It's part of UE5.What software Is Niagara?
Jez said that Starfield, Redfall, Forza and Avowed are 100% lock. And he has great sources so I tend to believe himHopefully Avowed makes a return for the June 12’th showcase.
I’ve been wanting to see more of it since it was announced.
If I use Van Gogh’s paint brush, does that mean I too can create a masterpiece?
Where did he said that?Jez said that Starfield, Redfall, Forza and Avowed are 100% lock. And he has great sources so I tend to believe him
Not ringing any bells. Mind you, you do like to overstate things, so I’m not surprised.It helps if you've already made one.
Using Niagra doesnt automatically mean they are using Lumens or Nanite, let alone hardware Lumens which is the most power hungry.So most likely 30fps on console? and possibly PC too
It is the new panacea for all illsEverything is UE5 nowadays,
Thats incorrect...most third party games in development that are still using UE4, some projects switching to Niagara, a part the UE5 engine. Sony has developers that using theyr own engine like Naughty Dog and Guerrila. But the UE5 has a learning curve like every other new game engine, but that is logical.Everything is UE5 nowadays,
True but I just expect 30fps with UE5 for now, same thing with Hellblade 2.Using Niagra doesnt automatically mean they are using Lumens or Nanite, let alone hardware Lumens which is the most power hungry.
Dont think Hellblade 2 is using that either and it still looks stunning.
But why? We know the UE5 engine is CPU bound mainly due to hardware lumens. If you switch to software lumens in the Matrix City demo, it has no issues hitting 60 fps.True but I just expect 30fps with UE5 for now, same thing with Hellblade 2.
To clarify:Thats incorrect...most third party games in development that are still using UE4, some projects switching to Niagara, a part the UE5 engine. Sony has developers that using theyr own engine like Naughty Dog and Guerrila. But the UE5 has a learning curve like every other new game engine, but that is logical.
So most likely 30fps on console? and possibly PC too
That's not surprising. Apparently Awoved is quite far along and will be releasing Q1 2023 at the earliest. But for sure 2023.Where did he said that?
The Coalition are wizards on UE. They have a better grip of it than Epic themselves.I just hope that all the Xbox studios that use UE5 are as competent with UE as The Coalition... and if there are issues I hope The Coalition will come in and help.
Gears 5 is one of the only UE4 games in recent memory with no shader stutter issues.
even Fortnite, made by the creators of the damn engine, has MASSIVE stutter issues on PC.
Fortnite is UE5 and runs at 120 fps.Maybe not necessarily. Depends on how much of the UE5 stuff it's gonna use. STALKER 2 is also UE5 and has a 60 FPS mode on Xbox as per the developers.
Just because its UE5 it doesnt mean every game is going to be at the level of the Matrix demo. I mean Fortnite is UE5 now, FORTNITE.So most likely 30fps on console? and possibly PC too
But why? We know the UE5 engine is CPU bound mainly due to hardware lumens. If you switch to software lumens in the Matrix City demo, it has no issues hitting 60 fps.
If this game and Hellblade are basically UE4 games migrated to the new UE5 sdk then they are essentially running in BC mode so to speak. They wont be bound by the same CPU limitations of nanite, lumens, A.I traffic and pedestrian logic if they are using traditional rasterization techniques.
Fair enough I’m just basing it on the disappointing performance in the Matrix demo, haven’t been able to experiment with it myself on PC, on console it can’t hold 30fps with few game elements implemented and low resolution.Maybe not necessarily. Depends on how much of the UE5 stuff it's gonna use. STALKER 2 is also UE5 and has a 60 FPS mode on Xbox as per the developers.
Thank you for clearing that up for me, thats usefull information.To clarify:
Niagara is a tool within UE4 and UE5. Projects don't "switch to Niagara", unless they were using Cascade before, the legacy particles tool of Unreal Engine 4. Active development on Niagara happens on the most recent version of Unreal, which currently is UE5.0 (or 5.1 but that's in development).
Alex covered this in his Matrix demo video. Basically, the game is CPU bound due to the way Hardware Lumens uses up the CPU as well as the A.I sub routines.Fair enough I’m just basing it on the disappointing performance in the Matrix demo, haven’t been able to experiment with it myself on PC, on console it can’t hold 30fps with few game elements implemented and low resolution.
Fair enough I’m just basing it on the disappointing performance in the Matrix demo, haven’t been able to experiment with it myself on PC, on console it can’t hold 30fps with few game elements implemented and low resolution.
Alex covered this in his Matrix demo video. Basically, the game is CPU bound due to the way Hardware Lumens uses up the CPU as well as the A.I sub routines.
Hardware Lumens is 32% slower than Software Lumens. Then you have the A.I stuff like cars and pedestrians which are even more expensive. Turning them off takes us to 95 fps all the way from 38 fps when using hardware lumens with traffic.
And finally, the game is very poorly optimized. It's single threaded even though consoles finally have multiple threading support. They likely just made this demo in a rush to get it out the door by the VGAs and didnt bother improving the performance when releasing it on PC. Avowed, Hellblade 2 and other UE5 games that dont use hardware lumens or dont feature a massive open world city with A.I simulations shouldnt have this issue.
And agian, even if an urban open world game comes out and uses every single one of these features, they can probably get it optimized by utilizing CPU threads more effectively so it isnt bottlenecked by the CPU. The console GPUs are being held back by the CPU threading, they should be able to easily run the game at 45 fps like I was on my rtx 2080 which is supposed to be on par with the xsx. As for any 60 fps performance modes, they can always switch to Software Lumens to gain more performance as well as reducing the traffic density by half which completely removes framedrops on consoles. The traffic density is still very impressive at 50% and software lumens looks almost identical to hardware lumens though you do lose out on more accurate reflections and shadows.
TLDR; 60 fps on UE5 should be fine even on consoles. ;p
Fortunately almost every game this generation has had performance and resolution modes. I'm sure the same can be done by the devs in Avowed if they want to _ just lower what you have to low and get it to 60 _ again, if they want/choose to.So most likely 30fps on console? and possibly PC too
lol hes doing a cpu bound test. my 3080 runs the game at native 4k 45 fps. 3090 should be in the 50s.Wow, 720p with and RTX 3090! How low. Seems like UE5 is just an overhyped bubble.
Fortnite is UE5 and runs at 120 fps.
If Hellblade 2 runs at 30 fps at 1440p or widescreen 1620p on the xsx, it should easily run at 60 fps on a 6800xt or 6900xt at the same resolution.
The engine is only CPU bound when using all the fancy Lumens/nanite/traffic A.I simulations. It will not be an issue in every game.
Even with UE5, Avowed probably won't be a technical marvel, it has never been an Obsidian's strong point.
I really do like the Pillars settings though, classic fantasy, but wierd enough to be interesting.