Unreal Engine 5 demo running on PS5

They would bbe compressed. File sizes will be smaller in general next gen.

Only thing I can find is because of ssd, they wont need to duplicate assets anymore to get around old hard drive slow draw calls. Really curious to see how this all shakes out.
 
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Only thing I can find is because of ssd, they wont need to duplicate assets anymore to get around old hard drive slow draw calls. Really curious to see how this all shakes out.
Pretty much.
I'm curious to see how much smaller they get and if they stay that way. The 50/60GB games aren't an issue, but games like RDR2, COD MW, Gears 5, Forza 7 are close to or well over 100GB. That is too big for tye meagre space the console has.
 
Not at all. I was 4 years out. Happy now, you little baby.

Yea you absolutely have a problem admitting. I can tell it just chaps your ass thinking about it. Just say "I was wrong, my bad" and ill be satisfied.
 
Yea you absolutely have a problem admitting. I can tell it just chaps your ass thinking about it. Just say "I was wrong, my bad" and ill be satisfied.
I was wrong. It wasn't decades, it was 16 years. Lol.
 
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IMO the greatest looking part of that was the Quixel assets, extremely impressive. I am biased though because there is nothing more I love when the art/textures are extremely high resolution and high quality, it makes a worlds of difference.
 
Thoughts?



I thought this was a poorly thought out article from someone that doesn't know how game development works (not that I'm an expert).

1. "once I'd unpacked the new features I was left wondering what about the tech is actually going to enable developers to create new experiences."

It's not a engine's job to tell developers on how to innovate gameplay. Game developers do that and have for decades. It's an engine's job to enable developers easy access to develop a high quality product. A product that's dictated by the direction and creativity of a game developer.

2. "In some ways that incredibly craggy cave interior creates extra problems. With each leap in fidelity, art teams have to spend more time producing more intricate assets. "

No, art teams spend a TON of time dumbing down their assets in order to make our console/PC render at more than 5 FPS. If they don't have to worry about draw calls for things lighting and triangle counts, that frees up so much time for the artist. Also, an artist can create any asset as detailed or simple as they want. Then import it in. Boom, done. Next task. No baked in lighting, no normal/bump mapping, no juggling what texture gets what resolution based on distance to camera, no light probes.

I'm a PC gamer and also have a PS4 pro/switch. To be honest, this article comes off like a PC fanboy jealous that the PS5 has a SSD that can enable more bandwidth than any PC SSD on the market. Maybe I'm reading too much into it though.
 
And this..? This is a dev speaking, but still...?


I find what he says here strange. For starters you would think a dev would know what a tech demo is. I also find the term "the correct way" odd.

Aqt the end of the day it comes down to design choices, right? You can still use maps if that is needed.

*Edit* isn't this the dev for that weird fish game exclusive to XSX and is supposed to be a pointless 120FPS.
 
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I find what he says here strange. For starters you would think a dev would know what a tech demo is. I also find the term "the correct way" odd.

Aqt the end of the day it comes down to design choices, right? You can still use maps if that is needed.

*Edit* isn't this the dev for that weird fish game exclusive to XSX and is supposed to be a pointless 120FPS.

Yeah he's the guy making a wannabe Ecco the dolphin game who can't model a dolphin correctly lol. Why is it always the indie devs that cry the most?
 
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I thought this was a poorly thought out article from someone that doesn't know how game development works (not that I'm an expert).

1. "once I'd unpacked the new features I was left wondering what about the tech is actually going to enable developers to create new experiences."

It's not a engine's job to tell developers on how to innovate gameplay. Game developers do that and have for decades. It's an engine's job to enable developers easy access to develop a high quality product. A product that's dictated by the direction and creativity of a game developer.

2. "In some ways that incredibly craggy cave interior creates extra problems. With each leap in fidelity, art teams have to spend more time producing more intricate assets. "

No, art teams spend a TON of time dumbing down their assets in order to make our console/PC render at more than 5 FPS. If they don't have to worry about draw calls for things lighting and triangle counts, that frees up so much time for the artist. Also, an artist can create any asset as detailed or simple as they want. Then import it in. Boom, done. Next task. No baked in lighting, no normal/bump mapping, no juggling what texture gets what resolution based on distance to camera, no light probes.

I'm a PC gamer and also have a PS4 pro/switch. To be honest, this article comes off like a PC fanboy jealous that the PS5 has a SSD that can enable more bandwidth than any PC SSD on the market. Maybe I'm reading too much into it though.

That quote about the detail in the rocks is so dumb. It uses Quixel assets. They have already been made and there is a huuuge, customizable/blendable library to use that comes with UE. Saves a TON of time. I hate these articles. Written by ignorant fools.
 
I find what he says here strange. For starters you would think a dev would know what a tech demo is. I also find the term "the correct way" odd.

Aqt the end of the day it comes down to design choices, right? You can still use maps if that is needed.

*Edit* isn't this the dev for that weird fish game exclusive to XSX and is supposed to be a pointless 120FPS.
Yeah, that dude is a dumb-ass...
 
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I like how Epic makes engines that can do this and then just make billions on a game that looks like a cheap cartoon.
 
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UE5 will be really f***ing impressive and the part that gets missed is how easily devs can use those high res textures in their games. Think I've mentioned it before but I talked to an Indie dev online who said he could never afford to make high end graphics or use photogametry. When Epic added Quixel to their engine, the quality of his assets went up 4x overnight. He said in addition to the assets they include, you can make your own with photogametry. There's also other things built into the new UE engine that will make high end animations easier for all devs to include.

Keep in mind this Playstation demo was built with a very small team. I'd argue if you could achieve those visuals with a tiny team and limited gameplay, all genres down to walking sims will be able to achieve mainstream acceptance in production values.

Next gen will advance far more than this one did. It's about whatever the masses of devs can achieve technically...not the few. Because that puts the emphasis strictly on creativity of game design, art, music, story telling and game mechanics. It'll be a lot like we had in the awesome 16 bit era where small teams used to make hit games because everything felt pretty for it's time. Now the 3D era will finally be able to realize that.