The artist at Epic using UE5 didnt do the best job on the | water, you mean? | seemslegit wrote: | "Virtualized micropolygon geometry" sounds like a laundry | detergent ad. | seanwilson wrote: | What's going on behind the scenes to explain the jump in graphics | quality? Hardware? Algorithmic? | | Does this involve some breakthrough somewhere or is this | incremental? | random_ind_dude wrote: | The graphics look good because of two things: Quixel and global | illumination. Quixel is Swedish company that Epic acquired in | 2019. Quixel does high-resolution scans of actual physical | objects(photogrammetry) and makes them available as textures in | Unreal Engine. The sheer rock faces that you see in the demo | are Quixel megascans of actual rocks. | | The other thing that makes the graphics look impressive is | global illumination, which provides real time dynamic lighting | of the environment, instead of baked in (pre-rendered) | lighting. The demo seems to only have a single light source - | sunlight in the cave, light from the crystal looking thing in | her hand while inside the room. I am not sure how well it look | like in actual games when there are multiple light sources. | | The rest of the stuff doesn't look too different from current | gen games. | vasili111 wrote: | All this for sure looks amazing. But I do not think it will bring | anything new to gameplay. There is no big gameplay changes in | past 15 years. All shooters, all MMORPG, all strategy games and | etc are based on the ideas of 2003-2005 years. Graphics are | improving but most games have similar gameplay. I think the | biggest next impact to gameplay and game industry will be engine | that will be able to have huge zoom ability + ability to handle | more than 30 000 players on the same map (of course that also | depend on server software and not only game engine). Like | traveling from space on ship to planet and after landing and play | as a regular 1st person game but all of this with lots of players | on the same world (more than 30 000). I think that is next big | thing that will change game industry. | aerovistae wrote: | No new ideas in the last 15 years? Have you _played_ Return of | the Obra Dinn? Or Overcooked? Or Spiderman for PS4? Idk, I | think these are bringing whole new levels of gameplay to the | table just in the past year. | jayd16 wrote: | This ignores AR, VR, and other recent genres. We just had No | Man's Sky come out doing exactly what you describe. Other | procedural infinite space games exist. | vasili111 wrote: | > This ignores AR, VR, and other recent genres. | | They sounded promising but they did not made actual | revolution in games. They are not mass product used by most | players. | | > No Man's Sky come out doing exactly what you describe. | Other procedural infinite space games exist. | | I said "able to have huge zoom ability + ability to handle | more than 30 000 players on the same map". There are no games | that have those both at the same time. Only those 2 in one | game is what I am saying. | keenmaster wrote: | Play Half Life: Alyx and you might change your mind about | VR. I think it convincingly shows that VR is the future. | | My setup: | | - OG Vive with deluxe audio kit and the wireless kits. | (Both kits completely change the Vive and are in my opinion | critical) | | - GTX 1080 Strix (factory overclocked) | | - 7th 6700k | | If I'm having this much fun on first gen hardware, then | imagine next gen headsets with higher resolution, wider | FOV, eye tracking, foveated rendering (enabling graphical | fidelity more similar to big budget 2D games), a better | developer ecosystem, more extensive haptics, built in | wireless, more players (for social experiences and | multiplayer), and increased comfort. | liamcardenas wrote: | Game Devs: Is Unreal Engine the premiere game engine at this | point? UE has been a popular engine for a long time and with the | recent _massive_ success of Epic Games, I have a hard time | imagining Unity or even in-house engines are able to match the | engineering that goes into this. That said, I am not familiar | with this at all -- which is why I'm asking. | jayd16 wrote: | When you say "At the point" do you mean now with UE4 or what we | think UE5 will bring? Unity will probably be a bit behind | because they seem to focus on mobile more but they're not | usually significantly behind. | | UE sort of seems to have a technical advantage on some | platforms and Unity sort of has more of an outreach to smaller | teams. Most games are not trying to be on the cutting edge | though. | | You can ship a game on either engine just fine. In my | experience, licensing plays the biggest role in the decision. | gigatexal wrote: | This is insane. The next decade of gaming is going to be amazing. | gfxgirl wrote: | So I'm going to join the naysayers here and say while the | graphics look absolutely phenomenal the game itself looks the the | same game I've been playing for 20-25 years. | | A 3rd person character who walks through caves, canyons, ruins, | slides through tight places where the camera moves in close, can | only climb on areas painted with the "you can climb here color" | and then pushes or pulls a few knobs for "puzzles" | | It could be the original Tomb Raider (1996) or God of War (2005) | or any Uncharted or all the other similar games in between. I'm | sure others can name the same game that's been skinned over and | over and over. | | I love pretty graphics but I'd really like to see the tech used | to give me a new game, not just an old game with prettier images. | thysultan wrote: | I'm hoping games shift to a physics realism approach once we | catch to what ever graphics goal the industry sees as "good | enough". I'd prefer if 90% of the environment was "tangible". | unnouinceput wrote: | this is a demo. and i prefer graphics at engine level and let | the games win or lose due to their quest/lore/immersion of | storyline rather than a poor choice of graphics that looks | clunky. | dougmwne wrote: | This is a tech demo. Epic will be able to demonstrate their | engine more effectively in a familiar genre. If they were to | showcase this using a completely original game genre concept it | would distract from where the focus should rightly be, the | pretty graphics. As far as I know, this is not a game that's | being developed or released. If you are not interested in 3rd | person action games, don't buy them. | redxdev wrote: | This seems like a silly complaint to me. Epic's engine team | isn't the one coming up with game mechanics - that's largely up | to teams actually making games. Unreal may have some | functionality related to commonly implemented mechanics but | anything truly unique isn't coming from the code in a generic | engine anyway - it's coming from the studios building on top of | it. | | This is a demo showing off tech. Any "game" that exists in the | demo is purely to sell the realtime aspect and making it in a | familiar environment or with familiar mechanics is just to show | how the tech might be implemented in an otherwise known area. | bredren wrote: | This was also what I thought of. I get the "this is a demo" but | my first consideration after realizing the stale example | gameplay was to think about what UE 5 would be most awesome for | and it is VR / AR. | | These flat "3D" experiences are like Duck Hunt to the kids in | the retro bar in Back to the Future 2. | choeger wrote: | Hundreds of billions of triangles? How much main memory has the | PlayStation 5? | bluegreyred wrote: | i believe the latest rumors suggest 16GB unified GDDR6, but the | relevant tech here might be sophisticated caching technology | that also leverages a fast PCIe 4.0 SSD | guevara wrote: | I really liked the fluid simulations. It's always been something | hard to get right in games. Albeit, it did look pretty janky in | the demo but I hope we can get some quality fluid simulations in | games soon. | fxtentacle wrote: | Wow, we'll soon be down to only one game engine. | | Crytek has financial worries. Plus it's the most difficult to | use, because it's almost all C++. | | Unity is very accessible thanks to C# scripting, but has bug | issues (and no source code). | | Unreal Engine looks amazing, is cheap or free for indie studios, | and has source code included. | | If they can make UE slightly easier to develop for, they'll | dominate the market. | CyberDildonics wrote: | Unity doesn't really overlap with Unreal. Unreal is big and | cutting edge for AAA titles. Unity is much more simplified. The | path of least resistance is usually pretty clear for someone | starting a project. | brundolf wrote: | For a while there they really tried to overlap. Unity's been | making a huge graphics push over the last five years - it | actually had realtime GI before Unreal did, and wasted no | time telling the whole world about it: | https://www.youtube.com/watch?v=dk8gpz0o5TU | | More recently it's been making a lot of noise about its new | scriptable render pipeline and shader graph. Of course these | are still playing catch-up with Unreal, but they're doing an | admirable job. | | Meanwhile Unreal totally changed its pricing model ~5 years | ago to be much more similar to Unity's and affordable for | indies/individuals, as well as adding native support for | mobile platforms, etc. | | For some customers there may be a clear choice, but for now | at least there's also a ton of overlap between their markets. | We'll see where things go in the future. | swalsh wrote: | There's a possibility Valve might release Source 2 | unixhero wrote: | Half Life 3 confirmed. | chupasaurus wrote: | Dota 2 Reborn is the first game on it, full release was in | September 2015. Also Dota 3 was a joke over 7.0.0 patch | which had changed all of the core mechanics in the game, | but to be fair it had breaked the chains from WC3 map | mechanics. | outworlder wrote: | It would be a shame if they didn't. Alyx is a pretty good | showcase. | [deleted] | TheRealDunkirk wrote: | Wait. What about id Tech? | dralley wrote: | And Frostbite, although it's specific to EA. | theandrewbailey wrote: | Not licensed to third party studios. The last one that was | open sourced was id tech 4 (Doom 3). | Miraste wrote: | Other Bethesda studios can still use them. I remember | Arkane got ahold of id tech 5 for Dishonored 2, and then | renamed it "Void Engine" and added a bunch of bugs. | gamblor956 wrote: | Both Unity and Unreal Engine offer their source code on | Github... | | Both engines have bugs, and one of the biggest complaints about | Unreal Engine is that any feature not used by Fortnite is half- | baked until Fortnite uses it. With Unity, the biggest | complaints are about the relatively transitory lifetimes of | some of their biggest-marketed features, like rendering | pipelines or networking code. | fxtentacle wrote: | No, Unity only has the C# part on GitHub, but it also has a | huge proprietary C++ code base. | pjmlp wrote: | The C++ part is being slowly replaced by C#, written in the | HPC# subset. | | And then there is always the possibility to pay for the | source code anyway. | | This is a business after all. | SeanBoocock wrote: | Indeed. However, they do offer a commercial license to big | developers/publishers will full source access. | Substantially cheaper than the non-royalty, commercial Epic | license too (but at the AAA level they're both rounding | errors). | synunlimited wrote: | Crytek is living a second life as Amazon's Lumberyard (though | they say they have revamped the vast majority of the code) | pjmlp wrote: | All engines have bugs. | | Unity source code is partially available on github, and full | available on commercial license, which is fair. | | Then there are plenty of other engines out there, for example | Cocos2d-x is number one in Asia for 2D mobile games. | chupasaurus wrote: | You forgot to mention the greatest editor there is, UnrealEd. | Unity has a good one, Crytek has a horrible one. | timdorr wrote: | Not really: https://en.wikipedia.org/wiki/List_of_game_engines | | Plenty of proprietary engines are in use today. And you've got | FOSS options like Godot and Blender. UE's definitely the | biggest, but other options aren't going away any time soon. | slezyr wrote: | Blender Game Engine has been removed from the 2.8 release. | Miraste wrote: | The Blender Foundation endorsed Godot as the modern open | source option. | brundolf wrote: | For a while we pretty much only had UDK (Unreal 3). Unity sort | of invented the idea of an omni-platform game engine that's | affordable and accessible for indies. Then Unreal slightly | shifted its strategy to compete with that rising market, and | Crytek... jumped in too. | | I think Unity is too valuable to low-medium end indies to go | anywhere (you really don't need most of these new features if | you aren't going for a photorealistic look anyway), but we | could see a partitioning of the market as Unity takes over the | low-mid and Unreal takes over the high-end. Unity actually _no | longer_ has the (partially) realtime global illumination they | were so proud of just a couple years ago, because of licensing | woes: https://blogs.unity3d.com/2019/07/03/enlighten-will-be- | repla... | runevault wrote: | You aren't wrong about features, but the fact it's now free | until $1 million USD in sales means by the time you own Epic | a cent you've made a LOT of money, in Indie terms. Depending | on how tight you think your budget will be that could be | important. | axlee wrote: | Amazon is getting in the engine game as well, with Lumberyard. | And there is always the possibility of other studios making | their proprietary engine available if there is a profit | opportunity. RAGE and Anvil come to mind. | [deleted] | gok wrote: | Demos are always beautiful but how about fixing some of the stuff | that makes playing UE games unpleasant? The ridiculous load | times, the random stutters and pop-ins, crazy high memory | usage... | mcphage wrote: | > Unreal Engine 5 will be available in preview in early 2021, and | in full release late in 2021, supporting next-generation | consoles, current-generation consoles, PC, Mac, iOS, and Android. | | I wonder if they consider the Switch a current-generation | console. | badRNG wrote: | I'd sure hope so if iOS and Android are on the list. | mcphage wrote: | I'm pretty sure that most high-end iOS and Android devices | are significantly more powerful than the switch--I mean, they | generally cost hundreds of dollars more. | sk0g wrote: | High end smartphones now cost around the same as the new | Xbox and PlayStation combined would, or about as much as a | solid mid range gaming PC... | BiteCode_dev wrote: | Yes but they don't have specialized hardware and have the | highest power consumption constraints. | hombre_fatal wrote: | Too bad. I'm always curious about gains in cross-platform | target productivity. The dream being that you build a high | fidelity game and just need to drag a slider down to create a | build that runs at 30fps+ on the, for example, Switch. | | Of course what we normally see is a lot of work to port down | games. A good example being all the work that went into getting | Witcher 3 to run on the Switch: | https://developer.nvidia.com/gtc/2020/video/s22697 | ksec wrote: | In the past, I have always looked at Demos from Games and thought | this is very good and getting _close_ to movie quality. But that | "close to" remained "close to" for quite some time. Even though | It is improving every year but you can still tell it is gaming | graphics. Even if some of the shots are not real time and pre | rendered, they are still gaming like. | | That Unreal 5 Demo was the first time ever I thought this is | Hollywood Movie quality GFX ..... ( Apart from the Character ). | IT IS STUNNING! And this is done Real time on PS5! | | Edit: I am sorry for the tone and block capitals.... I am | seriously geeking out. | swalsh wrote: | Unreal is now starting to be used in place of green screens in | some movies. (there's a lot more that goes into it, but | essentially it seems like unreal is one of the core software | pieces) | | Here is an example: https://www.youtube.com/watch?v=Hjb-AqMD-a4 | bilekas wrote: | This is really cool, I just wonder for this particular demo, | would it be cheaper to film in a real world location! :) | ksec wrote: | For movies industry, a lot of the cost are actors and time | involved. Having everything filmed with pre made scenes | saves you lots of time comparing to green screen back and | forth with VFX. Real world location also means lots of | travelling. | atonse wrote: | Traveling with lots of heavy, expensive equipment, | setting up, tearing down, then all the unpredictability | of outdoor anything (weather, etc). | | Also one amazing thing was the guy talking about | "shooting a 10-hour dawn" - I can imagine a lot of time | is wasted trying to recreate a certain time of day. With | this, you don't waste that time. You can do as many takes | as you need. The sun stays right where it is. | | Absolutely mind-boggling. | bilekas wrote: | > Also one amazing thing was the guy talking about | "shooting a 10-hour dawn" | | I watched the whole video on the MAnchurian example, and | it sold it obviously for me, but I was only initially | thinking of the first demo. | | Clearly its hugely beneficial. | | What I find interesting is, naughty dog had a bit of a | staff turnover for designers and hired film animators (in | this case it was a crunch), cgi etc.. Funny how they're | now almost cross skillset now. Have to admit, makes me | feel older every day. | | REF: | https://www.eurogamer.net/articles/2020-03-14-crunch- | once-ag... | jotm wrote: | Amazing, the future of this tech is just exciting | alufers wrote: | This is really cool, looks like HDR environments in real | life. Makes me wonder if this could be used in conjunction | with cameras and some clever image processing algorithms as a | camouflage method. | centimeter wrote: | The Mandalorian filmed a lot of scenes with UE4 doing real- | time rendering onto large LED screens like in that demo. | Looked pretty good! Probably more fun and easier for the | actors too. | nabla9 wrote: | If you can afford to put one or more GPU's per LED screen, | there is little limit what you can render real-time, | especially when the camera is so far away. | | I wonder how many GPU's that system had. | skohan wrote: | That's true for simple rasterization, but many effects | don't scale that way | Scaevolus wrote: | It used four synchronized PCs with a total cost of | ~$20,000 to render three 4K panels, which is pocket | change for a large production. The LED walls or a single | lens costs more than that! | | This goes into way more technical details: | https://ascmag.com/articles/the-Mandalorian Particularly | interesting is how the system had ~10 frames of latency, | so excessively fast camera turns would show lower quality | renders. | nabla9 wrote: | Ah. of course. The system tracked camera and rendered | what the camera saw and little around it accurately. Rest | was rendered just for lightning. | erichocean wrote: | The guy who developed the tracked camera invented the | Roomba (maybe with others? not sure). Pretty cool dude. | penagwin wrote: | > If you can afford to put one or more GPU's per LED | screen, there is little limit what you can render real- | time | | Umm, Ray tracing would love to have a word :P | | In all seriousness, typical animated frames for big | budget films easily take hours or longer _per frame_. It | really depends on what looks you're trying to achieve. | Game engines have come a long way in terms of realistic | graphics with realtime rendering, but it's worth noting | that it's still not the same quality as a fully ray | traced scene (whether that matters depends on the content | I guess) | nabla9 wrote: | Yes, of course. But fully animated CGI traces everything | back to camera and single screen in movie quality. This | setup has 1,326 individual screens, 123,904 px/m2 filmed | from several meters away for 180 degree view. None of | those screens were rendered even close to movie quality. | | btw. Only about 50% of the scenes were made with this | setup. rest was traditional ray-tracing. | basch wrote: | A lot of what/why they are doing it this way, is | realistic lighting and reflections. Im not sure the | difference between a realtime game engine and ray tracing | matters that much when you are using it as faux ambient | light. | | After it is filmed, they can still go back and touchup | the backgrounds. Someday with ray tracing they can do | real time finished products, but for now the tech works | great at what its intended to do. | jl6 wrote: | If a scene has been filmed in this setup, how easy is it | to separate the physical foreground from the background | screen if they want to re-composite the foreground with a | more detailed rey traced background? | scrumbledober wrote: | I imagine with the advancements in consumer level tech | with portrait mode in cameras and zoom backgrounds that | the tech ILM has could make easy work of this. | basch wrote: | Imagine if the screen flickered at 120hz and half of them | were green and the other half were the cgi, and you were | able to capture and separate both. | ygra wrote: | The system allows you to insert a dynamic greenscreen | around a foreground element (while also retaining the | option to preview how things will look after everything). | So you can retain most of the virtual set for reflections | and lighting, while still having a greenscreen. | miohtama wrote: | Here is how the production looked | | https://youtu.be/gUnxzVOs3rk | diimdeep wrote: | Incredible. Replace green screen with real time rendered | scene. Truman Show IRL. | ngold wrote: | We are getting closer to wallpaper and screen meaning the | same thing. | elihu wrote: | I think it's the global illumination that really makes the | difference. You can't get to realism just by drawing more | polygons, but if light acts in believable ways (especially when | the scene changes or lights move around) it really starts to | look like real life. | driverdan wrote: | Keep in mind it's contending with YouTube compression too. A | lot of the artifacts you see around the character and other | moving objects are likely compression artifacts. | davidhyde wrote: | The video was hosted on Vimeo which is generally less | aggressive with quality and banding but this is still a good | point. | driverdan wrote: | I didn't realize the provided link was for Vimeo. I had | watched the video earlier on YT. | Shivetya wrote: | the water effects just after the four minute mark looked odd. | while the fixed assets like the statues and such later on | looked great. however I kept going back to the water and | questioning some of the lighting effects too. | | don't get me wrong, the fixed assets look amazing and I look | forward to seeing more done with this system | explorigin wrote: | Water, dust, cloth and hair physics are all still in the | uncanny valley...not to take away from the tremendous | progress with triangles and lighting! | bt1a wrote: | I thought the scarf movement looked great. | explorigin wrote: | Not to me. It was too stiff which caused it to move in | some unnatural ways. | robotdongs wrote: | It didn't seem to reflect well the way cloth moves when | sliding across another piece of cloth. When she was | climbing, I'd expect the scarf to sort of wrinkle/bunch | up, then fall to her side, not just cleanly slide off. | | However I could see them adjusting the physics for the | demo to ensure the cloth actually fell by her side so we | could see it swaying as she climbed. | SahAssar wrote: | Really? To me it felt like it was in the uncanny valley | for cloth. When climbing it seemed to cling to at certain | distance from the body at all times, like it had a | certain range it could swing to/from the body but could | not exceed. | bt1a wrote: | I noticed this too. They briefly showed it because it's | probably still being worked on (guess). The flow didn't look | very natural at all. | twoquestions wrote: | It's not so much that the water looked off (which it did | compared to the rock), it's that the character was completely | unencumbered by the water. If you're walking through ankle- | deep water, your feet are going to slow down as they drag | through the water and go faster through air, and the | character's stride didn't account for the increased drag. | It'd be the same as if you put that super-realistic character | in a stylized game like Hollow Knight without adapting her | animation to 15fps like the rest of the characters are. | | The animation was great, but the graphics were _much_ better, | and one can 't help but notice the quality difference even | though both are awesome works of art. | Mirioron wrote: | From what I've seen the look of water is usually not provided | by the engine itself. Water is really hard to make look good | and a lot of it depends on the specific needs of a game. | simias wrote: | At the risk of sounding a bit negative I personally find that | graphics have plateaued since about the PS3. Sure, there are | more polys, sure, there are higher res textures, sure, there | are more complex and dynamic lights. But you don't really have | the kind of gap we used to have between, say, the PS1 and PS2 | for instance. Diminishing returns and all that. The problem is | that, in my experience, this eye candy only matters for about | 10 minutes when you get into a game, then you stop really | paying attention to how it looks and you focus on the gameplay | and story etc... | | Meanwhile all the dynamic stuff is still fairly primitive IMO. | At around 4 minute in the video they briefly mention the water | effects. They don't really spend a lot of time on them and for | a good reason, they don't look particularly good. | | When I was a kid in the 90s I definitely expected future games | to look a lot better, but I also expect gameplay and world | interaction to progress massively. Fully interactive | environments you can interact with like in the real world. You | could destroy everything, dig holes, build things, have | advanced physics, great AI for NPCs etc... | | It saddens me that the AAA video game industry is almost | entirely focused on eye candy first and foremost. That being | said I concede that I'm clearly in the minority, after all the | Uncharted games are generally considered to be good games when | I find them incredibly boring. | | I hope that now that we can reach near-photorealism in games | they'll have to come up with something new to keep pushing the | envelope. | ksec wrote: | I agree that Story telling and Game Play is still the top | priorities. Look at Nintendo! I enjoy Zelda,( not exactly the | best graphics looking game ) more so than most | "photorealistic" game in recent years. ( I will also admit I | am now a lot older and dont have time for serious gaming ) | | But still, the graphics in UE5 is stunning. The last time I | was stunned by 3D Graphics was Crysis, and that was I think | over 10 years ago. | skohan wrote: | I think raytracing has the potential to be a big leap | forward. Real-time lighting and shadows are still incredibly | limited, and most games are only able handle dynamic shadows | from a hand-full of light-sources at a time. I think we don't | see the difference yet because baked lighting gets a really | good result, but I think after we live for a while in a world | where every flickering candle, and every emissive texture in | a game is a fully-fleged, shadow-casting, dymamic light | source, then we are going to look back at current gen games | and see how static and artificial the lighting is. | | But I do agree with you in general that more advanced | simulation is a huge, largely untouched opportunity in games. | danso wrote: | That's funny you bring up the PS3, because my first reaction | to the parent commenter and the OP video was how I remember | thinking things couldn't get much better than the PS3 demos | [0] - which now look comparatively primitive - but I've had | that same feeling with PS4 and now PS5. But PS5 really does | seem to be getting close to real-time interactive realism. | | But I agree with you that I expected games to be much | "better" by 2020, back when I was a kid playing 7th Guest. I | guess I couldn't understand back then how much manual, hard- | to-scale labor and budget would have to go into story, | dialogue, art, acting (plus salaries of A-list movie stars), | mo-cap, etc. I expected in-depth scripted NPC behavior, like | in 1992's Ultima VII [1], to be extremely commonplace and | basic by now, but I obviously didn't understand back then | what actual AI and emergent simulation requires (versus | manual scripting, and testing of that scripting) | | [0] https://www.youtube.com/watch?v=pzvOgTABwr0 | | [1] https://www.filfre.net/2019/02/ultima-vii/ | sergeykish wrote: | Final Fantasy VII Remake characters are amazing - skin | tone, hair, animation. Beautiful, beautiful sets. I can't | imagine anything better. | renewiltord wrote: | I lost my mind when I saw the announcement for Killzone | https://youtu.be/PDfu1mYQXEg | hombre_fatal wrote: | The video that reignited Xbox360 vs PS3 forum battles | around the internet. | esoterica wrote: | That was the Killzone 2 trailer, not the Killzone: Shadow | Fall trailer the parent posted. | hombre_fatal wrote: | Yeah, you're right. 2005. Good times. | | https://www.youtube.com/watch?v=eHFqOat79Cg | BorisTheBrave wrote: | The UE5 demo show realtime GI. Current systems often rely on | baking. So this feature really allows games to have more | dynamic environments at the same visual quality as last gen. | That's surely a win for gameplay. | [deleted] | setpatchaddress wrote: | I find that the best PS4 games look and play markedly better | than the best PS3 games. | hombre_fatal wrote: | Your only commentary here is that it doesn't live up to your | expectations. You wanted more. | | And then you wonder why AAA studios focus on graphics? | | > That being said I concede that I'm clearly in the minority | | You definitely aren't in the minority. r/gaming is full of | people racing to be most unimpressed by a good looking game. | | All the HN comments pointing out flaws with "don't get me | wrong, it looks decent!" could be predicted the second I read | the submission title. | skohan wrote: | Maybe it's just because I am old enough to remember playing | Super Mario on a CRT, but that attitude sometimes astounds | me. Like I have read many assessments that the latest Doom | game's incredible framerates are nothing to be impressed | by, because the game is "visually underwhelming". I think a | lot of people don't understand how difficult real-time | computer graphics are to implement, and I have difficulty | viewing the world through their eyes. | geddy wrote: | You can appreciate the technology behind it, but once the | graphics in a game (which you play to escape real life) | begin to mimic real life, it can feel underwhelming. | | For instance, a game like Okami on PS2 is far more | impressive to me than some 4K tech demo. When it comes | down to actually playing a game, I don't give a shit | about the polygon count, I give a shit if it's fun to | play. | cargoshipit wrote: | It's the usual HN: pretentiousness abound. Can't even be | excited about a wonderful tech demo. | TeMPOraL wrote: | Or maybe it takes thoughtfulness to read that comment for | what it is: an opinion about priorities of game studios. | | And it resonates with me. I like eye candy like almost | everyone and can appreciate technological marvels in CGI | (and currently working with UE4 after hours, creating my | own assets, I can appreciate how much work goes into | modern game graphics). At the same time, I do feel many | games these days try to use high-resolution textures and | pretty shaders to paper over incoherent storylines and | lack of gameplay depth. I think it's an entirely valid | point to make. | simias wrote: | I must have expressed myself poorly, my point was not that | I don't think it looks good, my point is that I feel like | all this effort is focused on a single metric, making stuff | look good in trailers. | | Remember when HL2 was announced you had this super fancy | physics engine? How objects would bounce and realistic | react with each other, how you could stack things and come | up with puzzles that would just use the physics engine | without hardcoded scripts? HL2 was gorgeous looking but it | was more than bump-mapping and complicated light models. | You couldn't port HL2 to goldsrc and have it play the same. | | Meanwhile almost 2 decades later we're back to fully | scripted puzzles, mostly non-interactive environments and | AI that's generally limited to a glorified A* algorithm. | | This tech demo doesn't look decent, it looks really good, | there's no arguing about it. | cargoshipit wrote: | Not sure what you're on about. While playing Horizon: Zero | Dawn and God of War I was constantly admiring and enjoying | the visuals. | staticassertion wrote: | I think there's just an obvious law of diminishing returns on | certain things. | | If you double the number of triangles, it doesn't take long | to get to a clean looking circle - the next time you double | it, it doesn't look _that much better_ unless you 're zooming | way in on it. | | So there's two things here, I think: | | * There are tons of other improvements, like dynamic | lighting. This turns into more of an immersion/ realism | thing, and less of a "detail" thing. It's weird when your | characters shadow doesn't move the way you expect with the | light sources, it's weird when one part of the room is | totally dark because a block is just slightly in the way of a | light source, and the light isn't bouncing around it. | | * With VR, this will all matter way more. You're going to | have people taking objects in the game and putting them right | up to their face - suddenly the difference between X | triangles and 2X triangles is really noticeable again, | relative to a 3rd person view on a monitor that's at least a | foot or two away from you, where objects are always at a | distance. Immersion is an extremely important factor for VR, | so optimizing there makes a lot of sense. | | So while todays mediums may not demonstrate these wins, they | open up possibilities for new mediums. | eslaught wrote: | The graphics are better, but camera and animations are a dead | giveaway. It was fine when the camera was relatively static and | far away, but shots with more movement became really | noticeable. (Watch carefully, you can see the character's hand | go through the rock in some places, or not make full contact in | others. Once you notice it's hard to un-see.) | | I'm sure this is all fixable, but some part of me wonders how | much larger game budgets will have to become (or | correspondingly, how much less content will be offered) in | order to achieve the new standard in production qualities. | grogenaut wrote: | - no shadows on the scarabs | | - obvious SSAO when hand touched the rock wall | | - odd reflections on the bird sculptures | | - down-resing of textures and motion blur when she flew | | - obvious uncanny valley face (pancake makeup, no subsurface | scattering) on face closeup | | - dust sprite clouds | | were some of the things I noticed on my first watch | | but it was still quite pretty. like what I'd expect uncharted | 5 on the pc to look like | jfoster wrote: | It's strange that the character wasn't more photorealistic in | this demo. If you Google Image search you can find more | photorealistic characters from previous versions of the Unreal | Engine. I wonder if there might be some trade-off being made | between photorealistic character and lifelike character | movement. | skohan wrote: | I suspect it's a way to avoid the uncanny valley, and serves | to highlight the photo realistic quality of the environments | even more. | onli wrote: | I assumed the same. If you also make the character more | realistic you run into the risk of making the demo eve more | unbelievable. Now there are some hints that underline their | claim that it runs on a PS5, like some videogame like | animation transitions, character movements and the | character model itself. | extesy wrote: | It was done on purpose, similar to how Pixar movies have | obviously cartoony and unrealistic characters in an otherwise | photo-realistic environment. | guilamu wrote: | Well, I may be wrong, but I was under the impression that the | Unreal Engine will also work on the next XBOX (and any PC) and | that the PS5 was less powerfull than the next XBOX. | ksec wrote: | Yes, it isn't specific to PS5. I was only mentioning PS5 | because it is not the most powerful machine of all and we are | already capable of that. | ingenieros wrote: | "As for Microsoft's Xbox Series X, Sweeney isn't saying the | new Xbox won't be able to achieve something similar; both are | using custom SSDs that promise blazing speeds. But he says | Epic's strong relationship with Sony means the company is | working more closely with the PlayStation creator than it | does with Microsoft on this specific area." | rasz wrote: | That just means they got paid to say it. | skohan wrote: | It remains to be seen how the PS5 and the new XBox compare in | terms of performance. | | The specs of the new XBox are slightly higher on paper, but | the PS5 is doing some really interesting things in terms of | optimization. Basically the XBox is going for high constant | clock speeds, and the PS5 is shifting priority between the | CPU and GPU components of the SOC so each gets boosted | performance when it's most relevant. | | Both consoles are doing very interesting things with asset | streaming and decompression of assets directly from the SSD | to video memory which are going to open up new opportunities | not only in visual quality, but in terms of how flexibly game | worlds can be designed. | | Probably we will have to wait and see how all of this plays | out in terms of real-world performance. | rowanG077 wrote: | Highly dangerous of the PS people to build non- | deterministic performance into their console. Developers | who try to push every ounce of power out of it will hate | it. | | edit: Maybe deterministic isn't the correct word. What I | mean is that you can design a physics system that you can | ensure runs on the PS5 CPU. But then the graphics boys make | an upgrade and suddenly some power is diverted to the | graphics and the physics system is no longer working | correctly. This is still deterministic. But a nightmare to | work with when optimizing for hard-real time requirements. | The only way this can be done sanely is if the developers | can fix this power budget and thus restore "determinism". | uryga wrote: | does it have to be non-deterministic? couldn't they add | an option to hint which should be prioritized? maybe | hint_prioritize_cpu_begin() ... | hint_prioritize_cpu_end() | | or something? | didibus wrote: | It sounded like they managed to make it deterministic by | keeping the power draw always the same and fixing the | cooling solution to handle max load. | | So developer can expect it to perform identical to | whatever balance they've set between CPU/GPU. That's my | understanding at least. | rowanG077 wrote: | If the developer can control the balance then it's fine. | If this balance cannot be controlled by the developers | then it's a nightmare. It's not clear to me this is | developer controlled. | iMark wrote: | Mark Cerny's tech talk emphasised that performance is | determistic: | | 'So how does boost work in this case? Put simply, the | PlayStation 5 is given a set power budget tied to the | thermal limits of the cooling assembly. "It's a | completely different paradigm," says Cerny. "Rather than | running at constant frequency and letting the power vary | based on the workload, we run at essentially constant | power and let the frequency vary based on the workload."' | | https://www.eurogamer.net/articles/digitalfoundry-2020-pl | ays... | rowanG077 wrote: | It's clear from the presentation that it's not possible | to run the CPU at full power and the GPU at full power at | once. This means the CPU will be stealing performance | from the GPU or vice versa when the system is pushed to | it's limits. This means the things you can graphically do | are directly connected to how much the CPU is loaded. | This will be very hard to optimize for. Since seemingly | unconnected physical pieces of hardware are influencing | eachother. | | The only way I can see this going well if this balance is | fixed by the developer. E.g. the developer specifies I | want 60% of the power budget to go to the GPU and 40% to | the CPU. If this is handled dynamically by the PS5... oh | boy. | skohan wrote: | > the CPU will be stealing performance from the GPU or | vice versa | | Another way to think about it is that very few games are | using 100% CPU capacity and 100% CPU capacity at the same | time. This model gives the developer a combined compute | budget, which can be allocated as required for the task. | omni wrote: | > Developers who try to push every ounce of power out of | it will hate it. | | How common is this though in an era where most releases | are multi-platform? | danso wrote: | The PS still sells itself heavily based on console | exclusives (Uncharted, The Last of Us, Horizon Zero Dawn) | that are ostensibly well-tuned to the hardware. Guess | we'll have to wait until HZD's makes it to PCs to see how | easily it's ported. | barbecue_sauce wrote: | I think Death Stranding is on the docket first for a PC | port; that uses the Decima engine as well. | skohan wrote: | I don't know to what degree it is deterministic or | controlled by the developer. It might be interesting if, | for instance, graphically heavy games can essentially | trade CPU performance they're not using for additional | GPU headroom in an intentional, explicit way. | [deleted] | sevencolors wrote: | Maybe i just don't play many games where a camera tracks a | single player like the demo. But the camera tracking felt | jerky. Is that normal? | barbecue_sauce wrote: | Depends on the game, and camera logic is usually up to | developers rather than the game engine so sensitivity can be | fairly flexible. | Cthulhu_ wrote: | I think with every engine- or console generation people will go | "this is photorealistic!", but in practice / real games it | doesn't look / feel that way, or (maybe more likely) you get | used to it until you run into the next best thing. | | That said, The Mandalorian has used the Unreal engine to render | real-time backgrounds for scenes, so it's good enough for that | at least. | | And in films they don't need to do real-time, they can take | their time to render a scene. | datasage wrote: | Often there are choices made to support a larger range of | devices that require comprises on graphic quality. It doesn't | make a lot of sense to build a game only 5% of your customers | can afford to run. | | Next-gen consoles will have to become more ubiquitous before | the previous gen consoles are left out of game releases. | jfoster wrote: | In this demo I thought it "didn't feel that way" more due to | the camera positioning and character than anything else, | though. The environment seemed quite indistinguishable from | pre-rendered CGI. | skohan wrote: | A highly scripted tech demo is also not such an accurate | representation of what real-world results are going to look | like. | | Yes they can render it in-engine, but they can use bespoke | character animations which don't have any blending | artifacts, and they can put the camera on a rail and tune | the assets and particle effects until they are certain | every single frame can be rendered in under 16ms. They can | hide billboards and other rendering tricks and be certain | the camera is never going to hit them at an angle which | gives them away. | | Real-world game play scenarios are much more unpredictable, | and the results are likely to fall well shy of this mark. | MrScruff wrote: | It definitely wasn't indistinguishable from pre-rendered | CGI, there are a lot of shadow artifacts for one thing. It | looks great but we get this ever few years from the real | time people - they're amazing at picking off the low | hanging fruit of offline rendering and finding a quality | compromised solution that can work in realtime, but they're | chasing a moving target. | ubercow13 wrote: | It's definitely impressive but kind of obviously not pre- | rendered still. There is quite some aliasing in smaller | details of the more complex objects and the edges of | shadows aren't soft. The water effects looked quite bad | still. | emn13 wrote: | Also, the character model's hands+feet commonly clipped | the walls slightly, and sometimes had that odd sliding | motion in which the overall limb seems approximately | stationary with respect to the surface they're touching, | but the actual edge does not, it slides about a little. | | I mean... that lighting was really, really good, and I | think this is the first triangle-based demo where the | surfaces really don't look oddly angular almost anywhere | (maybe with exception of the stalactites). But it's a far | cry from the hand-tuned look of something prerendered. | swalsh wrote: | There are definitely diminishing returns at this point. | However, I think there's a lot of room for impressive Physics | demos. | nabla9 wrote: | Triangles that are just one pixel in the screen, dynamic | lightning and overall rendering this close to photorealism, | it's the all the other aspects of the games that limit the | experience. | | Physics engine, character movement, etc. could still be | improved. | majora2007 wrote: | Did you watch the video? Because they also have improved the | audio system, chaos engine and animations drastically. | globular-toast wrote: | The quality of the graphics make the lack of realism in the | animations more jarring for me. When the character touches | a surface it just doesn't look in the slightest. It's quite | frustrating actually. My brain seems ready to see realistic | contact but instead sees a body moving around unnaturally | near a surface that its supposed to be in contact with. | nabla9 wrote: | Yes, and you can clearly see that they have not reached at | the same level of realism as the rendering. | rplnt wrote: | > you can download and use Unreal Engine to build games for free | as you always have | | That's a very stretched-out definition of always. Unreal used to | be one of the most expensive, if not the most expensive, game | engines you could license. It's been only few years they adopted | this free model. | asutekku wrote: | It's been six years already. While not necessarily "always", | that still pretty much covers the current generation. | agumonkey wrote: | It's a tech demo so I cannot expect more but it feels bland to | me. More like a live interactive movie. I see no potential for | gaming.. the visual and geometric complexity dwarfs the usual | gameplay IMO. | ohitsdom wrote: | > no potential for gaming | | I'm very confused by this. This demo gameplay is pretty | representative of a few genres of games like Tomb Raider. It | also translates well to different types of gameplay, so I don't | get your dismissal. | agumonkey wrote: | But I fail to distinguish what more this new gen will give to | the latest TR game. At this point it's gpu porn, more rocks | that one can ever count. | throwawaysea wrote: | I've always been excited to see these demos over the years, from | childhood until now. Although they may not be what is actually | implemented in a real game, Unreal, id, Nvidia, etc. have always | managed to spark that feeling of giddy euphoria, a glimpse into | the future, with these demos. | Thaxll wrote: | For people not working in video games in might seems super | impresive but I can assure you that major publisher have similar | rendering visual in there in-house engine. Super cool none the | less! | OctopusSandwich wrote: | That looks so good! I hope they add few VR related features. I | tried running the default VR scene with Unreal 4 and couldn't get | it to work. | | Unreal looks better than Unity but I found it difficult to get | started. | etaioinshrdlu wrote: | It took a good deal of fiddling but I was able to get this | starter project working with Valve Index: | https://www.unrealengine.com/marketplace/en-US/product/steam... | | It included teleporting and picking up objects, full hand | tracking and finger positioning. | | Overall, it seemed like a decent foundation but clearly needed | a LOT of work to be ready for a full game. The skillset and | toolset is very different than what web/app devs and backend | devs use. | IshKebab wrote: | I've got the default VR scene running on my Quest. It works | pretty well - there's just a slight bug with the teleport | texture. | | The Unreal Editor was not as easy to use as I thought it might | be, but it isn't too bad. I wish it didn't take an hour to | recompile shaders all the time though. | aswanson wrote: | holy...This is crazy. I really want to learn game engine | architecture. Anyone have any links/recommendations for starting | developers? | kmfrick_ wrote: | Read the Game Engine Black Books by Fabien Sanglard at | fabiensanglard.net ! They are among the most beautiful books on | game engine I've ever read. I read the PDF and then bought them | both to support him because he really, really deserves it. The | other articles on his website are also really well-written and | super interesting! | aswanson wrote: | Thank you. | klmadfejno wrote: | Can someone help me articulate my issue with this? Looking at a | lot objects, they seem unnaturally detailed. Like the bugs, or | the statue at around 6 minutes. Something about it makes me | really uncomfortable feeling physically. | | Is this like a weird infinite depth of field kind of thing? | friendlybus wrote: | There's limited places for your eyes to rest. The end scene | with heavily detailed architecture surrounded by smooth desert, | does it feel more comfortable than the earlier footage? | zokier wrote: | There are all sorts of weird (temporal?) artifacts in the demo, | I think especially visible in the climbing scene. Look at this | cropped capture for example: | | https://ibb.co/PrYT6pq | | The region below her arm is much sharper/detailed (missing | dof/motion blur?) than surrounding area. It seems to be somehow | related how stuff is revealed, as her arm was moving up in this | bit, so the overly sharp region was covered in previous frames. | | Also the shadow (e.g. her fingers) has very sharp pixelated | edges which can contribute to the feeling of oversharpness. | There are some other lesser artifacts also abound, so yeah, its | obvious that the engine cuts corners. But of course that is to | be expected, realtime graphics is all about compromises. | freeone3000 wrote: | There's no distance blur and the entire shot is "in focus". | These shots would be impossible to take with a camera. In | addition, if you game a bunch, you'd expect LOD to drop with | distance, but here it doesn't. | kart23 wrote: | it's too sharp for me. I don't think there's much antialiasing | going on. | hpoe wrote: | So I don't care much for graphics quality, I started moving | towards the terminal and CLI for most everything in my life about | ten years ago, ultimately I feel that graphics falls under | unnecessary fluff and eyecandy that distracts from "real" data, | gameplay, etc. | | But that flight scene at the end of the demo, how realistic it | was, how it was seamless, how detailed it produced a physical | reaction in me, a feeling of like "WOW" throughout my entire body | as I watched it. That was amazing. | dx87 wrote: | Graphical quality can be a way of conveying "real" data. Here's | a video where they cover the importance of graphics in fighting | games, such as allowing characters to have larger move sets | because the better graphics allows moves to be visually | distinct to players. | | https://www.youtube.com/watch?v=dSxk7THBnxY&t=2s | hpoe wrote: | You kids are spoiled nowadays with all your fancy graphics | that substitute flash for performance, I played Warcraft Orcs | and Humans for weeks, in all of it's beautiful pixelated, 8 | bit glory. Now get off my lawn, zug zug. | | mild \s | Razengan wrote: | Graphics tech has been good enough for a while. I wish developers | would start giving more love to improving other areas like | physics, AI, and speech synthesis, that can make a game actually | _feel_ and play more realistic than just eye candy would. | | But I guess those other technologies depend more on the CPU/RAM | etc. which consoles lack in, so they don't want to bother with | that. | | Here's an example of how games have actually been going backwards | in almost all other areas except graphics: | | Far Cry 2 vs. Far Cry 5: | https://www.youtube.com/watch?v=FCeEvQ68jY8 | Wesxdz wrote: | Woah! The AI and physics in Far Cry 2 is an order of magnitude | better. It makes me wonder how the games regressed to be so bad | (maybe devs just don't care as much anymore?), given that Dunia | Engine is used by both games. 'the game's director, Clint | Hocking, noted that internally, much of the design of Far Cry 2 | was haphazard' | Razengan wrote: | > _It makes me wonder how the games regressed to be so bad | (maybe devs just don 't care as much anymore?)_ | | Console limitations might be one reason. Apparently | everything has to run on every platform under the sun or you | might die impoverished in a dark alley, a mindset that has | inflicted other horrors, like Electron, upon us. | muststopmyths wrote: | This looks nice, but I'm not sure what the practical gameplay | consequences for the new tech are. I sure as shit am not going to | ship a terabyte of original-quality assets in my game. | | It would help me produce cinematics more easily though, I | suppose. | | Real-time global illumination looks dope. No more overnight | lighting builds :) | randyrand wrote: | why not? PS5 can download/delete as you go. | muststopmyths wrote: | Bandwidth ? someone has to pay for it. users might have | bandwidth caps and/or have to pay as well. | | Not to mention that streaming high-quality assets from the | network is not going to be fast. | quotemstr wrote: | If I understand the geometry images paper correctly, you don't | have to ship the original assets. The technique uses fancy | topology to encode a mesh as an image --- x, y, z of each | vertex being the r, g, and b channels of the image --- and | pages the images into the GPU on demand. You can downsample the | images as much as you want | ngz00 wrote: | That is pretty impressive, but I was distracted by the lack of | anti-aliasing and the rough edges on all the models when back- | lit. | madrox wrote: | The lede seems somewhat buried here. The tech they spend most of | their time talking about has more to do with development | iteration than graphics. Not having to optimize LODs or light | maps mean more time spent generating models and iterating on a | scene. As with software development, quality is all about how | quickly you can iterate. As for the rest, this demo says more | about the PlayStation 5 than Unreal. | | As a consumer, I'm expecting to see a graphics jump in the next | generation of games (as you would expect) and some fun new | physics details (yo, RTX!), but not much beyond that. However, | this will likely lower the cost of developing cinematic games | like Uncharted or RDR. | ben7799 wrote: | It mostly looks amazing but also very uncanny valley. | | The development process improvements sound most promising. | | I was amazed until the the character started climbing the rocks. | | Seems like no one at Epic has ever climbed a rock in their life.. | it sent the whole demo back to PS1 land. It doesn't even look | like a super hero rock climbing, just looks totally wrong. Almost | no part of the body ever looks angled correctly to reflect | gravity being a thing, like the physics engine switches off. | | That and her ankles are fused and never plantar flex so the | walking looks bizarre. Again, it's all amazing but now it becomes | uncanny valley cause you notice the weird remaining stuff. | impalallama wrote: | I Noticed that they panned up within seconds of showing water | because (I assume) of how wacky the fluid dynamics look. | starpilot wrote: | The environment looks great, the anime-eyes character with | porcelain skin definitely looks UV. The climbing motion is uhhh | a little floaty? In any real rock climbing video, you can see | that the effort is much more labored. | xxs wrote: | Similar feeling but starting off with the initial leap. The | animation of the interaction/grab with the cliff edge looked | very off - climbing without the feet touching the rocks. | | Creating a scenery with a lot of details depth is fine but it | doesn't even come close to having proper animation/character | models and especially realistic physics. | neogodless wrote: | Somewhat tangential - I was hoping I could download and run a | demo to see how things look on my hardware. What are your | favorite downloadable graphics demos? | [deleted] | forgot_again wrote: | I guess this might sound unreal, but I literally have not looked | at AAA game graphics in over 10 years, so this looks absolutely | stunning. | | Back in 2009 my 360 died. I had been an avid console gamer before | that, but I never replaced the Xbox and in 2010 went off to | college, where I mainly played N64 with friends as well as games | on my phone. | | After I graduated I was busy with work and life and never got | back into the gaming cutting edge. Sure I played StarCraft once | in a while for old times' sake as well as different old Total War | games cause they're awesome, but never the sort of major AAA | release I used to play all the time as a kid. | | I also never really looked at modern graphics since I didn't have | friends who played modern games and never watched videos | showcasing what games looked like. | | So coming from 2009, this is absurdly good. | LockAndLol wrote: | I hope they name the authors of the theses that they used to | achieve this. It's inconceivable to me that some dude sat down | and decided how everything should be coded. | bovermyer wrote: | And now I need to pick my jaw up off the floor... | | That is some seriously impressive tech. The developers should be | VERY proud of themselves. | mathnode wrote: | Epic Online Services; this is the big take away for UE5, graphics | will always improve, but user experience is key to long term | success. | | We can now all sit back and watch Epic eat Valve's and | Microsoft's Lunch right in front of them, like some kind of | sordid picnic. | | I look forward to seeing the pricing details and revenue options | based on player base and time. | soulofmischief wrote: | Whatever the tech actually delivers, as braggadocios as the | claims are (they would render hundreds of utilities and workflows | obsolete), I am astounded by their licensing update. | | I'd long migrated to Unreal for technical and workflow reasons as | well as having an open engine, but this just seals the deal. A | lot of indie studios could get their big break self-publishing | this way. | crangos wrote: | Looks impressive, especially the reduced friction for artists. | The demo hints at several shortcomings of the engine, though, | especially the nanite componet. Stepping through the feature | highlight (whatever the youtube compression lets through), during | dense scenes geometry often gets washed out, looking less | detailed then an authored model would probably look. Hard edges | often appear fuzzy, and the fuzziness is not temporally stable. | Geee wrote: | The tech here is impressive but so is the content they have | created or it. Even more so. It's kind of insane that game art | isn't usually given the credit it deserves. Everyone seems to | think that the engine just produces these images somehow. Look, | the artists had to actually design all this architecture and | statues etc. It's not an easier job than actually being an | architect... Producing content at such level of detail is very | expensive and time-consuming and it just doesn't come | automatically with the engine. | dt3ft wrote: | This is history in the making. Just leaving my trace here :) | knorker wrote: | Here it is on youtube, so that you can play it without it | stalling: https://www.youtube.com/watch?v=qC5KtatMcUw | vmception wrote: | so PC gamers, with 8K textures and UE5, what would you like to | see aside from pushed framerates? | freeone3000 wrote: | Removal of motion blur as the default. It's even present in the | demo! | vmception wrote: | I don't actually hate motion blur, I really like the | cinematic feel of in-engine graphics. | | I went through a phase where I wanted things sharper and | sharper to showcase technical ability (mostly in consumer | grade video and photography), but then once THAT was | ubiquitous I found myself focusing on deteriorating the | quality for its uniqueness and allure. Forcing the viewer to | find focal points themselves and increasing interest. | | I feel like gamers don't really have an opinion one way or | the other, but have been told not to like blur? I'm not | really sure I just haven't seen the arguments and have gone | full circle on the meme myself. At the end of the day I enjoy | it. | modeless wrote: | Physics and character animation haven't kept up with the | improvements in graphics. Especially for VR we need big | advancements in both. | ebg13 wrote: | My #1 desire for the future of game graphics is universal | support for foveated rendering. | vmception wrote: | why do you want that, out of curiosity. The description seems | to mimic human eye and reduce load on rendering processor, | but it seems like less information for the player at once | ebg13 wrote: | It's not less information if you have eye tracking VR | hardware, because you literally cannot see where you aren't | looking. If anything it gives you the ability to dedicate | more resources where it actually matters. | ThrowawayR2 wrote: | Better physics. It's 2020 and still doors, walls, and even | windows can be struck by a rocket without anything other than a | scorch decal left behind. | vmception wrote: | there have been a couple games over the decades that do this | well, I too am surprised how this isn't built right into the | engines for everyone to independently opt for doing that | tiborsaas wrote: | It's not a technical limitation, but more like a game design | limitation. | | If you can punch holes in any wall, then the designers | suddenly have an infinite cases to handle. It could still | cause problems with open world games. | | I'm with you btw, 100% destructible world is my childhood | dream for games. | Leherenn wrote: | Active worlds. | | I've played open world games like the Witcher 3, or Assassin's | Creed Odissey; and damn they're impressive games. Assassin's | creed in particular was really amazing, you could wander | through ancient Greece and just enjoy the sights, visit the | cities. | | With the kind of things demoed here it will be even more | amazing. | | But the games feel somehow lifeless, as if you're the only one | really living in there. Sure there are some NPCs, but they are | all reactive, not active. You can roam the countryside for a | while and come back to civilization, nothing will have changed, | except maybe the town will be governed by blue instead of red. | | There's some premises, on Odissey, you have some patrols for | both sides moving around, and if they encounter each other they | start fighting. But that's small scale, and partly scripted at | that, there will always be the same patrols going through the | same paths. | | What's missing is that you cannot walk on a battle in progress | unless it is in the story. You won't see a city patching up its | walls after a siege, merchants running a real economy, people | going on with their lives in general. But meaningfully, not | just walking around the town and going back to their house at | night. | | I assume it's really difficult though. First technically, it's | a lot of CPU power. And a lot of work to create AI that | meaningfully impact the world. | | Then it's how to design a game in a world you cannot really | predict. It could be purely open box, a la mount and blade, but | I think it could be more, with an underlying story line that | would adapt to the changing world. | | Of course you don't need to do everything at once. In this | case, simply having the 2 armies stateful (e.g. a set number of | troops with some replenishments, but not always the same | soldiers in the places), with troops moving across the | countryside, and 2 AIs vying for power across the land would be | fantastic | vmception wrote: | yeah, all the economy stuff in games is because you are the | only one amassing wealth, stealing and looting from everyone | and everything. it is pretty ridiculous. | | even that skyrim patch that lets you invest and makes shop | owners have more money was still only influenced by you and | you alone | SketchySeaBeast wrote: | Everyone should just keep in mind the first look at Unreal Engine | 4 all those years ago before getting too too excited. Big step | forward, absolutely, but it won't be as seen here. | technovader wrote: | Should I not be impressed then? I thought this was cool. | SketchySeaBeast wrote: | It is cool, absolutely, and really neat tech, but it always | looks cooler in the demo than in the games that are produced | by it. | the_duke wrote: | All I could find with a quick search is this Unreal 4 tech demo | from 2012: [1] | | A lot of it actually looks subpar 2020 standards. | | [1] https://www.youtube.com/watch?v=OZmRt8gCsC0 | r1nkgrl wrote: | Games built on Unreal 4 in the last couple of years look way | better than that 2012 UE4 demo. The first few years of games | on UE5 might not look like the UE5 demo today, but in a few | years they will catch up. | the_pwner224 wrote: | I'm not sure whether your comment was about a time delay before | release of the engine, or whether you're implying that computer | hardware won't be fast enough anytime soon. | | In the video they said it was running on a PlayStation 5. There | was a section in the demo where they had interactive gamepad | controls so it appears it might have actually been running | real-time on a PS5? | | I never thought I would be saying this but storage might | actually end up being a bigger issue than CPU/GPU performance. | The new MS Flight Simulator has to stream the world over the | internet because the entire map is 10 petabytes. In the UE5 | video they said the demo scene was 13 or 16 billion | triangles... I imagine that will take up a huge amount of disk | space. | | Modern AAA games are already 50-150 gigabytes each, and this is | only going to grow as models and scenes become increasingly | detailed. | | Edit: finding holes in their demo - this may be a video | compression artifact, but the big open scene at the end | appeared to be of much lower quality. This is something current | AMD GPUs can do where if you move around it dynamically lowers | the resolution to prevent FPS from decreasing. Perhaps they | also dynamically lower resolution in the big open areas? IDK | how much of a benefit that would make, but you can never trust | these marketing videos... | seba_dos1 wrote: | This is a demo. You can easily see that it's structured in a | way that allows to easily mask loading of the new scenes and | that there's not a lot of interaction going on - pretty much | the only interactive thing they shown was dynamic | illumination (which is something they were promising since | early UE4 demos, and I believe that's what GP mostly meant) | and particle system. | | You can be sure that demos like that (especially early ones) | make tons of compromises that are neatly hidden on the video | but that usually wouldn't be viable in context of a regular | video game - at least without severely limiting your game | design choices. | Spivak wrote: | But real games have always and will continue to use the | same tricks. This demo could be put directly into a Tomb | Raider game and would be fantastic. | nsxwolf wrote: | The Tomb Raider-esque parts where the character is | jumping and climbing didn't look right. She's missing | some kind of "weight" or something in her animation that | makes it look like she's not really doing those things. | Lara Croft's animations are much more convincing. | doikor wrote: | This isn't supposed to be a real game but a tech demo of | engine capabilities. Expecting them to spend as much | money on getting climbing animations as good as a AAA | game is kind of crazy. | | When it comes to animation the interesting stuff were the | "automated" hand/foot placement animations like the hand | on the door they mentioned. | nsxwolf wrote: | Fair. It certainly makes me appreciate the little details | in games like Tomb Raider and Uncharted more. | rasz wrote: | looked pretty realistic .. for a spider-woman | seba_dos1 wrote: | Of course. However, you have a much wider choice of | tricks to use and where to put them in a demo that | doesn't even make an attempt at gameplay. | ska wrote: | Wasn't their point that real games never quite reached | the promise of UE4 demos, implying that the same will be | true of this generation? | konart wrote: | I think the comment above was about the fact that U4 demos | where also very realistic, and also real time. Still, how | many U4 based games can you name that look nearly as good as | those demos? I can name zero. | Trasmatta wrote: | I remember the first UE4 thing I saw was Fortnite, which didn't | seem that impressive...that might have just been the first UE4 | game though, and not the first UE4 footage, I can't remember. | | (Just a reminder, this was back when Fortnite was not a Battle | Royale game, and nobody in the world knew about the it. That | game was in development / early access for ages before it | became the biggest thing in the world.) | cosmotic wrote: | Even with all the amazing lighting and polygon counts, they still | have screenshake from a 2001 game, only now even more uncanny. | "Is this a video game or real li.... never mind" | gautamcgoel wrote: | What a magical demo! That made my day. I had largely written off | console gaming as a never-ending sequence of brain-dead first | person shooters. I'm glad to see real innovation in the graphics | space - coupled with advances in AI and NLP, I think we could see | a crop of incredibly realistic and meaningful games in the next | few years. | | IMHO, a key innovation that still needs to occur is a shift away | from flunky and unintuitive hand-held controllers to a more | natural and vibrant method of input. I really liked the scene in | the movie Her, for example, where the protagonist is playing a | video game and uses hand gestures to control his avatar, all | without a physical controller. Wii and Kinect were the first few | steps in this direction - I'm not sure what the next steps are. | | I think voice input and NLP is an incredibly fruitful space to | explore - imagine what video games would be like if you could | actually talk to the characters, instead of merely punching and | shooting them. | wlesieutre wrote: | It certainly won't be running games that look like this, but | the Oculus Quest is doing neat things with hand tracking. | | Recent demo shown on Adam Savage's TESTED: | https://www.youtube.com/watch?v=J0KhC1GpLSQ | modeless wrote: | Minority report style hand waving is a dead end. Tactile | feedback is a hard requirement for a decent hand controlled | interface. But that doesn't mean we need to stick with | traditional game controllers. Valve Index controllers give you | buttons without the requirement to hold anything, plus far | better tracking than any controller free tracking system. | m12k wrote: | To play devil's advocate - games with this kind of production | value require a huge investment in asset production, which | means they tend to be very conservative when it comes to | gameplay, because they want to be damn sure it doesn't flop. So | until the production of something like this comes way down in | price, the games that look like this are likely to be clones of | existing successful games, e.g. Uncharted, brain-dead first | person shooters, etc. | moultano wrote: | Maybe, but photogrammetry is a _waaaay_ cheaper way of | producing assets, and being able to directly ingest high res | models from a scan could actually drop the art costs of games | a great deal. | dvtrn wrote: | I thought Horizon Zero Dawn hit the right balance across | gameplay, visuals and story narrative in this current | generation of gaming and received all the praise it deserved. | Now, I'll say in my opinion, not one thing was overwhelmingly | novel in comparison to the rest, but the attention to detail | given to each of those elements elevated the collective | experience in that particular title, the result was a game | that felt incredibly fresh and easily replayable. | Panoramix wrote: | This demo looks more like a somewhat interactive movie than a | videogame. | utexaspunk wrote: | That was my first thought- it's a shame all we have to interact | with such a complex, richly rendered world is a couple of | analog sticks and some buttons. | ccvannorman wrote: | You're going to absolutely love what Oculus is working on. | TeMPOraL wrote: | What are they working on? New hardware? | mortenjorck wrote: | I kept expecting the demo to fall back into some kind of | traditional combat scenario as the player character explored | the environment, but I love that Epic decided to make the | hypothetical game in this tech demo exclusively about | exploration. | | I would absolutely love to play a game like this, combining the | sensibilities of indie walking-sims with the epic scale of | triple-A productions. | VMG wrote: | does it run on linux? | acomjean wrote: | Unreal engine 4 does, so I suspect yes. | | You'll probably have to compile it yourself, but it isn't hard. | (I did it). | | https://docs.unrealengine.com/en-US/Platforms/Linux/Beginner... | kgraves wrote: | which one? | soygul wrote: | I wonder if the background in the flight scene is pre-rendered. | If not, then PlayStation 5 (which the demo is running on) is | going to be a beast of a console. | theandrewbailey wrote: | I have to wonder how much of this requires ray tracing hardware. | I've noticed for many, many years that the quality of models and | textures has been 'good enough', but lighting, for the most part, | still sucked. Ray tracing seems to solve a lot of lighting | problems. | skohan wrote: | The real-time GI is amazing. Ray tracing is going to be a game | changer, not only in terms of visual quality, but also because | it's one of those rare times in computer graphics where the more | advanced solution is actually making it easier on graphics | programmers by replacing a bag of dirty tricks with a unified, | physically based solution. | | One interesting note: they say the GI is "instant" but you can | actually see that they are using temporal stabilization to | achieve this effect, and there's a slight lag between when the | light changes and when the GI finds its resting point. I suspect | removing this lag will be one of the things which makes graphics | feel "next gen" when GPUs can handle enough rays per pixel to | handle GI in one or two frames instead of a few dozen. | brundolf wrote: | I tried to figure out whether the new GI used raytracing, and | it doesn't seem like it is? If it is using raytracing hardware | it isn't nearly as impressive. If it _isn 't_, then it's sheer | magic. | [deleted] | skohan wrote: | I'm almost certain they are. HW raytracing is of the big | selling points of the new console generations, and if they | achieved these kinds of results without it, then I would have | to reconsider my skepticism of the occult. | paavohtl wrote: | It was confirmed[1] in a Digital Foundry interview that the | demo is NOT using HW raytracing. | | [1] https://www.eurogamer.net/articles/digitalfoundry-2020- | this-... | skohan wrote: | That's incredible. I look forward to learning more about | how they do it | [deleted] | olavgg wrote: | Shadows are too sharp, so I don't think they use raytracing. | brundolf wrote: | It certainly isn't _completely_ raytraced, because current | hardware can 't support that. If they use the new hardware, | they're using it in some kind of mixed mode. Whether that | means only for certain materials, or whether they're able | to use it to do "fat rays" that approximate only the | general direction for indirect light, or whatever else. But | direct, hard shadows are quite cheap (comparatively) on | today's regular, rasterization-based rendering systems, so | that part isn't surprising. | skohan wrote: | It certainly isn't fully path traced, but the result does | look to me like they are using ray-traced GI. You can | tell by some of the details, like colored bounce lighting | which I am not sure can be achieved with this level of | detail using other methods. | | The current standard for getting real-time performance | for ray tracing is to limit the number of rays and | bounces, and stabilize the results temporally. | | I.e. to get a "physically accurate" result you would have | to send hundreds, or thousands of rays per pixel, and | bounce them up dozens or hundreds of times. With this | method, instead you send maybe even one or two rays per | pixel, which gives you a noisy result. But you store the | result, and accumulate it over a number of frames, and | apply de-noising, and over time you end up with a high- | quality result. | | I believe that is why when the light moves, the GI lags | for a fraction of a second in this demo. | longtom wrote: | Another trick is in stead of tracing multiple bounces per | ray at once, to compute one indirect bounce every n-th | frame using intermediate results from the previous (not | the current) frame and then spatio-temporally smooth the | results, possibly with on-screen bilateral filtering of | the past few frames. I think one can see they do this | when they move the light source. It takes a while for the | indirect bounces to fade out. Perhaps they use screen | space ray tracing for this (meaning no indirect bounces | for occluded geometry). | skohan wrote: | Why would sharp shadows rule out raytracing? And how would | they achieve this quality of GI without it? | longtom wrote: | Because softer shadows add to the realism, so they would | have used them if they had invented a new efficient ray | tracing method! Look at 5:12 in the video. The shadows | are way too sharp. It's probably good old shadow mapping | for the first bounce and then screen space(?) global | illumination. | rasz wrote: | Ray tracing is a scam to push more hardware we dont need. | | https://www.youtube.com/watch?v=RNRp9Y33xWE Can you spot the | difference worth >2-3x performance drop? | waltpad wrote: | It seems to me that this game doesn't actually take in | account all the _seemingly_ existing light sources when | computing the shadows: see for instance at around 7:45, there | is an obvious light source in the bottom right region | (actually a bunch of synchronized pulsating lights on some | sort of cylinders) which clearly should affect the surfaces | close to it, but it doesn 't in either mode! In the next | comparison, there's a fire burning close to a wall, and | likewise the fire doesn't seem to emit any light on the wall. | Actually, the commentators do mention that there isn't that | much dynamic lights handled in the game, limiting the effect | of RTX. | | I don't know how that RTX tech is working, but from what I've | seen of the port of Quake2, it looked much more convincing - | did you see it before making that judgement? | anchpop wrote: | Current games that use raytracing often only use it for 1 | light. For example, Metro Exodus only uses it for the sun. | This means parts that take place underground look virtually | identical with or without RT turned on. It's possible that | they do the same thing in this game | skohan wrote: | Real-time ray tracing is not impressive in the current | generation of games because they're optimized to maximize the | quality of traditional lighting solutions. Most games use | mostly static assets and lighting, because baked lighting can | get a nearly photorealistic result as long as nothing moves. | | Highly dynamic environments are where the technology shines, | because it can achieve results which traditional solutions | simply can't. I think ray-traced Minecraft is the best | current example of the potential of this technology. | naikrovek wrote: | This is a very ignorant comment. | | For some tasks, ray tracing already outperforms traditional | rasterization. | | All "photorealistic" 3D renderers are trying to produce | output on par with a true ray tracing renderer, and because | the computation required is so high, tons of bodges and hacks | are employed to approach that level of quality. The resulting | complexity of a traditional rasterizer is astronomical | compared to the complexity of a ray traced renderer. | | Ray traced graphics has been the goal the entire time | computer graphics have been a thing; for the past 40 years, | at least. That's always been the goal. I can't remember a | time when it wasn't. | | It's only now that hardware fabrication technology has put us | in a place where we're able to slightly open the door to the | rendering techniques we've desired for so long. It's an | exciting time. | | It is not a scam. It may not perform well in most situations | currently, but I can promise you, that will change | significantly as time goes on. | | Just like how early CPU hardware was slow and expensive, | early ray tracing hardware is slow and expensive. Over time, | CPU hardware has gotten cheaper and faster, and the same will | happen with ray tracing hardware. | bob1029 wrote: | IMO, ray tracing is a scam as currently presented by Nvidia, | et. al. GPUs are not the correct way to approach this | problem. RTX is an approximation at best and a complete joke | at worst. That said, I do believe ray tracing is the future | and can become the standard way in which we engage with all | 3D graphics concerns. | | Contrast the GPU with the newest generation of x86 CPUs. They | have more cores than you can typically use, provide | ridiculous amounts of pipelined throughput, and have | specialized vector instructions which can dramatically | accelerate common 3D graphics tasks (i.e. matrix | multiplication). | | Most practical ray tracing algorithms are trivially | parallelized (e.g. just throw each scanline at a thread) and | also exhibit properties which can leverage the deep stack | depths and OoO execution enabled by modern CPUs. Ray tracing | is inherently a recursive activity with a profound number of | potential branching opportunities. x86 has absolutely no | problem dealing with this kind of scenario. This is exactly | what it was built for. GPUs on the other hand require yet | more specialized hardware that has its limitations baked-in | at the transistor level. x86 does not have these same kind of | limitations. | | Consider the hypothetical benefits of having your entire | graphics pipeline implemented within 1 cache-coherent memory | domain and on top of a single instruction set. Imagine no | Direct3D/OpenGL/Vulkan/drivers/etc are involved to ruin your | day. What if you could fit all of your required scene, | texture and model data into L3 cache? How many times can you | fill L3 from RAM per second on a 3950x with reasonable memory | configuration? How many times per frame at 60fps? I feel we | need to take some time to look at the emerging opportunities | with the new hardware that is coming to market. | | I worry that the developer community is so out of touch with | the hardware aspect (e.g. 22ms hello world) that we are | basically saying "lol no just use GPU magic graphics | rectangle" and calling it a day. I feel like specialization | of ASICs is fundamentally taking us in the wrong direction | now that we are able to put so many general purpose cores | onto a single package/die in a very cost-effective manner. | Maybe this is why AMD is taking so long to bring a proper | Nvidia killer to market. At some point there has to be a | certain # of cores where someone raises their hand and asks | "why do we still need a separate GPU?". | jayd16 wrote: | Fundamentally we're talking about 10-15 recursive bounces | but millions of independent rays. A GPU is not at a | disadvantage. | | Consoles have dabbled with single memory models and high | memory bandwidth etc. and its nice but its not new. Mobile | chips are unified memory. | zarkov99 wrote: | This is stunning, but scary. Even if my descendants survive | plagues, nuclear war, climate change and malevolent AI's, they | might not have a chance against the allure of these simulated | worlds. | lotyrin wrote: | On the other hand, I think this probably is the least-scary | answer to the mystery of the great filter. | keenmaster wrote: | If there are other civilizations out there, I think we're | more likely to be visited by super-intelligent AI than we are | to meet their creators. Think of a small sentient spaceship | going the speed of light with a million IQ hive of | replicators on board. They wouldn't have to bother about life | preservation or oxygen or any of that noise. Their creator | species would stay in their galaxy until their AI finds | another ideal planet to colonize, or they could be dead and | their legacy lives on in the AI. The existence of | extraordinarily compelling virtual worlds wouldn't have much | of an impact in my opinion. | stjo wrote: | underrated comment ___________________________________________________________________ (page generated 2020-05-13 23:00 UTC)