probably u didn't follow the latest comparations.Xbox handles BC games and RE Engine games slightly better. Outside of that PS5 has consistently had better frame rates and usually identical resolution.
probably u didn't follow the latest comparations.Xbox handles BC games and RE Engine games slightly better. Outside of that PS5 has consistently had better frame rates and usually identical resolution.
whats with unreal engine 5 and this rock-desert fetish? Can we see:
Grass-shrubs-rivers-animals
ocean/sea, beach
cityscapes with cars, skyscrapers, people walking
character detail, facial movements, cinematic motion (in the environments listed above)
As i understand Naninte is only runing on solid objects ( as in, it doesn't work in things like the main characters) and folliage it's still not suported on the beta but will be.whats with unreal engine 5 and this rock-desert fetish? Can we see:
Grass-shrubs-rivers-animals
ocean/sea, beach
cityscapes with cars, skyscrapers, people walking
character detail, facial movements, cinematic motion (in the environments listed above)
Am I the only one who thinks this looks like shit ?
Desaturated
Photo grammetry textures are not perspective correct once camera moves
low res
There are much better demos
Do you ever tire of being so condescending? You are obviously a smart guy. That doesn’t equate to being right about everything. You ask for quotes yet never use them yourself. Either believe him or don’t. Your choice.Prove it with quotes so we know who and what you are talking about in relation to the thread topic - Inside Unreal Engine 5's nanite.
From your first comment - third post in the thread IIRC - you were trolling, and IMHO are single handily responsible for derailing the the entire topic from actually talking about all the amazing details that were revealed by Brain, Chance and Galen - over the three hours.
Did you even watch it? And if so, what did you make of the info about how nanite meshes can encode a texel value into their colour attribute? And then what did you make of Galen seemingly going to talk about when they tried it, and then couldn't remember why they didn't pursue that implementation for the demo(s?).
My speculation is that he remembered an NDA at the last second, and that encoding the texture in the nanite mesh increases the size of the nanite data quite a bit, which in turn impact latency on some systems, so is only practical on one or two platforms at present - because texture units give better performance - than nanite colour encoding - on generic hardware.
you know a person could also not I've a fuck about the haptic on both Xbox and ps5 higher res and fps? don't think so.
Can we stop there? It seems clear to me you are just in denial and don't believe ps5 is an effective 10 TF because you don't get it what variables frequency it's really for. A variable frequency can't throttle for his nature. Such couple in percentage of "inefficiency" doesn't impact as you think the whole performance because it's under control. Fixed frequency could cause a lot of more inefficiency and performance issue in higher frequency, that's the reason to go to with variable one. And again a fixed TF machine couldn't be effective as the TF mentioned in the specs paper. The counts in the TF usage it's pointless as ineffective more than we can suppose.A couple percent frequency is a couple percent of max clocks. It’s 1 to 1. And like I said I don’t know which titles will throttle what. But why include it if you are not going to use it?
Why do you say that? A stationary motorcycle with no moving parts isn't as impressive as a single mecha dino model from Forbidden West let alone the entire gameplay demo.
You wont last long here NeoMember.You think panning around a single static object is as impressive as the dynamic, constantly moving and incredibly full and lifelike world of Forbidden West? You have to be joking.
If Forbidden West is anything to go on Decima is more than a match for Unreal 5.
Proof is in the pudding. The Forbidden West gameplay is far more impressive than the unreal demo.
Sorry my phone decided to have an acid flashback as I was typing.
This is the full post.
And Ill retort to this post as well.
You wont last long here NeoMember.
You said visually Forbidden West looked better than the Unreal Engine 5 demo thus the Decima Engine must be better than the Unreal Engine.
So I showed you something thats visual better than Forbidden West, so then you decide to talk about how dynamic, constantly moving and incredibly full and lifelike the world of Forbidden West is?
Moving goalposts?
How is a game a way to gauge whether an engine is better than one or the other......you could make pong in Unreal Engine 5 that wouldnt tell anyone if the engine is good or bad.
You are clearly the person joking here and/or are very ignorant to gamedev so you just look at pretty graphics or something and say YES this engine is good.....then you see a bad game made in engine x and say NO this engine is bad.
We arent talking about games because the nanite and ue previews arent actual games.
The posts that started our back and forth are these:
You are stating that the Decima Engine is more than a match for Unreal Engine 5 because Forbidden West looked impressive, Forbidden West the game...not Decima the Engine.
You are judging one engine based on a game and the other engine based on the early access pre Version 0 demos and user created content.
So I assumed you were talking about visuals so I showed you Unreal Engine 5 showing better visuals, then you said you were talking about how dynamic Forbidden West is......do you think Unreal Engine 5 couldnt make a game the caliber of Forbidden West if not better visually, is Decima doing anything with Forbidden West that seems out of the realm of possibilty of Unreal Engine?
How exactly are you gauging that Decima is an engine that is more than a match for Unreal when Nanite as a technology by itself is a revolution.
What revolutions does Decima have that put it in the league of "more than a match" to Unreal?
We arent comparing games, we are comparing Engines.
Again how does a game looking better tell you an Engine is more or less than a match for another engine?One static model isn't impressive visually. There was nothing impressive about it. Unreal 5 is just Unreal 4 with some new tech for static objects. Forbidden West looks better than any game made with Unreal 4.
Again how does a game looking better tell you an Engine is more or less than a match for another engine?
Is there anything in Forbidden West you think Unreal Engine couldnt do, that makes you say obviously Decima is more than a match?
The end result is what matters and as you say there are no Unreal 5 games to compare it to but the demo which is representative of the games you could make with it isn't as impressive as Forbidden West to my eyes. A lot of very sharp static brown objects vs a very detailed and lifelike world in constant motion.
30Hz on consoles, no resolution specified
I think normal maps will still be around for awhile...
The end result is what matters and as you say there are no Unreal 5 games to compare it to but the demo which is representative of the games you could make with it isn't as impressive as Forbidden West to my eyes. A lot of very sharp static brown objects vs a very detailed and lifelike world in constant motion.
Your point wasn't a good one, and can still be refuted due to the fact that OEM pre-built systems exist that generally explicitly source specific components to operate together in harmony via tight driver integration with the OS.You literally proved my point But alright.
I have no idea what in the living hell you're talking about. Apple doesn't make ANY of their products, they're all third party. Even their Laptops use Western Digital SSDs. You still simply do not get it.Your point wasn't a good one, and can still be refuted due to the fact that OEM pre-built systems exist that generally explicitly source specific components to operate together in harmony via tight driver integration with the OS.
Your point pretends as if companies like Lenovo and Apple don't exist, and haven't existed for decades.
Youre in denial. Nothing I said is incorrect. Point to a Sony source that runs counter to it.Can we stop there? It seems clear to me you are just in denial and don't believe ps5 is an effective 10 TF because you don't get it what variables frequency it's really for. A variable frequency can't throttle for his nature. Such couple in percentage of "inefficiency" doesn't impact as you think the whole performance because it's under control. Fixed frequency could cause a lot of more inefficiency and performance issue in higher frequency, that's the reason to go to with variable one. And again a fixed TF machine couldn't be effective as the TF mentioned in the specs paper. The counts in the TF usage it's pointless as ineffective more than we can suppose.
30Hz on consoles, no resolution specified
I think normal maps will still be around for awhile...
Yeah that's a really good point, and it also demonstrates how effortlessly they were able to throw together quixel scanned assets in an overlapping way, without horrid issues like z-fighting or wasteful zbuffering, transforming & primitive assemble for all the hidden geometry below the surface - that under traditional rendering would have needed artist placed clip planes to sort the geometric intersecting mess out AFAIK.That demo was pushing the limits of a specific scenario.. a scenario that would have crushed a non-nanite engine even more.
They used a bunch of layered models that are separate but look like part of the same rock structure.. a common technique, but you can also optimize a scene and get better framerates.
They did it as a test of the engine, to actually show off that it's BETTER than what another engine would do with the same unoptimized scene geometry.
Yeah there point was (as stated in the video, none of this is really my thoughts lol) that they did it on purpose.. and it was designed for two things:Yeah that's a really good point, and it also demonstrates how effortlessly they were able to throw together quixel scanned assets in an overlapping way, without horrid issues like z-fighting or wasteful zbuffering, transforming & primitive assemble for all the hidden geometry below the surface - that under traditional rendering would have needed artist placed clip planes to sort the geometric intersecting mess out AFAIK.
Even the overdraw amounts were pretty small by overdraw factor and the affected area of the screen in their normal usage worst case.
Don't worry it's obvious.P.S Dont @ me, we have nothing to talk about....I look like a fucking idiot now because ive been talking with a fool and from the outside no one can tell which one of us is the fool.
It's sad that this actually has to be pointed out to some. But of course speculation from the armchair devs will always outweigh quotes straight from the horses mouth, of the guys behind the Unreal Engine. Fucking L-O-L.People really need to just STOP... with the BS narratives..
Andrew works on the UE5 team.....
-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
They always say history repeats itself, and this wasn't Sweeneys first time pulling this stunt. And it's funny that he doubled down on the whole PC I/O shenanigans, only for it to not be an issue at all for us.It's funny how he had to downplay Tim Sweeney tweets.
Sweeney was more than a little "misleading" lol
It's all great news though for gamers/devs which is funny... none of this amazing shit requires insane I/O.. which means it won't require an insane amount of data stored on disk.They always say history repeats itself, and this wasn't Sweeneys first time pulling this stunt. And it's funny that he doubled down on the whole PC I/O shenanigans, only for it to not be an issue at all for us.
I kinda figured this thread would literally put an end to all the debbie downers, but instead these same people are spinning the constantly moving goal posts to fit their mental gymnastics and imaginary narrative. It's pretty entertaining nonetheless.
But ps5 ... equivalent to 11 cores... better then any pc ...People really need to just STOP... with the BS narratives..
Andrew works on the UE5 team.....
-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
It's funny how he had to downplay Tim Sweeney tweets.
Sweeney was more than a little "misleading" lol
Have you got a link to the full conversation - because the screen grab you included doesn't state "exactly" what you are ?People really need to just STOP... with the BS narratives..
Andrew works on the UE5 team.....
-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
This is as close to definite proof as we'll get*. Great job.People really need to just STOP... with the BS narratives..
Andrew works on the UE5 team.....
-Reiterates that the Valley of the Ancients demo is actually MORE demanding than the PS5 demo
-Essentially states that the marketing fluff about "PS5's SSD being essential" was in comparison to last gen consoles and their HDDs...
Now do I get reinstated into the console speculation thread.This is as close to definite proof as we'll get*. Great job.
* until Epic releases the first demo and you can run it on a shitty laptop SSD from 2015
ahahahahahaha... after all this drama in this thread PC guys should hide now and really start sending apology letters to Snake29 he was right afterall because most of this thread was PC guys attacking Snake29 and arguing that editor is somehow more demanding in performance then shipped version i knew all along that editor more demanding in memory but not in performance like a dev said due to various reason we can speculate what are these reasons but everything adds up in final version of game and it's illogical to think otherwise.
It just proves these PCMR elitist doesn't know anything.
we might consider crows endangered species now.
what do you mean? dev clearly states performance is lower in editor.
This is funny as fuck. Rarely seen such a self-own. Reading is hard I guess.
It's really simple.ahahahahahaha... after all this drama in this thread PC guys should hide now and really start sending apology letters to Snake29 he was right afterall because most of this thread was PC guys attacking Snake29 and arguing that editor is somehow more demanding in performance then shipped version i knew all along that editor more demanding in memory but not in performance like a dev said due to various reason we can speculate what are these reasons but everything adds up in final version of game and it's illogical to think otherwise.
It just proves these PCMR elitist doesn't know anything.
we might consider crows endangered species now
I was confused, too but having read the quote in context with the surrounding text, I believe he means the performance "requirements" in the editor are less - but sadly the word requirements is missing, so the sentence by itself says something completely different, and in context if the requirements word isn't intended, then the text reads like it is contradicting itself.
This is funny as fuck. Rarely seen such a self-own. Reading is hard I guess.
I think they would be ok accepting that if everyone could accept Andrew Lauritzen's other claims that PS5-level IO is not required to run the Nanite demos.ahahahahahaha... after all this drama in this thread PC guys should hide now and really start sending apology letters to Snake29 he was right afterall because most of this thread was PC guys attacking Snake29 and arguing that editor is somehow more demanding in performance then shipped version i knew all along that editor more demanding in memory but not in performance like a dev said due to various reason we can speculate what are these reasons but everything adds up in final version of game and it's illogical to think otherwise.
It just proves these PCMR elitist doesn't know anything.
we might consider crows endangered species now.
Because he specifically mentions the additional burden for memory of the editor, as though the next sentence should by comparison say lower performance requirements. But I've no idea, now. It looks like a rushed response to someone trying to stop their words wrongly setting fire to a forestI don't see anything confusing. He said performance is lower, as in less performance in editor mode. Why would he talk about how much more resources editor mode takes and contradict himself in a single line.
It's all great news though for gamers/devs which is funny... none of this amazing shit requires insane I/O.. which means it won't require an insane amount of data stored on disk.
It's all about efficient data handling in reality.. and then we ALSO are getting better I/o across consoles and PC (with DirectStorage), and better compression too to shrink games.. as they will at least incrementally increase in detail this generation, and the SSD/compression will help with that a lot.
It was never logical that a game could realistic leverage the insane I/O of the PS5 to increase game detail.. I wrestled with that after the UE5 demo forever on here lol
what do you mean? dev clearly states performance is lower in editor.
this was never an argument the argument was how PC compares 1 to 1 with PS5 flying section of the land of nanite demo with PC SSD but PC guys starting shouting of the roof tops that PC's are able to run game in editor with every asset in RAM eliminatoing SSD from picture entirely, so it's not 1 to1 comparisson.I think they would be ok accepting that if everyone could accept Andrew Lauritzen's other claims that PS5-level IO is not required to run the Nanite demos.
no go back and reread the thread PC guys saying editor is more demanding the final version Snake29 was saying otherwise.Which is exactly what everyone was saying.
Performance in Editor is lower so when Editor already runs at X FPS then building a EXE will only go up not down.
Snake was the one claiming for whatever reason that by removing all the overhead of the editor etc. the game somehow magically runs worse.