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380°

Unreal Engine 5 Nanite Tech Can Easily Render a Million High-Poly Objects at 60fps on PS5

Just how many thousands of objects and billions of polygons was that Unreal Engine 5 demo pushing? New details on Epic's next-gen tech!

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wccftech.com
Jin_Sakai2145d ago (Edited 2145d ago )

A million high-poly objects at 60fps sounds amazing. Can’t wait.

2144d ago Replies(2)
GamerRN2144d ago

Would be nice if it could do it at 4k...

RazzerRedux2144d ago

lol....why? DF had to use Photoshop magnification to tell the difference between a lossless 4k image from the UE5 demo and its corresponding 1440p version. Why waste processing resources for differences your eyes cannot detect?

GamerRN2143d ago

@RazzerRedux

I can see the difference between 4k and 1440p on my 82" tv. I sit about 6 feet away and can see the difference... Also, if a competing console decides to use the same reason as PS5 it could actually outperform it and have higher poly counts. So the point is it's a weaker system

CBaoth2143d ago (Edited 2143d ago )

We're not talking normal 2K vs. 4K. The UE5 demo used a form of temporal aliasing that rendered a 1440p image indistinguishable from 4K. The chaps at DF had to zoom to 400% to notice the minute differences in the upscaled image versus the native one. I seriously doubt with out this, ray tracing would even be possible on the next gen consoles.

EDIT: at least not without serious concessions

GamerRN2143d ago

@CBaoth

It's not ready tracing, it's a ray traced lighting lighting alternative. Please don't confuse the two.

Also XSX has dedicated ray tracing hardware. It's very doable this coming generation on that box

+ Show (1) more replyLast reply 2143d ago
Jin_Sakai2145d ago

If you’d read the article you’d know.

“The “Lumen in the Land of Nanite” demo ran at approximately 1440p and 30fps, but apparently, the PS5 could easily render most of it at 60fps. As we already learned, Nanite is not particularly taxing on hardware – the entire GPU rendering cost of the demo was about 4.5ms, which is about 1/4 the timeframe budget at 30fps or 1/8 at 60fps. The demo also only used a rather paltry 768MB of RAM.”

“Lumen is the reason the UE5 demo only ran at 30fps, although Epic is hoping they’ll be able to get it working at 60fps”

Kribwalker2145d ago (Edited 2145d ago )

i did read it. If you got rid of lumen, then it would run at 60fos, but without lumen, it wouldn’t look as good. So why are they having to sacrifice? Lumen is like a type of software ray tracing per say. It’s not genuine ray tracing, and if your hitting 1440p/30fps with kinda ray tracing, what’s it gonna be like with full ray tracing

sinspirit2144d ago

@Kribwalker

Ray tracing is ray tracing. What do you mean not genuine? Software just means it's not taking advantage of dedicated purposed hardware or accelerators. It's still ray tracing.

SierraGuy2144d ago Show
Babadook72144d ago (Edited 2144d ago )

I think there is a misquote there. 4.5ms is 1/4 or 60 fps budget and 1/8 30 fps budget. The demo was on both early PS5 hardware and an early engine prototype so its possible their goal of 60 fps is reachable.

GamerRN2143d ago

@sinspirit

It's not ray tracing, it's a cheaper alternative

sinspirit2143d ago

@GamerRN

Ray tracing is ray tracing. Any ulterior method of lighting isn't ray tracing or labeled as such. If it's ray tracing, then it's ray tracing. Ray tracing is a very specific method of light rendering. Explain how it's a cheaper method. The only difference between software and hardware is that it's not running on dedicated ray tracing hardware or ray tracing cores. Software actually is historically and technically more accurate than hardware for rendering, but it takes far longer to get results and the difference is unnoticeable.

Absolutely ridiculous that people make up these remarks on the spot or twist heresay that others have told them to try and join technical conversation.

+ Show (3) more repliesLast reply 2143d ago
Tech52145d ago

@ Kribwalker

i would imagine they're still working on it and it won't be out till late next year.

----------------------------- -----------------
on the side -

the engine no doubt will be even more powerful. though even with that said, even with these new tools. considering that not all developers will be the same. you may still have other factors to consider for game development. - budgets, pricing, ambition, team scale, and project scale. we will have to see how many developers will be producing the content at the standards.

blackblades2145d ago

The engine is still in development bruh

IRetrouk2145d ago (Edited 2145d ago )

Good to hear, one of the epic devs talked about it outside of the video on twitter too.

https://mobile.twitter.com/...

JEECE2144d ago

Wait, you mean a tech demo of a new engine, shown half a year before a console launch, was not a demonstration of the engine's full capabilities on that system?

2144d ago Replies(1)
silenthillstrangler2144d ago

Lets hope they are able to, it would be a shame to spend another console gen in 30fps.

Christopher2144d ago (Edited 2144d ago )

Let's be honest, current-gen is only in 30fps because of the prioritization of graphical fidelity over performance. If that holds true next-gen, then it won't be because 60fps isn't possible but because they prioritize graphics over everything else.

Modestmex2144d ago

i didn't read your comment Christopher basically the same comment that u stated.

silenthillstrangler2144d ago

Though their is far more room to have both this gen unless its ubisoft.

RazzerRedux2144d ago

@Christopher

Exactly correct. I see folks talking about a system that "targets 60fps" and such. Any system can "target" 60fps. It is a sliding scale between fidelity and frame rate.

@silenthillstrangler

Sure....if they were trying to maintain current gen visuals and focus on frame rate, but that isn't the case. Last gen it was the race to higher resolutions. This gen it is about enhancements like ray tracing.

This is why we should have modes like what they will have in the Demon Souls remake. Let gamers decide over visuals vs performance.

Modestmex2144d ago

lets be honest these consoles are always gonna be pushing fidelity to high levels so they gonna have to sacrifice performance. you want pretty graphics and 4k.

silenthillstrangler2144d ago (Edited 2144d ago )

1440p, dynamic res, upscaling, all ways to achieve both performance and fidelity.

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220°

Unreal Engine 5 Is Proving To Be The Kryptonite Of PS5 Pro, And PSSR Isn’t Helping Yet

Unreal Engine 5 is proving to be the kryptonite of Sony Interactive Entertainment's mid-gen console, the PS5 Pro.

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twistedvoxel.com
247d ago Replies(2)
darthv72248d ago

PS6 w/UE6 is where it'll be at.

Christopher247d ago

Waiting on the UE6 demo followed one year later Tim telling us developers are the problem because they're using UE6 stuff rather than focusing on optimization

FinalFantasyFanatic247d ago

I'm pretty sure a large portion of it is developers, the latest Silent Hill's performance isn't as awful as Silent Hill 2's, but I hope UE6 will be a noticeable improvement over performance anyway.

S2Killinit246d ago (Edited 246d ago )

PS5 Pro is an amazing value though. at least before we get another price hike. Hopefully they dont follow microsoft with a second price hike.

PRIMORDUS247d ago

And you know who's fault it is, not only on console on PC to, it's you people the buyers who keep giving money to developers and supporting UE5 games. Only one way to force their hand stop buying UE5 games, they will have no other choice but to change game engines. I'm doing my part on PC not buying anything with UE5, I wouldn't even take any UE5 games for free😃

REDGUM247d ago

This is a pro URE 5 article, you know that right?
I'm personally all for new improvements, changes, engines etc etc. If its done correctly, it can change gaming dramatically and for the better.

PRIMORDUS247d ago

I know it's a PS5 Pro article but consoles have issues to with UE5 games, not only PC. If devs keep using UE5 people will keep giving backlash the cycle will not change. Maybe UE6 will change that, but I have no hope. If UE6 can run at the performance level like ID Tech 8 while still being an open world engine then that would probably be the best game engine by far.

fr0sty247d ago

If UE5 sucked as bad as you make it out to, it wouldn't be universally adopted as the most popular engine in game development. I use it all the time, it's a great tool, even though it has its flaws.

PRIMORDUS247d ago (Edited 247d ago )

It's used because it's cheap to license. So of course big corps. will choose cheap over something more expensive and better, then face backlash later. I would personally would use ID Tech 8 if they would license it out, and I'm sure with some work it can be used for open world games.

FinalFantasyFanatic247d ago

You got a lot of down votes, but you're right, people need to have some more discipline and vote with their wallet, if they do a crap job, don't buy it. Or if you absolutely have to have it, at least wait for a steep discount, they'res so many games out, you can afford to wait a couple of years if it comes to that.

we're just reinforcing bad behaviour at this point, so developers keep doing it.

CantThinkOfAUsername247d ago

Lost cause, mate. If buyers were gonna do anything positive about gaming problems we wouldn't be having broken releases or macrotransactions.

PRIMORDUS246d ago

I'll just do my small part and avoid all UE5 games, there are so many other games to play on PC, I'm good. 😎

ABizzel1246d ago

Ummmm they can still technically use Unreal Engine 4 if they wanted or other developer engines.

The problem is UE5 is HEAVY on CPUs, and EXTREMELY HEAVY on GPUs if you’re trying to use all the features it has, and the current consoles don’t have the best CPUs (solid for what they are), nor the best GPUs especially when it comes to RayTracing and AI Upscaling. They’re entry level in regards to what Unreal Engine 5 needs.

You’ll have to wait until FSR4 comes to PS5 Pro (technically it should be able to work on PS5 / SX / SS since there’s a mod running it on RDNA 3 and RDNA 2 currently).

Or Wait for a PS6 which should have a much better CPU, and much better RayTracing and AI Upscaling features to run the engine sufficiently. UE5 is the new can it run Crisis currently.

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247d ago Replies(1)
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170°

Epic Games CEO Blames Developmental Focus On Top-Tier Hardware For UE5 Optimization Issues

Epic Games CEO Tim Sweeney has blamed the developmental focus on top-tier hardware for the Unreal Engine 5 optimization issues seen in games.

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twistedvoxel.com
ABizzel1273d ago

I mean who is the company marketing all their new features, ray tracing, textures, AI, etc… on RTX 5090s at every tech demo…….

It’s a great engine, but it’s power hungry right now and requires top-tier hardware to take advantage of the features it offers. It doesn’t mean it’s a bad engine, it just means there needs to be a UE5-lite version or UE4-Pro version which implements some features of UE5 while keeping it user and developer friendly.

CrimsonWing69273d ago

I believe him. I’ve seen varying degrees of success with games using UE5 and some pull it off.

273d ago Replies(3)
cloganart273d ago (Edited 273d ago )

The headline is a bit click-baity. But his words of wisdom here are essentially: “they keep leaving optimization for last” (paraphrasing).

In well-developed studios like DICE, Epic Games, Kojima Productions, and Rockstar Games, optimization starts happening during feature implementation. First, features (Well thought out & R&Dd) are added, then once they work, the optimization process begins right away.

It is not an easy method. It takes time, but the results stand.

This is an old workflow. The newer generation of developers often work fast and dirty far too often.

A comparison here:

"Modern" approach:
Dev Adds Feature > Dev Moves to Next Set of Features > Milestone is Hit > Dev Adds Feature > Dev Moves to Next Features > Milestone is Hit > Dev Begins Optimization > Dev Still Optimizes > Dev is still in Optimization??

By the time optimization starts, you already have so many systems relying on old shit workflows you wrote, what did you expect to happen? Of course shit starts to chug, stutter and break.

Older approach, adopted by some I've listed there:
Dev Adds Optimized, Well-Thought-Out Feature > Dev Further Optimizes > Dev Adds Optimized, Well-Thought-Out Feature > Dev Further Optimizes > Milestone is Hit > Rinse and Repeat

Christopher273d ago

More cooks in the kitchen, more hands on the code/design, more feature needs in general, more changes during development to respond to poor decision making or chasing a newer idea.

__y2jb273d ago

You have no clue what you are talking about. Optimization always comes last and every studio you mention works using the first method you list.

cloganart272d ago

Learn before you speak. It can't come at the very last. Any practiced developer will tell you that.

Optimization is a "journey" so to speak. Otherwise systems snag, chug, collapse or features get wholly removed during that last stage because they can't make shit run.

__y2jb272d ago

Ok I guess my 25 years in the industry working specifically at some of the companies you mention means nothing.

peppeaccardo273d ago

In Steve Job's words "You are holding it wrong" !! :)

PRIMORDUS273d ago

It's the engine, UE4 did not have this many issues as UE5. ID Tech always made the better engines. I'm sure developers can make it work for open world games, and there would be no stuttering issues.

Tacoboto273d ago

id Tech makes an engine typically for the specific game they're building. It's not general purpose and cannot be compared.

UE4 did have as many issues as UE5; you can't be serious. UE4 is where the modern stutter struggle originated!

CantThinkOfAUsername273d ago

"UE3 is the worst. Games all look the same grey and orange. And the stutters..."

*UE4 comes out* "What a piece of shit engine. So many stutters and runs terrible while not looking better than UE3. UE3 was great. Bring it back."

*UE5 comes out* "What a piece of shit engine. So many stutters and runs terrible on my potato PC. UE4 looks and runs better. We don't need UE5, UE4 is enough!"

FinalFantasyFanatic273d ago

Idk, Id Tech engines does have trouble on some of their games, especially on PC, see Wolfenstein, Old Blood in particular didn't run so great for me despite my computer obliterating the tech spec recommendations.

Show all comments (22)
140°

Former Returnal Dev Is Working With CDPR To Eliminate Stuttering Issues In Unreal Engine 5

Former Returnal developer Ari Arnbjörnsson is currently working alongside CD Projekt Red to eliminate stuttering issues in Unreal Engine 5.

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twistedvoxel.com
cloganart303d ago (Edited 303d ago )

Daily reminder that almost ALL Stuttering issues are caused by common bad development practices and are not inherent to the engine.

Tacoboto303d ago

Tell yourself that, when Epic has people like this specializing in resolving the stuttering that's inherent to the engine...

cloganart303d ago (Edited 303d ago )

They always have people helping show methods, but those methods are already in the engine. And I said almost all issues. There are many methods of working inside it. For the methods that don't work, that's when you have new features added to help with the situation.

The engine is a tool at the end of the day. If you don't know how to use the tool properly of course you're going to have issues.

Give this thing a watch if you are interested, it is literally the presentation in the article, by the very same UE developer mentioned here, he shows EXACTLY how you can avoid these pitfalls with the stuff that's already in the engine: https://www.youtube.com/wat...

You can also choose to ignore the facts and continue to spread misinformation of course. :P

PixelOmen303d ago

While that's true, there are def a handful of UE games that have little to no stuttering. So while it may be that "by default" the engine is very prone to stuttering, it is equally true that it is possible to avoid the issues.

Tacoboto303d ago

"he shows EXACTLY how you can avoid these pitfalls"

If you have to write in or perform certain logic to avoid "pitfalls", that means the "pitfalls" are inherent to the engine. Your own words acknowledge that it has problematic default behavior lol.

cloganart303d ago (Edited 303d ago )

@Tacoboto -

Not every practice is going to work for every engine. It requires finesse and understanding. You can't expect to throw shit in there without care and expect it to work without any worry or attention to optimization and detail.

That's idiotic.

Do you blame Photoshop when you throw in 200 Smart Objects at the same time and it starts to lag? Just because you CAN do certain things, doesn't mean you should do it in every scenario.

+ Show (1) more replyLast reply 303d ago
jznrpg303d ago (Edited 303d ago )

It’s the engine and 1 million different PC configurations as a combo.There has always been smaller issues because of all the configurations on PC but this isn’t small. Console doesn’t have the stuttering issue because if closed system and other factors.

They hired a guy to fix it because they know it’s the engine.

cloganart303d ago (Edited 303d ago )

Give this presentation in the article a watch if you are interested, by the very same UE developer, he shows EXACTLY how you can avoid these pitfalls with the stuff that's already in the engine: https://www.youtube.com/wat...

ZwVw303d ago

There's a reason why Epic rolled out UE 5.6 so swify.

Kaze88303d ago

Yeah it's just a coincidence that almost ALL UE5 games have stuttering issues. If you are using an engine where it's easy to make it stutter without you knowing it, then maybe the Engine should be made more stutter proof or give documentation what not to do or how to fix stutters on their OWN engine. If you can poop your engine to stutter on 7800x3d and RTX 4090 you have done something wrong.

cloganart302d ago (Edited 302d ago )

Okay, I see where you're coming from! :) But there is a reason I said "common bad development practices " that's the key sentence here.

Most of those practices have developed with the age of Online Tutorials, ironically. A blessing and a curse. While there's some great advice out there, but for every single one, you have five people running ridiculous code on Tick, tons of hard references (e.g.a hard reference is basically like loading the actual asset into memory, while a soft reference is like loading a link to an asset that can be done async on a separate thread) horrible garbage collection and level streaming methods.

Ever since UE4 was released, this issue has been compounding. With the wholly publicized release of UE5, it was bound to reach this point.

There are many ways to skin a cat in UE. It's both its strength and weakness. Its true power really lies in the hands of the beholder for better or worse.

If you've got Arc Raiders hitting 60FPS on a GTX 1080 with UE5, that alone should say something.

And the Epic team is doing their best by sharing how they develop their games with the developer teams to help out with best practices. It's just the nature of the beast at this point. Currently, for the future of UE, an A.I. assistant is also being built to help developers with the best way to do things according to documentation. So there are steps being taken to make onboarding even easier.

Nittdarko303d ago

Unreal Dev here, you are mostly right, its an intensive engine with a visual coding practice that's heavier on CPU's than just using C++ (which most devs will use both in tandem) but UE also has lots of features to help you identify problems like this, such as a memory grid system that shows you to view all your assets and code and what takes up too much memory plus a lot of other helpful tools, I would say with your average AAA title its laziness on the Devs part but when someone is making the next Cyberpunk or Red Dead or GTA and the scope is much higher it definitely has issues on such a large scale

Kaze88303d ago

So 8 days ago they posted Silent Hill 2 remake "Creating the ‘Otherworld’ of SILENT HILL 2 | Unreal Fest Orlando 2025". So they must have collaborated with blooper team to make this game if they present it on stage. In release this was lamented as one of the worst hitching games by Digital foundry.

"UE also has lots of features to help you identify problems like this" seems that even when collaborating with Unreal someone forgot the check those. ooops :D

Also they are so proud of SH2 that they present it on their stage, but can't still fix all the issues. I have read that sure it's better now, but not still up to standard. At this point I don't think that Unreal really cares about their engine reputation.

cloganart302d ago

Thank you fellow dev 🙏🏾

+ Show (3) more repliesLast reply 302d ago
RhinoGamer88303d ago

Epic should be testing and fixing their engine right? #fail

PRIMORDUS303d ago

Good luck with that especially on PC. Shit Engine 5 is what I call it.

anast303d ago

I bet the GTA6 dev. might say gamers might prefer this...

raWfodog302d ago

Would have been nice if they choose Decima over UE5 but I understand it was likely a decision based on resources. There's likely more devs familiar with UE5 over Decima so it'll be easier to get the help required to make this (hopefully) massive game.