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?
UE5 Demo
-
- OGRE Team Member
- Posts: 2106
- Joined: Sun Mar 30, 2014 2:51 pm
- x 1132
Re: UE5 Demo
shamelessly copying dark_sylinc from twitter
-
- Google Summer of Code Student
- Posts: 1005
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
- x 49
Re: UE5 Demo
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
https://www.gamedev.net/forums/topic/70 ... ms/?page=1
-
- OGRE Expert User
- Posts: 1671
- Joined: Mon Jan 21, 2008 10:26 pm
- x 50
Re: UE5 Demo
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,
Pierre
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,
Pierre
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
-
- Ogre Magi
- Posts: 1172
- Joined: Mon Aug 04, 2008 7:51 pm
- Location: Manchester - England
- x 76
Re: UE5 Demo
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.
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.
There are 10 types of people in the world: Those who understand binary, and those who don't...
-
- OGRE Team Member
- Posts: 5433
- Joined: Sat Jul 21, 2007 4:55 pm
- Location: Buenos Aires, Argentina
- x 1341
Re: UE5 Demo
From Eurogamer:
Base colour is 8kx8k (assuming BC7 compression)"For example, the statue of the warrior that you can see in the temple is made of eight pieces (head, torso, arms, legs, etc). Each piece has a set of three textures (base colour, metalness/roughness, and normal maps for tiny scratches). So, we end up with eight sets of 8K textures, for a total of 24 8K textures for one statue alone," he adds.
Metalness is usually alone, 8kx8k
Roughness + Normalmaps assuming BC3 another 8kx8k
Compressed:
8192×8192*3 = 192 MB in textures per set
Uncompressed:
8192×81924 + 8192×81921 + 8192×8192*4 = 576MB per set
And it's 8 sets.
That amounts to 1.5 GB (4.5GB uncompressed) in textures from a single statue.
The main advantage of this system is that artist can ignore everything that comes after Retopology (inclusive) which takes a lot of time, giving them more freedom.
However I doubt importing 4.5GB of data into an UE5 project every time you need to iterate is going to be fast. BC7 compressors are super slow (can take several minutes for 8k res).
And as for vertices, these algorithms require acceleration data structures that take a bit of time to build.
Not to mention the final product can't be this size if someone intends to actually deploy it to a PS5 with only 800GB or so of total disk space; but on the bright side probably skipping LOD0 or even LOD1 would just work without visible changes in quality.
-
- Ogre Magi
- Posts: 1172
- Joined: Mon Aug 04, 2008 7:51 pm
- Location: Manchester - England
- x 76
Re: UE5 Demo
@dark_sylinc
Yeah exactly what I was thinking these project are going to run into terrabytes in size easily during development. I can see dedicated machines for doing asset import into projects in big projects.
On a funny note reading your quote made me instantly think of waiting for a BSP map to build on a 386
Yeah exactly what I was thinking these project are going to run into terrabytes in size easily during development. I can see dedicated machines for doing asset import into projects in big projects.
On a funny note reading your quote made me instantly think of waiting for a BSP map to build on a 386
There are 10 types of people in the world: Those who understand binary, and those who don't...