خبر رسمی UNREAL ENGINE 5 معرفی شد، اولین دمو ریل تایم PS5

Musician

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Dec 16, 2006
1,263
ملت کم کم دارن آنریل ۵ رو تست می‌کنن و نتایجش قابل توجهه:

BioShock 4 seemingly using the next-gen Unreal Engine 5​

BioShock 4 could be using the Unreal Engine 5 according to a new job listing.​

The recruitment advert for a Senior Gameplay Programmer at Cloud Chamber, where the upcoming BioShock 4 is being developed, mentions Epic's Unreal Engine 5, specifically that the candidate "work within Unreal Engine 5 adapting existing systems and building new technology in order to fulfill the project’s technical needs and creative goals." (via OpAttack)
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اینو یکی تست زده 100 میلیون پالی
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اینم یک تست LUMEN

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majidred2011

< RED PHANTOM >
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Jul 16, 2011
11,373
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Majid
این ویدئو ها Nanite مجبورم کرد خودمم تست کنم ببینم روی سیستم مید رنج من چجوری جواب میده :D

یکی از کارکترامو از زیبراش بصورت بهینه نشده و شدیدا High poly که حجمش نزدیک 2 گیگ بود رو ایمپورت کردم و چندتا کپی گرفتم، اینقد سنگین شده بود نمیشد کاری انجام داد، حالا قبل و بعد nanite مقایسه کنید: :D
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با اینکه نزدیک میشی سنگین تر میشه و افت فریم میگیره اما بازم درکل حرف نداره، مخصوصا این مدلو که میدونم با این وضعش اگه توی یک نرم افزاری مثل مایا ایمپورت کنم هر لحظه امکان کرش کردنش هست :D
 

majidred2011

< RED PHANTOM >
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Jul 16, 2011
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Majid
دوستانی که میخوان یک تجربه کلی ازش داشته باشن یکی یک لول مشابه اول تریلر پارسال درست کرده که مثل همون میتونید با کلیک نور خورشید رو جابجا کنید یا Lumen و ... ـو غیر فعال کنید و عملکرد و تفاوتش رو ببینید.
حجمش 3.6 گیگ بیشتر نیست و با یک فایل exe اجرا میشه به چیز دیگه ای احتیاج نداره: لینک
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پرفورمنسش هم خوبه.
 
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Dreadlord

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Apr 8, 2008
18,102

Musician

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Dec 16, 2006
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دیگه خیلی داره ترسناک میشه :| بعضی جاهاش واقعا نمیشه تشخیص داد واقعی نیست.
ترسناکتر ترکیب UE5 و VOXEL.
2 دقیقه اول دمو ببینید.

Ark II با قابلیت حفر زمین و ایجاد بیس اولین چیزی بود که تو ذهن من اومد. امیدوارم استدیوهایی که از UE5 استفاده میکنن دست به کار بشن تا قابلیت تخریب پذیری درست حسابی به بازیها بیارن، جای تاسف داره که آخرین بازی که تخریب پذیری شگفت انگیزی داشت red faction guerrilla با Battlefield bad company بود.
 

Musician

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coalition.png

The Making of “Alpha Point”—UE5 Technical Demo​

Presented by Kate Rayner, Studio Technical Director and Colin Penty, Technical Art Director at The Coalition

Catch the public debut of Alpha Point, a UE5 technical demo created by The Coalition to evaluate UE5 on the Xbox Series X/S. Hear what the team learned as they tested internal Nanite assets in Lumen-driven lighting scenarios, as well as their thoughts on how UE5’s performance and memory stacks up in Xbox Series X and S-style production environments.

Watch the talk live at 1:20 PM - 2:20 PM PDT.
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Problem : Needed to shrink texture pool to make room for HLOD’s and other systems
On Gears 4 at peak points the lightmap and shadowmap data could be 400mb
This was primarily a result of lighters trying to get crisp shadowmaps it was determined. Not due to bounce lighting fidelity requirements.
Gears 5 averages about 50mb of lightmap data in the pool due to removal of shadow maps and stricter lightmap memory requirements
Integrating the moveable light shadow cacheing improvements in UE4 4.2x was a life saver for performance
Performance of a few characters standing in a spotlight was faster than using a stationary spotlight
Removal of all stationary light shader permutations was a great GPU and Memory win.
Removal of all Shadow Maps was a great disk space and texture pool win.
همه این موارد بالا بخش بسیار کوچکی از از پروسه پرابلم سالوینگ Gears 5 بود، که به لطف UE5 حذف خواهد شد.

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نکته شگفت انگیز اینه GEARS OF WAR 1 2 3 4 5 UE JUDGMENT TACTIC تعداد پالیگانش رو هم به پالیگانای این صخره تو دمو جدید نمیرسه.

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در رابطه با تخریب پذیری محیط ها هم تو بازی های آینده میتونیم حساب باز کنیم، شاید خیلی ها گیر دادن تخریب پذیری تو GEARS 5 وجود نداره ولی همونطور که قبلا گفتم سیستم تخریب پذیری SWIFT DESTRUCTION برای GEARS 5 ساخته شده بود که هر آبجکت قابلیت تخریب حداکثر از 4 نقطرو داشت که به خاطر GPU کنسول محدودیت به وجود میاورد و نتونستن از تمام پتانسیلش برای تمامی محیط ها استفاده کنن... حالا همین پلاگین به احتمال زیاد برای نسل بعد اپتیمایز میشه.

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Musician

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امروز دمو آلفا-پوینت نمایش عمومی داره اینم مقاله PC GAMER

A whole Xbox 360 character fits in the eyelashes of an Unreal Engine 5 character​

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Gears 5 developer The Coalition has put together a new Unreal Engine 5 tech demo optimized for the Xbox Series X. The brief "Alpha Point" video was shown during a GDC talk and hasn't been posted publicly yet, but there's a screenshot above. It once again goes for the crumbling ruins theme. I miss the sci-fi tech demos of the 2010s, but UE5 does render some nice rocks.

The demo is very short: ruins, floating diamond thing, that's it. I'll embed it in this article whenever it's uploaded somewhere or, if no one gets around to that, I'll rip it from the GDC talk, but for now I'm trying to avoid compressing an already-compressed stream just to show you a few seconds of rendering. As you can see in the still I grabbed below, it doesn't tell us much we didn't already know, but it does contain nice rocks.

During the GDC talk where the demo debuted, Coalition technical director Kate Rayner said that Unreal Engine 5 game development is still "really early," but that this demo was a good opportunity for the Microsoft-owned studio to "kick the tires" and collaborate with Epic on Xbox optimization.

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Alpha Point was originally made with Unreal Engine 4—where it chugged in the editor—and was then moved to UE5 and completed. According to Coalition technical art director Colin Penty, most assets in the demo are made up of 300,000 to 500,000 triangles, 15 times the number of triangles in the average asset from Gears 5, a game that came out in 2019. The studio also worked with million-triangle assets, Penty said, but parts of the development process become "too painful" with assets that big. Penty also noted some of the limitations of the Nanite geometry tech utilized for the ultra-complex assets. It doesn't currently do translucency, for example, so most of the foliage in the demo doesn't use it.

Although they can be lit dynamically with UE5's Lumen system, it seems clear that Nanite-powered rocks are pretty static right now—perhaps that's why we keep seeing rocks in the first place. In a Nanite overview video, Epic said that the tech doesn't currently support non-rigid deformation and world position offset, an Unreal Engine function used for ambient animations like grass swaying.

At the moment, UE5's capabilities are, ironically, reminiscent of the unreal-sounding claims of the old "unlimited detail" 3D rendering demos that used to appear on YouTube now and then. I spoke to Epic CEO Tim Sweeney about that back in 2016. Among other things, he was confident then that by 2036 "we'll have rendering of physical objects so perfected that you'll have a very, very hard time distinguishing those objects from reality."

Seems like a pretty safe prediction at the detail levels we're seeing now. Penty also showed off a brief UE5 character rendering demo, noting the ridiculously high polycount of the hair, which is handled by Unreal Engine's Groom system.

"One funny stat I was thinking of, with the eyelashes being 3,500 triangles: That is kind of the budget of an entire Xbox 360 character, now contained within the eyelashes of one of these characters," said Penty.


He concluded by saying that he thinks UE5 games will look "incredible" on Xbox Series X/S consoles.

I suppose it's hard to fault The Coalition, a Microsoft studio, for the console focus here. Although it was supposedly meant to be internal-only at first, Alpha Point is in a way Microsoft's answer to the first Unreal Engine 5 demo, which was made for the PlayStation 5. For better or worse, the latest PlayStations and Xboxes still set the norms for mainstream rendering power.

For comparison with your specs, Alpha Point runs at 46 fps on an Xbox Series X at a 4K display resolution. I say display resolution there because the actual render resolution was set at 50% or higher and upscaled to 4K using Epic's Temporal Super Resolution. So, you might get around 46 fps rendering at 1440p (but not 4K) with PC hardware that's comparable to an Xbox Series X. Or you can also flip on Temporal Super Resolution, or possibly DLSS, or another upscaler.

Like Nvidia's DLSS tech, Temporal Super Resolution tries to increase the resolution of an image without loss of quality. That means a game can be rendered in 1080p and then blown up to 4K while hopefully looking like it belongs there, because even high-end graphics cards struggle to render some scenes directly in 4K. Penty said that UE5's TSR upscaling provides "amazing results" when going from 1080p to 4K.

Regarding The Coalition's next game, whatever it is, you can scour the tech demo for clues when it's available to watch, but Penty said that the assets in Alpha Point were made for Alpha Point, and are not from a game project, and that The Coalition isn't announcing a game at GDC. So, it's really just some rocks, I'm afraid.

Unreal Engine 5 is currently in early access. The engine and development kit are free to use, though if you release a commercial Unreal Engine game, a 5% royalty kicks in after $1 million in gross revenue.
 

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