#ue4-general

1 messages · Page 737 of 1

hollow ore
sweet relic
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@fierce forge Yup, now free up to first $1mil revenue

snow crown
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please don't ping me directly for server requests, that is what #server-feedback is for

wary ferry
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UE5 release WHEN

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I am sweating

fierce forge
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now you need to get 1 million dollars for paying royalties ?

late verge
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it is not a good time to ask questions rn lmao

hollow ore
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@wary ferry early 2021

half panther
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early 2021

hollow ore
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For alpha testing

half panther
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full release late 2021

wary ferry
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Ok let me breathe in and rotate the time faster

late verge
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epic

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and based

sweet relic
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@fierce forge yup, retroactive to Jan 1st 2020

hollow ore
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@wary ferry my project scope just changed massivelu

wary ferry
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oh god i am so fucking emotional, have to do LOD and optimiziation for the next year and then it just goes away 😉

hollow ore
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F thst

fierce forge
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from jan 1st 2020 is 1milion ? @sweet relic

hollow ore
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That

plush yew
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Wait a year

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👺

wary ferry
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I hope it allows for sandbox games

wet brook
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it does

half panther
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yep

sweet relic
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@fierce forge correct

hollow ore
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Yes

half panther
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you mean voxel games @wary ferry ?

wary ferry
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i mean even if it would be just conan exiles for example

half panther
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terrain manipulation you mean?

hollow ore
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@fierce forge so if you make a game today and put it on epic game store and it never earns $1,000,000 you NEVER have to pay anything

wary ferry
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yes, that too 😄

fierce forge
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also on steam right ? @hollow ore

wary ferry
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but mainly, sandbox games have many issues with polycount

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and without that restriction

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we will enter a new era

hollow ore
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Yes but steam will still charge you

fierce forge
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i know

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i have a steam license

half panther
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id doubt they will implement a voxel system from the beginning on

plush yew
hollow ore
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@fierce forge 👍

gentle solstice
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Now they just need to announce C# support, and Unity is going out of business

plush yew
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More details will come this week

half panther
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they would have announced that

plush yew
wary ferry
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even without voxels - just being able to place down hundrets of walls

fierce forge
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r.i.p 100 dollars 😦

wary ferry
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millions of walls

half panther
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trump tycoon

wary ferry
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HOW CAN YOU SHOW US THIS AND THEN LET US WAIT A YEAR

hollow ore
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Lol

hollow ore
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Ikr?!?!?!

gentle solstice
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Better than what Void Interactive did with Ready or Not

woeful bobcat
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Does UE5 rid off NV ray tracing?

gentle solstice
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No need for it

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😂

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Well, actually, I wonder how they're handling things like reflections

wary ferry
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most likely some sort of voxeliced technique

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can imagine any other technique atm

half panther
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do you think there will be a marketplace sale?
i would have expected one before the announcement because now that ue5 is coming people will buy less

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at least for a while

gentle solstice
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Hope they don't revert this technology like they did with UE4

wary ferry
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?

plush yew
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The video said "Nanite achieves detail down to the pixel." So they are capping the renderer to only render triangles the size of pixels @plush yew @mint raptor so i doubt its actually doing a lossless compression anyhow.

Unless you're running at 40k screen res, i dont see how it could be lossless

grim ore
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why....are...people....doing....that...with...ue4. UE4 is still valid, UE4 is not going anywhere, using UE4 now will prepare you for UE5. Assets bought on the Marketplace for UE4 should work fine in UE5.

gentle solstice
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The original UE4 reveal showed voxel and fully dynamic light based, but then they realized next gen consoles were too shit, so they reverted to baked lighting, which is the UE4 we received.

wary ferry
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yeah but they will be worthless in terms of quality mathew

half panther
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yes, assets. but there are also other things on the marketplace

wary ferry
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people will want to use scanned data

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or high res stuff

open star
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just saw the video and all i can think of 'when are we getting an mmo with that tech'

woeful bobcat
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Next gen consoles are shit?

gentle solstice
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Well, not every game is necessarily gonna go for a 3TB install size off the bat..

wary ferry
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i mean i work currently on packs and i think ... meh maybe i dont sell them now and just make the high polys for later on

feral mirage
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@wary ferry There will be plenty of people not looking to go for realistic

grim ore
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buying assets now do not invalidate them. You are not suddently going to make a 10GB game for an ios phone

wary ferry
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definitly - stylized will always have a place 😄

grim ore
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8k textures not does not make them shit in the future

gentle solstice
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@woeful bobcat PS4 and XBOne

wary ferry
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true!

gentle solstice
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Well, the new are pretty shit too, relatively

wary ferry
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i always forget that there are non desktop games 😄

gentle solstice
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It's not even out, and first gameplay reveal is 30fps

plush yew
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@grim ore Substance painter needs to get on that!, Shitting textures for the win

next badger
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i'd love to make non realistic game but with realtime GI...thing Epic promised years ago

wary ferry
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i am pretty sure in that res you can use vertex colors xD

grim ore
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Starting a project now to learn Unreal Engine (not 4, not 5, just learning Unreal Engine) by using UE4 and transitioning to 5 is smart

gentle solstice
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At least they're going with the same free for everyone license as UE4. Just better.

wary ferry
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thats true mathew 😄

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but man its so hard to wait now 😄

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I hope they offer a good way to transition from 4 to 5

thick herald
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They said UE5 will take the high def assets and scale them down for mobile etc, though

grim ore
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that's the plan according to what they have said

half panther
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project? yes

kindred crag
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Doesn't UE4 already have an automated LOD system? How is that different in UE5? 🤔

wary ferry
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Do you think that nanite will remove the need for world composition?

rigid belfry
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there is no way this will be free

kindred crag
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this should be free

rigid belfry
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its literally the holy grail of game engines

plush yew
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Any idea of entry level pc specs ue5 amd

kindred crag
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Oh I see

gentle solstice
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Well, considering they're porting Fortnite to UE5, and forward compatibility was a big focus, so porting should be straight forward

plush yew
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any idea why my third person characters dont hold the gun right an dont do the reload animation.. but the 1st person view it does...

half panther
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what specs do you have @plush yew

gentle solstice
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@kindred crag There's no LOD system in UE5 at all. Not in the LOD kind of sense. Basically, the engine now creates billions of LODs on the fly (that is, it doesn't at all)

feral mirage
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@rigid belfry I don't believe they will charge for it

wary ferry
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entry level specs should be comparable to ps5

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Do you think that nanite will remove the need for world composition? @grim ore

woeful bobcat
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consoles will release more exclusive games.

plush yew
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Not good enough i5 med rang with a 950gtx but I been waiting before I upgrade

grim ore
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@wary ferry I would assume no as you still have the entire "floating point" issue with large worlds that has to be accounted for some how

plush yew
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"This isn't noise. These are the triangles, each a different color. Most so small they look like noise, Nanite achieves detail down to the pixel."

Wait wait isnt that just a fancy way to say it's noise?

gentle solstice
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They probably have some kind of optimization technique for storing large quality stuff

plush yew
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ugh.

next badger
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@plush yew my guess is replication, which one is server?

kindred crag
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@gentle solstice Thats reallly fucking insane holy shit

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wait whats this nanite thing im hearing

half panther
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@plush yew youll at least need a 1060 id guess, but id go with somewhat better

hollow ore
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I'm not against Unity, I think it has it's uses, but there is definitely an uprising occurring there today 👀

grim ore
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@plush yew first person and third person are using different animations?

gentle solstice
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You'll never see pop-in ever again

plush yew
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So vr entry should cover me

gentle solstice
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In UE5 games anyway

plush yew
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yes they are

kindred crag
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whats nanite? ohhh

gentle solstice
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UE5 is gonna be amazing for VR

half panther
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i wouldnt be too sure

wary ferry
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UE5 WHEN??? xD

kindred crag
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lol aight

gentle solstice
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Early 2021

wary ferry
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not soon enough!

plush yew
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doesnt matter which character i use they all dont

wary ferry
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NOT SOON ENOUGH (ok i have to dip out bye)

grim ore
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all of this virtual meshing and no loading and such is great but uh.... you guys know this is on consoles with the new HDD technology, not on your slow sata drives

half panther
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but if i was at your position id look into buying a new pc straight away, i dont know if you will be able to keep many parts

grim ore
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PC's are not magically going to get faster loading, the consoles designed their drives like that

wary ferry
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Mathew has a point 😄

feral echo
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is there any info about programming stuff?

gentle solstice
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Who doesn't have SSD?

feral echo
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in ue5?

gentle solstice
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PC master race

half panther
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youll need at least a better cpu and gpu

thick herald
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NvME ftw

plush yew
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1stpersonarms is using 1stpersonanimation but the third is using reloadanimation. what the instructor said to do

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LOL omg SSD are DED. allllllll that reaaaaaaddddding rainbow is gonna be a RIP SSD

grim ore
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an SSD is not a FAST SSD, nvme and sata are not the same

half panther
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you should also have 16gb ram

gentle solstice
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The PS5 specs don't even beat my 4 year old PC

grim ore
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even then you have differing nvme specs

wooden sierra
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I know about UE "licensing Model" for released games, but what about Film /VFX?
Are there also royalties to pay for vfx Studios?

gentle solstice
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@wooden sierra It's the same for movies

clear cave
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Things in "Developers" folder doesn't carry over to release builds right? So technically I can do all my stuff in Developers folder like maps etc as a test environment and then put them in the Content folder like normal later when "finished"?

plush yew
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this is really messing with me lol

grim ore
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the new console drives are not even close to most peoples drives in their home machines, they have decicated chips just for managing them for example

mint raptor
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@plush yew Lossless might be a matter of perspective? Information is lost as a matter of distance. Like trying to see the atoms of my desk from this far is impossible but the information isn't lost, it is still lossless no? Maybe just semantics...

gentle solstice
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Imagine gaming news in a couple of years. "Red Dead Redemption 3 file size has been revealed. 722 TB"

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Nothing. It's just SSD

grim ore
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check out the ps5 tech reveal they did a few weeks back

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it's not just an SSD

plush yew
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@plush yew Lossless might be a matter of perspective? Information is lost as a matter of distance. Like trying to see the atoms of my desk from this far is impossible but the information isn't lost, it is still lossless no? Maybe just semantics...
@mint raptor But if the object has lots of detail in a single pixel all is lost to a single triangle. Thats what i was trying to say.

Probably good to lose all the data in the pixel because hey its the size of a pixel, but it might be something to look for

dense aurora
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when was UE3 released ?

mint raptor
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PS5 using an NVME?

grim ore
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dedicated hardware for file io and compression

gentle solstice
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They're claiming the PS5 SSD is "up to" 5GB/s

mint raptor
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Loading screens for classic games that is lol

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now with Nanite

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Loading screens are 10x longer

gentle solstice
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Well, if the PS5's SSD is the secret to this demo, they should probably have mentioned that UE5 is PS5 exclusive

next badger
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@plush yew 5GBs of data in a single second. That's 2GBs in 0.27 second
Math?

grim ore
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this tech is not exclusive to the ps5, the series x will have it as well

gentle solstice
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If the technology that basically sells UE5 requires that kind of data transfer, that's false advertising.

half panther
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ps5 wont be cheap i guess

grim ore
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and it helps, its not required just saying dont expect the same results on your home machine

wary wave
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Series X does not have remotely the same capabilities as the PS5

mint raptor
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Supposedly this will all work on current hardware

next badger
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afaik Intel Optane is the fastest SSD now

modern socket
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@half panther I think it will be around $445 range...They make money through online etc. So it wont be crazy

gentle solstice
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Well, Epic confirms the PS5 is what makes it possible, but that it will run run in real time on all next gen systems 🤔

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Sounds kinda contradicting

wary wave
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there's no equivalent to what the PS5 is using in the PC space yet either

modern socket
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Series X will run better, but PS5 has a wayyy better SSD

mint raptor
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Also Nanite should just be an algorithm that runs off a loaded texture no need to Load in more textures for nanite to work. Sorry model not texture...

next badger
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thta demo is not even 60fps

wary wave
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the demo is 1080-1440p and 30fps

thick herald
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Naa Optane is pants

gentle solstice
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[The PS5] puts a vast amount of flash memory very, very close to the processor,” says Sweeney. “So much that it really fundamentally changes the trade-offs that games can make and stream in. And that’s absolutely critical to this kind of demo,” Sweeney explained.

grim ore
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raw power isnt always an answer, its like saying my CPU is a billion GHZ so It should be able to decode video as well as my gpu

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dedicated hardware is a thing

plush yew
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@grim ore what is the floating point issue?

gentle solstice
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“This is not just a whole lot of polygons and memory. It’s also a lot of polygons being loaded every frame as you walk around through the environment and this sort of detail you don’t see in the world would absolutely not be possible at any scale without these breakthroughs that Sony’s made.”

next badger
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but RAW power of GPU is proportional to speed triangles are rasterized

modern socket
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When we getting PS5 level SSD's lmfao...

grim ore
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@plush yew floating point numbers have limits for being accurate, its why world comp exists. You cant just be a hundred billion billion units away from center and have your physics and data be accurate right now.

gentle solstice
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So basically, UE5 is PS5 exclusive. Considering "not possible without Sony's tech", and we all know Sony's stance on exclusivity

kindred crag
grim ore
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thats also saying stuff like UE4 is PC exclusive just because you can do RT on a PC but not on consoles with UE4. different platforms will have different experiences

plush yew
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Shouldn't it still work for other things lol

kindred crag
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UE5 will also be free though right?

wary wave
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UE5 does support other platforms; it's the extent of that demo other platforms will struggle with

gentle solstice
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@plush yew Hence "contradicting"

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Well, if other platforms will struggle with what they showcased, then they shouldn't have pitched that as the high point of UE5

modern socket
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I mean, Q3/4 this year PS5 and Xbox Series X will already be outdated...I doubt it's PS5 exclusive or runs better on PS5

grim ore
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well they demod the star wars RTX demo on UE4 so might as well bitch about that not being possible on xbox one

plush yew
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Lets say its meant to run on a SSD , with an 8 core cpu with 16 gigs of ram and like an rtx 2080? you are probably looking at somewhere at 500 to 600 GB Bandwidth of data bottlenecked by the SSD, so real talk we are hardware limited at this point i think.

wary wave
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PCs will catch up given a little time, it's just the XBox that's the limiting factor

thick herald
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so much salt, after a teaser trailler 😄

grim ore
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there are already games out there with different experience on UE4 on consoles and PC. the new star wars jedi game had loading issues on base xbox one

next badger
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@kindred crag Unreal Engine royalties waived on first $1 million in game revenue

kindred crag
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im aware

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But does that mean ue5 will be free or nah 🤔

thick herald
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it is, all contained in the Epic FAQ

plush yew
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@thick herald I haven't noticed any salt, everyone is pretty hyped

next badger
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it's a quote from ue5 blog post

plush yew
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ooo I dont get humor apparently. must be a sociopath or something

fiery wind
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I'm wondering is there heavy math behind this NANITE stuff

thick herald
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oh no, it's basic algebra

brisk osprey
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Im kinda salty

grim ore
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nah the entire engine uses magic and unicorn farts

summer turret
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its just basic addition and substraction

next badger
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@plush yew hyped, but skeptic

plush yew
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^ It is just addition and subtraction, everything in math unrolls into either.

next badger
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PhD -> Doctor of Philosophy?

summer turret
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they just substract 80% from whatever the polygon count is and boom

thick herald
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I thought everyone knew nanites aren't very heavy

urban gyro
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You know, despite the awesome UE5 stuff, I consider the Epic Online Service to be a much bigger announcment

gentle solstice
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@summer turret Well, technically computers can only add. Subtraction, multiplication and division is all done using addition

wary wave
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it's available, that's pretty new about it

thick herald
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Actually the royalty threshold is by far the biggest

next badger
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Epic cant fix launcher for a god's sake...how they can release a proper EOS?

thick herald
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Then can fix, they choose not too

urban gyro
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who cares about a launcher

thick herald
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anyone with a lot of assets

next badger
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@urban gyro EOS is part of Launcher's integration

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as EGS is Launcher

plush yew
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@gentle solstice Get outta here with your science and facts.

Real talk twos complement is really interesting if you do not know about it

devout gulch
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5gb/s ?

clear cave
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Yeah I don't understand either, like this for example has been around for months:

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It bothers me lol

devout gulch
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that's base trasnfer of Nvme on pcie 4.0

gentle solstice
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@plush yew What? 2s complement is really interesting if you do know about it

devout gulch
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pcs have it

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windows just like api

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for not long

plush yew
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@gentle solstice True true

devout gulch
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DirectStorage is coming along with xbox

thick herald
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@devout gulch nope

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base transfer is a lot slower

bold perch
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Just starting out with unreal. I have 5 years experience with unity & c#. Should I start with a blueprints project or go straight to c++?

devout gulch
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no

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it is about 5gb

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but it is irrelevelant

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it's about access times

next badger
clear cave
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Wow @plush yew :/

thick herald
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optane is 2.2 other NvMEs upto 3.6ish

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at least in the sites I've checked

gentle solstice
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The fastest SSDs today are ~7GB/s

lament star
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So they're leaving UE4 behind with all it's bugs, let's hope UE5 will have a better start

grim ore
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@bold perch learn both eventually if you want, start with learning the editor and Blueprints to understand how the engine works

thick herald
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@gentle solstice which ones?

gentle solstice
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@thick herald The fastest kappa

plush yew
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So they're leaving UE4 behind with all it's bugs, let's hope UE5 will have a better start
@lament star No no, we get to keep all the bugs and all the new ones

gentle solstice
feral mirage
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UE4 isn't exactly being left behind, because UE5 isn't a rework

tulip pine
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:( No ECS in sight then

urban gyro
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I'm trying to figure out what EOS has in common with Steamworks SDk

lament star
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@tulip pine why's that?

tulip pine
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If it ain't a rework

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Modifying UE4 to use ECS would require a good chunk of changes

next badger
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@thick herald optane 2 is PCIE 4.0

lament star
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I think they're taking pieces of UE4 like Niagra and Chaos and adding new stuff on top of that

snow crown
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@tulip pine there might be an ECS

next badger
urban gyro
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so what, we can interface with steam thru eos?

lament star
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I don't see why they wouldn't add ECS

bold perch
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@grim ore thanks for the advice!

snow crown
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there were a few github related leaks to a project called "Valkyrie" that references an "Entity Component" that replaces "old actor components"

next badger
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@snow crown no way

modern socket
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Is the PS5 seriously using a SSD better than anything on the PC market rn?

tulip pine
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Oh wow

snow crown
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so an ECS might be incoming

tulip pine
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That'd be gold

urban gyro
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im so pro ECS

gentle solstice
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@modern socket If you are to believe the stats, yea

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5GB/s

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Now, if they announce they've been working on C# support for UE5, I'd get harder than Chinese algebra.

modern socket
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Welp. time to wait for better SSD's to drop

lament star
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I just hope UE5 has a better UI and they actually bug test the thing

urban gyro
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most of the bugs are caught by the comunity tho

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u honestly cant expect them to drop a bugless engine lol 😄

snow crown
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@urban gyro that's true for just about every large software project

lament star
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yes, I but the "community" is not getting paid for bug testing so...

snow crown
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you could say the same about Linux lol

urban gyro
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u got preview 1-2-3-etc

kindred crag
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Wait people actually disliked UE4's UI?

gentle solstice
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Hell, I even funded UE4's development

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Then they made it free

feral mirage
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@lament star they are not charging you to test it either..

gentle solstice
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At least I have 30€ on my Epic account now

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Not that I'd ever buy anything there

narrow pasture
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@kindred crag it has its issues

plush yew
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TBH

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UE4 theme suck !!!!!!!!!

urban gyro
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yeah, it should be a blinding white tint

tulip pine
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Does anybody know if Nanite is based on mesh shaders? I see no other way but that'd restrict the target devices a lot

lament star
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@feral mirage what? If you use the engine and stumble upon bugs it's not testing

fiery wind
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Cryengine ui is good i think they do something like that

kindred crag
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the node graph editor, the pins are too small
Okay that I agree

lament star
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@tulip pine it must be

tulip pine
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I mean I assume literally no-one outside the core team has technical knowledge at this point but worth a shot

feral mirage
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@lament star My point is a engine as complex as these will never be bugfree just won't happen. You don't have to pay for the engine and they are active on fixing bugs with each release. Not sure how you want more.

urban gyro
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plus its open source, so u can fix it urself 😛

tulip pine
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I dream of the day when I can reliably assume all players to have hardware that supports mesh shaders

plush yew
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@tulip pine I suspect it's not, but rather a cpu or gpu algorithm that progressively compresses and uncompresses the original model to fit triangles to pixel or larger size.

gentle solstice
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@urban gyro fix it yourself

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You can't fix yourself

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not like that anyway

lament star
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@feral mirage You can pay people to test your software and report bugs before releasing it

tulip pine
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a CPU algorithm sounds awfully slow

gentle solstice
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@tulip pine Not really

tulip pine
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doubtful of even a GPU one without mesh shaders

night bridge
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did you guys also hear about Unreal Engine 5?

modern socket
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So basically UE5 is basically UE4.5?

urban gyro
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basically

lament star
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@modern socket looks like it

urban gyro
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unless there really is ECS coming

tulip pine
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They mentioned the demo scene has hundreds of billions of triangles, there's no way a CPU is going to crunch over that in real-time without sacrificing an enormous amount of resources

feral mirage
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@plush yew it's 5% after a million which 99% of indies never reach now.

brave gate
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yes, I but the "community" is not getting paid for bug testing so...
@lament star seriously? we got indie-to-AAA engine, no subscription or royalty until making first million dollar on game and publicly accessible source code...

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and people still use phrase "we're not getting paid for bug testing"?

feral mirage
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My point is just this is a very complex engine which get's more complex with each update and which brings in more potential bugs just will never catch them all.

brave gate
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what's wrong with humanity? 😛

plush yew
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They mentioned the demo scene has hundreds of billions of triangles, there's no way a CPU is going to crunch over that in real-time without sacrificing an enormous amount of resources
@tulip pine You highly underestimate programmers. No one thought neural networks would ever be computationally effective and stored on a shelf for years.
something similar could have happened with progressive geometric compression

lament star
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@brave gate you'd know

eager coyote
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My question about UE5 is regarding that polycount stuff. Do you think what they were saying about allowing absurdly high polycount and straight from model software stuff was exaggeration? Because if not, some crazy stuff becomes possible

tulip pine
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I'm a programmer too 🤔 My hardware is largely outdated yes but I don't see that happening

gentle solstice
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@tulip pine Well, you never know what they can do with algorithms. This ran at 20 fps purely on CPU 10 years ago https://youtu.be/00gAbgBu8R4?t=153

[HD version of the other video]

Hi everyone. We've been working very hard and we hope you like what we've made. This is just our 1 year report, after which we will probably go quiet again while we finish our work. This demo only shows what was ready at the time, we have a lot...

▶ Play video
tulip pine
#

ah yeah seen that before

urban gyro
#

Euclideon tho

brave gate
#

but Euclideon was never released?

urban gyro
#

it was afaik, it just ended up being a local hologram thing

brave gate
#

wow, sad

urban gyro
#

i think they used OMNI for controls and their holo-tech out of it

gentle solstice
#

@plush yew Wrong. 1950s

plush yew
#

Don't knock it, it is impressive but only if your scene is repetitive, like a forest with trees and rocks, or is tile-able like minecraft.
other than that it sucked for animation. it needed to be a hybrid system and they refused and animation support was lacking

@plush yew True, but only until recently they have had a resurgence because of accessable hardware

dry moon
#

Biggest take away I think is this part

#

I do like this format better than subd meshes with displacement maps but it's still not ideal. Tiny triangles start to lose the benefits of rasterization. There will be overdraw and triangles missing the center of pixels. More important I think is that it doesn't handle all geometry well, so it doesn't give the advantage of telling your artists they can make any model and place it however they want and it will have no impact on the performance of the game. Once they start making trees or fences you might as well go back to how they used to work because this scheme will run even slower than the old way. The same can be said for subd meshes btw.

lament star
#

I whish they showed more of the water simulation in the tech demo, they quickly panned the camera over it

urban gyro
#

to be honest that simulation didn't look that mindblowing

gentle solstice
#

Was pretty shit

feral mirage
#

yea the fluid simulation needs alot of work

urban gyro
#

just a puddle, if it was a river

lament star
#

yeah, it looked like regular render target stuff

#

that's why I wanted to figure what's new with that

gentle solstice
#

Also, I don't think it was fluid simulation. To me, fluid simulation implies they'd be able to turn the canyon on its side and it would run "up" the walls

thick herald
#

looked like Marvel Masters water

urban gyro
#

they might be trying to replicate FleX

next badger
#

@dry moon i have to agree that triangle of size of the pixel is bad in terms of quad overdraw

gentle solstice
#

@plush yew Pretty sure that "efficency" was like 6 fps

dry moon
#

Maybe they solved some issues in those years, who knows

#

but we can kinda get an idea that it won't be a solution for everything, especially foliage

feral mirage
#

Fluid simulation is one thing I am looking forward to being better in games, even though it s a small feature for most games it would be some awesome touches for like if it's raining etc.. but we are headed that way one day

urban gyro
#

small feature? blood is a fluid you know

next badger
feral mirage
#

@urban gyro fair enough didn't think about that

next badger
#

may be wrong

thick herald
#

gases are fluids too

urban gyro
#

that too

devout gulch
#

look into volumetric rendering

#

it is already in engine

#

albait far slower now

analog magnet
#

quick question: if i switch unreal version of a project, is it normal for it to get stuck at "initializing" 39 or 45%? i've read online that it has somthing to do with recalculating shaders? there are some "ShaderCompilerWorker" running...

thick herald
#

yes

gentle solstice
#

@analog magnet Yes. Recompiling shaders can take like an hour

analog magnet
#

so i should just wait?

thick herald
#

yup

analog magnet
#

okay, thank you guys

plush yew
#

@dry moon nice, i read a bit and seen he's read Progressive Buffers and from him "Progressive Buffers is one of my favorite papers. It's one that I keep coming back to time and time again."
Which is really cool, because that paper is not the same paper i thought the tech to be, but its the same idea, but where it's view dependent. which obviously makes sense for a game engine.

http://www.cs.ust.hk/~psander/docs/progbuffer.pdf

eager coyote
#

I think if they didn’t focus on it, it’s not going to be that impressive. I think the polycount stuff is the real game changer IF true. You could simplify workflow hugely if that stuff holds up and you can take a scanned model or complex creation and just put it right in

urban gyro
#

thats the idea isnt it

analog magnet
#

ah, just finished this moment...

urban gyro
#

i mean they dumped quixel assets from film

#

so i suspect thats the intended use

#

scan plug n play

lament star
#

@eager coyote I don't think they'd lie like that

gentle solstice
#

Does it apply to non-static geometry like the player, though? Or does the player need to be "low poly"? 🤔

dry moon
#

Yeah and I would assume since they have more control over polygons, they might be able to cull polygons as well kinda like Call of Duty does?

#

but that's just a wild assumption

eager coyote
#

Not lie, but exaggerate effectiveness. Like yeah in motion is the big question

urban gyro
#

chaos sims are dynamic objects right?

lament star
#

wdym?

kindred crag
#

I hope with UE5 you dont have to manually texture everything once you import a model, even Unity has a better system in place

plush yew
#

No i think they probably can cull polys, we might even have settings we can mess with to change the power or whatever

gentle solstice
#

Well, no doubt it works for moving objects. I meant more like skinnable meshes. Like bone animation

urban gyro
#

i mean if the chaos objects in the demo are dynamic, then this massive polycount will be fine for non static meshes, including chars. at least logically.

plush yew
#

@gentle solstice In the Progressive Buffer paper i linked above in the summary it says this

"Deformable models. Although we have not implemented
progressive buffers for deformable models, our approach can
be adapted to such a setting."

urban gyro
#

it would be pretty lame if only for static

gentle solstice
#

@urban gyro Well, not necessarily. The engine needs to move all the polygons of skinnable meshes, so that'd be the work, not the rendering itself

urban gyro
#

i mean i don't understand why it wouldn't work for skinned meshes

lament star
#

Chaos? @urban gyro

urban gyro
#

objects driven by the physics

still moat
urban gyro
#

hahaha 😄

next badger
urban gyro
#

dont make fun, that was mindblowing

plush yew
#

Dude i had a subscription to next generation

gentle solstice
#

"Yes, this is an actual PC game screenshot". Hey, that still works today. But now it conveys the opposite, 😂

tribal kayak
#

these are all available today

urban gyro
#

yeah, im downloading the sample atm

lament star
#

It took a team of a couple dozen people to make that tech demo in about 6 months

gentle solstice
#

Didn't read much about the online service thing. Does this mean we can make games for free and have free master servers?

urban gyro
#

dunno bout servers but friends achievs matchmaking etc

tribal kayak
#

we still have to do servers ourselves

#

but it gives us achievements, p2p stuff and friends and all that you would expect from steam and other platforms

#

but its universal

urban gyro
#

im rly curious if can integrate with steam without steamworks

gentle solstice
#

I meant master servers. IE server list

tribal kayak
#

not sure myself

gentle solstice
#

Sounds weird if they provide match making but not master servers 🤔

plush yew
#

If its doing matchmaking and friends id imagine we can get master servers

next badger
#

for free for use with all engines, all stores, and all account services.
So, can we use it with Steam?

urban gyro
#

u asking about getting a list or hosting a server

#

@next badger thats what it says on the tin, even steam logo there

plush yew
#

Whats an ecs

gentle solstice
#

Entity Component System

urban gyro
#

composition stuff

plush yew
#

it probably is a master server, where it hosts a published game's on epics game store to be honest, and if thats the case im all for it, we need more than just steam. competition drives innovation

urban gyro
#

sometimes inheritance is a pain

gentle solstice
#

inheritance can be downright counterproductive

urban gyro
#

well, so can composition 😄

plush yew
#

got to it first lol.

knowing when to use the right tool is the best advice,

dont use a butter knife to cut wood,

#

Would love to be able to put my game on both and have them interconnected

urban gyro
#

from what I can see in the docs, thats what u get

plush yew
#

Ok thats a bit unreal

lament star
#

UE5 is trending on twitter

plush yew
#

you can 😄 it's called Composition over inheritance i think?

But the idea im thinking of is, use composition for the reusable parts and inheritance when you need to or it makes sense to

urban gyro
#

make sure not to get fanatical and make atoms when u just need a box

willow wyvern
#

Is the launcher not working for anyone else...it keeps telling me I'm experiencing network issues, and then fails to open

urban gyro
#

haha imagine if epic's servers are so overloaded its like they getting ddos 😄

#

copy paste copy paste, bestest coding practice ever 😄

hollow ore
#

After today I am sure UE4 downloads are getting hammered

gentle solstice
#

@plush yew Well, maybe you like the extra time it takes to cut wood with a butter knife

urban gyro
#

inb4 the unity crowd joins the discord

gentle solstice
#

Sometimes the journey is what matters

plush yew
#

i met a "software dev" at work once, he got fired for stealing software, but he copy pasted every stackoverflow bug answer into our code base then proceeded to copy and paste that same code base into his own github lol.

hollow ore
#

@urban gyro the unity crowd is staging an uprising right now

urban gyro
#

srsly?

hollow ore
#

They are all pretty upset.

gentle solstice
#

Well, at least Unity is still C#

#

Boy, UE using C# ❤️

urban gyro
#

nah

hollow ore
#

Unity is good for what it's good for but they are still charging people to use it

plush yew
#

Yep, woulda been fine if he didn't copy the entire thing into his github, copy and paste is fine, normally, but be careful because what content you copy and paste, it can sometimes be licensed code lol

urban gyro
#

bp is ur c#

gentle solstice
#

@hollow ore Unity is free for everyone. They take royalties like Unreal

hollow ore
#

For private devs only

#

Software houses have to pay for it up front

next badger
#

UBT uses C#...no one stops you

gentle solstice
#

@plush yew So?

#

That doesn't mean they're charging people for using Unity

wild kestrel
#

@next badger you can not use C# to make actually game code, not with raw UE4

gentle solstice
#

@plush yew That's a different issue entirely

rain saddle
#

imaginw if i had hardware that could actually run unreal at more than 10 fps

hollow ore
#

@plush yew absolutely

next badger
#

@wild kestrel well, i have not said you can...i've just meantioned that C# is used by ue4 to generate some c++ code...so it's possible...super hard but possible =))

gentle solstice
#

The only thing Unity has over Unreal, ignoring third party stuff, is C#

urban gyro
#

I still think lots of Unity users gonna jump ship in the next few months

gentle solstice
#

@next badger That's some baaad logic

urban gyro
#

C# tho

gentle solstice
#

@plush yew GTFO

frail sail
#

at ue5 the blueprint full nativization support will back again? thonk

next badger
#

C# is...um...

plush yew
#

Wow Valve and ATi were the two behind Progressive Buffers! WOW

urban gyro
#

ue5 will have a c# wrapper for the bp wrapper, all of it will be wrapped by beef

wild kestrel
#

@next badger UBT only manages build process, the ocde is generated by UnrealHeaderTool which is written in C++

plush yew
#

Let that name sink in, ATi.

gentle solstice
#

@plush yew You must have been living under a rock...

abstract relic
#

C# is absolute crap for game development. Stick to web development for that.

next badger
#

@wild kestrel my bad, you right...but it uses c# to generate c++

fierce forge
normal burrow
#

i have to agree c# is an absolute nightmare to use properly, and to use it improperly is ill-advised. not suited for games at all.

plush yew
#

ue5 might use ecs for all we know. there were a few commits about entities in the past, they also bought out the skookumscript guys, they are still working at epic

wild kestrel
#

No, UHT generates the code, UBT just runs programs in specific sequence

urban gyro
#

ecs doesn't require c# tho

#

python and c++ is the name of the game

plush yew
#

You shouldnt use the wrong tool from the job, i thought i covered this,

normal burrow
#

what are you talking about ue5 having c# btw?

#

is this documented somewhere

urban gyro
#

dude im joking lol

next badger
#

@fierce forge it's totally fine...your grass in not SSS (try other shading model in grass material)

normal burrow
#

funny stuff

plush yew
#

python and c++ is the name of the game
@urban gyro Yes please, maybe a touch of cython too ❤️

frail sail
#

at ue5 the blueprint full nativization support will back again? thonk
Guess no

next badger
#

@plush yew Java runs on virtual machine...c# is more performant in most of the cases

plush yew
#

Blueprints run on a virtual machine 🙂

wild kestrel
#

Yea C# is faster then Java

next badger
#

if ECS in ue5 is not a lie...BPs can work way much faster

urban gyro
#

u can nativize bp tho at deployment, messy stuff tho

plush yew
#

Python is mainly written in C. so its an easier time. plus there are languages like cython which is python, but get compiled into c then compiled

fierce forge
#

@next badger i tried but nothing

normal burrow
#

the way most people write c# is not performant at all, because if you want performance you have to implement many many interfaces and sometimes explicitly so

#

both java and c# have the issue of being horrible at low effort performance, where they don't really hold a candle to js or python written in seconds

next badger
#

well, c# was written for usability, not performance 🙂

normal burrow
#

wouldn't want to use any of these for game runtime of course

plush yew
#

@next badger It shows

normal burrow
#

yeah and it fails at usability imo

plush yew
#

^

normal burrow
#

if i want to put something as a key in a dictionary on c#

#

well, i'll not go into that nightmare

plush yew
#

in python its as simple as bro["imakey"] = None

gentle solstice
#

You're clearly all insane here..

urban gyro
#

theres useful stuff there tho, stacks and queues are handyy sometimes

normal burrow
#

ye, c# and java are in the try hard category

#

compiler does very little for you

next badger
#

Python is no strong typed

urban gyro
#

python is great for what it does

normal burrow
#

situations where i'd feel c# or java would be candidate for the job don't exist where javascript or python wouldn't be more ideal because of their ability to stay lowly maintained really

next badger
#

hmm..."Unstable Discord Bot"

plush yew
#

I legit wrote a compiler, interpreter and REPL in python for selenium and appium. i created a programming language with two friends at work in python. being used in industry. python is amazing

#

is the new ue5 thingy just a improved lod system?

#

No

#

explain

#

Oh well maybe in a sense no one knows

urban gyro
#

to be fair ur trying to use a dynamic type language to write something concrete 😄

plush yew
#

google view-independent progressive meshing @plush yew

normal burrow
#

velcro they describe it as virtual geometry

#

which likely means the triangles are generated on the fly

next badger
#

@plush yew is windows 10 just improved windows 3.11 ?

normal burrow
#

pixel sized triangles alludes to a smarter preparation of them, than lod (imo)

gentle solstice
#

@next badger Yes

plush yew
#

@next badger sure it is

next badger
#

@gentle solstice then yes, UE5 just has an improved lod system

wild kestrel
#

I watch the interview and i think it simply huge update with huge features, potentially replacing some systems at most, i mean lot of stuff they showed was rised from UE4

plush yew
#

@plush yew and would the soudn thingy also be a new thing?

#

😮

urban gyro
#

no no, explain exactly how it works and how its done

gentle solstice
#

@next badger Except it's not an LOD system

wild kestrel
#

You want to say this demo

urban gyro
#

oh come on, i highly doubt that

normal burrow
#

console land is not pc land

plush yew
gentle solstice
#

Well, Epic claims the demo is only possible on PS5.

normal burrow
#

shared memory could make a lot of that tech not obtainable on pc. we have no idea what kind of specs are needed here

wild kestrel
#

This demo could indded be optimized for PS5

normal burrow
#

I bet @frank escarp would know a lot on the subject

next badger
#

there is no way you can make a demo on PC that can't run it

wild kestrel
#

@plush yew but what if oyu actully pu loading screens? :p

urban gyro
#

so RAM is just for shitsngigglze then

gentle solstice
#

@next badger What

next badger
#

WHAT IF? it was made on ps5???

plush yew
#

I am 1000% convinced, Nanite is progressive meshing.

normal burrow
#

you can certainly target platforms you can't develop on

dry moon
#

Most likely you'll get both Nanite and the original because of the limitations on few things. As well as size, that its kinda a developer decision what gets the nanite treatment based on the importance of the object. Or maybe this found a solution for the size who knows

brittle tundra
#

hey, do you think it's possible to have a "greenish" water shading (translucency...) ?

gentle solstice
#

No, it's absolutely impossible to have green water

#

Not possible

brittle tundra
#

😉

gentle solstice
#

Has never happened

urban gyro
#

i don't understand why storage speed is such a problem

half panther
#

look into post processing

wild kestrel
#

Fact that this demo may not run on PC or look worse does not mean UE5 wont run on current PC, there still lot of features they mentioned that can run on PC

#

liek that IK stuff

#

for exmaple

marsh swallow
#

that IK stuff looked awesome!

plush yew
#

@urban gyro People are fearing b/c they said billions of vertex it translates to read and write speed.

#

idk

gentle solstice
#

@urban gyro You can't see how streaming tons and tons of GB of data in real time requires a certain speed?

marsh swallow
#

built in IKs. 😄

urban gyro
#

i can see how u can cache a ton of that data in a bigass ram chip

gentle solstice
#

@plush yew Epic literally says the demo is only possible on PS5 due to its custom SSD

marsh swallow
#

i mean think about it though, we are getting faster and faster in SSD storage with NVMe

urban gyro
#

depends on motherboard

marsh swallow
#

its not about what can we do with it today but what we can do with it 2 years from now

plush yew
#

its custom SSD is only 565GBs

gentle solstice
#

no

#

5GB

urban gyro
#

ddr4 with a fat bus will do the job, combine with ssd ur fine

gentle solstice
#

It's 40gb/s

wild kestrel
#

Put the game on SRAM xd

#

with battery

urban gyro
#

dude there's people who run their entire OS from a RAM stick

next badger
#

it would be super awkward if ps5 will be released and there will be average pcie4 ssd

marsh swallow
#

okay so top speed is 5GB/s on the 40Gb Bus

urban gyro
#

and it loads in a micro second

#

but u can cache things on ram...

marsh swallow
#

is PCIe 4.0 still 40Gb/s

next badger
#

@urban gyro you can't run OS form Ramdisk w/o loading the os there first (from hdd or ssd)

gentle solstice
#

But Sony has stated there'll be PS5 compatible SSDs available. Not sure that statement would make sense if the SSDs available are gonna be slower than what's in the PS5 by default. So they must either be releasing their custom SSD architecture, or expect other manufacturers to built better by the time PS5 has come out

dry moon
#

@plush yew In the blog, he talks about compression for disk space as well.

#

Geometry images were first designed for compression so disk space should be a pretty easy problem. One issue though is edge pixels. Between each page the edge pixels need to be exact otherwise there will be cracks. This can be handled by losslessly compressing just the edge and using normal lossy image compression for the interiors. As the patches mip down they will be using shared data from disk so this shouldn't be an issue. It should be stored uncompressed in memory thought or the crack problem will return.

urban gyro
gentle solstice
#

Maybe the PS5 SSD is only like 64GB in size

#

lol

marsh swallow
#

yeah i was just looking that up @urban gyro

urban gyro
#

@next badger yes u can

marsh swallow
#

PCIe is only 16Gb/s

#

not 40

next badger
#

@urban gyro persistrent RAM? since when?

gentle solstice
#

That's basically what SSD is

urban gyro
#

ever since ups and uefi

wild kestrel
#

no SSD is not same as RAM

urban gyro
#

ram is much much much faster lol

marsh swallow
#

SSD is not RAM. Ram is much much faster.

#

lol

plush yew
#

Geometry images were first designed for compression so disk space should be a pretty easy problem. One issue though is edge pixels. Between each page the edge pixels need to be exact otherwise there will be cracks. This can be handled by losslessly compressing just the edge and using normal lossy image compression for the interiors. As the patches mip down they will be using shared data from disk so this shouldn't be an issue. It should be stored uncompressed in memory thought or the crack problem will return.
@dry moon That's quite interesting, i need to read that blog some more!

urban gyro
#

well, i suppose game development should be done on a workstation

marsh swallow
#

I use RAM as datastorage in some of my servers. 😂 its hella fast but dont do it without batteries.

urban gyro
#

just get a ups and ur g2g

gentle solstice
#

I said basically RAM, not RAM.

#

And half the SSDs are RAM based

wild kestrel
#

oh thats for cacheing

plush yew
#

I run my os on ephemeral.

I found PlayStation 5 SSD speeds hit 9GB/sec with custom 12-channel controller, if true thats pretty crazy for a console

wild kestrel
#

and it not half

blissful trail
#

Oof ue4 froze my pc

wild kestrel
#

RAM is not persistent

gentle solstice
#

@plush yew That'd be faster than the world's fastest SSD

wild kestrel
#

yo ucan not use it as astorage without power supply

#

like battery

plush yew
#

@gentle solstice Hence the pretty crazy for a console.

gentle solstice
#

@wild kestrel No shit, that's why it's copied to non-volatile memory

wild kestrel
#

thats cacheing

dry moon
#

Yeah and also the benefit in terms of shader, since vertex density will match pixel density, you can push all the pixel shader work to the vertex shader instead

gentle solstice
#

@plush yew But it's not just pretty crazy for a console. It's pretty crazy in general

urban gyro
#

regardless, u can use ram to dump all that extra data that the ssd can't feed

wild kestrel
#

but RAM part does not count to general SSD size

urban gyro
#

yes and thats why u cache that in ram

plush yew
#

@gentle solstice Oh, i thought the console part made it more impactful, you know why put that in a console wtf?

wild kestrel
#

not ot mention caceing is the thing since mechanical drives :p

blissful trail
#

Will ue5 be ps5/xbox only or will it be avalible for windows, ios/android, etc

urban gyro
#

how big is ur project? 100gb? then cache 80 gigz and boom

plush yew
#

"We're talking two orders of magnitude faster, meaning very roughly 100 times faster. Which means at 5GB/sec on the SSD that the game boots in a second. There are no load screens. The game just fades down and loads a half-dozen gigabytes, and fades up again. Same for a reload. You immediately get back into the game after you do. And fast-travel becomes so fast that in a blink of an eye you're present," Cerny said.

Read more: https://www.tweaktown.com/news/71338/playstation-5-ssd-speeds-hit-9gb-sec-with-custom-12-channel-controller/index.html

TweakTown

With custom designed storage and lots of clever tricks, Sony hits an insane 9GB/sec max throughput on the PS5's next-gen SSD

next badger
#

RAM is DRAM in modern world...not NAND FLash...

abstract relic
#

@maiden swift I’m just gonna keep buggin you for that hardware channel 😜

grim ore
#

@blissful trail "Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android."

urban gyro
#

easier to just say ram and flash tho

plush yew
#

I'm curious, will there be 4.26? or 4.27?

maiden swift
#

@abstract relic And I’ll keep asking you to wait patiently.

next badger
#

ue5 was announced today, i think it's legit reason to discuss ps5 here

plush yew
#

Yes, and "its demoed on the ps5", so its relevant even though i doubt it

wild kestrel
#

@plush yew yes, as there some incompleted stuff in UE4, liek Chaos is half way implmented

urban gyro
#

@plush yew i think i heard final ue4 version to be 4.27 (or read it somewhere)

maiden swift
#

This channel is working as intended. Carry on.

weary basalt
#

Most people: “Next gen graphics look the same as now”. Unreal engine: “Hold my Triangles.”

#

Haha

#

Hold my triangles.

urban gyro
#

😄

dry moon
#

does anyone know if PS5 can do directx stuff?

weary basalt
#

Good comment on the UE5 video

urban gyro
#

technically, nothing will be able to hold the triangles cuz theres too many

gentle solstice
#

But why did they make the jump button X instead of △?

#

Missed opportunity there

wild kestrel
#

@dry moon no, DirectX is only software, Sony or else they changes soemthing in PS5 use there on grpahical library

plush yew
#

We are screen resolution capped girls and boys. Think about it, 4k res not being that common and we are limited by the number of triangles that can occupy a pixel so 4k screen res pixel count= tris is limit

wild kestrel
#

DX is owwned my microsoft ;p

plush yew
#

ssds get slower when they get full, ps5 will be no exception. if the size of the games start to be 200gb as standard, its going to be problematic for a lot of people

wild kestrel
#

and can be only used in there systems

urban gyro
#

even 4k screens are rare

#

i rather use 3 1080's

wild kestrel
#

i have one :p

urban gyro
#

sure, but most ppl dont

weary basalt
#

Games will get sold at retail on physical 256GB NAND Flash drives

next badger
#

Luos has 2 4k screens afaik

urban gyro
#

for gaming it's the refresh rate that matters

weary basalt
#

Retail will be saved!

plush yew
#

I have a single 4k, a 2k, 1080 and 2 16x9 #simracinglife

maiden swift
#

They’re still in the minority, but 4K is more affordable than ever.

wild kestrel
#

yea 4k is cheap, cheper then actuall 4k TVs

plush yew
#

4k needs to be at least 32" or higher honestly, otherwise windows dpi scaling makes it pointless

urban gyro
#

i hate 4k for one reason. Anytime there's a minimap in a game, I have to move my head to look at it

next badger
#

@weary basalt hmm...i remember some games were sold on usb sticks in retail

plush yew
#

2k needs to be at least 27"

dry moon
#

also in terms of of triangles, you the blog talks about that too. Lot of info about the way it'll be stored in memory

#

With virtual textures every page is the same size. This simplifies many things. The way detail is controlled is similar to a quad tree. The same size pages just cover less of the surface and there are more of them. If we mirror this with geometry images every time we wish to use this patch of geometry it will be a fixed size grid of quads. This works perfectly with instancing if the actual position data is fetched from a texture like geometry images imply. The geometry you are instancing then is grid of quads with the vertex data being only texture coordinates from 0 to 1. The per instance data is passed in with a stream and the appropriate frequency divider. This passes data such as patch world space position, patch texture position and scale, edge tessellation amount, etc.

plush yew
#

1080p shouldn't be bigger than 24"

blissful trail
#

Whats the minimum specs for ue5 ?
Threadripper 3990x 64 core 2.9ghz
256gb ddr4 4600 ram
2x rtx titan 28gb
3 samsung 970 evo 2tb plus
8 16tb hard drives
2000watt psu
Some rando case
A heap of fans

plush yew
#

my 120hz, 55 inch 4k tv, which is a gigantic monitor lets be honest it only cost like 550?

normal burrow
#

@maiden swift it is intended that this channel be used like this yeah? lol

wild kestrel
#

@blissful trail i dont htink there will be huge requirment jump from ue4 in terms of editor

plush yew
#

I wonder if they'll just create a fork on the ue4 repo and call it 5.0.0 😄

fierce tulip
#

was about to write but saw pfist write as well :p

urban gyro
#

just because a console has almost no bottlenecks dont mean u cant run on pc

#

ddr6 isn't reserved

wild kestrel
#

@plush yew GDDR can be used with CPUs, in fact PS4 and X1 also use GDDR

blissful trail
#

Ill probably need to update my gtx 1050 ti gpu, i5 3470 cpu, 12gb ddr3 1333 ram, 1tb slow af hard drive

plush yew
#

og x1 uses ddr3 iirc

urban gyro
#

why would u upgrade ur hdd lol

#

just get another one

dry moon
#

I just don't think RAM will be as an issue as people think it is

urban gyro
#

it isnt now and it wont be in the future

maiden swift
#

@normal burrow UE5 was demoed on a PS5. This is relevant discussion.

wild kestrel
#

@plush yew they did that because in those ocnsole GPU and CPU sheres memory, so for GPU sake CPU also uses it

urban gyro
#

also in consoles all parts are designed with similar io speeds in mind

#

so that u have no bottlenecks

urban gyro
#

so that u can just fling data across without a problem

normal burrow
#

CPU: 8x Zen 2 Cores at 3.5GHz
GPU: 10.28 TFLOPs, 36 CUs at 2.23GHz, RDNA 2 architecture
RAM: 16GB GDDR6
Storage: Custom 825GB SSD
Expandable storage: NVMe SSD slot
Optical drive: 4K Blu-ray drive

next badger
#

@normal burrow i need that one for ue5 =)))

normal burrow
#

what i posted is ps5 specs

next badger
#

@normal burrow article, not ps5

#

*rumors, specs, news

normal burrow
#

has very little relevance to what can be done with said hardware on a platform for said hardware

#

its kind of like talking about why oatmeal is so wholesome

abstract relic
#

Are they confirmed spec?

wild kestrel
#

yes

normal burrow
#

cerny gave a big presentation on the specs yeah

#

they are final afaik

wild kestrel
#

watch "GDC" presentation of PS5

#

specs

next badger
wild kestrel
#

they said how much cores and clocks

normal burrow
#

that is the devkit no?

wild kestrel
#

thats devkit atleast ;p

next badger
#

oh, snap

plush yew
#

LOL Team Venture!

normal burrow
#

its got a coffee cubby for heating

blissful trail
#

Is that the ps5 ?

normal burrow
#

ps5 devkit

urban gyro
#

thats just...sad

wild kestrel
#

i know PS devkits got switches that you can use for debuging

normal burrow
next badger
wild kestrel
#

so oyu dont need to plug a keybourd ot it

dry moon
wild kestrel
#

....i just realized V shape xd

normal burrow
#

its more or less a 3700x

abstract relic
#

Where’s the cup holder? 😜

wild kestrel
#

V = PS5

normal burrow
#

😄

gentle solstice
#

Prettier than the PS4 dev kit. But sure hope the consumer version won't look like that. That's ugly as fuck

normal burrow
#

PS5, UE5 coincidence??

urban gyro
#

yes

normal burrow
#

they also both used Vs

next badger
#

gpu in ps5 will be similar to RX 5800 XT?

urban gyro
#

what? UE5 is UE V?

wild kestrel
#

well UE1 did started in PlayStation1 era

normal burrow
#

its navi alexey

plush yew
#

5+5 = 10
1+0 = 3
half life 3 confirmed

normal burrow
#

its not something we are familiar with at all

#

no navi gpu's exist yet in consumer form afaik

gentle solstice
next badger
normal burrow
#

feature set could be entirely different s-ed

gentle solstice
#

It's much bigger than your router

abstract relic
#

Does it come with a weight scale?

normal burrow
#

if your comparing raster perofrmance maybe

keen parcel
#

During UE5 reveal lots of our dear customers, must have googled word 'triangle'.

next badger
#

@normal burrow as always 🙂

urban gyro
#

looks like a grill

normal burrow
#

😄 i've always wanted a scale on my console

urban gyro
#

pc master race anyway

normal burrow
#

thats the only rdna tech demo i've seen

next badger
normal burrow
#

can confirm such scene on a 2080ti would be unplayable

urban gyro
#

why do u need that ssd lol

#

see, a grill

#

and u have a speed problem?

#

with io?

modern socket
#

ps5 will probably be 2080 level

gentle solstice
#

speed problem

#

cocaine problem

modern socket
#

my guess is xbox x will be 2080s level

gentle solstice
#

same diff

normal burrow
#

again, comparing stuff to pc parts is pointless

next badger
#

@modern socket heating wise?

plush yew
#

the next gen consoles are most def near the rtx 2080

gentle solstice
#

The PS5's GPU isn't even as powerful as my 1080 Ti

modern socket
#

but ps5 is the better console in my opinion from what i've seen

normal burrow
#

a game made for a very specific set of hardware elevates it

urban gyro
#

rly just use ram for that if ur that stuck for speed

modern socket
#

We want the consoles to be the best they can be anyway

urban gyro
#

blows anything outa the water

#

one database io is nothing for ram speeds

maiden swift
#

I’m still floored by “no baked normal maps or manually authored LODs”.

plush yew
#

If i cant tell the difference of a pc game and a console, then id say thats good

urban gyro
#

with that many tri's it would look WORSE

normal burrow
#

keep in mind this could be a ps5 only feature pfist

modern socket
#

sadly ps5's gpu will probably be slower or equal to the 3060 lmao

wild kestrel
#

If you have poligons of size of pixels, using normal maps makes no sense, just use world space normals insted

urban gyro
#

ram can give u 20gb/s

next badger
#

i wonder, if ue5 dev process will require SSD compared to one in ps5...how fast it will degrade due to constant rewrites of huge data?

heady moon
#

im getting C++ errors from files i've never touched aa

plush yew
#

@maiden swift that sounds like a lot of cooking to be honest.

fierce tulip
#

@maiden swift im just looking at the design doc I was writing for something, and im like... that.. might not be needed... that.. might not be needed.. what.. I.. I'll work on some other stuff until I know more

urban gyro
#

there was one guy who did an io test on a samsung 850 ssd

next badger
#

@heady moon maybe errors not in those

maiden swift
#

Time to build a Threadripper machine.

urban gyro
#

and died after a few quadrabytes

normal burrow
#

idk if a threadripper will let you share memory any better than an old intel 😄

heady moon
#

I'm getting an error when logging *GetOwner()->GetName();

wild kestrel
#

what error?

dry moon
#

@next badger It won't. The method, Virtual Geometry, won't be stored as a typical model would.

heady moon
#

'*' not recognized

normal burrow
#

like the bandwidth issue of gpu having a seperate memory bus

urban gyro
#

@maiden swift don't, the new 3950x is better

next badger
#

@maiden swift next episode Epic will reveal that scene was 100Gb in size 🙂

dry moon
#

so ram sizes or storage might not be a problem as thought

maiden swift
#

@fierce tulip Right? Lots of assumptions being re-evaluated.

plush yew
#

I highly doubt they would do something so platform specific, i mean yes pcs have on average something like a 1tb samsung ssd with only 540MB read and 520 write, but something has to be possible on a pc

#

it won't be any worse than current virtual texturing solution ssd wear&tear wise

#

models are baked down to textures after all

normal burrow
#

CPU: 8x Zen 2 Cores at 3.5GHz
GPU: 10.28 TFLOPs, 36 CUs at 2.23GHz, RDNA 2 architecture
RAM: 16GB GDDR6
Storage: Custom 825GB SSD
Expandable storage: NVMe SSD slot
Optical drive: 4K Blu-ray drive

#

again for anyone curious

maiden swift
#

@urban gyro I’m looking at that yeah. The 16-core ~$700 model?

normal burrow
#

16gb of ram shared (CPU/GPU)

urban gyro
heady moon
#

and from Super::BeginPlay(); I'm getting an error saying that BeginPlay() function doesn't exist in the Super class

urban gyro
#

sorry for link, was hoping it wouldn't parse

#

but yeah, that one 😄

maiden swift
#

It’s ok. Thanks!

fierce tulip
#

@maiden swift so far im not regretting the rig I got (semi-thanks to p@t's help)

normal burrow
#

wrap < > around it kensei if you don't want to show thumb

wild kestrel
#

@heady moon ah if you use -> all operators used left side will be only applied to left isde of ->, you need to use prentencies like this *(GetOwner()->GetName())

urban gyro
#

@normal burrow oooooh, thanks bro 😄

gleaming mantle
#

hey guys when i open my unreal project it gets stuck on 39% anyone got a solve

bitter solar
#

wUe5 😉

fierce tulip
#

its been the smoothest ride so far, looking at my previous 2 pcs

normal burrow
#

your semi-welcome luos 😄

fierce tulip
#

I semi-love you pat

plush yew
#

@gleaming mantle compiling shaders, just wait

next badger
#

@gleaming mantle maybe Shader Compile time

gleaming mantle
#

its my first project

normal burrow
#

but for real, buying a threadripper for reasons shown in a ps5 tech demo might be expectations unreachable

next badger
#

@gleaming mantle yeah, ue4 needs some shaders to be loaded (the ui etc)

fierce tulip
#

true

wild kestrel
#

Compiling shaders for each polygon in UE5 ;p

maiden swift
#

So who remembers speculating with me in #lounge a while back that this announcement was coming? 😄

plush yew
#

you probably changed some shader setting and it caused a full recompile. it may take some time depending on your pcs specs

normal burrow
#

you wont regret it, i don't think. quality of life is through the roof

next badger
#

@gleaming mantle it will do that once...until you made some major changes)

plush yew
#

a shader for every pixel (ohgodplsno)

#

considering i got a 9900k, im wishing i would have gotten a threadripper
id say its worth it

urban gyro
#

one thing is for sure tho, Intel dropped the ball

bitter solar
#

I got close to compiling 50 thousands shades of gray once! Huge project, an unreal love story in black and white, but opted for the manly starfighter origins game 😉

next badger
#

@plush yew with ue5 19billions of shaders!

plush yew
#

nah, intel's r&d is going great, they are making amazing progress

#

I said it earlier today, imagine if intel knew what amd was working on with their 64 core cpu.

urban gyro
#

its actually 20 billion

next badger
#

already???

urban gyro
#

lol no they are not 😄

plush yew
#

intel is at the same position as amd pre ryzen

normal burrow
#

a 3950x wouldn't be be bad either, but there are many niceties going threadripper with quad channel memory and all those pcie lanes

wild kestrel
#

Don't lisent to PC gamer hardware youtubers, with game dev more cores = better

plush yew
#

Lol they even said it themselves that intel was strides or steps behind amd

urban gyro
#

used to be roughly 60% faster

fleet cedar
#

I wonder how this new system will work with point cloud data, imagine taking out an iPad with lidar, scanning a real location and then poof there you go

urban gyro
#

eerm, im talking about the new tech

normal burrow
#

yeah though 3950x has 16 cores so its nothing to snuff nose at shadowriver

weary hull
#

o/

plush yew
#

its the instruction set, and intel compilers doing intel compiler things

normal burrow
#

but yeah something like luos's 3960x would be banging at shader compilation

plush yew
#

yep, instruction set matters,

#

intel compiler switches to a slow path if it detects an amd cpu

next badger
#

one think is with ue4, more ram = is better dev

plush yew
#

dont have that instruction? ouch gonna have to wrap it in about 300 other instructions to unroll that boy if its even possible

next badger
#

@plush yew wait, you can't host minecraft on own xbox?

normal burrow
#

don't think thats true plort. there are some intel hardware features used by adobe products that make them perform better than similarly comparable hardware from amd

urban gyro
#

intel and amd use almost identical instruction sets thho

heady moon
#

error log

plush yew
#

avx is a mess and even intel cpus doesn't support everything

#

amd is a generation behind on latest avx updates

urban gyro
#

look, benchmarks say otherwise

#

but it is what it is

plush yew
#

especially on server cpus there are many additional avx instructions

next badger
#

@heady moon error C2678: binary '*': no operator found which takes a left-hand operand of type 'const wchar_t [30]'

plush yew
#

some of them haven't yet hit end user intel cpus yet

heady moon
#

should I remove the * ?

bitter solar
wild kestrel
#

I dont htink you guys tlaking about instructions set as indeed they are the same, but how CPU operates and they behave diffrently. Intel compile would compile the code in shuch order that it's optimal for Intel CPU

next badger
#

@heady moon i think i have the source of that project

plush yew
#

" Multiplying two 32-bit numbers takes two cycles on Hitachi's SH7604; 43 cycles on a Motorola 68030, and anywhere from one to 15 cycles on an ARM7. But how would a programmer know that? The statement a=b*c looks the same in any chip's C code. (ARM7 multipliers are data-dependant; the speed of the result depends on the magnitude of the operands. Try working that into your hard real-time system!)"

So its far more complicated than just instructions per second

heady moon
#

ok, but for now should I remove the *

#

even tho * is required as it returns an FString

urban gyro
#

guys it's been fun but i gotz to go

#

c yall 😄

maiden swift
#

o/

#

Happy UE5 day. 😎

normal burrow
#

happy hardware conversation alienation to everyone else here 😄

maiden swift
#

Cinco de Unreal.

normal burrow
#

@heady moon where is the * it is talking about?

wild kestrel
#

I remember i found some page in the past that had great documentation about low level optimization, descriptions how CPU and Compilers behave... but i forgot the name of it

heady moon
#

@normal burrow nvm unreal was behaving incorrectly

#

recompiled and it worked

#

even tho i compiled 3 times

#

in the 4th it worked

#

😂

abstract relic
#

Was there information on how the system is cooled?

wild kestrel
#

IT descibes how Intel and AMD CPUs behave differently to same code

abstract relic
#

Getting some vacuum cleaner flashbacks

normal burrow
#

😄 it does look like a hoover

#

xbox looks like a chiminey

sleek spear
#

im trying to change niagara particles color from a blueprint, can anyone help?

next badger
#

i like how xbox looks

#

i prefer tower vases over VHS players

plush yew
#

Well considering instructions on different cpus from intel will behave differently its not really something we can change, all we can do is account for it in software

sleek spear
#

@next badger you like tha mac trash bin?

wild kestrel
#

@sleek spear yo uaksing how to change niagara attribute in blueprint, make attribute, tie it to specific property and set it in blueprint (there node for that)

normal burrow
#

when we start getting into intel v amd stuff thats surely where things go to #lounge i think?

abstract relic
normal burrow
#

very cool cat.

abstract relic
#

Screw it. All hardware talk belongs to here

wild kestrel
#

@plush yew well yo can optimize the code if you detect specific CPU ;p if not fallback to original code

sleek spear
#

@wild kestrel i did that, and it doesnt seem to work for some reason

wild kestrel
#

What attribute name you trying to set in niagara?

next badger
#

@sleek spear yes, but not the macos...i think Corsair One is way better

wild kestrel
#

i mean via blueprint

sleek spear
#

@wild kestrel i tried changing Particles.Color and another one i made called Particles.Color2

wild kestrel
#

you need to make user attribute

#

i think with User prefix

sleek spear
#

ok thanks, i will try with that, and be back

#

@next badger yeah that looks nice

#

@wild kestrel but how can i use user attributes in niagara? i cant drag and drop them on an emitter and i cant choose them in bindings

#

maybe im doing something wrong in general, maybe i have missed something

wild kestrel
#

You need to use proper type of attribute for peoper property

#

so for color use color

#

or i dont remeber if it was vector

#

Looks like UE5 chat rush ended :p

plush yew
#

Just give ue5

sleek spear
#

@wild kestrel ok so i create a user attribute, of type linear color. done. then what do i do, how can i bind it with color?

wild kestrel
#

yes oyu need to bind attribute with property

snow crown
#

what is the best way to take good resolution screenshots of the editor?

#

highresshot only gets the active viewport

#

which is good, but I wanna get good high resolution screenshots of stuff like editor controls

sweet relic
#

PrintScr?

snow crown
#

that obviously works

dry moon
#

highresshot 3840x2160

snow crown
#

but, i was wondering if there was a highresshot equivalent for the editor

dry moon
#

and run it in new window

hollow ore
#

@wild kestrel when you playtest game jam games and it is network multiplayer, how do you play that? Do you use 2 machines or just play single player?

sleek spear
#

@wild kestrel but i dont know how to bind them

snow crown
#

@dry moon that does not get stuff like blueprint

hollow ore
#

Sorry random lol

dry moon
#

Oh for editor

#

no clue

snow crown
#

as I said, highresshot only grabs the viewport

wild kestrel
#

@hollow ore single, general behavior should be the same, then test it with friend to find issue related to high lentecy

hollow ore
#

Thanks! 👍

sleek spear
#

and yeah ue5 is awesome but its too far away to talk about it i think

wild kestrel
#

since localy on PC network runs with near 0ms lentecy and oyu wont see problems related to actual network lentecy

cerulean sandal
#

Where Can i Ask help about a performance problem?

wild kestrel
#

In fact LAN probably not gonna emulate what you can expect playing on internet

hollow ore
#

Makes sense yeah

sleek spear
#

@wild kestrel i can bind particles.attributes because i can drag them on the emitter and then use them, but i cant bind user.attributes

wild kestrel
#

can we screenshere?

sleek spear
#

sure

cerulean sandal
#

Where Can i Ask help about a performance problem?

normal burrow
#

here is fine probably

cerulean sandal
#

Alright so lemme explain a bit

#

Im trying to make a horror game based in a cave, the cave Is made up by lots and lots of rock meshes put together.... I currently have only the entrance part and the game gets 20 fps on my Ultrawide monitor with a GTX 1060 as a graphics card... The main issue Is probably the volumetrics and stuff... How can i improve performance drastically?

#

The GPU visualizer says that the main processing Is spent on post process and volumetrics

normal burrow
#

how much blueprints do you have?

cerulean sandal
#

i have only the level blueprint currently

#

Meshes are not the problem

normal burrow
#

a 1060 pushing ultrawide resolutions might be asking for a lot

cerulean sandal
#

yeah but 20 fps Is too low

#

I can play minecraft with Path Tracing Shaders and get 35fps

normal burrow
#

remove the voulmetrics and stuff and see what you could be getting

#

treat that as the max you can get

#

that might give you a better idea of expectations

cerulean sandal
#

i get 120 bc its ue4 default fixed amount

#

No wait

normal burrow
#

at ultrawide?

cerulean sandal
#

Actually

#

I get 60

#

(with post process but no vol)

normal burrow
#

so 60fps would be the most you could get with any volumetric stuff

cerulean sandal
#

No no

#

I removed the volumetrics

#

Only those

#

And i get 60 fps

normal burrow
#

yeah, i just mean: if there was no cost to volumetric stuff: that would be your best fps possible

cerulean sandal
#

Ok

normal burrow
#

and its at 35 now yeah?

cerulean sandal
#

No its 20

normal burrow
#

gsync display?

cerulean sandal
#

Nope

normal burrow
#

so your shooting for 30fps then?

cerulean sandal
#

Im getting 20 fps

#

Just 20

#

With everything applied

#

Volumetrics and Post Process are Just destroying my framerate

#

And i Need a way to make them less resource intensive

normal burrow
#

stencil buffers are for such things

slim mica
#

Set the volumetrics to a lower resolution

#

Like half

normal burrow
#

if you can put a stencil bit in for where the post process needs to run, then it wont run over all the frame's pixels

#

but then your drawing more to get those stencil bits in as well

slim mica
#

Also you could reduce the render distance on the volumetrics

cerulean sandal
#

Its already on 6000

slim mica
#

4k and half the render quality