Игровые и графические движки

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UE5

SYSTEM REQUIREMENTS
  • MINIMUM:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: 4-core 3.20 GHz
    • Memory: 8000 MB RAM
    • Graphics: GeForce GTX1070
    • DirectX: Version 12
    • Storage: 25000 MB available space
    • Additional Notes: *Frame rate might not be high enough depending on your PC specs.
 

 

https://store.playstation.com/en-us/product/UP1477-PPSA05753_00-MATRIXUNREALDEMO

https://www.xbox.com/en-us/games/store/the-matrix-awakens-an-unreal-engine-5-experience/9ng8rk1f3hcc

Keanu_UE5.gif
 
Деревня Какарико из Ботвы на UE5:

 
Масштабы:
  • The city is 4,138 km wide and 4.968 km long, slightly larger than the size of downtown Los Angeles
  • The city surface is 15.79 km[SUP]2[/SUP]
  • The city perimeter is 14.519 km long
  • There are 260 km of roads in the city
  • There are 512 km of sidewalk in the city
  • There are 1,248 intersections in the city
  • There are 45,073 parked cars, of which 38,146 are drivable and destructible
  • There are 17,000 simulated traffic vehicles on the road that are destructible
  • 7,000 buildings
  • 27,848 lamp posts on the street side only
  • 12,422 sewer holes
  • Almost 10 million unique and duplicated assets were created to make the city
  • The entire world is lit by only the sun, sky and emissive materials on meshes. No light sources were placed for the tens of thousands of street lights and headlights. In night mode, nearly all lighting comes from the millions of emissive building windows
  • 35,000 simulated MetaHuman pedestrians
  • Average polygon count? 7000k buildings made of 1000s of assets and each asset could be up to millions of polygons so we have several billions of polygons to make up just the buildings of the city
 
Надо качнуть "поиграть"

Ну и люди то участвовали бывалые
 
Чо-то по демке Матрицы никто не отписался здесь, а графон в ней неебический:

  • the sky dome is an emissive surface, and is the primary light source in shadow
  • night time is lit via ray traced emissive surfaces
  • headlights aren't accurate as they're not spotlights
  • demo and UE5 not SSD heavy
  • frames in this demo uses 10MB heaps, or 300MB per second (due to 30fps)
  • Valley of the Ancients at 1080p/30 peaks at 80MB/s on the disk
  • Valley hit 200MB/s when changing environments
  • by physically hobbling an nvme (to 1.7GB/s), the matrix demo runs exactly the same
  • Series X and PS5 only has differences in film grain and denoising
  • any comparison that says there's a consistent difference in quality is not accounting for randomness
  • black bars on screen are not an overlay, 2560x1055 on Series/5 and 2880x1200 in other scenes
  • TSR is taking internal resolutions that are ⅓ of the output resolution
  • press shots are from a PC
  • lack of grain and motion blur causes uncanny valley as it doesn't hide perfection
  • Series S 1280x533 or 1555x648
  • motion blur looks like visual artifacts due to lack of res
  • lower resolution means fewer rays for RT, causing a change in the visual
  • Series S has lower quality of assets in reflections
  • some lights are missing, particle effects missing
  • optimization handled by The Coalition for Series, and made optimizations for the whole of UE5 (MS contributed to PS5 performance! :O)
  • best chair rendering in a video game
  • the shot of Neo waking up is almost pre-rendered
 
Чо-то по демке Матрицы никто не отписался здесь, а графон в ней неебический:


Демка очень крутая в техплане. Прям зашла, даже интересно посмотреть, что могут сделать на UE5 в этом поколении. Тут открытый мир с графикой и детализацией на уровне пререндеров Blizzard 2003-2005 годов.
 
Да тут уже на уровне фильма 99 года.
 
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