Unreal Engine 5.2 - Next-Gen Evolves - New Features + Tech Tested - And A 'Cure' For Stutter?
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- Опубліковано 23 сер 2024
- Unreal Engine 5.2 represents the latest evolution of the next-gen technology that will power the new wave of games starting this year with Fortnite, Immortals of Aveum, Lords of the Fallen and Stalker 2. In this video, Alex goes into depth on the latest additions to the engine, tests out the latest procedural generation systems, hardware and software Lumen, CPU performance and... a potential cure for #StutterStruggle? Or at least, the beginnings of one...
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I find it really funny that emulators implemented async shader compilation literally years before major engines like Unreal.
It's weird. Emulators need tricks like async compilation because there's no good way to know ahead of time what shaders you'll need. But surely UE knows what models are in the game and what shaders have been attached to them, all conveniently in a format the engine wants.
Even Godot did it before
@@complexacious the thing is that those shaders are massive and there can be hundreds or even thousands of them
@@DanuxsyRPCS3 also has to deal with complex shaders lmfao
@@crimson-foxtwitch2581 yea but i dont care tho
For the love of gaming.... EPIC JUST LET US PRE-COMPILE!
Spiderman on PC shows that you can have shader compilation happen during real-time, as shown on Nixxes’ GDC conference, just that it takes some strategic thinking to get it working right.
No
UE 5.2, has async shader compilation enabled by default.
They do..
@spooderderg4077 ARGH! Why don't developers make this the default?!
I cannot fathom how shader compilation stutters aren't the no.1 priority issue. It completely takes you out of the experience, which ruins all the effort otherwise spent on the visuals...
Because why would they give a shit? Since most pc games are cracked and pirated within days instead of being bought, pc gaming now reaps what you sowed.
Coz it's PC Master Race 🤣
I sure as hell can fathom it because these guys don’t care about the experience, the company that makes this engine is 100% focused on a FOMO game that’s the only experience they care about, all these visual effects are the equivalent to all the lights and sounds on a slot machine they serve the same purpose to them
It is being resolved. Digital Foundry was wrong in their conclusion. They compared an empty map not using AI, physics, etc. compared to Cyberpunk 2077's active non-tech demo map for CPU comparison. Shader compilation is resolved here with the biggest issue actually being asset loading when they talk about "traversal" stutters and CPU bottleneck scaling which could further reduce this. Shader compilation, however, is essentially being resolved here already. Keep in mind this is a much larger denser map and engine for huge environments compared to what we see in typical games, even compared to Cyberpunk 2077. Digital Foundry is, unfortunately, not properly clarifying the two different stutter issues and making a fully proper analsysis.
@@sellingacoerwa8318 You're saying this as if Epic didn't go to the trouble of making their own launcher + storefront to get more of the PC market. It also affects game developers using the Unreal Editor to make the game which is not great either.
Agreed with many commenter, the visual fidelity has been good enough for a while now. We need more advancements in simulation and physics!
Interactable physics need to run on CPU and cannot run on GPU due to latency. CPU ST performance only doubled over a decade. In other words: the progress in hardware is not good enough for significantly better algorithms, many cannot be easily parallelized.
@@kazioo2then improve the engine. How can Bethesda with their "outdated" Creation Engine have every object be interactable, but UE5 can't?
@@harrasika It can
Look at northlight engine, excellent physics and the game ain't very demanding either.
Sounds like we can expect you to cover a whole lot of fresh beautiful, but entirely unoptimized games on this channel. Looking forward to it!
UE Games tend to run extremely well on a wide range of hardware. IMO it's second to only the RE engine in terms of scalability.
Unoptimized, huh?
HOW does the PS5 and XBox X hardware square up to UE 5 engine titles? We KNOW the hardware. It's real, and it doesn't change. We can measure the horsepower. And it HAS been measured.
Optimization can only go so far. You cannot get blood from a stone. So - given we probably have at least 2 more years of this console generation to get through, before the PS6 / XBX ZYVFPX(?) - WILL developers bother forcing the UE5 issue in developing games - IF the outdated, slow console hardware can't handle it?
How many Unity / Cryengnine games came out on PS4?
Don't talk about "optimization" being a problem, when the real problem is - was - and always will be - console hardware.
@@TheVanillatech2 years? the consoles just launched three years ago. the next gen consoles are coming in 2028, in 5 years. this was already leaked through the microsoft v ftc docs. 7-8 years has always been the standard.
@@dan_loebThat’s not true at all, and a simple Google search will show you that the average is 5-6 years between console releases, sometimes less, iirc the gap from Xbox to 360 was 4 years.
@@yellowblanka6058 the next consoles are still not coming till 2028. The past is the past as far as console cycle length
I like to imagine that Alex is narrating this video while the rest of the DF team are playing the music in the background live behind him in his room. Just jamming out. Possibly dressed like Daft Punk. Thank you for this image.
Weeb
I pulled out a lighter and lit it up when the track started, certified DF CLASSIQUE BANGER
Hahahahahahahahaha
The stutter situation is absolutely ridiculous by this point. It's a 100% solvable problem.
Said the expert.
@@OverJumpRally I don't have domain expertise specific to shader compilations, however I am a professional software engineer of 15 years quite familiar with general domain of compilation as well as process optimization techniques being deployed TODAY to address this issue.
There are a slew of processes being put in place to address this from pre-compilation at startup to sharing compiled shaders via online shader caches.
So yes, starting with the constraint of "shader compilation stutters are unacceptable" it's a 100% solvable problem. The games industry has been feeding us a shit sandwich and asking us to smile for way, way too long.
If you have the solution then get your ass over the Epic and fix this nonsense! From what I gather, it’s not that damn easy or it would have been done already.
@@blitzwing1that shared shader cache is only applicable to the steam deck. Not the entire linux platform
And remember theres 4 main types, shader, traversal, loading and PSO stutters. If a dev fixes one, they NEVER fix any of the others. These stutters have been present in literally 99% of PC games since PCs were created. PC GAMERS ARE TOO BLIND AND WILL NEVER DEMAND CHANGE. ITS A 30 YEAR OLD PROBLEM, I DOUBT THE NEXT 30-100 WILL BE ANY BETTER.
ITS BEYOND IRONIC SONY has the most games on PC without these issues. These stutters also COMPLETELY DESTROY $100000 PCs with an RTX 4090 as DF showed. MONEY TRULY CAN NOT BUY EVERYTHING LOIL! It literally makes NO sense for anyone to play games on PC.
2:05 That's not correct. The procedural part of the Matrix demo was done in Houdini. The new PCG tool that came out in UE 5.2 is finally able to manage procedural elements within Unreal, but it's not just for natural assets, it's also for whole urban environments.
Great video!
Fantastic video, Alex. While games don't need to have cutting edge graphics to be good, I can't help but be blown away by the ever changing cutting edge of video game graphics. I'm old enough to have been around for the Commodore VIC20 days so I have quite an appreciation for these kind of advancements.
UE5s new features are made with movies in mind as well.
My 1st computer was a Spectravideo
zx spectrum team here :p
Amstrad CPC rise up!
Atari 2600 and Intellivision!
I think we have awesome graphics now but that we lack is awesome physics engine tied with the gfx. It will always looks so off if the graphics are top-notch but at the same time static as hell
Agreed, that’s the area where I feel like this gen could become exciting. I’m really looking forward to Teardown for that reason; a physics-based playground.
That's one of the reasons why Zelda BOTW and TOTK are so successful even if the graphics aren't so realistic and even running at 720p
FluidNinja needs to be integrated into so many games. It has great optimization settings.
What we lack is time. The reason we can't get games that utilize the engine's full power is because the amount of labor that would go into said theoretical game is insane.
Play CONTROL if you want a game with a really good physics engine, almost everything is destructible and affected by the player.
Prepare for Stutter 2.0 frametimes that look like a heartbeat monitor.
well its an improvement to the half second stutters.
@@clownavenger0
50 ms is 0.05 of a second, not 0.5 seconds.
The improvements are massive.
@@clownavenger0 what about the full second stuttering.
@@googleslocik I'm referring to the 500ms stutter beforehand
Imagine a system using Ryzen and Radeon to run this. The stutterfest would be record high lol
Great video Alex. And don't stop talking about performance and stutter struggle. It DOES make a difference, and eventually awareness will grow among devs. Just don't grow frustrated, with it. It's gonna take a lot of time.
The landscape and better shadows is a very nice update, being able to have the engine do a lot of heavy lifting in level design is cool.
Not to be a nerd, but the engine won't do heavy lifting in _level design._ Environment population is more accurate, ideally you want level designers laying out the main gameplay areas intentionally.
@@Chicky_Lumps true I meant it more as a tool to build out a design that they can then build on. That’s similar to how bathesda does their base world design then does a lot of handcrafting.
Fells like I'm seeing these demos for the last 4 years but nothing is really changing
Because we’ve yet to see more than a handful of UE5 implementations, and none, to my knowledge using the full suite of engine features.
You just said the same thing I said, many BoomBastic games that are on UE5 are now very silent.
They have been showing for the last 3 years how amazing the games will be, but this last couple years they all are hiding in the shadows.
Many UE5 games are delayed again for 1 year now to 2024... none will talk about it cause it's under EPIC's shady industry choking NDA.
@@yellowblanka6058 Yeah, it's usually one major feature that's the game gimmick, and then it's nowhere to be found in the next one. one step forward, one step backward
@@N0N0111 Considering you need a 4090 to run these UE5 demos at a decent framerate I have a feeling devs are waiting for consumer hardware to catch up. How are you ment to make money selling games where the graphics are the selling point if you need the most high end PC on the market to run them, it's like making every game a Crysis.
Because games aren't made over night
Honestly if UE5 can't get its CPU scaling problems solved, they better make their own in-Engine Frame Generation/Interpolation solution that is low-level so it'd be universal versus DLSS-FG, and likely better then FSR-Frame Interpolation (FSR3)
I think its enough to have generic options that will choose best implementation available for used gpu. But its possible nvidia requires DLSS name explicitly in settings idk
This sounds like it would either work extremely poorly, or just be straight up impossible
@@RazielXT There's no such requirement. The license for DLSS is public if you want to check. But IMO it would be better to give players all the compatible options.
@@Wolfos530 Detailed options to user would be fine. I just wish UE would provide generic implementation to developers which would auto detect possible options. Im pretty sure now developers need to add every implementation separately. That would eliminate question "does it have FSR or DLSS"
I honestly wonder why Epic seems to be having so much more trouble with this than a lot of other engine devs. We have seen lots of other engines solve this problem. You'd think Epic, whose whole ass thing is trying to make the best and easiest to use engine, would have figured it out by now.
It's such a shame to see both CPU and GPU utilization sitting stuck at 40% with a framerate under 100fps on one of the most powerful gaming PCs money can buy.
The CPU underutilisation in this iteration of UE means we've reached the point not only games are released way too early. Now engines are unveiled too early.
Yes, an engine will obviously will get new updates over time. Yes, UE being released as soon as possible to the public is overall beneficial for feedback. But all the "next-gen" broohaha for features such as Nanite and Lumen taking several years to properly implement doesn't inspire confidence in the world's most popular graphics engine and the gaming industry at large.
Fortnite seems to be using it to great effect already.
@@anonony9081 Because Fortnite is developed by the same company as unity and gets updated on a weekly base for several years now and they still not managed the basic promises they made when releasing UE5 like pop ins and asset changes, when getting closer. So how should a third party company keep up?
@@anonony9081 One pre-existing game with home advantage in development and optimisation... nearly 3 years after unveiling, 2 years after early access and 1 year of public access 😕 not inspiring at all
This "next-gen" has been a scam since its release in 2020, more than half a decade of talking about ray-tracing, and games are still struggling to do it without having a immense cut on performance and having to relay on upscaling, and the graphical difference ain't even night and day to justify it.
Now they're going back to talking about 30fps and 1080p, it's ridiculous, we were never in a "next-gen".
@@anonony9081 F-F-F-Fortnite, according to this video.
It will be amazing to play with unreal 5 games in like 15 years..
@@ItsWhatever24you didn't get the joke
By then we'll have some crazy unreal 6 tech that will make the unreal 5 games look obsolete so we'll be in the same spot we are now. Progress is progress though
Layers of Fear and Disordre are out, now. Go play UE5 games.
Why 15? It's coming soon, first games are releasing this year. UE 5 was released in 2022, UE4 in 2014, UE 3 in ~2006, so your numbers do not add up. UE 6 will be at the end of its life cycle in 15 years.
Honestly was looking for a comment like this. Most games commercially released to this day on Unreal Engine only use Unreal 3 or 4.
The greatest thing in this video is that they seem to be actually doing something to help eliminate stuttering, and that's what the entire industry should focus on first and foremost. In the meantime I'm on the hype train for Starfield which I expect to be like every other AAA game released lately that's a stutterfest which will be addressed by several patches but never completely fixed.
It's using the Creation Engine (2!), not UE.. hopefully nowhere near as many issues as a UE title. I don't remember Fallout 4 stuttering and it was still Creation Engine version 1 I believe.
@@phattjohnsonlack of stutters is one thing. But bugs... are plenty... and we arent talking about the monster kind.
@@phattjohnson Wasn't fallout 4 a DX11 title. It's more of a problem with DX12 and Vulkan than unreal engine itself.
@@Deliveredmean42 Apparently this game was scheduled to be launched 2 years ago, before MS bought Zenimax. The time since then has been used to polish the game & iron out those kinds of issues.
I'm sure there will still be SOME unintended bugs when millions of people are playing, but even a game like TotK, widely praised for how polished it is despite all the interconnected systems, still has bugs.
Games like Skyrim had issues, but they were rarely game breaking. Most of the time it was silly interactions that people found funny (like a flying horse or NPC doing something stupid), not stuff like corrupted save files or crashing your game.
@@corey2232 skyrim launched with dozens of quest bugs, even today many of them haven't been fixed and require mods
that and save file corruption and random was a huge issue, especially on ps3, the fuck are you smoking?
Oh boy I can't wait to see every game looking the same on Unreal Engine 5.2 I can't wait for huge procedurally generated generic soulless environments and poor CPU scaling of performance. And I just love traversal stutter, it's my favorite type.
Ya I love amazing graphics, but who can afford this level of hardware? The 4090 isnt enough? Gtfo here
Procedurally generated doesn't mean generic though, you still choose the assets to use. You can do it with any style
@@InnerFury666the exact same people that made Prey made Redfall.
Your premise is flawed
The next time I hear someone tell me that Unreal Engine is not inherently at fault for shader compilation stutter and it’s just devs using it wrong, all I have to tell them is that FORTNITE had shader compilation stutter. FORTNITE!
So why doesn't all Unreal games have said issue? I'm currently playing Hogwarts and the way it pings my CPU is insane. Devs are making it slowly better and better which implies it's the dev end
@@fancyslimoshady If 90% of the devs have a problem, the fault lies with the engine.
Agree
@oktusprime3637 is it? If devs are able to go back and fix it? If it's fixable ? Is it really the engine or devs egar to release games ? All legit questions.
Vulcan and DX12 were a mistake, they assumed too much competence from developers
Very risky for all devs to put all their eggs in one basket when it comes to engines.
doesnt matter costs are too high for proprietary engines of this level already and they want visual fidelity but they could just use their last gen engines and be fine
While spending milions on a proprietary engine that could work and look worse than UE5 is not risky at all? Indie games in UE5 could look better than AAA game in a proprietary engine... I understand graphics isn't everything, but that a major risk.
I like your idea of combining the old pre-caching system with the new asynchronous system. I don't mind waiting to play a game if it means that big moments won't be ruined by horrendous stutter.
at 6:07, interesting point about e cores... on a 12900k disabling the ecores yields cooler temperatures, which grants either 1) a quieter pc 2) a better P core overclock
Because few software manage modern cpu properly. It's a similar issue on very wide Zen cpu (or even worse, numa cpu) or cpu like the 7950X3D which has a large cache for one set of cores, and regular cache for the other set. These non uniform cpu are tricky if not properly managed.
And I've seen here and there people saying Intel E cores or non unform 3D cache Zen cpu are useless for gaming. That's absolutely, totally wrong. Games can absolutely use specialty cores to do things like asynchronous work and background tasks for an easy example.
But gamedev have to take those into account, and optimize for it. Although, both Linux and Windows could probably help with much better cpu scheduler. The Windows one is still pretty barebone, and Linux has its own issue with very demanding real time very latency dependent work.
I really love that procedural generation feature. Very impressive how rich and detailed natural environments can look given how relatively simple it was to create. This will greatly reduce the amount of time developers spend on creating environments, while being able to focus on other areas.
Development time is still going to go up.
@@Powerman293 A lot of time is spent optimising for slow media like HDDs and Optical Media, game engines will need to change to properly take advantage of SSDs so we can move away from the old development model and embrace the new one that Sony is promising.
this means tons of corporate open-world soulless games, yay
Newsflash - nobody wants to play autogenerated games. "this will greatly reduce time of developers" - if it's not worth developing why the hell it would be worth time to play??
@@CreativeWM_Personal Thankfully new games are starting to take advance of the SSD (e.g. cyberpunk bump the minimun specs and now suggest an SSD at the minimun + other games are doing the same) and thats the good thing of the new consoles and getting rid of the old gen gonna boost this situation !
The async and skip draw feature should be a DEFAULT thing.
Definitely that plus a precompile
Playability>>>>>>pretty graphics
I love all of the DF team but, Alex doing these graphical and RT deep dives are just a chefs kiss... he just gets it...
Damn that OG music returns in the intro ❤❤❤
I do know Satisfactor just switched to UE5 about 2 months ago. It's currently mainly being used to add better LODs for rock cliffs (nanite), better area rendering zones without stuttering, lumen (as an experimental feature not designed for the game but there if you want) and built in TSR for now. Not the most in depth use of UE5, but it is UE5.
Async + Skip Draw is the way to go in my eyes, at least for now. RPCS3 and Yuzu have been doing similar things for some time now and having a few things not show up for a few frames is way more preferable to a stutter. Apart from that, I would like to know why is that this became such a huge problem during the 8th gen. None of this was an issue during the DX9/11 days.
DX12 needs a fully developed DirectStorage implementation.
The number of shaders that need to be compiled has dramatically increased in new games. The complexity too, to the point where now we need better compiler optimization. DX12 and Vulcan changed how the compilation step is done, so that now the code they produce is much more efficient, but the downside is that compilation takes significantly longer than in DX11 games. The combination of those two facts lead us to the current situation.
Note that DX9 and DX11 games also have shader compilation stutter, but compilation was much faster so it was less noticeable.
Alex is a national treasure
I can't wait to see all these features applied in games eighteen years from now. So excited!
Lovely stuttering and coat of oil,vaseline and dirt filter. Also at a lovely 60fps at upscaled 1080p on a 1000$+ GPU. The future looks amazing.
Bro has no fucking clue what optimization is lol
Did we watch a different video?
It looked extremely crisp at 4k to me.
@@Safetytrousers maybe if you are watching on a cellphone or if you haven't watched the Pragmata, Burning Shores, Phantom Liberty Trailers.
@@luismyWH I watch on an 4k 48 inch Oled in 4k if a video has that. I just watched all that at 4k and the bits that are meant to be crisp very much are.
Definitely great to see it evolve, but yes the shader compilation issue needs to be resolved seriously.
Nice presentation and explanation for those who haven't seen the official release video/articles. Good job!
And I certainly appreciate a regular, constant polite pressure about performance topics, especially frametime consistency ones. That's the best way we have to see those issues fixed.
That cpu core scaling in Cyberpunk 2077 explains why my performance improved so much in latest tests. I haven't played it for a long time. Looks like some of the patches helped big time. ^^
by now cyberpunk is actually really well optimized even on consoles but it still has many bugs
@@xtr.7662 Just like Fallout!
this is what game development has been desperately missing. Here's hoping all these tools can allow artists and programmers to stream line their work flow and that Unreal has the flexibility that the most creative people will want from it. If the industry can implement AI in a way to troubleshoot bugs and optimization, I'd love to see anything it would take to get back to the place where one studio isn't spending 6 years per project.
Well, game development has never, ever been more streamlined or more efficient from one generation to the next. UE5 is in a rough state at the moment, with even open a simple project taking minutes. AI will likely not change any of that - the complexity is already through the roof ...
@@piorism UE5 came out recently so obviously its not stable enough yet for AAA games. It's a step in the right direction but there's a long way to go before it becomes mainstream
The UE4 engine is now 20 years old. Yes. It is 20 years ago its first foundations were laid. Its last major update was around 10 years ago. This engine was written for all sorts of calculators aka consoles and PC was not realistically considered. UE4 is an unbelievably outdated piece of code. Using UE4 in 2023 is comical. UE5 actually has a chance to change something on this topic.
Coalition on Gears 6 will take full advantage of this
@@Legion849 It didn't "just came out" - it's merely new features added on top of UE4. The new number is pretty much meaningless ...
Can't wait to have these graphics in VR.
At the end of the day, all Game Engines will be optimized for 8 cores, since all Consoles do have 8 cores
and I don't think upper management will pay the research cost for a small niche market that is around 1%
Thanks for testing and explaining the shader compilation improvements. I haven't seen it discussed elsewhere, which is surprising as it has a big impact on the game experience, even if improvements doesn't have a wow-factor like the new visual tech.
New visual tech is just polishing a turd until the underlying shader compilation issues are resolved.
What impressive is that I can't really tell if computer generated graphics or the real deal as if someone took a picture of actual landscapes
Very impressive
I feel like graphical fidelity and procedural tech has always been pretty good.... The harder part is making them interactive and engaging.... Then designing objectives.
Mad respect for good pronunciation of CD Projekt
Doing the gaming industry a service right here
Llevamos año y medio viendo vídeos en tiempo real de lo maravilloso que será Unreal Engine 5
In summary...UE5 will look best on PC for screenshots but will perform best on consoles with no stutter from what it sounds like.
Nailed it lol
Wow! Procedural generation right in the game engine! Now game studios can put even *less* effort into their games. Absolutely incredible.
I love CD Proy-yect Red! Can't wait to see "The Witch-Her 4"! Come out! :)
Edit: No hate, just funs
It's probably less that Unreal 5 doesn't use the cores well so much that the new Procedural Content Generation plugin isn't very optimized for multi-threading, being a new experimental system. PCG's multi-core performance doesn't necessarily tell us anything about how a real game would be performing with more cores. PCG is also "experimental" which means not recommended for production yet.
I indeed experience worse performance in PCG than creating the same exact area with the classic Foliage tool.
@@OverJumpRally Same lol, it's definitely not ready for primetime. And if it were I wouldn't use it as heavily as the demo does, either.
beautiful graphics and lifeless worlds. I'm really tired of those kind of games.
That's just what video games are now. Beauty in a soulless generic package.
@@CasepbX Thats why I'm so pumped for Starfield, it looks beautiful but Bethesda Games Studios titles(besides FO76) always have some form of life, story telling, something you see only when actually looking at whats around you.
They trust the players are smart enough to put simple environment story telling together and come to a conclusion while exploring instead of shoving it in your face or not doing it at all
Agreed, these look like neat tech demos that are pretty but life less.
I'd rather have Fallout New Vegas graphics but a great world like that game has.
@@imo098765 life form called wooden empty dolls
@@imo098765 How I miss games like TES!!
I really wish that Cd Projekt Red would've stuck to their own in-house engine.
Yes
The Coalition's UE game is certainly the one to look out for.
Also cdpr witcher
@@RaVVen.P I wouldn't say that... CDPR has no proven history of UE development. All of their game has been on in house tech. The Coalition on the other hand have been at the forefront of true UE development due to their handing of Gears of War and The Matrix Awakens
The shader compilation stutter issue is getting so annoying now, first i thought it was a unreal engine only issue but seeing it in so many games now
Plot twist: it never was just a UE problem but a PC problem.
Definitely the future of visual fidelity is going up. Still waiting for AAA games to adopt the engine - as said almost 3 years later as UE 5 was released and only a few titles were released, unfortunately not even close to what we see on tech demos.
I’ve been saying this for years, my main grudge is pop in and stutters. When these get resolved, for myself, I’d feel we’re finally in the next gen gaming period.
Shader compilation stutter in UE reminds me of the memory leaks in the old Firefox engine. It's "fixed". And then it gets fixed again. And again. And it's really fixed now. Until we fix it again.
Why not just pre-compile all shaders for the given hardware during game install? If the game starts up and detects a significant driver or hardware change it brings up a message stating shader recompile is rrequired and carries it out. Surely the occasional delay in game start due to an upgrade would be preferable to the current stutters in game.
FIX THE SHADER COMPLILATION STUTTER BEFORE WE ALL GO INSANE!
Alex is back babyyyy !!!
That was such a great video well done man ❤
Can DF mention in the Q&A or make a feature about engines other than Unreal 5? I've been wondering lately why no one uses source engine anymore, is Source 2 even available for third party games? A comparison of the tech between different engines would be great.
Source 2 isn't publicly available yet. Apparently they are working on it though.
Source engine hasn't evolved enough to keep up with Unreal and Source 2 is not generally available. A few insiders like Facepunch Studios have early access though.
Not sure if they havbe son bias but lately i started to detect more and more... BS in the videos. and this is one of them , pointing out "GREAT THINGS" without telling if it's prod ready or not (cause for using unreal 5 everyday i can tell you it's not ready even 5.2 it's still not ready) all the nanaite problems that they dont mention that surprise they say here run perfectly... But hey you need to trust them instead of showing you the engine nanite debug views to proove their points.
@@Nohiro.3D try not commenting when you're drunk
@@Nohiro.3D bruh he's showing 1080p TSR Performance dropping to 30fps on a 4090. He shouldn't need to spell it out after all the criticism he's given Unreal Engine over the past several months and in no way does he say it runs perfectly.
Procedural generation like this could offer additional performance advantages by allowing user selected procedural object density/quantity. This should be a toggleable setting within the options menu of any game that uses this feature.
I could see that being really nice for single player games, but anything that's multiplayer you couldn't, especially if they are competitive games. Imagine being completely hidden on your side, but completely exposed for someone else
I would toggle everything to 'off' 😂😂
@@lordspalse0062 Invisible world mode activated
I believe that competitive multiplayer games should feature all hand placed assets and no procedural generation, as any small map changes could affect gameplay significantly.
@@CaveyMoth very true.
@@CaveyMoth Procedural generated landscape doesn't need to be generated in real time. You could also generate it during development and then just save it, so everyone gets to see the exact same generated landscape.
thank you Alex, you don't know how much your content speaks to me but thank you, for understanding, you are THE man
I really enjoy when DF cover UE😁 Great job as usual!
Hopefully Alex will cover Substrate one day 😅
It an enormous update on the old material system!
I'm super curious about whether it's easier to precompile! From the description it sounded hilariously worse for that, but hopefully they did think about that.
Technology improves but games from 10 years ago like batman arkham knight, assasins creed unity or ryse son of rome still look better than 2023 games
thats because those games have incredibly detailed and well thought out art design. art design > tech every day
I disagree. Games like ratchet and clank rifts apart and horizon forbidden west look way better.
You are a kid, Batman Arkham Knight runs on Unreal engine 3... Now imagine this game ported to UE5.
@@RonniSchmidt-mi7pd to be fair. They modified the engine so much that it basically was it's own thing.
The entire video game industry is an industry level scam enterprise 😂😂
I was a little disappointed with the electric dreams demo, I thought there would be no pop-in with nanite but it was easy to find
Pop-in won't go away until components advance even further. Nothing to do with the engine, just how fast the pc transfers the information to the screen.
@@smittyvanjagermanjenson182 I meant LOD pop-in, sorry for not making that clear
I'm actually more excited for Epic to optimise performance for lower end devices, like how Riot got Valorant on UE4 to run so well. I hope UE5 is just as good for low-end games with less realistic graphics too!
Alex's videos are the best.
I really want to see a new mud runner/ snow runner game done in UE5 (which I am calling sand runner in my mind and having it set in africa). As much as I am still enjoying snow runner, the graphics are staring to look very dated and the maps feel really constricting. I would prefer one large map that goes from desert to jungle to snow in the mountains with dynamic weather that changes the road surface.
Great job, everyday i'm more and more interested in computer graphics thanks to you guys
Seeing how much procedural generation is improving gives me hope we’ll be able to get closer businesses not having to crunch so hard to make modern games which is a huge plus.
One would expect massive shader compilation stutters when the Gollum wakes up 😂
Alex said golem at least 3 or 4 times in a row, I couldn't help to hear Gollum instead
how tf has it been 3 years since they unveiled UE5?
where has that time gone? wth
And nothing uses it still except Fortnite, and for that players set to low/potato settings which disables Nanite and Lumen.
@@JFinns Layers of Fear, Disordre. There's another indie game released on EPIC I'm forgetting the name of.
@@JFinnsgames take 5+ years to develop. So yes, 3 years isn't enough. The same thing happened with UE4. We will start to see more games starting next year. As well as more and more games using their inhouse next gen engines.
What do you mean? Big triple A games take 4-5 years and UE5 was available around 2019 for Devs.
So the big games are coming next year and 2025 going onward
nothing better than a perfectly warm shader cache on a cold christmas morning
Congratulations for saying CD Projekt Red correctly
The CPU scaling is scary knowing CDProject Red is moving over to UR5, we are stabilising on at least 8C/16T CPU's if not more on Console & PC. So few games can scale with CPU's today, it's like seeing a unicorn.
Really great content, Alex.
It sure would be nice if there were any released games that, y'know, actually used UE5 version anything, so we could actually see this tech in action.
Fortnite has been upgraded to UE5. Beyond that I don't know why you expect games to be made in just over a year?
I love this type of videos, thanks Alex!
Demo looks like Crysis we never got
Despite the fact that it looks great (except for the soulless ACES tonemapping Unreal defaults to) if you compare it to Crysis 3 you kind of wonder if that's really all the gains we could make in a DECADE. It looks like a "Crysis 4", not like the "Crysis 6" we could have by now if the series kept going at a normal pace (new game every 3-4 years). I hate the term diminishing returns, but when it comes to rendering natural outdoor scenes game engines really have not come far in a decade.
@@forasago I think this looks incredibly more accurate than Crysis 3. While Crysis 3 looks incredible and in artistic sense I do preffer it to this demo, it never came even close to being indistinguishable from actual photography. This does and it does it extremely well. I think we are just hitting limit of objective metrics for judging quality of rendering, it seems that everything from now on will come down to subjective evaluations of art direction and only objective metric that might remain relevant will be color grading. This is to say that I cant exactly imagine a jump bigger than this - there simply isnt anywhere else to go.
I can't wait to run $120 games on the GeForce Titan Power 6900 and see 9-13 fps on my screen.
😂😂😂😂
1080p, 450watt + Nv 4090, sub 60fps w/out actual gameplay, stutter, pop-in .. but german kid is still very happy.
@DigitalFoundry @Alex Will you please consider doing updated videos for optimized settings for Cyberpunk 2077? The game's visuals and demands have changed so much in the past 3 years and they're going to change again Phantom Liberty, I think it would good to see if colour banding options like Colour Precision should still be set to medium.
Skip draw async shader cache is actually a feature Cemu has had for years and using that emulator is a great way to show what it's like to have skip draw on.
Even though things pop in, the performance is certainly worth it and it looks and runs phenomenal.
I can't believe it took like half a decade for a game engine to implement this.
I wish you would stop perpetuating the myth that videogames are infinitely parallelisable, and that game engines just need to somehow be better at utilising more CPU cores/threads. It's an incredibly challenging problem to reschedule work within the game loop when there are so many subsystems that rely on sequential completion.
Too bad it’s going to be at least 10 years before we see games that push graphics like this. It all comes down to the ability of the developers, and with a new engine it takes a long long time before just a few people can fully take advantage of it.
Hence again why the need for Digital Foundry to start introducing the X-3D Ryzen chips even if its 5800X-3D if they don't want to opt for the 7950X-3D for financial reasons we could see how mid - high end Ryzen chips perform especially the X-3D version and see how architecture and 3D-V Cache changes things if at all.
They need a 7800X·3D, im sure many of those micro stutter would be fixed with that and Async, i remember 5800 3d test with flight simulator where it showed an smoother gameplay compared to the rest of CPUs
That object density is just crazy. And of course the procedural generation that makes it possible is pretty awesome.
horror survivals in forrest themed games flood incoming.
Those low framerates on that monster PC are scary. I think people will wish for UE4 to come back.
5090 please
@@anonony9081 CPU bottleneck
I for one grieve that devs are moving to UE. Sure, it speeds up a lot dev time, but I loved to explore the kinks of each game engine and different approach to problems within those engines.
I like the progress they are making on the compilation stutter, I hope developers make use of all the tools that they are putting in to resolve the issue. Powerful PCs shouldn’t have worse performance and more stuttering than weaker consoles, even on similar settings just because the shaders haven’t been precompiled.
CPU scaling might not be as big a problem as it appears here, lots of other physics, animation and game systems will be needed in a real game and a good design would probably have many of those running in separate threads to use more of the cores available.
I'm very surprised that Digital Foundry compared a static demo to an open world game with tons of dynamic entities and simulations running in the background to show core utilization. It makes absolutely no sense. Are they even aware of Amdahl's law?
Doesn't matter, because games are still being developed for last-gen consoles. 😮💨
Wow, that's the first time that I've ever heard "CD Projekt Red" pronounced like that in English, good on you!
5.2 also uses apples new shader conversion tech so mac ports are easier than ever. It's practically the push of a button now to produce quality native macOS games
I'm not sure wether I like the generating feature...it has me worried that many games could just end up looking samy which is something UE is already famous for due to the heavy post processing by default. I do like Lumen and Nanite tho as the latter can literally remove the need for any LOD. I sincerely hope Nanite and multi core get more focus from Epic
Post processing can be done by including volumes with different effects at different values, so it’s not a default. I do agree that a lot of ue4/5 games have really similar and heavy post processing though. On top of that, it’s all too easy to use free assets instead of making your own, so a lot of games have the same meshes and textures. Makes the sameness even worse. Nanite really is game changing, and hardware lumen looks and runs better than dxrt in my opinion. Look at Fortnite vs Hogwart’s Legacy. HL rt looks terrible, and it comes with a large performance cost. What’s silly is both come with settings, but devs often just have on/off or off/low/high, when there’s so much more to it. The customization can be left up to the player, but idk why that doesn’t seem to happen.
Nanite is pretty much perfect as it is. Lumen needs more love.
And as for the looks of the games, that's entirely up to the devs since you can literally create any visual style in UE5.
@@OverJumpRally not rly. All we saw were Quixel assets and generation based on them and their style. Unless I got something wrong this wont necessarily work with non Quixel assets, thus they will look samy. Unless the dev does it the classic way with manual creation and placement
Yeah it reminds me of 'libraries' when it comes to coding.. often leading to loads of bloat when inexperienced devs dump in a whole 'forest' when they only wanted 2-3 'trees' because it's more convenient than taking a little bit more time to do things properly (and efficiently). I'm sure UE5 has 'occlusion' and whatnot to help alleviate this, but still, it's the principle of the thing!
@@Kiyuja ? You can literally plug in any asset you want in the PCG and it will work, it's not limited to Quixel at all don't worry
I don't think they will ever fully fix it cause Unreal Engine have been one of the highest stuttering game engines in any of my PCs since like UE2 but got massively worse on UE4.
And with UE5 hardware requirements really skyrocketed that I even wonder why Crossfire and SLI is not brought back when more hardware is needed than ever...
eh, crossfire and sli had issues on a fundamental level. in short coordinating the gpus was a massive problem causing knock-on effects.
@@quantum5661 And I couldn't avoid running across threads online with multiple people complaining about stutter issues with SLI. I don't think dual GPUs is the answer.
Huh, UE3 overall was fine, with the exception of very ambitious RPG's that had content going beyond what a 32-bit application could provide which resulted in regular crashes.
@@MLWJ1993Only major issue was the infamous texture load in times.
This is more of an optimization problem, not a lack of better hardware problem. We already have all the hardware that we need to make UE5 perform amazingly, the engine just doesn’t scale well on the CPU side of things
I just hope your coverage get's in front of the right eyeballs to help.
0:42 Nice textures on right on rocks😂 Truly nextgen textures..
Procedural generation is technically impressive, but it might have a negative impact in good level design.
100%, watch devs get even lazier and game sizes blow out to multitudes of what they need to be.
Studios will make a calculated decision when it comes to this. You can for example procedurally spawn things along splines that respect initial blockout placement. Or it could be used for backgrounds that aren't part of player pathing etc.