mansoor1980
Member
i want a cyberpunk 2077 remaster using this engine on ps6 and the next xbox
This is what i told you in the other tread, the console deployable version of unreal is the same goddamn engine but you just deploy it to your target platform. That's it! Any modifications/optimization for your target hardware will be done by the specific team for their specific game. The engine itself plays no favorites.My interpretation of what the developer says would be that Epic is free to use and implement on PS5 (or other platform) any optimization and improvement of the engine that The Coalition obtains in its optimization work on XSeries.
If so, it would be an exemplary act beneficial to all. It is not strange the continuous thanks from Epic to The Coalition in recent times because of course they are excellent travel companions.
Literally just watched this part and saw them mention that the streaming file is something super small like 10 MB. Apparently everything with nanite is virtual textures. So why did Cerny put so much effort into improving the I/O for streaming?
Must mean it's using the SSD like memory to store AI data?The demo has some interesting things to it. You can actually create a massive traffic jam. Come back 30 minutes later and the jam will still be there.
there to calculate the best route for your cock into a Pussy
If that first demo doesn't get released to the public I'm not trusting it to actually run on anything.
Probably just metadata about each object and its last known position when it went out of context.Must mean it's using the SSD like memory to store AI data?
nobody is saying TC explicitly was optimizing the PS5 build. The engineer at Epic said The Coalition made optimizations for shit like bloom within the engine... that is used in the demo... on both Xbox and PS5... and therefore those optimizations reached both platforms... jfc
Because most Sony studios will not be using UE5.
I haven't heard MS touting the "most powerful console" line in a while, they were going pretty hard with it before launch.so i hear the PS5 has a staggering advantage of.. 1fps!
Cerny somehow able to close a 2tf gap with his wizardry.
Imagine if this had launched exclusively on ps5. This whole thread would be how the series x couldn't even run it I bet. And the power of the io.
yes which is not something that was being mentioned until some people just threw in their wild commentsWhat they contribute is not "optimizations" for the metal, it's just new ways to do things that may be more efficient. Bloom was done in a way, now it's done in another way, one that looks better and needs less processing. This can be view as an "optimization", but it's not "optimization to the metal" like the studio can make when working on their games to the in-house machines.
It's just a case of a studio that have early access to Epic's engines and helps them test in a more real world scenario and give feedback during the development so that Epic can know what they need to fix before releasing the engine.
Don't think the math would work out exactly like that, a higher framerate shouldn't make you move through the world faster. If you have the game running at 30hz and 60hz, a car going 100km/mph in both modes will travel the same distance through the world. But a 7200rpm mechanical drive tops out at like 100MB/s so it needs an ssd that's for sure.To avoid confusion, ~10 MB of streaming is per frame, this would be 300 MB per second at 30 FPS and 600 MB at 60 FPS.
We need more info on this. There’s a lack of clarity around this, is it a 10mb stream buffer -or- assets are merely being streamed at 10mb/s - Because we may as well just go to spinning sata drives then…...huh?!?Literally just watched this part and saw them mention that the streaming file is something super small like 10 MB. Apparently everything with nanite is virtual textures. So why did Cerny put so much effort into improving the I/O for streaming?
Yeah, what was with driving miss daisy on X in the vid right after John states fast traversal is the stress point. On PS5 the vid is literally breakneck speed while demolishing car after car in the process.Not a fan of how Alex made the comparisons in this video. Very lazy. it's a 50 minute video so it's not like they were starved for time.
He makes a great benchmark for the PS5. Gets in the Crown Victoria right off the bat and drives in a straight line. You see drops down to 24 fps. Fantastic stress test right off the bat, right? Nope. He cuts to the XSX using a slow fucking soccer mom SUV and starts the clip on a different road. Just do the same thing. He used to be good at stuff like this. Tom Morgan must be rubbing off on him. PS5 dips to 20 fps at one point, but we have no comparison for the XSX at that place and scenario. Series S performance? 'Like 720p-ish', 'Lower', 'Yep'. Come on lol be better than that.
@NXGamer For your detailed comparison vid, Can you please see if you can grab a Porsche right as you are dropped in the open world and just drive it down that same road for each console? Oddly enough, the better looking chase sequences runs at 30 fps on both consoles with very few drops. It's the city where the framerate dips to 24 fps just driving around. Turning off traffic might help recreate similar scenarios.
Or the game state freezes outside of your view.Must mean it's using the SSD like memory to store AI data?
It's only a ~25GB demo so I don't think it's too surprising. The UE5 demo on PC had a similar size but you plowed through it in just 2-3 minutes. The absolute peak IO rate in that demo was only like 2-300MB/s with most of it being well below that.We need more info on this. There’s a lack of clarity around this, is it a 10mb stream buffer -or- assets are merely being streamed at 10mb/s - Because we may as well just go to spinning sata drives then…...huh?!?
A small streaming buffer on the other hand coincides with very fast streaming as less buffer reserve is needed if assets can be loaded from i/o fast. You don’t need to keep in ram what you don’t see.
Something is at odds here.
Yeah it’s gonna be an eye-opener I think, they can’t really lower the resolution much further so what we see here won’t likely happen in 60fps.It sure can run and we can only guesses how big the trade off will be… at least half of the IQ we are seeing in that demo?
Well a demo in 60fps probably will make people says it looks last gen.
You’re on a core gamer board, people here aren’t talking much about the Series S version because most have either PS5 or Series X or both. For what it’s worth, if anything I’m impressed by what that little box can do. It’s not for me though.Jesus, just got to the series s comparison. Whats up with these pixelated artifacts? They are calling it macro blocking, but it looks way worse than any 720p image ive seen. It's super grainy as if chromatic abberation and film grain had a threesome with youtube artifacts.
Am I the only one seeing this? we are so worried about resolution and other downgrades, but the IQ is far worse than the resolution count.
I think as a tech demo, they are pushing all sliders to max just to show off the engine. Make no mistake, this is an ad for the engine. An ad that is part marketing part threat because once people get a taste of photorealistic visuals, why would they ever play anything less? Like you said, Ratchet is arguably the best looking game on consoles right now and its tough to go back to it. Epic wants every game to use this so they can get 5% of revenue from every game released. Even the big ones like Rockstar, Ubisoft and COD that rely on their own engines. I think getting this in the hands of gamers is very shrewd because now all of a sudden, devs will have to explain to gamers why their game doesnt look as good as the Matrix.Yeah it’s gonna be an eye-opener I think, they can’t really lower the resolution much further so what we see here won’t likely happen in 60fps.
The Coalition is dabbling with this demo, it’ll be interesting to see what path they take, I’m guessing next Gears will go back to 30fps on console. Fortunately they’re there on PC too so we’ll still get 60fps that way. Same goes for Sony’s 1st party stuff even if it’ll take a little longer.
I’m divided on this.
At times I think it looks absolutely mindblowing and I want all devs to use UE5 now. The lighting, the details, the reflections, the scale, it’s insanely impressive.
Going back to Halo Infinite for example is rough. Jumped back into Ratchet real quick, rough. Just started playing Kena, rough even with that sweet Pixar style. It’s suddenly rough spots everywhere now.
But then again when you jump into a car or fly with the cam it’s a stutterfest and I want nobody to use this engine. And if you go check into windows at the skyscraper offices they look like something from the PS2 era. Great first impression but it’s not something suitable for all games.
I don’t know what I want. If devs jump in left and right on UE5 and set the bar at 30fps then the solution is to play on PC I guess. Problem is, I’m not interested in playing everything on PC…
In short, I’m impressed by the possibilities of the engine and where gaming at large can go, but I’m scared of what it means for console gaming.
One thing to consider is that assets may be streamed in and out countless times during a session. Simple example is spinning on the spot, or re-use of assets in a level.It's only a ~25GB demo so I don't think it's too surprising. The UE5 demo on PC had a similar size but you plowed through it in just 2-3 minutes. The absolute peak IO rate in that demo was only like 2-300MB/s with most of it being well below that.
Isn’t the idea with UE5 that having all that density isn’t as demanding because of the clever way they remove the things you can’t or don’t need to see?I think as a tech demo, they are pushing all sliders to max just to show off the engine. Make no mistake, this is an ad for the engine. An ad that is part marketing part threat because once people get a taste of photorealistic visuals, why would they ever play anything less? Like you said, Ratchet is arguably the best looking game on consoles right now and its tough to go back to it. Epic wants every game to use this so they can get 5% of revenue from every game released. Even the big ones like Rockstar, Ubisoft and COD that rely on their own engines. I think getting this in the hands of gamers is very shrewd because now all of a sudden, devs will have to explain to gamers why their game doesnt look as good as the Matrix.
But there are many many settings you can turn down to get more out of the game. try turning down the traffic density and pedestrians to 50%. you dont need 50,000 cars and another 35,000 pedestrians to make a game world feel believable. You can also use software based Lumens which aimed for 1440p 30 fps on the PS5 instead of 1080p 30 fps like this demo. Not every game will be an open world game. There are plenty of linear games out still. Not every game will be set in a bustling city with thousands of reflective surfaces.
Besides, this engine isnt even out yet and A LOT Of this tech is still very new. Insomniac were able to literally double the resolution of their RT reflections from 1080p to 4kcb in a span of six months between shipping Spiderman Miles and Ratchet. thats an insane performance gain through a simple redesign of the way rt rays are calculated. The coalition dev mentioned making a similar optimization to the UE5 engine that gave them a decent performance uplift.
they can also do what Ninja theory is doing with Hellblade 2 and use wider FOVs but with black bars to save on rendering costs. Death stranding looks amazing in its widescreen mode.
If anything console gaming forces devs to think outside the box. And when they exhaust all possibilities, they settle for smart downgrades. I never thought we would see anything like RDR2 run on the PS4 at 1080p, but they made smart choices and offered what constituted as a mix of medium and low PC settings, and the game still looked incredible. Here everything is maxed out already.
i want a cyberpunk 2077 remaster using this engine on ps6 and the next xbox
Things are so dynamic and randomized that it’s impossible to do a 1:1 comparison, everyone who try will get a different result. Try for yourself instead if you want no bias, free download. I would say that they both stutters the same way and look blurry at high speed and if you smash up cars, they both looks absolutely amazing if you walk, running is okay, and lost frames can happen at any place for whatever reason.Yeah, what was with driving miss daisy on X in the vid right after John states fast traversal is the stress point. On PS5 the vid is literally breakneck speed while demolishing car after car in the process.
Are they saving performance comparisons for future vid?
There very well may be no difference, just the editing seemed bizzarly contradictory to the conversation. I can see why it’s raising eyebrows.Things are so dynamic and randomized that it’s impossible to do a 1:1 comparison, everyone who try will get a different result. Try for yourself instead if you want no bias, free download. I would say that they both stutters the same way and look blurry at high speed and if you smash up cars, they both looks absolutely amazing if you walk, running is okay, and lost frames can happen at any place for whatever reason.
I understand that people want something to discuss but I’d say that you’ll see the biggest difference in your hands… because of the different controllers lol. Epic has essentially killed the console war here. Might’ve started a console vs PC war though…..
In the same video, they talk about streaming , in general , also the old demos and the requirements, told by the devs are not that high .. welcome to marketingThere are many more quick cuts in the matrix demo.
John goes on about this in the video. maybe pc IO could have some trouble with that
Wait after witnessing this demo running on PS5 & Series S/X some people don't believe the old demo was really running on PS5? How did we end up here?
Off course they did , why would they only optimize for Xbox .. it’s a middleware engine , the more it’s used on all platforms , the better , as that drives this engines technology forwardThere is more info in the developer tweets, same engine version on all platforms they ship on and The Coalition helped out with optimization that dripped out to all platforms. I wonder how the engine works, does it scale automatically and remove what needs to be removed based on what it feels the hardware can manage?
not directly for you .People believed it, they just had no proof that it actually was. Now u have proof it actually runs on said consoles but it runs absolutely terrible to the point again people wonder how feasible this type of visuals are on current gen consoles and what is the first to go out the moment u actually push a game forwards with this tech.
You and a bunch of others from the Xbox Defense Force seem to have trouble to cope with whats shown now for all the World to see.
But lets start right from the beginning here:
It would make no sense to assume that Coalition would even have the know how to help out with optimizing PS5 since they´ve never worked on the machine and PS5 uses an total different low level API wich needs different care. Sure they could program a rather good looking game on it if they have to but thinking they have enough insight to help optimize PS5 Code ... like realy diving deep in and find small deficiencies in PS5 API Language Code is mental gymnastic on true olympic Level.
No matter who says something on Twitter - it is a lie! A Lie people felt is neccesarry to tell because the massive implication of the whole thing dawned on them. Namely that even with The Coalitions deep knowledge about Xbox Series Console Intrinsics and the so called pOweR ADvaNtAgE of Series X over PS5 it could not perform better or have better Settings than the latter. Technicaly even being behind even if only by ~1Frame/s.
The whole chatter of Coalition helping with PS5 optimization can therefore be dismissed. It is only there to provide noise to the diskussion and hide the implication i laid out just above. Its a decoy. I will not fall for it. And it does not matter who you quote on twitter here next - the Thing is over.
There was so much Talk and shitting from Xbox People about 9Tflop Console or RDNA 1,5 and missing features like VRS or Mesh Shaders... Where are we NOW? A top of the fucking Line Engine, an all out Next Gen Showcase Demo , with raytracing, virtualized Geometry and very impressive crash physics. And PS5 manages not only to keep up but also even pulling ahead ever so slightly.
You and your Boys from the Xbox Defense Force, you are Clowns. You wear Clown shoes, Clown watches, Clown Gloves and Clown Underwear. You watch Clown Porn and the Cereals you eat at breakfast are - you guessed it - clown shaped. Might even be Clown milk with that but i do not judge...
It is all out Clown Galore.
In the End it brought you nothing, Zero, nada...
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Understood but it’s easy to try for ourselves now, free download, don’t rely on reports with possible bias if you don’t need to.There very well may be no difference, just the editing seemed bizzarly contradictory to the conversation. I can see why it’s raising eyebrows.
Other than that, I have driven at top speed causing havoc like that a number of times, it’s not difficult to repeat unless I’ve been lucky.
It’s great but me and lots of other people thought there were different versions with different levels of optimization. In the past the multiplat engines has had much bigger performance differences, here it’s almost comical when someone try to pinpoint a difference.Off course they did , why would they only optimize for Xbox .. it’s a middleware engine , the more it’s used on all platforms , the better , as that drives this engines technology forward
It’s not , you have console specific optimizations all the time , but the devs state that the optimizations made by the Coalition went into the other versions as well ..It’s great but me and lots of other people thought there were different versions with different levels of optimization. In the past the multiplat engines has had much bigger performance differences, here it’s almost comical when someone try to pinpoint a difference.
very , very distant from what people was thinnking and screaming about gb/s of streaming ahaahahTo avoid confusion, ~10 MB of streaming is per frame, this would be 300 MB per second at 30 FPS and 600 MB at 60 FPS.
people it was clear from the first moment. People have really fallen for sweeney payed pr.The interesting part, they were talking about how the streaming of assets in this game is not high at all , which means regular SSD could do the job easily.
sure but when you are transported to a different area entirely then it's not streaming. Then it's IO. That's why there are 100ms spikes on cutscenesvery , very distant from what people was thinnking and screaming about gb/s of streaming ahaahah
It’s not , you have console specific optimizations all the time , but the devs state that the optimizations made by the Coalition went into the other versions as well ..
Its not that weird either as it where threading optimizations, all consoles and PCs have about the same CPU’s . And GPU structures.
And that’s what we are talking about .