UE5 Demo

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UE5 Demo

Post by al2950 »

If you havent seen it, check it out;
https://www.unrealengine.com/en-US/blog ... l-engine-5

Any ideas how the tech works.... is the streaming 'Nanite' tech limited to consoles? I love the idea to have a perfect match between resolution and triangles, ie one triangle per pixel, but have not idea how it might actually work in practice.

Thoughts, also when can we have this tech in Ogre? :)

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Re: UE5 Demo

Post by paroj »

shamelessly copying dark_sylinc from twitter

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Re: UE5 Demo

Post by Crashy »

There is also a discussion about it on gamedev. Nobody really knows how they did it, only guesses.

https://www.gamedev.net/forums/topic/70 ... ms/?page=1
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Re: UE5 Demo

Post by madmarx »

Now we know vastly more.

All textures are virtual sparse textures (like the ogre moquette plugin a while back), but even shadow mapping.

The raster is software (incredible) + compute shaders.

Much more details here :

https://www.eurogamer.net/articles/digi ... o-analysis

Best regards,

Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0

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Re: UE5 Demo

Post by Zonder »

It looks good but that's what the intended.

I'd like to know how big the data is for that demo it's a very small area game wise.

I also doubt it's suited to open world maybe using traditional systems and use it for bits that require the high detail I guess?

I'd love to see them zoom out to a planetary distance and see how the auto lod system copes.
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