Unreal 5 Engine running on a PS5
Discussion
The PS5 (and I assume Xbox to a similar extent) look like they're going to have some impressive hardware firepower as well:
https://www.theverge.com/21256299/epic-ceo-tim-swe...
https://www.theverge.com/21256299/epic-ceo-tim-swe...
Tim Sweeney said:
“The storage architecture on the PS5 is far ahead of anything you can buy on anything on PC for any amount of money right now. It’s going to help drive future PCs. [The PC market is] going to see this thing ship and say, ‘Oh wow, SSDs are going to need to catch up with this.”
Another possible spin off benefit of this tech is a significantly reduced vfx cost in films... Low budget, great story and looks believable is very much a possibility.
Previously, interesting and intellectually stimulating Sci-fi and fantasy films tended to look like s
t because very few studios were prepared to take the risk on such a story.
Previously, interesting and intellectually stimulating Sci-fi and fantasy films tended to look like s
t because very few studios were prepared to take the risk on such a story.Hugely impressive....this is interesting too :
https://www.youtube.com/watch?v=oDQl9gw_fRM
Just wonder how Unreal 5 based games will be delivered as traditional install size will be huge...
https://www.youtube.com/watch?v=oDQl9gw_fRM
Just wonder how Unreal 5 based games will be delivered as traditional install size will be huge...
mmm-five said:
That's the image quality your YouTube is running at, the actual demo that they ran is at a lower resolution. Its the same as on an Xbox One X, you can take a "4K" screenshot of a game running in 1080p.I must say, as pretty as it is, I'm disheartened by this tech demo and Microsoft stating that they won't have a mandatory 60fps minimum on their new console, instead allowing developers to go for lower framerates if they wished.
4K is purely vanity if you can't get 60fps as a stable minimum. The smoothness of a high and stable framerate is much more pleasing to the eye than high res with low or fluctuating fps. I had been pleased to see that a few games recently allowed for a resolution or performance setting where the console was not powerful enough to deliver both. Where the performance settings gave a smooth and fast image which is great for gameplay and the 4K setting was good for people who wanted to take screenshots.
I think a lot of the problem comes perhaps from console gamers not knowing any better. I split my time between consoles and PC and when moving back to consoles after playing PC, the framerates do look bad. I was playing Borderlands 3 on the Xbox One X recently and for the first 5 or 10 minutes I really did think it looked s
t. You get used to it and the games are still enjoyable, but they could be even better if console devs just packed in the resolution vanity wars and put their efforts into actual performance that matters to the gameplay experience.Mastodon2 said:
That's the image quality your YouTube is running at, the actual demo that they ran is at a lower resolution. Its the same as on an Xbox One X, you can take a "4K" screenshot of a game running in 1080p.
So a bit of a wasted exercise for me to view a 1440p demo, upscaled to 2160p on a 2880p monitor 
mmm-five said:
So a bit of a wasted exercise for me to view a 1440p demo, upscaled to 2160p on a 2880p monitor 
Yeah, but a lot of people watching will see the 4K icon and think that the console is running at that resolution. Clever marketing or a somewhat underhand trick, depending on how you look at it.
Maybe I'm a bit jaded but the bits they were so proud of didn't seem like a mega leap forward visually?
The character model wasn't jumping out as being hyper detailed and photo real, it was all the background stuff they were talking about which is the easiest bit to cheat on and still look good.
Maybe in a VR environment where you can more easily get into situations where the detail limits matter it might be interesting? That's where high polygon counts have the big advantage as a way of doing things.
Will probably have a play when the engine is more generally available and see what demos they push out.
On a side note I never found UE4 to be the best anyway, it can do some clever stuff and you can get quite a lot of stuff going with the built in bits but in my experience other options were faster and could offer better details once you knew what to play with. Though my use case was aiming for ultra high detail/realtime lighting & shadows/VR and looking at what might be made to work a generation or two ahead so slightly different from a 3rd person console platformer.
The character model wasn't jumping out as being hyper detailed and photo real, it was all the background stuff they were talking about which is the easiest bit to cheat on and still look good.
Maybe in a VR environment where you can more easily get into situations where the detail limits matter it might be interesting? That's where high polygon counts have the big advantage as a way of doing things.
Will probably have a play when the engine is more generally available and see what demos they push out.
On a side note I never found UE4 to be the best anyway, it can do some clever stuff and you can get quite a lot of stuff going with the built in bits but in my experience other options were faster and could offer better details once you knew what to play with. Though my use case was aiming for ultra high detail/realtime lighting & shadows/VR and looking at what might be made to work a generation or two ahead so slightly different from a 3rd person console platformer.
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