By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony - Unreal Engine 5 Announced + PS5 Demo

vivster said:
Trunkin said:

According to eurogamer, that demo we saw wasn't even using ray tracing. Now I'm left wondering what we even need RT for if games can look that good without it.

RT will always beat trickery. We shouldn't forget this is a tech demo and everything has been designed to look as eye catching as possible and also as optimized as possible. Games are not gonna look or work like that. I don't think I've even seen a game that would come close to an Unreal 4 tech demo.

It's actually not that impressive looking back https://www.youtube.com/watch?v=qC5KtatMcUw

Posted the wrong link:

https://www.youtube.com/watch?v=tn607OoVoRw&feature=emb_logo

EDITED



4 ≈ One

Around the Network
Trunkin said:
Otter said:

Doubtful otherwise they would have said it, all they said is that its in-engine assets

Ah, well. It's still a whole lot more feasible than I initially thought.

vivster said:
So is lumin based on RT or are they using some other kind of trickery?

According to eurogamer, that demo we saw wasn't even using ray tracing. Now I'm left wondering what we even need RT for if games can look that good without it.

THANK YOU!

I´ve always thought that RT is a monumental waste of resources.



Soundwave said:
Dgc1808 said:

The point is seeing the future, getting a ball park idea of what our AAA games are going to look like 3 years from now. It's not about Sony or the PS5 in particular. It's about next-gen.

Even in that respect, I thought it looked like a AAA modern gen game on steroids. Like super duper Tomb Raider. 

To be only at 1440p and 30 fps with no real ray tracing also is a bit of a bummer. 

Raytracing is just one algorithm to simulate light. If they come with another algorithm that shows very good light simulation at a much less hardware cost, better for everyone.

Just like quick sort and bubble sort are different algos that do the same: sort numbers. But the first is much more efficient and clever than the second.



Otter said:
Also worth noting this is 1440p/30fps.

Hmm.. Is it?

I can't watch it at work. Even if I could, the hardware here probably wouldn't do it justice.

All these "It looks amazing" type of comments do have me hyped to watch it when I finally get home tonight.



RolStoppable said:
ClassicGamingWizzz said:

Now imagine a Zelda Open world like this with dungeons with statues like this.  Keep imagining , in 15 years from now on a Zelda night look like this on switch 3

Is that supposed to get me excited about the future? Here's what I am playing now:

Now imagine this in 8k. Wow.

I came.



Around the Network

I have to be honest, apart from real-time lighting, nothing really moves the needle for me in this demo - maybe it's because it's just another AAA run-of-the-mill design or maybe cause it's still just empty polygon shells with stickers on them (a lot of both admittedly), but what I'm waiting and hoping for is for something completely different.



UE5 will be the next prostituted engine used by everybody. Epic announced with UE5 devs will only pay 5% royalty if the game cross 1 million bucks in sales. Currently the threshold for 5% UE4 royalty is 3000 bucks in sales.



JRPGfan said:
RolStoppable said:

Same demo is going to be 4k@30fps on XSX.

More like 1800p on XSX.
Theres like a ~18% GPU differnce between the two.... its not enough to make 1400p -> 2160p (4)K on the XSX.

And possibly with pop in, seeing as their SSD is less than half the speed of the PS5's.



Lafiel said:
KLXVER said:

A demo of what 0.01% of console games will look like next gen...and most of them wont use Unreal 5. yay...

and how many % of console games released during a gen do you buy/play?

Not sure what that has to do with anything.



CGI-Quality said:
chakkra said:

THANK YOU!

I´ve always thought that RT is a monumental waste of resources.

It isn't, not when implemented efficiently. One thing this demo lacks is a need for considerable reflective sources (an area that where rayracing truly shines), and if this demo used realtime raytracing, it would look considerably better (ala, Metro: Exodus). Yes, it looks fabulous as is, but with proper implementation, that image would jump tenfold.

We're gonna have to disagree on that one. I've been following Raytracing comparisons for years and I'm always left with the feeling of "Ehh, I guess it looks a little bit better but it is not worth such a hit on performance."

I mean, when it is implemented on old/low polygon games, like Quake II or Minecraft, then the difference is astronomical, but when it is implemented in games that were already using other techniques to simulate lighting and reflexions, then the performance hit is not really worth it in my opinion.

Like on this game for example:

https://www.youtube.com/watch?v=RNRp9Y33xWE&t=357s

In the time-frame 04:42 they show a comparison of Shadow RT OFF/ON and the game suffers a drop in performance of around 40% while looking almost exactly the same.