Yeah but what we are likely to get instead is UT2024 as a season of Fortnight and not a stand-alone title.A GOOD UT2024 would be a dream come true.
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Yeah but what we are likely to get instead is UT2024 as a season of Fortnight and not a stand-alone title.A GOOD UT2024 would be a dream come true.
Nothing wrong with UT99. It's the peak of arena FPS.UT 2024 is what we need, Rail Arena!!!!!!!!!!!!!!!!!!! None of this build my character over 45 days crap. Just blood and guts.
Sadly more scalable at the expense of storage space. But yes they certainly are now.
It's still dependent on the developer not being lazy, unfortunately.Unreal Engine 5.2 Out Now– Adds Improvements to Anti-Stuttering System, Enhances Lumen and Nanite
Today, Epic Games announced the public release of Unreal Engine 5.2...the previous release, UE 5.1, had introduced an experimental PSO precaching system to improve hitching in DirectX12 games...in UE 5.2, the performance and stability have been increased, and the system now supports skipping drawing objects altogether if the relative PSOs aren't ready yet...while the goal is to have them ready, there is no guarantee they will be...with the new support for skipping, the stuttering shouldn't happen if the PSO hasn't been compiled
Epic also reduced the number of caches to compile in Unreal Engine 5.2 thanks to improved logic that smartly finds those that would never actually be used...lastly the old manual caching system can now be used alongside the automated precaching one...Unreal Engine 5.2 also comes with native support for Apple Silicon Macs for the first time...
https://www.unrealengine.com/en-US/..._medium=ue_twitter&utm_campaign=ue_launch_5_2
Even to this day, the title "Alien Colonial Marines" continues to frustrate me. It's a game that I wish I could erase from my memory, as it was an utter disappointment compared to the promising gameplay that was initially showcased. It fell far short of expectations and could be described as nothing less than a complete failure.Too bad games never actually live up to these tech demos. I mean games are barely at the level of UE3 demos from 10 years ago now.
Seems Devs want to really put in work recently though. Look at Jedi Survivor, the work put in to remove DLSS is just astounding.It's still dependent on the developer not being lazy, unfortunately.
Seems Devs want to really put in work recently though. Look at Jedi Survivor, the work put in to remove DLSS is just astounding.![]()
https://www.unrealengine.com/marketplace/en-US/product/nvidia-dlss/questionsSeems Devs want to really put in work recently though. Look at Jedi Survivor, the work put in to remove DLSS is just astounding.![]()
I don't cry about petty things like this. I laugh at all the Muppets defending the move.You know I can buy you a beer to cry in if you like.
As for the tech demo, it looks nice like all tech demos, but it usually never ends up looking the same in games. Guess will see what developers end up doing with it.
It has already been said a million times. It takes more effort to remove. The cope is real.https://www.unrealengine.com/marketplace/en-US/product/nvidia-dlss/questions
It is not just a switch that magically make it easy for a developer.
Really? Where did you get that from? The Internet. It still has to be worked in plus this game started development several years back, so that is not even remotely true.I don't cry about petty things like this. I laugh at all the Muppets defending the move.
It has already been said a million times. It takes more effort to remove. The cope is real.
Remove what, it's not part of the core engine
It seems you guys haven't been paying attention. The fact that there is a mod to re-enable dlss means it was in the game and ripped out at some point.Really? Where did you get that from? The Internet. It still has to be worked in plus this game started development several years back, so that is not even remotely true.
Edit:
ChatGPT response:
Q What steps are needed to incorporate DLSS into a game? How much time in general for coding and testing this will add to the development cycle?A To incorporate DLSS into a game, you can install the DLSS plugin by extracting the “dxgi.dll” and “dlsstweaks.ini” files into the same folder as a game’s executable (the one in the “Binaries” folder for Unreal Engine 4 games that have two). You can tweak the settings by editing the ini file1. The time it takes to code and test this will depend on the complexity of the game and how much optimization is required. However, enabling DLSS is generally a straightforward process that should not take too much time2.
It seems you guys haven't been paying attention. The fact that there is a mod to re-enable dlss means it was in the game and ripped out at some point.
I wonder if the CPU issue are because of blueprints vs bespoke code. You can build things very quickly with Blueprints and it's a lower cost/barrier to entry in many respects but for max performance you need people who know how to code writing the game logic.So the big takeaways seem to be:
- 5.2 helps shader stuttering significantly, but isn't absolutely perfect.
- Hardware ray tracing performance has improved and now can seemingly handily beat software while looking better at the same time.
- Loading new areas can still hitch.
- The engine is CPU bound as shit and doesn't scale that well on the CPU.
That last one is pretty concerning, because this has been a thing with Unreal for a while. The renderer is wonderful, bit I think at one point I saw their 4090 at 50% GPU usage on a 12900k. That's pretty bad.
So the big takeaways seem to be:
- 5.2 helps shader stuttering significantly, but isn't absolutely perfect.
- Hardware ray tracing performance has improved and now can seemingly handily beat software while looking better at the same time.
- Loading new areas can still hitch.
- The engine is CPU bound as shit and doesn't scale that well on the CPU.
That last one is pretty concerning, because this has been a thing with Unreal for a while. The renderer is wonderful, bit I think at one point I saw their 4090 at 50% GPU usage on a 12900k. That's pretty bad.
I wonder if the CPU issue are because of blueprints vs bespoke code. You can build things very quickly with Blueprints and it's a lower cost/barrier to entry in many respects but for max performance you need people who know how to code writing the game logic.
For example, the abandoned Unreal Tournament project is a mix of Blueprints and code that needs to be compiled.
I wonder if the CPU issue are because of blueprints vs bespoke code. You can build things very quickly with Blueprints and it's a lower cost/barrier to entry in many respects but for max performance you need people who know how to code writing the game logic.
For example, the abandoned Unreal Tournament project is a mix of Blueprints and code that needs to be compiled.
In the Unreal Developers documentation, they use the AMD Ryzen 5 3600 as the default targeted system.
When assigning a thread you must have at least 1GB of dedicated system memory for every thread you create, while being cognisant to leave system ram remaining for the CPU/GPU swap space and the operating system itself. It also mentions that you must leave at least 2 CPU threads remaining for the host OS to correctly function.
So if you are targeting the default baseline of a 3600 which is a 6/6 system you can at most schedule 10 threads, requiring 10GB of dedicated ram for that application, leaving the remaining for the OS to do what it needs to, so a 16GB system in all likelihood there.
Those values of course can be modified in the BuildConfiguration.xml file
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ParallelExecutor>
<ProcessorCountMultiplier>2</ProcessorCountMultiplier>
<MaxProcessorCount>10</MaxProcessorCount>
</ParallelExecutor>
</Configuration>
Where ProcessorCountMultiplier refers to the state of HT and SMT and MaxProcessorCount is the number of threads generated, so in the above config it creates 10 threads spread over 5 physical cores, leaving 1 physical core (2 threads) for the host OS to do its background tasks.
doesn't change much for the game engine either, but the documentation is easier to find.This is for building the engine
Unreal Engine 5.2- Next-Gen Evolves- New Features + Tech Tested- And A 'Cure' For Stutter?
In terms of stutter, Unreal Engine 5.2 is certainly an improvement then - but traversal stutter needs work and even the new asynchronous shader caching system is not a silver bullet that developers can wholly rely on for a smooth player experience. For one, it doesn't seem to be on my default, which some developers might miss, and secondly it produces some stutters that are fixed by the more traditional shader cache method.
FortniteIs there even any games using UE5?
Is there even any games using UE5?
Lots in development and a bunch of AAA studios are also transitioning from their own engines to UE5.Is there even any games using UE5?
Lots in development and a bunch of AAA studios are also transitioning from their own engines to UE5.
Epic has been putting that Fortnight money into engine development and most other studios can't keep pace with that sort of advancement.
Awesome for us because UE5 is a really solid engine, while also a little sad because it decreases engine diversity and the different things that different engines do well.
My concern/worry/thoughts are that UE titles look and feel like UE titles, yeah the games are different but they are all very similar, which for consistency is good and all, but it doesn't really lend well to gameplay diversity.It's actually very good at least for the short term that studios stop wasting time working on engines that are inferior. Games are much better for it.
But it could definitely be bad in the long term if Epic gets complacent or starts jacking up prices.
It would be great if there was an real competitor for AAA games. Unity is the closest there is to competition for UE5. Unity is getting better all the time, but honestly just isn't good enough for AAA games. So AAA studios either build thier own engine or use UE.
It's actually very good at least for the short term that studios stop wasting time working on engines that are inferior.
My concern/worry/thoughts are that UE titles look and feel like UE titles, yeah the games are different but they are all very similar, which for consistency is good and all, but it doesn't really lend well to gameplay diversity.
Chatgpt? Is that you?“what better way to go off roading than in a rivian…..” oh maybe a ram rebel or trx, hell, even a tundra. lol
I had the same thought when Direct3D was unveiled.My concern/worry/thoughts are that UE titles look and feel like UE titles, yeah the games are different but they are all very similar, which for consistency is good and all, but it doesn't really lend well to gameplay diversity.
I think that a 100% valid concern, the medium can be the message, and I imagine what an engine is good at can influence development and orient both the type of game and what they look-feel like, could be overstated but could Doom feel exactly the same if it was an Unreal engine title.My concern/worry/thoughts are that UE titles look and feel like UE titles, yeah the games are different but they are all very similar, which for consistency is good and all, but it doesn't really lend well to gameplay diversity.