Remij 5,048 Posted May 27, 2021 Share Posted May 27, 2021 (edited) Since UE5 supports a hybrid software (nanite) and hardware (traditional) rasterizer(s) you can have the best of both worlds. Nanite currently isn't suitable for dynamic and skin-able models, or objects like foliage. They're working on it, but in the mean-time you can use the software rasterizer for all the static geometry, and then use the hardware rasterizer for all the dynamic elements. You can easily add tons of foliage just before... but the combination now is going to lead to some truly breathtaking looking games in the future. This scene can literally be made in minutes. It's crazy how far tools and tech has come. I can't fucking wait to see what The Coalition does with this engine lmfao.. gonna be insane. Edited May 27, 2021 by Remij 1 Link to post Share on other sites
Twinblade★ 4,213 Posted May 27, 2021 Author Share Posted May 27, 2021 Link to post Share on other sites
Remij 5,048 Posted May 27, 2021 Share Posted May 27, 2021 (edited) Took another pic. The image quality is even better in motion. There's a lot of post processing effects and the camera is always moving so it's hard to capture a pic without motion blur being applied to it... but god damn does it look even better than this in motion. There's about 14M pixels being rendered.. so getting close to 2x the pixels of native 4K lol.. Image quality is pristine. Looks legitimately like CG Edited May 27, 2021 by Remij Link to post Share on other sites
Remij 5,048 Posted May 31, 2021 Share Posted May 31, 2021 The shit people will create with this is going to be crazy Link to post Share on other sites
jehurey 3,318 Posted May 31, 2021 Share Posted May 31, 2021 i found somebody who had files of just the valley of the ancients demo, but I don't know if it runs at a pre-determined resolution, or at whatever resolution you had your display set on. the drone imagery where you can fly and get close to the rock formations practically feels like its loaded the highest up-close resolution the entire time. I was a bit confused because some rocks just don't have a texture on it, its just warbled-looking textureless polygons when up close. They are the same general color as the rest of the rocks, and they have shadows, so from far away they look like the other rocks. Link to post Share on other sites
Remij 5,048 Posted May 31, 2021 Share Posted May 31, 2021 1 minute ago, jehurey said: i found somebody who had files of just the valley of the ancients demo, but I don't know if it runs at a pre-determined resolution, or at whatever resolution you had your display set on. the drone imagery where you can fly and get close to the rock formations practically feels like its loaded the highest up-close resolution the entire time. I was a bit confused because some rocks just don't have a texture on it, its just warbled-looking textureless polygons when up close. They are the same general color as the rest of the rocks, and they have shadows, so from far away they look like the other rocks. There's a bug currently which is causing that. If you have a compiled version of the demo, depending on the settings the person chose when they compiled it, you might be able to open the command console with the ` key. If you can, and you want to change your resolution, just type "r.setres 3840x2160f" or any resolution you want, and it will change it. You can also use "pause" and "fov ___" to change the FOV. There's also "r.screenpercentage ____" I think that's the command.. and you can run at a lower internal resolution which then makes use of the temporal upscaler. Link to post Share on other sites
jehurey 3,318 Posted May 31, 2021 Share Posted May 31, 2021 5 minutes ago, Remij said: There's a bug currently which is causing that. If you have a compiled version of the demo, depending on the settings the person chose when they compiled it, you might be able to open the command console with the ` key. If you can, and you want to change your resolution, just type "r.setres 3840x2160f" or any resolution you want, and it will change it. You can also use "pause" and "fov ___" to change the FOV. There's also "r.screenpercentage ____" I think that's the command.. and you can run at a lower internal resolution which then makes use of the temporal upscaler. i think the warbled polygons is a cool thing to see. To see how it handles the object from far away.Like its showing you its scaling mesh method behind the scenes. From far away, it does a perfect job of looking like a rock that you are seeing from a certain distance. Link to post Share on other sites
Remij 5,048 Posted May 31, 2021 Share Posted May 31, 2021 1 minute ago, jehurey said: i think the warbled polygons is a cool thing to see. To see how it handles the object from far away.Like its showing you its scaling mesh method behind the scenes. From far away, it does a perfect job of looking like a rock that you are seeing from a certain distance. Yea, there's a proxy mesh created underneath that is used for Lumen. You can see how the mesh materializes essentially in certain cases. Still early days too. Link to post Share on other sites
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