Unreal Engine 5 demo running on PS5

The issue of compression isn't just how fast you can uncompress, but what did you lose in the compression.

How compression works is grouping identifiable data together (See A) (no loss) or round similar data to the same value (See case B) & group (like Jpeg) but you lose details.

I need to learn more about the voodoo compression they talked about before I comment more. But something gonna gives I bet. Question is what & if the tradeoff worth it, or noticeable.
That is it, isn't it. We just don't know. I mentioned compression/decompression advancement on XSX, but we don't know if that means greater compression with less quality loss, or may be just faster decompression. No clue.

Right now it is just theoretical talk based on what we know, but you would think these things are connected. Microsoft's first Party heavily uses UE. Surely they talked to each other during the dev of UE5 and XSX, right? Seems logical.
 
I woouldn't be so sure that the dynamic GI is to blame. The texture/geometry work is insane, it has 24 8K textures for each those statues, plus a 16k shadow map for each light source.

You are also looking at it from a purely numbers point of view, 1440 this, 60 that. Tell me, have you played a native 4K game on console that comes close? Seriously doubtful. That insane texture /geometry renders yoour res issue moot. The sharpness and detail on display means even at native 4K the diffference would minimal, unoticable for most.

I'm just saying this isn't even a game yet, that's my point. It won't look like that once the gameplay is added then you'll need it to be higher resolution or the fanboys will complain, so it'll need to be even more reduced. Either way its a step in the right direction.
 
I'm just saying this isn't even a game yet, that's my point. It won't look like that once the gameplay is added then you'll need it to be higher resolution or the fanboys will complain, so it'll need to be even more reduced. Either way its a step in the right direction.
Which is a point we all agree with.

Same as I agree that it will be reduced. But, my point is, this demo goes way overkill. Even with some big reductions it could still look that good.
 
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Sometimes, I wonder if education failed, or people just complete idiots. I like to say if people stop believing in lies, people will stop telling lies.

Ceo of EPic came out & said SSD of PS5 is faster than PC, & it will take a while for PC to catch up.

Idiots on the Internet, "PS5 is faster/more powerful than PC". & this misinformation spread like wildfire.

.
 
Sometimes, I wonder if education failed, or people just complete idiots. I like to say if people stop believing in lies, people will stop telling lies.

Ceo of EPic came out & said SSD of PS5 is faster than PC, & it will take a while for PC to catch up.

Idiots on the Internet, "PS5 is faster/more powerful than PC". & this misinformation spread like wildfire.

.
Just doing what some posters here do. They respond to what they think it secretly means rather than what is actually said.
 
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Sometimes, I wonder if education failed, or people just complete idiots. I like to say if people stop believing in lies, people will stop telling lies.

Ceo of EPic came out & said SSD of PS5 is faster than PC, & it will take a while for PC to catch up.

Idiots on the Internet, "PS5 is faster/more powerful than PC". & this misinformation spread like wildfire.

.

Hi, welcome to the Internet.
 
Anyway, I rewatched the trailer with commentary from a game engine designer (Frostbite & some other mobile ones) & I think there is a misunderstanding.

The engine isn't displaying billions of polygons of photo scan data. It sourced photo scan data with billion of polygon but the engine decimates them to about 20 million Polygons. It's still a lot of Polygon, but a far cry from billions of polygons.

The most logical workflow I see is.

Raw Photscan 3D data import to Unreal engine->Scan was decimated to a fraction of the polygons (with designer set parameters) as Base Level of detail (LoD0) Asset. -> LoD1....LoDn (higher LoD number, lower details) are created by Unreal (WHich can be already done now in UE4).

Asset (here)t: mesh with properties like material, physic/boundary box, LoDs etc).

On the shipped product (aka game), user will never download the billion polygons meshes (otherwise games will be easily over 500GB), but the optimized meshes. .
 
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Anyway, I rewatched the trailer with commentary from a game engine designer (Frostbite & some other mobile ones) & I think there is a misunderstanding.

The engine isn't displaying billions of polygons of photo scan data. It sourced photo scan data with billion of polygon but the engine decimates them to about 20 million Polygons. It's still a lot of Polygon, but a far cry from billions of polygons.

The most logical workflow I see is.

Raw Photscan 3D data import to Unreal engine->Scan was decimated to a fraction of the polygons (with designer set parameters) as Base Level of detail (LoD0) Asset. -> LoD1....LoDn (higher LoD number, lower details) are created by Unreal (WHich can be already done now in UE4).

Asset (here)t: mesh with properties like material, physic/boundary box, LoDs etc).

On the shipped product (aka game), user will never download the billion polygons meshes (otherwise games will be easily over 500GB), but the optimized meshes. .
I understood it like the scene automatically decimates what's on screen to 20,000,000 (or maybe some computational cap for the scene) on the fly. Seeing that a 4k screen is just over 8,000,000 pixels, that's more polys than you can display. Probably for light calculations and data that's not culled.

However, the density seems to increase as you get closer to fill those 8,000,000. It needs to store that high end mesh to build to as you get closer. Its seems to be something like tessellation but the detail is not procedural.

It's like it is decimating/subdividing on the fly instead of tessellating. It's not really like subdividing either as its rebuilding back to that high end base mesh. I'd like to know more.
 
I understood it like the scene automatically decimates what's on screen to 20,000,000 (or maybe some computational cap for the scene) on the fly. Seeing that a 4k screen is just over 8,000,000 pixels, that's more polys than you can display. Probably for light calculations and data that's not culled.

However, the density seems to increase as you get closer to fill those 8,000,000. It needs to store that high end mesh to build to as you get closer. Its seems to be something like tessellation but the detail is not procedural.

It's like it is decimating/subdividing on the fly instead of tessellating. It's not really like subdividing either as its rebuilding back to that high end base mesh. I'd like to know more.
Well, let's wait for more details.
 
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This finally got me hyped for next gen. Just looking at the specs on next gen consoles makes me glad they didn't f*** up like they did this gen, but Microsoft hasn't shown anything looking next gen.
 
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This finally got me hyped for next gen. Just looking at the specs on next gen consoles makes me glad they didn't f*** up like they did this gen, but Microsoft hasn't shown anything looking next gen.
Nobody has shown a game that looks next gen. I'm hoping the visuals take a back seat and things like A.I and Physicss are where next gen are focused, but this tech demo likely means that isn't the case. :sad:
 
Nobody has shown a game that looks next gen. I'm hoping the visuals take a back seat and things like A.I and Physicss are where next gen are focused, but this tech demo likely means that isn't the case. :sad:

I was wishing that the destruction seen in Control and the water in Sea of Thieves would become the norm next gen for all games but it doesn't seem likely. At least not in the first few years.
 
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Nobody has shown a game that looks next gen. I'm hoping the visuals take a back seat and things like A.I and Physicss are where next gen are focused, but this tech demo likely means that isn't the case. :sad:
But they showed gameplay that looked next gen.
I'm hoping nothing takes the backseat, give me these graphics AND bump up AI e.t.c
 
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Nobody has shown a game that looks next gen. I'm hoping the visuals take a back seat and things like A.I and Physicss are where next gen are focused, but this tech demo likely means that isn't the case. :sad:

100% this. I'm by no means anti-graphics. Love to see graphics capable of bringing art to life. That said, one of the big points to having great graphic capabilities is immersion. Graphics are just one aspect of immersion. As graphics have continued to advance the past 20 years, AI and physics have barely moved. In some respects, the improvements to graphics have made the lack of advancement in other areas more jarring.

Physics and AI are greatly compute reliant and have been held back by CPUs. So to me, the across the board baseline increase of CPU compute is a going to have the biggest impact on immersion next gen.

Graphic tech demos with no AI or physics are not next gen game demos. Show me what the game looks like with real next gen gameplay.
 
There are just so many extra tricks on both of these consoles this generation. I have a feeling that this will be the most noticeably changed generation, from beginning to end.
 
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by the way, I transferred my project fro. 4.19 to 4.25 the. The version they said is UE5 ready.
the indoor lighting is immediately better.
i don’t know how the engine UI will look, but I think UE 4 is already pretty user friendly.

the Engine is literally free, no String attach ( except you are not allow to use UE aaset outside of unreal) , even if your re not a dev or designer, it’s pretty fun to poke around & maybe follow some fun tutorials. It’s a better way to understand how game engine & development works ( assuming you are interested) than reading someone telling you.

if you have the epic launcher, just go to the engine tab and download the latest version, and follow the official tutorials on topics you like.
 
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