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“Great picture and old sores”. Digital Foundry – about the first games at Unreal Engine 5

The industry is gradually moving into the Unreal Engine 5 era – the developers are increasingly releasing games on the last generation of the engine from Epic Games. One of the authors of Digital Foundry decided to study several games on UE5 and see how the technical part has changed compared to UE4.

Observations carried out Alex Battalia (Alex Battaglia). He took as test samples Immortals of Aveum, Demo Jusant, Demo Robocop: Rogue City, Remnant 2, Fort Solis, Demo The Talos Principle 2, Layers of Fear And Desordre – All of them work on Unreal Engine 5. Games launched on RTX 4090 and i9-12900K.

This is what conclusions came to Battalia:

Three key UE5 technologies – Lumen Light and Reflections, Nanite geometry and virtual shadow maps. But if the game works on UE5, this does not mean that the entire trio will definitely appear there. For example, c Remnant 2 no lumen – instead more classic lighting methods are used.

From how the first wave of games on UE5 uses Lumen, mostly pleasant impressions remain. It mainly spoils them that some of the games on UE5 are offered only by the software Lumen, which does not condemn the advantages of suitable iron. Because of this, the results of Lumen are worse than they could-for example, light seeps to where it should not be, and there are fewer details in reflections.

In PC versions on UE5, options are more detailed than on average for the games on UE4. For example, UE5 more often offer a wide selection of acting. However, there is an obvious spaciousness for growth: for example, switches for the hardware drawing of Lumen or virtual maps of shadows.

Walls due to compilation of shaders on UE5 are not so annoying than on UE4. According to Battalia, This is due to the new superstructure in UE 5.1, which compiles shaders before they are needed on the screen, and also allows you to postpone the compilation at the request of the developer. Nevertheless, the recordings still happen, therefore, ideally, developers should use both a new superstructure and compilation of shaders before starting the game itself.

The hardware lumen gives better reflection, but for some reason not all games on UE5 with Lumen have a hardware option.

UE5 also has problems with moving in the game world: sometimes games are brakes when they need to download or unload assets during the player’s trip. This happened in all tested games, so Battalia suggests that the problem is buried somewhere in the engine.

The first pack of games on UE5 is concentrated around one stream of the central processor and does not use the multi -traffic quite efficiently. At one of the recent conferences Epic Games Confirmed that she wanted to improve the multi -traffic in Unreal Engine 5.4.

Battalia In general, he praised the work with textures: the games on UE5 used high -quality materials and at the same time occupied a relatively few video memory – up to about eight gigabytes (4K, DLSS “Quality”). However, sometimes it seemed that UE5 was too aggressively limiting video memory – in some games, the texture loading was noticeable.

For some reason, Fort Solis slowly loaded the textures in the most visible part-on the display, which is placed in the center of the scene right in front of the player’s eyes.

Research results according to Battalia These are: Unreal Engine 5 gives out an excellent picture, but at the moment it suffers from the bad heritage of Unreal Engine 4 – in particular, recordings when compiling shaaders and moving around the world. However, in general, UE5 "moves in the right direction".

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The best comments

It feels like they are trying to convince me not afraid of this engine. But I’m still scared!

But here the truth is not to be afraid of the engine, because in the same fourth of a lot of examples with an excellent optimizon, in some games even doped over time. Here you need to be afraid of the hands from the ass and the desire to save on optimization, well, the mass use of ready -made asses without preliminary verification of their impact on performance.

I’m wondering, 2023 in the yard. Powerful https://thisisvegascasino.co.uk/ Protz, with each generation, Intel is trying to seize more streams and nuclei. But there is 4+ stream even in a simple healing already.

And the engine that is already being developed 22 (sort of) year.

The first pack of games on UE5 is concentrated around one stream of the central processor and does not use the multi -traffic quite efficiently. At one of the recent conferences, Epic Games confirmed that she wanted to improve the multi -traffic in Unreal Engine 5.4.

It’s good that you will fix, but it was so not so obvious before? In 2023? And how much more to wait for this release and how many games that will have time to switch to it in development?

Maybe we now have such horse system requirements for games because engines do not know how to normally in multi-fluidity and you require the most powerful nucleus for the stream at least somehow?

Starting with UE4, almost all games have very similar problems. For example forcibly turned on, taking into account everything drawn. Most often soap taa. Reflections, special effects and hair turn into shiny porridge when you turn it off. They often do not even disconnect it, but in UE this is done by the replacement of one digit in the config, lol.
I also noticed that catastrophically little static shadows. This can be seen with the naked eye when you put the lighting parameter on Low or "OFF". Natural girl for tests, inside the company. I am not a developer, but I will assume that everyone uses some kind of basic tools to create lighting, because it looks the same everywhere on this engine.

Remnant, Outriders, Evil West, Mortal Shell. I don’t know how others, but they look so equally that I already guessed in screenshots what engine.

The first projects on UE5, which I felt from the above problems did not get rid of. Fortnite is the only game where it is not noticeable that this is UE. Ironically.

Great pictures. Hands from the ass

I remember how at the start of the current generation of consoles there was a lot of conversations that now all this multi-fluidity will become a standard for developments.

Yes, let them fix it in the 6th version, throwing new problems)

With each new version, new problems + optimization problems

It is amazing that for so many years, the engine has not screwed the tools for evaluating optimization, purely theoretically it can be greatly automated so that it itself drives the levels and scenes to popular configurations.

Will work "Ekshpeachtof" on the ad. (I mean tester)

Hallowe. I am a developer on Henrila.

Unreal Engine 5 is currently visual, not a game engine.
Nanite – eats more than the boats. For example: 100 FPS on the Loads and 85 FPS on the NETY. But, it allows you to operate with billions of landfills – why is it necessary? – In the visual, not in games.

Lumen and virtualists of shadows. If you have special for lighting, it will give a picture that everyone will be satisfied. Here reiterating is already yes – but he eats as not in himself, but alas, units + in the process of the game, people mostly do not care. But the performance is important? 120 FPS Sun 30 FPS. To see the difference, you basically need to compare pictures. This is for yourself for games, very much like that. The whole idea of ​​reiteraining has been and remains in the miscalculation of the environment in principle, for example, in addition to reflections, the sound can be changed – but so far everything is slipping there.

Physics. The 4th Anril used Physx – physics is not a simulation of physics, this is its imitation + based on the approximate numbers. T.e. – You put in the vertical series of Cuba (they hang in the air), start – Cubes fall: 1st to the ground – the rest on each other. Result – they will break up, and with each launch, they will break up in different ways. What +? In a frantic winner of the fps. The 5th Anril switched to his inner physicists – Chasphysics. Chaoos is already physics, t.e. in the example with cubes – you will get the same result and always the same. But … if you have a lot of physics in the game – 500FPS on Physx, against 30 FPS on Chasphysics. Chaos – de facto in active development is. Over time, the situation will become better, but at the moment we have that we have.

Inhibitors/multi -traffic – as the developer will make, and will work. Not to mention asynchronism. Alas, we need sensible guys who are expensive, and also make others work correctly. And this is already Uber is expensive. From that – we have that we have. This is not a particular problem of the engine. But yes – the 5th anryl is already working better than the 4th in terms of data volume.

Apskayla. What your card is capable of – then put. What are the claims to the engine is not clear. The technology works the same everywhere. Another moment – that in principle, in principle, they are now pushing. Apskayla is a cancer tumor. Previously – you need to create a build that gives 90FPS – users will have 60FPS = we are well done. Now – 20FPS, with APSCALS will be> 90FPS. Profitt.
At the same time, a paradox – user: buy a card for 4K, buy a monitor. Racks: hire artists, hire designers, hire programmers – give me a mega picture with ultradetals.
We save/score to optimization – Apskayiles will pull out FPS from the bottom. As a result, soap picture and lost details. In any case, on any Apskayle – soap+lost details. Paradox.

Moreover, if you think. Fu, it means Anril5 = kaka, fuuuuuu. Here is another engine: SURS/Decima/Frosbeite/Heivian, etc.D. and t.p. And in it, unlike UE, this is cool, which means he is ZBS. I’m afraid to start painting you what is wrong with them. I’m still silent about Unity.

Conclusion: Now, Anril5 – for a visual. The 4th anryl is used for games, but the industry is not worth it, as well as the technology go forward. We are forced to transplant to the 5th anryl and work with what is. About that – to write that the developers of Bububu – a little like that, to put it mildly – is not fair)

Good UE4 examples are Dead Island 2 (where all the lighting was able to bake perfectly), Days Gone (Open World) and MK 1 are remembered from relatively fresh releases. Other projects on UE4 were not so overhaul on the root of the engine.

And with UE3, all games had muffled colors. Technologies seem to change, and the approach to development is not

And I am the only one such that on the screenshots The Talos Principle 2 I have more pleasant to watch?

Played on the console and did not notice it much.

Where did you get the whole pancake of the Data Center in the processor

I played on PC. I remember in the prolon I need to get to the gas station. Near the gas station billboard. Read the inscription on it is simply unrealistic until you go point blank.)) Turn off the smoothing in the config – all problems appear from the first commentary.

In fact, it became such in the area of ​​2015-2016 (it was about 8 flows), but was used in its own studios engines, and it seems like UE4 had multi-fluidity, but only for consoles. So that the game works well on a PC.

8 – yes, from the eighth generation of home consoles. And so – a multi -flower was actively used in the seventh generation of consoles: without it, you can’t collect a beautifully looking project, especially on PS3 with its cunning SMD and Alu.

Days gone exactly the same on smoothing depends hard. The same are trabes as in the first paragraph. ¯ \ _ (ツ) _/¯

From Unreal Engine did not expect, of course.

But, this also suggests that if the engine and developers are normal – what modern processors and video cards are capable of.

If these "games" work in principle, using one core and stream, which then can be obtained with the right approach to multi -use!

I also wanted to buy a robocop … Computer new to drive. Yes, it seems that cyberpunk will be abruptly.

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