Unreal Engine 5.4: Big Performance Improvements, New Features, But What About

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  • Опубліковано 28 тра 2024
  • Progress with Unreal Engine 5 continues apace with the latest 5.4 revision of the engine, delivering big performance increases and new features, including improvements to ray tracing. Epic's also trying to tackle #StutterStruggle, but to what extend has it succeeded, both in demo software and in Fortnite - the firm's Unreal Engine Showcase?
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    00:00:00 Introduction
    00:00:41 CPU Performance: 5.0 vs. 5.4
    00:06:33 #StutterStruggle?
    00:12:03 Visual Improvements in UE5
    00:15:54 The Future and the Conclusion
  • Ігри

КОМЕНТАРІ • 1 тис.

  • @kraithaywire
    @kraithaywire 18 днів тому +573

    We'll land on mars before shader compilation stutters are fixed in UE.

    • @krz9000
      @krz9000 18 днів тому +44

      the stutter is fixed once your game devs can recognize the limits and work around them. there is no magic involved in 3d engines...everything is still having limits

    • @yancgc5098
      @yancgc5098 18 днів тому +20

      @@krz9000 Yeah it’s silly to rely on game engines to do all the work for you, game devs still need to be competent programmers and find solutions to any type of stuttering that the engine can’t deal with on its own

    • @Z3uS2
      @Z3uS2 18 днів тому +76

      @@krz9000 Not even Epic itself can get rid of the stutters in their own damn game, as it's shown in this very video.

    • @randybobandy9828
      @randybobandy9828 18 днів тому

      Maybe... I bet we don't land on Mars for at least 15 years.

    • @eniff2925
      @eniff2925 17 днів тому +10

      ​@@Z3uS2when i see a game with unreal engine i know already that it's gonna stutter like crazy. If i see cryengine i know I'm in for a good time with great visuals. Sadly not many cryengine games

  • @nothankyoutube
    @nothankyoutube 18 днів тому +725

    Yeesh the lighting under the bridge in 5.4 is fireworks

    • @SHABAD0O
      @SHABAD0O 18 днів тому +49

      Been seeing that in Gray Zone Warfare, too. It's incredibly distracting.

    • @Dante_S550_Turbo
      @Dante_S550_Turbo 18 днів тому +4

      @@SHABAD0O i'm watching this hoping they update to 5.4 so we get a few more fps in GZW 🤣

    • @guitaristkuro8898
      @guitaristkuro8898 18 днів тому +39

      It’s either the upscaler being wonky (TSR isn’t very good atm), or Lumen using an extremely low sample count, or both. Could also being changes to Temporal values in the Lumen denoiser. You can see traditional upscalers destroy RTX lighting quality and reflections in basically every game in this way, especially at 50%. This is why Ray Reconstruction exists, allowing the denoiser to run on a full resolution image rather than the non upscaled lowered resolution. One would have to compare the Matrix demo using the NvRTX branch in order to test this as it uses its own systems.

    • @georgejones5019
      @georgejones5019 18 днів тому +15

      I was noticing it was before he got to the subject. It's worse a far render distance it seems.

    • @rickysargulesh1053
      @rickysargulesh1053 18 днів тому +12

      What did they change to make it look so much worse? Now better performance but worse visuals. I guess we just won't get both

  • @kotztotz3530
    @kotztotz3530 18 днів тому +561

    UE 5.4: "Ddddid I stutter? Well yes I did..."

    • @xDE_SOL4TIONx
      @xDE_SOL4TIONx 18 днів тому +2

      Sigma

    • @mikemerezhko
      @mikemerezhko 18 днів тому +2

      Fortnite could be shifting to Unreal Engine 5.4 soon

    • @Multimeter1
      @Multimeter1 18 днів тому +22

      Such a shame they haven’t fix this stuttering, with ddr4, ddr5 and high bandwidth cards with direct storage support, stutters should be a thing of the past!

    • @RicochetForce
      @RicochetForce 18 днів тому +11

      @@Multimeter1Seriously, at this point there’s no excuse.

    • @johnbrown1993
      @johnbrown1993 18 днів тому

      Say what again!

  • @Dr.D00p
    @Dr.D00p 18 днів тому +720

    DF to Epic...what about shader stutterring?
    Epic to DF...Ye,Ye,Yes.

    • @George-um2vc
      @George-um2vc 18 днів тому +44

      💀RIP to the performance for all next gen games

    • @sven957
      @sven957 18 днів тому +63

      I remember an epic engineer years ago saying on a DF video they are working hard on the fortnite shader stuttering.. few years later and its just as bad. Wtf are they doing

    • @George-um2vc
      @George-um2vc 18 днів тому +19

      @@sven957 nothing, nothing all, naturally.

    • @jeffheffner5653
      @jeffheffner5653 18 днів тому +7

      @@sven957making it more noticeable.

    • @MrStrangermoon
      @MrStrangermoon 18 днів тому

      the epic store pc strugles when seach. store page frontend we talking about no graphics 3d.

  • @itsuadman
    @itsuadman 18 днів тому +235

    That demo was 3 years ago... god damn whered the time go

    • @George-um2vc
      @George-um2vc 18 днів тому +36

      better question, where did the frames go? oh wait, they were never really there.

    • @yc_030
      @yc_030 18 днів тому +56

      And still no games lol

    • @rayyanabdulwajid7681
      @rayyanabdulwajid7681 18 днів тому +1

      ​@@yc_030We have that crappy graphics tekken 8😂

    • @slothsarecool
      @slothsarecool 18 днів тому +11

      damn, really? wtf 😅 feels like a year

    • @jpvalverde85
      @jpvalverde85 18 днів тому +1

      3 years and we are getting there, almost usable! Closing in! Certainly good the performance optimization, but the shader compilation issue is taking too damn much time to get it fixed.

  • @aL3891_
    @aL3891_ 18 днів тому +281

    12:29 that guy is really interested in the parking rules

    • @vicious76
      @vicious76 18 днів тому +14

      I thought he was reading the bus stop time table lol

    • @Sheriftolba_
      @Sheriftolba_ 15 днів тому

      I'm dying.

    • @AstroflashYoutube
      @AstroflashYoutube 14 днів тому +1

      Epic devs trying to find the instructions to fix shader stutter.

    • @calmarfps
      @calmarfps 12 днів тому

      He likes those +500% zoom views.

    • @lilsand.
      @lilsand. 2 дні тому

      I hope he finds what he's looking for

  • @vanvelt
    @vanvelt 18 днів тому +165

    One note to the Reflection issue showing at 15:38:
    Lumen has a CVAR r.Lumen.Reflections.MaxRoughnessToTrace which is a cutoff that determines if raytraced or screen space reflections (You called it probe based) should be used by lumen. This is set globally so materials with a certain roughness value do not use raytraced reflections. In UE5.4 this now is a setting in the scenes postprocessing. It is possible that UE5.0 used a different value for this setting than the default of 0.4 and is now overwritten. If i.e. 0.3 or lower would have been used. noise gets reduced significantly which in turn reduces accuracy but improves performance.

  • @monkfishy6348
    @monkfishy6348 18 днів тому +76

    It's also worth pointing out, that every driver update will bring back that stuttering too. Which is a real pain. It's not just a "first play experience", it's a "first play experience every few weeks".

    • @GallileoPaballa
      @GallileoPaballa 7 днів тому +1

      I like the Steam Deck solution to this, which is to crowdsource the shader cache. Steam keeps a constantly-updating shared blob of compiled shaders that get automatically uploaded and downloaded to and from Steam Deck users for each game. I'll bet this functionality could one day come to GFE if people were actually excited to use it.

  • @andyward8430
    @andyward8430 18 днів тому +183

    All I hope when watching DF videos is that the developers and publishers are listening and taking notes. You guys do such a good job of offering advice through your videos that would benefit everyone.

  • @kendog0013
    @kendog0013 18 днів тому +69

    'a frametime graph that looks like post-modern art'
    never change Alex... never change

  • @floppa9415
    @floppa9415 18 днів тому +63

    The fact that stuttering still isn't fixed is surreal, unreal you might even say!

  • @holographicman
    @holographicman 18 днів тому +156

    That Unreal Tournament music slaps

    • @PazLeBon
      @PazLeBon 18 днів тому +6

      loved that game series

    • @LavosYT
      @LavosYT 18 днів тому +11

      It's Foregone Destruction I believe !Such a good track!

    • @silentdebugger
      @silentdebugger 18 днів тому +9

      You gotta remember your roots

    • @RicochetForce
      @RicochetForce 18 днів тому +2

      Every time I see Forgone Destruction’s map image in Fortnite I smile. I’m sad I keep missing the track in the shop. It’s an all time classic

    • @Psyrgery
      @Psyrgery 18 днів тому +5

      I love Unreal Tournament and the fact that EPIC removed the series from all storefronts still keeps me salty AF

  • @taliesinsilvercrow9736
    @taliesinsilvercrow9736 18 днів тому +24

    5:21 the frame-time graph looks like the city its trying to render

    • @Machoman50ta
      @Machoman50ta День тому +1

      Just found this channel and i know im in the right place when viewers are actually smart and not just leaving bot comments i dont think many people caught this because its complicated 😂

  • @guitaristkuro8898
    @guitaristkuro8898 18 днів тому +70

    The shader comp is insane in games like Fortnite, which on a fresh install means a few games that are literally a slideshow going from 144 FPS to 20 constantly until you play a few matches.

    • @wanshurst2416
      @wanshurst2416 18 днів тому

      I always had rock solid 240fps? 🤔

    • @xizzyisme
      @xizzyisme 18 днів тому +8

      Omg is this why my Fortnite stutters? I never play but when I do get on I get constant stutters despite having a good pc and no stutters in any other game

    • @JagsP95
      @JagsP95 18 днів тому +6

      @@wanshurst2416 If you've been playing for a while its not an issue. If you do a cold boot it will stutter while it builds shaders. I tested how bad it an be with 10900k 4090 pc vs 7800x3d 4090 and while the amd cpu was noticely less worse in frametime and avg fps its still bad for the first 5+ games on fresh install.

    • @sm4sh3d
      @sm4sh3d 16 днів тому +1

      ​​@@wanshurst2416 update your drivers and you're back to the stutterfest

  • @Vertignasse82
    @Vertignasse82 18 днів тому +22

    With that music it's impossible not to imagine a UT capture the flag match on Facing Worlds with these graphics.

    • @Cheynanigans__
      @Cheynanigans__ 15 днів тому +2

      I'm still salty at Epic for abandoning the next Unreal Tournament game. (and Paragon, for that matter)

  • @sillymikey
    @sillymikey 18 днів тому +55

    I wish they’d update the demo on consoles like kind of a UE5.4 tech demo for users.

    • @Swisshost
      @Swisshost 18 днів тому +8

      Just for info, every update the devs need to pay to sony/MS.

    • @mauriciochacon
      @mauriciochacon 18 днів тому

      ​@@Swisshostthat sucks

    • @MartinoFontana-jb3zp
      @MartinoFontana-jb3zp 18 днів тому +19

      ​@@Swisshost That was in the 7th gen, but it hasn't been a thing for at least a decade.

  • @NoahSteelyee
    @NoahSteelyee 18 днів тому +35

    intro track id for those wandering: Michiel van den Bos - Forgone Destruction

  • @mateusbarao1761
    @mateusbarao1761 18 днів тому +22

    Can't wait to see all the stutter in Witcher 4 and Cyberpunk 2 :/

    • @Z3t487
      @Z3t487 18 днів тому

      Since there are still several years until the release of these games (with further improvements to the game engine coming out in the meantime) and also because I trust in CPDR's abilities, I remain quite confident.

    • @AlexanTheMan
      @AlexanTheMan 18 днів тому +9

      ​@@Z3t487There's no guarantee that those developers are updating the engine in line with their game code, they usually pick one version of the engine and build from there.
      If they try to update the engine during development, many of the game's source files will break and it will be exceedingly hard to pin point bugs. This is why Unreal Engine 4 games are still being released because It took those projects that long to complete.

    • @aquaneon8012
      @aquaneon8012 18 днів тому

      ​@@AlexanTheManaccording to cdpr, it's implied that the engine will be improved throughout development of the game

    • @AlexanTheMan
      @AlexanTheMan 18 днів тому

      @@aquaneon8012 Source?

    • @Spaceman69420
      @Spaceman69420 18 днів тому +7

      @@Z3t487 shader stutter has been a thing in UE since like 2010, i doubt its going to be fixed in the next 10 years

  • @Iskra_Audio
    @Iskra_Audio 18 днів тому +46

    Trying to figure out UE5 as an audio person has been fun 😂

    • @andre_ss6
      @andre_ss6 18 днів тому +23

      Jesus Christ, I was trying to get Atmos working on 5.3 and in the end I just gave up

    • @AleksiJoensuu
      @AleksiJoensuu 17 днів тому +6

      I'm an audio enthusiast much more than a graphics enthusiast, and I'm always afraid technology will forget us. Especially with so many people today using smart phones and portable consoles with headsets (or heaven forbid without them), and even home theaters moving towards "sound bars" and all sorts of other magic gimmicks. Which, on the other hand, I guess makes it easy to understand why it might be frustrating to develop audio for games. You'll spend your time carefully capturing all the foley sounds, recording crickets at night, composing and conducting symphony orchestras, mastering everything to a T, figuring out how to place everything correctly in a surround or atmos system etc etc., meanwhile knowing a large portion of your players will be playing those carefully crafted soundscapes through a "surround" bar made from soap box plastic in a giant, barren concrete room.

  • @teyrns
    @teyrns 18 днів тому +11

    Adore the Young Frankenstein bit with the thunder at each mention.

  • @Whatthetrash
    @Whatthetrash 16 днів тому +19

    I saw a video recently -- "Optimizing my Game so it Runs on a Potato" by @Blargis3d. He's making an indie game and was having the same compilation stutter problem. He solved it in kind of a genius way. When the game starts, before every level, he has a black loading screen. Thing is --- it's a trick. What he's *actually* doing behind that black screen, is playing the game at 10 times speed, walking in every room, loading every texture and killing every enemy. That way, all of the hitching and loading that has to happen, happens during that period. Then, when the 'loading' completes and the player plays the level, it's actually the *second* time that all of those assets are loaded. Thus -- complete elimination of compilation stutter.
    This was the first time I ever heard of this (I didn't even know such a thing was possible) and thought it was really cool. Thus, sharing it here. :)

    • @HildingL
      @HildingL 14 днів тому +3

      The game is Bloodthief by @Blargis3d. The shader compilation trick is in the video "Optimizing my Game so it Runs on a Potato" and is indeed very cool!

    • @Whatthetrash
      @Whatthetrash 14 днів тому +1

      @@HildingL Thank you so much for the video! I'll update my comment to reflect this info. Thanks again! :)

  • @awesomereviews1561
    @awesomereviews1561 18 днів тому +51

    Super Castlevania IV Simon’s theme kicks ass in the background!

    • @ninemugetsu
      @ninemugetsu 18 днів тому +5

      Castlevania goated

    • @WH250398
      @WH250398 18 днів тому +2

      Castlevania has stupidly good music. Symphony of the Night and IV are something truly amazing.

    • @cube2fox
      @cube2fox 18 днів тому +1

      I think Alex is mixing up Frankenstein and Dracula :D

    • @miguelroman4294
      @miguelroman4294 18 днів тому

      Agreed, SC4 had without a doubt the best music on the Super NES. Even today it sounds amazing coming from 8 sound channel's.​@@WH250398

  • @ledheavy26
    @ledheavy26 18 днів тому +26

    I will take frames and no stutter over a window reflection or a better looking brick wall every single time. Its really WILD that they are just now working on multi-core performance improvements considering how long multi core cpus have been around. Its also still wild to me that we are so obsessed with and pushing for technolgies that cant even run well at the standard resolutions we use now (4k is the tv standard, 1440 pc standard) without upscaling, and even then you need to have the top tier equipment for an experience plauged by stuttering to look at a window reflection or to stare at a brick wall to see how the sun reflects. Im not saying we shouldnt be pushing for these new plateaus but cmon guys, lets build on solid foundations here and not sand.

    • @silfrido1768
      @silfrido1768 17 днів тому

      Not to mention you need to be well versed in overclocking. This was well said tho. I’m one of the few that will build a god rig just to run it at 1080p since I care about input lag

    • @AB-tt6si
      @AB-tt6si 13 днів тому +1

      In my opinion, the reason they want raytracing to work so badly is because of how much time it saves in development. Without raytracing, lighting needs to be baked and requires lots of trial and error to get scene lighting to look right/good. With raytracing, the engine and GPU does it almost all of it for you in real-time. It reduces dev time and saves money.

  • @andrewc31394
    @andrewc31394 18 днів тому +44

    Alex's pronunciation of Frankenstein is peak DF content 🤌

    • @NeovanGoth
      @NeovanGoth 18 днів тому +6

      Frrrankenstein. The German is strong in this. :D

    • @Pointman11111
      @Pointman11111 18 днів тому +5

      Actually the correct pronunciation

    • @colaboytje
      @colaboytje 18 днів тому +1

      That emoji doesn't mean what you think it means. :-)

    • @andreasheinze9685
      @andreasheinze9685 17 днів тому

      @@colaboytje It means different things to people from different cultures.

    • @colaboytje
      @colaboytje 17 днів тому

      @@andreasheinze9685 That is the Italian dead duck emoji, no?

  • @mako9673
    @mako9673 18 днів тому +9

    I am happy you covered the emmisive lighting noise. I noticed that and did not know what was causing that.

  • @AleksiJoensuu
    @AleksiJoensuu 17 днів тому +3

    15:00 ish: Phew I'm glad you addressed the ceiling lights. They were driving me mad in the performance comparison :D

  • @tHeWasTeDYouTh
    @tHeWasTeDYouTh 7 днів тому +1

    the music at the very start of the video is my favorite track in Unreal Tournament. Brings back the good memories from 2001 when I first played the game.

  • @rowanunderwood
    @rowanunderwood 18 днів тому +80

    in the 5.4 shots there is a TON more GI sparking . .

    • @quackcharge
      @quackcharge 18 днів тому +27

      they've changed how lumen works but I doubt they went through the city project and tweaked things for 5.4. So things that were not problems in 5.0 will become issues in 5.4. zero surprise there really, it's just what happens

    • @quackcharge
      @quackcharge 18 днів тому +22

      that being said it's known to not use strong emissive values with small sources with lumen for a while now, this would never be an issue with a real game (if the devs are competent). It's doing real time GI god damn it, it's insane it even works at all at reasonable performance. I feel like people quickly forget how impressive and truly next gen UE5 still is. It's not without problems for sure but holy hell which other free engine has a tool suite this impressive? spoilers there are none that compare at all

    • @nikkopt
      @nikkopt 18 днів тому +1

      Yeah it looks blotchy

    • @St4rdog
      @St4rdog 18 днів тому

      @@quackcharge Unity compares. In fact, their Screen Space Global Illumination has very stable emissives. Maybe Epic can take a look at it. And runtime animation rigging since 2019.
      And before you mention Lumen, Unity has had realtime GI since 2017, except the geometry positions are baked, so light won't spill through an open door.
      Gray Zone Warfare is a disaster so far. They are realising nobody can run these games.

  • @Decenium
    @Decenium 18 днів тому +3

    that car deformation is actually the thing that impresses me most of the Matrix Demo

  • @programacionevolis3d681
    @programacionevolis3d681 18 днів тому +8

    Thank you for using Unreal Tournament soundtrack for this video.

  • @mjoe7561
    @mjoe7561 17 днів тому +3

    Love how clear and concise this video is Alex! The Matrix demo still looks so good. Accurate lighting is so powerful.

  • @-41337
    @-41337 18 днів тому +5

    I looove these tech spotlight videos from Alex. Absolutely makes my day!

  • @AlienYogurtPot123
    @AlienYogurtPot123 18 днів тому +26

    So why doesn't all developers add a loading shader cache before you even start playing?

    • @George-um2vc
      @George-um2vc 18 днів тому +13

      coz they don't need to, people will still buy the game, ad paying devs to do something that does not increase profit makes no sense to them.

    • @NeovanGoth
      @NeovanGoth 18 днів тому +24

      Because it's not that easy to do it properly and a lot of studios who are using a ready made engine do this because they lack the technical know-how and/or financial resources to either develop an own engine, or to dive deep into the quirks of a complex monster like UE. They import their art, design their levels, write their game logic in Lua or UnrealScript, click the "build project" button, and hope for the best. Many devs aren't even aware of the typical issues, which is why DF does such an important job in explaining it over and over again.

    • @SimonBuchanNz
      @SimonBuchanNz 18 днів тому +19

      The work involved isn't just a checkbox and a screen or something: the way shaders work in Unreal (and every other engine, really) is that you dynamically stitch them together and with potentially dynamic external parameters: think weather systems, characters getting wet or dirty, blending between different ground materials, adding effects for power ups, that sort of thing (and those are just the most obvious ones)
      Unreal has a big list of these snippets, but not how they will be combined or with what values until you actually tell it to use them. Doing a shader compile is basically the developer finding all the final shader combinations they use in a game (easily thousands nowadays), often through just running through it and trying everything, and telling the engine to use them all in order.
      Unreal can't easily fix this without breaking the entire workflow that pretty much every artist has used for about 20 years now. Developers need to perform a huge amount of work for what they might not see as being high value, since "it's only the first time"

    • @ChillieGaming
      @ChillieGaming 17 днів тому

      have u played last of us part 1 remake?
      i had to wait 40-45mins just in loading for the shader cache
      imagine waiting that long haha
      no one would wait that long and either play with stutter or refund and delete the game

    • @George-um2vc
      @George-um2vc 17 днів тому +2

      @@ChillieGaming I would genuinely rather wait 48 hours for a game to load than it be shipped unfinished, this is why they get away with it, coz y’all bit it regardless

  • @lunex8783
    @lunex8783 18 днів тому +4

    Starting the video with the facing worlds track. Nice!

  • @tamerator
    @tamerator 18 днів тому +2

    Excellent thorough video 👏👏👏 Fantastic work, Alex!

  • @Druskqq
    @Druskqq 8 днів тому +1

    0:03 Unreal Tournament - Forgone Destruction ❤️

  • @azazelleblack
    @azazelleblack 18 днів тому +13

    I saw some kid describe Foregone Destruction as "breakcore" a while back. I almost turned into The Hulk.

    • @coffin7904
      @coffin7904 18 днів тому +1

      I mean it is drum and bass but the difference between breakcore and dnb is minute. It's not exactly wrong to call it breakcore.

    • @azazelleblack
      @azazelleblack 18 днів тому +5

      @@coffin7904 It's extremely wrong and you are very mitsaken. It's like calling Skrillex "house music." Or Aphex Twin "techno". Or Lynyrd Skynyrd "country". "Breakcore" and "drum and bass" are distinct genres and saying the difference is minute shows that you really don't know much about this type of music. You could say that both are part of the same super-genre of Jungle, but that's not what we're talking about. If you're going to claim that breakcore and D&D have a "minute" difference, what's the point of even using distinct genre terms at all? Let's just call it all "electronic music" and skip the specificity altogether! Christ.

    • @coffin7904
      @coffin7904 16 днів тому +1

      @@azazelleblack can you explain what the difference is?

    • @MonsterJuiced
      @MonsterJuiced 16 днів тому +1

      @@azazelleblack It turns me into the Hulk whenever I hear kids put the word 'core' at the end of any arbitrary word. Like calling frutiger aero 'cleancore' or something.

    • @azazelleblack
      @azazelleblack 16 днів тому +2

      @@coffin7904 Absolutely!
      Before we get started, it's important to understand that these genre terms are sort of poorly-defined and used pretty loosely. With that said, there ARE definitions to these terms, and in particular "Breakcore" is a distinct subgenre under the heading of "Drum & Bass" or "Jungle" music.
      People disagree over whether Jungle or D&B came first (and thus deserves to be the super-genre), but both evolved from earlier Breakbeat and Rave Hardcore music. Jungle music had heavy influence from Dancehall and usually was lower tempo, with an MC and party vibe, while Drum & Bass was focused on literally just rumbling basslines and breakbeat drum loops.
      Drum & Bass as a genre typically refers to the early works of artists like Technical Itch, Q Project, Grooverider, and many, many others. This style originated in the early-to-mid 1990s and was still very much party music. It's danceable, and while it has a much darker vibe than something like Rave Hardcore (or especially that genre's successor, Happy Hardcore), it's still chill enough that you can zone out and relax to it.
      Breakcore, meanwhile, is an evolution at least three stages removed from the original Drum & Bass sound. Around the same time people were coming up with D&B, other artists were experimenting with new sounds and creating what was then called the very stupid name "Intelligent Dance Music," or "IDM". IDM is often harsh, atonal, and challenging to listen to, and despite the name, it's almost entirely undanceable.
      The early crossover efforts between D&B's successors (known commonly as "Darkcore", see: Dieselboy) and IDM were mockingly called "Drill & Bass", but this style became somewhat popular within its niche and has numerous artists. You get crossover from both D&B guys and IDM guys in this genre.
      Drill & Bass eventually gave way to Breakcore, the successor genre that takes the relatively technical and stripped-down Drill & Bass and turns it up to 11 with influences from Hardcore (both EDM and Punk), industrial music, and even avant-garde noise music. True Breakcore is a brutal and harsh genre that's hard to enjoy for most people. It features gruesomely mutilated breakbeats with little rhythmic coherence and sharp, distorted sounds that can be like audio jumpscares or just constant stressors.
      Even if you say "Drum & Bass" is the super-genre, nobody is thinking about Breakcore when they say "Drum & Bass". They're thinking about Aphrodite, about LTJ Bukem, about Dieselboy, about Evol Intent, and so on. Breakcore artists are guys like Venetian Snares, Bogdan Raczynski, Sh!tmat, Rotator, and so on. Foregone Destruction is absolutely not Breakcore, lol.

  • @DanTheHitman
    @DanTheHitman 18 днів тому +4

    Always great stuff Alex 👍

  • @SteamPunk96
    @SteamPunk96 18 днів тому +3

    12:31 Alex in the background looking for high frequency detail textures

  • @Vamavid
    @Vamavid 18 днів тому +1

    Alex, you have no idea how much I appreciate your choice of music for this video!

  • @glenn3646
    @glenn3646 18 днів тому +3

    Man that Unreal tournament song bring back memories, I wish there is a Unreal Tournament

  • @B345TM0D3
    @B345TM0D3 18 днів тому +3

    That Unreal Tournament track brought back some great memories! I wish Epic would revive the series.

  • @Zastrutzki
    @Zastrutzki 18 днів тому +1

    Another snack of a video from Alex! Thanks man!

  • @andreasoberg2021
    @andreasoberg2021 17 днів тому +1

    Always fun to see what you guys come up with

  • @dreammfyre
    @dreammfyre 18 днів тому +14

    What a trainwreck of an engine when it comes to the shader stuff. Like holy shit

  • @Waffle4569
    @Waffle4569 16 днів тому +5

    4:04 "Exact same content and settings"
    > Extremely noticeable artifacting on the ceiling

    • @GaaraSama1983
      @GaaraSama1983 16 днів тому

      The Matrix tech demo settings were similar but seemingly something changed under the hood in UE 5.4. Most likely this artifacting is somehow connected to the render parallelization improvement. Kinda seems like something is out of order/not synched in the pipeline.

    • @Cheynanigans__
      @Cheynanigans__ 15 днів тому

      I thought the same but he explains why this is the case at the end of the video.

    • @Waffle4569
      @Waffle4569 15 днів тому +1

      @@Cheynanigans__ It is the same, but it kind of invalidates performance comparisons when there's such a difference.

    • @Cheynanigans__
      @Cheynanigans__ 15 днів тому

      @@Waffle4569 I kind of agree. We're comparing performance between UE5 iterations though so if the way lighting is processed helps performance while also making things prettier/uglier, that's what we're seeing. The *Matrix* game/demo settings are the same, just the engine changed. Apparently those lighting artifacts/fizzles are from MORE rays being processed into the scene and weren't there before due to those lights casting nearly no raytraced light before.

    • @JeanC705
      @JeanC705 14 днів тому

      It's because of lumen using variable rate shading i would say

  • @BlakeRosss
    @BlakeRosss 18 днів тому +2

    Great video. Loved the UT and Castlevania IV music!

  • @superordinate
    @superordinate 18 днів тому +3

    making me think of ctf-face while at work... thanks guys I needed that.

  • @lukemclaughlin2184
    @lukemclaughlin2184 18 днів тому +4

    Using classic UT music at the beginning is amazing!

    • @niebuhr6197
      @niebuhr6197 17 днів тому

      The entire video used UT music except the Frankenstein part

  • @TheOneAndOnlySDF
    @TheOneAndOnlySDF 18 днів тому +4

    The Frankenstein PC had me laughing, well done!

  • @oosmosmoo
    @oosmosmoo 18 днів тому

    Great video. Very well written

  • @SimplexPL
    @SimplexPL 18 днів тому

    Thanks for this video.

  • @hiyasuamv9776
    @hiyasuamv9776 18 днів тому +11

    the day the gpu handles almost everythin is gonna be nice

    • @SPG8989
      @SPG8989 18 днів тому +3

      Doubt it will ever happen. Been saying this for years now

    • @hiyasuamv9776
      @hiyasuamv9776 15 днів тому

      @@SPG8989 Alan wake 2 did a pretty good job with it though hey, unless you mean unreal engine specifically.

    • @steel5897
      @steel5897 13 днів тому

      I'm holding out hope that we can have some kind of machine learning model to handle shader compilation and that can run on the GPU. A model trained specifically to do shader compilation could be infinitely more efficient than the dumb "on demand" way it's done now.

  • @sebastienb.5985
    @sebastienb.5985 18 днів тому +2

    The music from the original Unreal Tournament is epic.

  • @iPlaySEGA
    @iPlaySEGA 18 днів тому +1

    Thanks for this!

  • @pwhv
    @pwhv 18 днів тому

    this video is eye opening and educative, thanks for this

  • @Dayemon
    @Dayemon 18 днів тому +4

    Well boys we maybe by Unreal Engine 7.4 we can finally get a stutter free experience.

    • @forasago
      @forasago 8 днів тому

      the historical trend says that by UE 7.4 the stutter will be a constant up and down between 16ms and 100+ ms and the entire industry will pretend it isn't happening or if it is happening it's not a big deal or if it is a big deal it's impossible to solve and we just have to accept it any way. no version of Unreal has ever stuttered LESS than its predecessor.

  • @techsamurai11
    @techsamurai11 18 днів тому +16

    How on earth did it take 3 years to add multi-core rendering support? Hey, we're going to build a house without a roof, release it, and 3 years later we'll add the roof.
    Didn't they run this on a PS5? The demo of Matrix on a 7800X3D with a 4090 is unacceptable even today with 5.4 given that this is the best you can buy.

    • @Cinnamon1080
      @Cinnamon1080 9 днів тому

      If it was the easiest thing it wouldn't have been an issue to begin with.

  • @Shadowsmoke11
    @Shadowsmoke11 15 днів тому +1

    Hearing the Unreal Tournament music makes my heart melt ♥️. Truly brings me back, and gets reminded that Epic Games is a juggernaut when it comes to their graphics from the Unreal Engine.

  • @lanarkorras4411
    @lanarkorras4411 18 днів тому

    Aaaw, excellent choice of music to kick off the video! :)

  • @jjasper7512
    @jjasper7512 18 днів тому +7

    Bring back the matrix demo for consoles!

  • @KevynBGrams
    @KevynBGrams 18 днів тому +4

    Problem with the Frankenstein PC is it is missing the co-processing from the I/O Chip in the console. The PS5 I/O has the equivalent of 11 PS5 CPU cores dedicated to Decompression and Dieect Memory Access, it has an addition processor dedicated to I/O of the SSD, and another dedicated to memory mapping.
    On the Frankenstein PC, all of these tasks have to be handled on the CPU or GPU depending on how they decided to tackle it.
    As we move into full fledged PS5/XBSX titles, the gap between the consoles and this PC will significantly increase as the I/O Olin the console becomes gets more and more use.

    • @mitsuhh
      @mitsuhh 17 днів тому

      Careful, the PC fanboys will attack u

  • @loutronz4708
    @loutronz4708 17 днів тому

    Awesome music selection!!! That whole games soundtrack is incredible!! The Castlevania bit in the video.

  • @imlostgaming9542
    @imlostgaming9542 9 днів тому +1

    Dude thank you i hope you cover additional versions as they release this was very informative if ue5 was ready for the project im starting! It is not there yet sadly!

  • @erasmobellumat3973
    @erasmobellumat3973 18 днів тому +2

    The shader compilation issue is the reason why I still play games in consoles. Looking forward to the Nintendo Switch 2.

  • @aaronlauretani8921
    @aaronlauretani8921 18 днів тому +24

    This stuttering issue has me quite worried about CDPR’s next games on it. It would be so sad if the new Witcher released with terrible shader compilation or traversal stuttering considering how great CDPR’s games ran on high end PC’s with RED Engine.

    • @OverJumpRally
      @OverJumpRally 18 днів тому +3

      You can manually fix it, as Alex says. You need to force pre-compilation of all the shaders.

    • @xtr.7662
      @xtr.7662 18 днів тому +1

      It wont probably it will be minimized if well developed but still be present

    • @George-um2vc
      @George-um2vc 18 днів тому +9

      gear up, the performance is gonna be worse than you can possibly imagine.

    • @youp1tralala
      @youp1tralala 18 днів тому +9

      The Hitcher

    • @erinexplosives
      @erinexplosives 18 днів тому

      We're going back to Witcher 1 levels of stutter baby lets go

  • @coffee.coyote
    @coffee.coyote 18 днів тому

    Digital Foundry at its best! thanks for the video

  • @rinpark7977
    @rinpark7977 18 днів тому +2

    UE5 is really giving off those classic cryengine 2/3 vibes. Great to look at, with performance issues. For them to not have parallelization right out of the box is baffling.

  • @akschannelhome
    @akschannelhome 18 днів тому +37

    Great content, Alex. Instead of the technical talk (which I’ve grown in understanding over the years due to Digital Foundry) you did a great job illustrating the points you made. Bravo.

  • @Sevapcici
    @Sevapcici 18 днів тому +4

    Not bad. If they now can make the Epic Game Store run 60% faster too...

  • @jonathanstaples5267
    @jonathanstaples5267 11 днів тому

    Dude love the UT music at the start.

  • @alexsilva28
    @alexsilva28 16 днів тому

    4:17 hearing Castlevania music on a DF video is a surprise to be sure, but a welcome one

  • @eyebash1
    @eyebash1 18 днів тому +11

    It has just been mind-blowing to me that these companies can put sooo much time, money, energy, human resources into making these amazing pieces of art, just to get to the very end finished product and accepting shader compilation stutter and traversal stutter. It's unfortunate, frustrating and just upsetting. Millions of dollars go into these projects and us consumers spend thousands on PCs just to have all these little hitches. Hope this will come to an end

    • @user-qg7oq6qw5c
      @user-qg7oq6qw5c 18 днів тому

      Play on consoles.

    • @Kuriketto
      @Kuriketto 17 днів тому +1

      @@user-qg7oq6qw5c Consoles aren't exempt from these issues.

    • @silfrido1768
      @silfrido1768 17 днів тому

      you need to overclock lol, no other way around it

    • @eyebash1
      @eyebash1 17 днів тому +1

      @@silfrido1768 lol. Nope. That is not the issue at all.

  • @BuggedGaming
    @BuggedGaming 18 днів тому +7

    Blessed forgone destruction music

  • @simmox566
    @simmox566 17 днів тому

    Great video

  • @karlzimmer4860
    @karlzimmer4860 15 днів тому +1

    "Frankenstein PC" *thunder souds* - lol love you guys at DF

  • @Gametism
    @Gametism 18 днів тому +6

    They really need to finally fix this god-awful stuttering. It ruins the gaming experience big time

  • @tricky2917
    @tricky2917 18 днів тому +28

    Can Epic do an Unreal remake now? Is it still too soon?

    • @shakengandulf
      @shakengandulf 18 днів тому +5

      That would be incredible.

    • @sulphurous2656
      @sulphurous2656 18 днів тому +14

      I doubt they could even if they wanted to, and for all we know the de-listing might have something to do with Tencent. And never forget that the original series of Unreal games were co-developed and directed by Digital Extremes. The only Unreal games made entirely by Epic Games were UT3 and UC2.

    • @AlexanTheMan
      @AlexanTheMan 18 днів тому +3

      Yeah, Epic wants nothing to do with Unreal anymore. Shows the kind of company they are.

    • @PSYCOMMUnist
      @PSYCOMMUnist 18 днів тому

      @@sulphurous2656 This is why I hope Blizzard never follows up on D2R.

    • @Lagger01
      @Lagger01 18 днів тому +2

      @@AlexanTheMan 99% of large companies like epic are after 1 thing. Money, don't know what else you would expect. An Unreal game would only get the boomers interested and they're less likely to spend money on fomo and battlepasses and dumps 100s hours into a game unlike the kids that play fortnite.

  • @jamescole3143
    @jamescole3143 18 днів тому

    Thank you DF!

  • @NiklasKing87
    @NiklasKing87 17 днів тому

    great video.

  • @kotztotz3530
    @kotztotz3530 18 днів тому +5

    I've been refusing to play UE titles since Jedi Fallen Order, and this is more confirmation to continue to avoid UE games. Unless DF/Alex confirms a UE title doesn't have stutter, then I refuse to play/purchase.

    • @awsomeboy360
      @awsomeboy360 18 днів тому +1

      You play games because they're fun. If this is your concern, then you're robbing yourself of good experiences.

  • @ProjectFight
    @ProjectFight 18 днів тому +42

    The comparison at 4:00 does have more fps in 5.4 but global illumination is way more noisy under the bridge. So Lumen is doing a worst job at calculating those emissive materials. (oh, it's mention at the end... hehehe)

    • @gavinderulo12
      @gavinderulo12 18 днів тому +10

      This could be an issue with the setup. He literally just ported the demo to the new version. Some confog tweaks could be necessary to fix this.

  • @Hazeman.
    @Hazeman. 6 днів тому +1

    Oh man, I can't wait for my Switch 2 babeh. Switch 2 already enough for my gaming 5 - 7 years in future

  • @eggsforpedro
    @eggsforpedro 17 днів тому

    Opening with Foregone Destruction - instant throwback to the good ol' UT99 days.

  • @minerkey682
    @minerkey682 17 днів тому +3

    I know engines get patches and updates throughout their life, but I'm surprised by how poorly UE5 can work with multi-threading. Like its nothing new, its been around for years

  • @joshooahh
    @joshooahh 18 днів тому +4

    Gonna be 6.0 soon at this rate

  • @BuzzaB77
    @BuzzaB77 16 днів тому

    Nice choice of late 90s Dreamcast Liquid Jungle Music

  • @frankynakamoto2308
    @frankynakamoto2308 18 днів тому +1

    It needs a 2D shader animation for 3D buildings at a distance, and an option to lock frames at 40FPS and 45fps, it also be nice to integrate frame generation, so having something like internal 52fps lock and upscaling to 60fps with frame generation..

  • @Filip10101
    @Filip10101 18 днів тому +10

    Overall it's great to see improvements, but it still needs a lot of work. No wonder all new UE5 games look and run the way they do. However, I still prefer path tracing with DLSS RR over UE5's global illumination, reflections, shadows... They have that unstable flickering "boiling" look that I find distracting. 🤔

    • @12coco100
      @12coco100 18 днів тому +3

      Yeah, it's noticeable in ark. The software lumen is a big difference to path tracing. Software raytracing, hardware raytracing, then path tracing. Epic has said they want to optimize the engine to the point where hardware lumen is as expensive as software lumen is today. So if they can achieve this, we'll get better performance or resolution for UE5 games. Also we'll get better rt quality for 30fps modes. Something tells me they want software lumen working phones and mobile gaming PC's and the switch 2.

  • @will891410
    @will891410 18 днів тому +8

    Games still look a blurry mess, seems like realistic effects are all based on vaseline vision for devs.

  • @WolfieBeat
    @WolfieBeat 18 днів тому

    Loved that you guys used the Super Castlevania IV OST!

  • @Mart-E12
    @Mart-E12 18 днів тому +1

    Some good damn music choice there

  • @volatilelyle5170
    @volatilelyle5170 18 днів тому +7

    Me with my 5800X3D and 4070 Super: *Plays Fortnite in 1080p, performance mode and low settings*
    I cannot suffer through a few games just to cache my shaders in dx12. It is a miserable experience.

    • @timodeurbroeck9957
      @timodeurbroeck9957 18 днів тому

      You can download the shaders for fortnite

    • @wanshurst2416
      @wanshurst2416 18 днів тому

      Last time i played the game it worked just fine?

    • @spaghebbio
      @spaghebbio 18 днів тому

      It's literally just a few games and then you shouldn't have issues for at least the rest of the season

    • @dstendo64
      @dstendo64 18 днів тому

      ​@@timodeurbroeck9957even when downloading the shaders doesn't help. You need to compile them for your specific PC configuration.

  • @rajackar
    @rajackar 18 днів тому +6

    It's nice performance is better but I can graphics are worse as well.
    Check out the lights under the overpass from 3:58. Lots of flicker and lighting weirdness.

  • @lorenzo999
    @lorenzo999 17 днів тому

    Great video! Glad to see 5.4 is bringing performance improvement. Can't wait to see this stuff in an actual game.

  • @KeyboardSavant
    @KeyboardSavant 18 днів тому +2

    UE stutter became most apparent to me with Lords of the Fallen... even after 40+ patches, the game STILL suffers from hitching, micro-stutters, and the like.
    It begs the question: Which engine can rise up and offer a robust set of "future-proof" features, provide affordable licensing, etc.?

  • @eslamarida
    @eslamarida 18 днів тому +7

    we are getting close just 4 to 5 years and ue5 will be playable

    • @MrTheenDx
      @MrTheenDx 18 днів тому +1

      Too bad games are being made using ue5 as we speak.

    • @TheBottleneckedGamer
      @TheBottleneckedGamer 17 днів тому

      On the next gen after this maybe

  • @michahojwa8132
    @michahojwa8132 18 днів тому +4

    Great job on the video guys. Thanks for analyzing 5.4. Matrix demo runs in 720p base resolution - 1080p base resolution should work slower :).

    • @techsamurai11
      @techsamurai11 18 днів тому

      Is that 720P? In this case, it looks amazing. It might be the only exception where 720p is acceptable as long as it runs over 60fps.

    • @michahojwa8132
      @michahojwa8132 18 днів тому

      @@techsamurai11 On ps5 I've heard it works in 720p 24fps. Maybe it was 720p upscaled to 1440p. On Frankenstein pc they test in 1080p upscaled to 4k. For fsr it's double visible resolution. Also big cost of upscaling to 4k. The problem is with games - for cyberpunk 1080p looks like 720p because of all the blur.

    • @techsamurai11
      @techsamurai11 18 днів тому

      @@michahojwa8132 that's not what Alex showed right? He had a version that was at 30fps on the PS5

    • @michahojwa8132
      @michahojwa8132 18 днів тому

      @@techsamurai11 Yes, I may have remembered the low points. Edit: watched the video, you were right. So ps5 is even faster because Frankenstein pc did 1080p native. But still it's strange - if it cannot keep 30fps while driving that would mean lower res than 1420p, I'd say 1080p.

    • @flashpoint7231
      @flashpoint7231 18 днів тому +3

      On PS5/Series X it was dynamic 1620p and most often 1440p before being upscaled with TSR.
      Whereas Series S was dynamic 1080p and most often 720p before TSR.
      Also as you can see in the video consoles were only 24fps in cutscenes. The rest of the game was consistent 30fps except driving fast or crashing the car which would tank frame rates.

  • @beq23d
    @beq23d 9 днів тому

    nice video and nice performance comparison! a great job overall! just a thing: i'm preatty sure nanite is possible from the first iteraction of it on characters, is not possible on deforming geometry. like the giant "stone gurdian" in one of the demos was all in nanite cause it was composed of multiple pieces that was not deforming. so if your char has no deforming geo u can use nanite on it

  • @TheTrumanZoo
    @TheTrumanZoo 18 днів тому

    maybe the engine can turn on a different mode when the models speed increases, lowering the lod for further objects, or some other trick to make the speedy flyby's stutter less. many things can be done, perhaps add a little blur in the distance, to make speed look more "real" while actually concealing detail.