How come it freezes a few times while going down the flying section ? , I thought they would at least have shown the actual demo playing out like last year.
They wont they would have to compile and make a demo with controller scripts with the character which has animations/scripts for actions. I want to see that running in realtime being played by someone on a PC.
Direct Storage isn't there, and PC's would 3090 would need to use the memory just to compensate, and using cpu cores for data compression/decompression of assets not as fast as a custom solution that literally is built for just that specific issue.
We just started with V-cache, I would have to believe that will carry over conception wise and used in a different way with chiplet on gpu's coming down the road. once we see that I think it will put pc's closer to the custom I/O that PS5 has.
Just so i get this straight and decide whether to continue with this topic/discussion further.
Do you think running the game in the editor is less taxing on the system than the fully compiled game?
Note:
I started game dev/modding in UDK.....moved to Cry Engine 3 because i was tired of baking lights....moved to Unreal Engine 4 cuz Blueprints were a godsend....moved to Offline Rendering because of work(Redshift)....and planning on moving to Unreal Engine 5 because this is magic.
Depends on what you have compiled, and customizations specific in your project in the engine. Like I don't know what they were using 100% in the PS5 demo. And so far outside of nanites, some of the assets we know those are pretty much the same.
I don't know in terms of the finalized demo what they were using which they configured specific for PS5 which theres an interivew on those changes just for the PS5? is that 1:1 replicated?
I dont know only Epic can answer that.
But editor mode a lot of the finalizations are not in when your finalized and compiled. None of your custom scripts are running you can turn them on one by one or have them all on depending. But there's nothing they are showiing with a controller that this is a demo, just that they are in Editor mode in Unreal 5 that has all of those models/assets from PS5 demo?
It can be less taxing because you dont have a alot of final VFX's, post processing turned on for the most part. Your looking at raw material/assets with what ever lighting engine/source thats baked into it. Some demo's/games will rip that out and go with their own which can make it harder or less for the PC to handle.
Thats all im saying. It's not 1:1 and they are showing you editor mode not a demo which yes has more finalized things going on that once is turned on you can only change in editor.
Until they literally say : hey " here's the PS5 demo running in realtime being played by us running on PC" It's not 1:1.
Editor mode a lot of the time is not as taxing as finalized game code for play out because like I iterated some of the things seen in final gamecode are not being run in realtime. As in player controlled camera, editor mod free camera is different, in a demo the game is being rendered by what ever they have setup for player camera. SO as the player turns game is being rendered in realtime with all effects and everything on. WHen in editor mode, it's a free camera that everything is just there.
I use to do mods un unreal a long time ago, I use to use Unity, and had same issues with Crytek. Have dabbled in Unreal 4 but havn't touched anything for a while.