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DF黑客帝国技术分析,ps5帧数高1帧,SSD不影响性能

posted by wap, platform: VIVO
50-70 people worked on this
made to tackle criticisms of previous demos (small area, lack of interactivity, ROCKS)
uses hardware accelerated Lumen
Lumen is ray traced and screen space
nanite for skinned geo is still work in progress
car deformation switches cars from nanite to more regular geometry
chain link fences are actually geometry!
the most important aspect of Nanite is probably the reduction of pop-in
the open world demo will be available on pc as a UE5 project
world partition used to stream in the open world
zones of the city is streamed it via world partition and it's how they populate the world
the city is generated as a point cloud in Houdini
the point cloud is then imported into UE5 and the point cloud data to build the world
devs were regenerating the world up to twice a week, right up to the finishing of the project
virtual shadow maps and area light shadows
Keanu and Carrie Ann Moss were scanned
and player pedestrians made using metahuman
the scene with Laurence Fishbourne and two Keanus is a mix of stock footage and digital
the army of Carrie Anns was video because of performance, but was rendered in Unreal
John appreciates the integration of video and render
made them a new AI system, cars and pedestrians represented as points
AI updates based on the distance from the camera
pedestrians and AI are persistent
the shooting segment's destruction was driven by the Chaos Physics system in real time
cares are 3 nanite zones, when collision happens, one of the zones is replaced with a deformable mesh, does have a performance cost
Chaos also used for cloth
the recreation of the famous bullet time scene used the original character model from the movie
the bridge destruction scene was video for performance reasons
lumen gets ride of the "ue4 look"
in general, the "ue4 look" is gone due to reduction of bloom
temporal super resolution works on every system
demo is dynamic resolution, but always scales up to 2160p
not DLSS level due to the lack of hardware
TSR works very well
native 4K ain't a panacea, just look at Forza Horizon 5
shimmering effect around the main character due to reconstruction
24fps when they blend with cinematics
gameplay is 30fps targeted
frame pacing isn't great in 24fps segments, will be improved
PS5 runs about 1fps better on average
driving around cause slowdown when driving across zones
faster the driving, the more the frame rate dips
asset initialization is causing slowdown
SSD is not affecting performance
asset streaming isn't as much as you think
Series S targets 1080p
resolution based artifacts
nanite might have some resolution scaling issues
stutter between camera cuts, difficulty to count pixels due to a number of factors
with TSR off, 1620p on both high end systems when not stressed
Series S is 720p-ish
internal res counting is for academics
Series S to high end duo is like DVD to BluRay
camera cut pause is due to the scene being in a different area and loading new data
this isn't really done in other games
shout out to all the "HT ray tracing is dead" journalists! yall wrong
HW acceleration allows for deformable objects to contribute to ray bouncing
higher fidelity asset tracing than sign distance field
you can see indirect shadows in RT reflections
HW RT in consoles increased performance of Lumen
this demo is impossible on last gen machines due to memory, storage, gpu, etc
VRR is recommended
Alex thinks UE5 has to prove itself at 60fps with some of this tech
it's not just a "turn off lumen to get 60fps"
due to the lack of new rendering tech, there's a lot 60fps games; could change in the future as new rendering tech gets used in games
40fps on 120hz screens? viable
DF has a precomiled Valley of the Ancients if you're a supporter, *wink wink*
the demo shows that manpower is probably the limiting factor nowadays


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posted by wap, platform: iPhone
50-70人参与了这项工作
用于解决对以前演示的批评(小区域,缺乏交互性,ROCKS)
使用硬件加速流明
流明是光线追踪和屏幕空间
用于皮肤地理的nanite仍在进行中
汽车变形将汽车从纳米石切换到更规则的几何形状
链条围栏实际上是几何形状!
Nanite最重要的方面可能是减少弹出窗口
开放世界演示将作为UE5项目在PC上提供
用于在开放世界中流式传输的世界分区
城市的区域通过世界分区进行流式传输,这就是它们如何填充世界
城市在胡迪尼生成为点云
然后将点云导入UE5,并将点云数据导入到构建世界中
开发人员每周最多再生两次世界,直到项目完成
虚拟阴影贴图和区域光影
基努和凯莉·安·莫斯被扫描
和使用超人类制作的玩家行人
劳伦斯·菲什伯恩和两个基努斯的场景是库存镜头和数字的混合体
Carrie Anns的军队因为性能而成为视频,但在虚幻引擎中被渲染
John 欣赏视频和渲染的集成
使它们成为新的AI系统,汽车和行人表示为点
AI 根据与摄像头的距离进行更新
行人和人工智能是持久的
射击部分的破坏是由混沌物理系统实时驱动的
Cares是3个纳米石区,当发生碰撞时,其中一个区域被替换为可变形的网格,确实具有性能成本
混沌也用于布料
著名子弹时间场景的再现使用了电影中的原始角色模型
由于性能原因,桥梁破坏场景是视频
流明得到"ue4外观"的骑行
一般来说,"ue4外观"由于绽放的减少而消失了
时间超分辨率适用于每个系统
演示是动态分辨率,但始终扩展到 2160p
由于缺乏硬件,不是DLSS级别
股东总回报率效果很好
原生4K不是灵丹妙药,只要看看Forza Horizon 5就知道了
由于重建,主角周围闪闪发光的效果
24fps与过场动画混合时
游戏是30fps的目标
帧节奏在24fps片段中不是很好,将得到改进
PS5的平均运行速度提高了约1fps
在跨区域行驶时,四处行驶会导致减速
驱动速度越快,帧速率下降越多
资产初始化导致经济放缓
固态硬盘不会影响性能
资产流并不像您想象的那么多
S 系列目标 1080p
基于分辨率的工件
nanite 可能有一些分辨率缩放问题
相机剪切之间卡顿,由于多种因素导致难以计算像素
关闭 TSR 时,在两个高端系统上无压力时为 1620p
S 系列是 720p-ish
内部计数适用于学者
S系列到高端二重奏就像DVD到蓝光
相机剪切暂停是由于场景位于不同区域并加载新数据
这在其他游戏中并没有真正完成
向所有"HT光线追踪已死"的记者大声疾呼!你们错了
硬件加速允许可变形物体有助于光线弹跳
比符号距离字段更高的保真度资产跟踪
您可以在RT反射中看到间接阴影
控制台中的硬件 RT 提高了流明的性能
由于内存,存储,GPU等原因,此演示在上一代计算机上是不可能的
建议使用 VRR
Alex认为UE5必须通过一些技术以60fps的速度证明自己。
它不仅仅是"关闭流明以获得60fps"
由于缺乏新的渲染技术,有很多60fps游戏;随着新的渲染技术在游戏中的使用,未来可能会发生变化
120hz屏幕上的40fps?可行的
DF有一个预先进入的古人谷,如果你是支持者,*眨眼眨眼*
演示显示,人力可能是当今的限制因素



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posted by wap, platform: Samsung
喷了,做GTA三部曲终极版的Grove street games工作室才20几人

这一个Demo就六七十人的规模

本帖最后由 洋葱剑仕 于 2021-12-12 01:46 通过手机版编辑


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posted by wap, platform: iPhone
我就看到一行了

开放世界项目会作为ue5项目开放给pc,果然是人物版权导致电影章节不能上pc

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posted by wap, platform: Chrome
这就是个广告demo,给各大开发商看的。非常适合索尼的一本道。

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引用:
原帖由 野生的任豚 于 2021-12-12 10:34 发表
posted by wap, platform: Chrome
这就是个广告demo,给各大开发商看的。非常适合索尼的一本道。
这个DEMO索尼没参与,反而是微软齿轮组参与了

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posted by wap, platform: iPhone
索尼罪该万死

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posted by wap, platform: Samsung
今后在游戏画面上虚幻5用的最好的估计还是微软的齿轮组。

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posted by wap, platform: Android
不许打索饭脸,反串索黑,鉴定完毕!

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posted by wap, platform: Android
第一个真正基于下世代顶级引擎的实机对比,就想知道12Tvs9T,到底谁赢了?

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这SSSSSSSSSSSSSSSSD真有当初吹的那么牛的话,PS5发售第一天就各大论坛吹起来了。

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posted by wap, platform: Android
引用:
原帖由 @wyp  于 2021-12-12 11:09 发表
第一个真正基于下世代顶级引擎的实机对比,就想知道12Tvs9T,到底谁赢了?
PS5赢了。。。。一帧。但考虑到XSX纸面性能领先30%,要说大胜也没错

我以为XSX能领先至少20%

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XSX帧数更低倒是没想到的

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posted by wap, platform: Android
引用:
原帖由 @级替四  于 2021-12-12 10:35 发表
这个DEMO索尼没参与,反而是微软齿轮组参与了
嗯?索尼没参与,微软齿轮组参与了,那就是说这个引擎其实是针对xsx还是有优化的咯,PS5就是硬跑的都能领先一帧,是这个道理吗?

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不是虚幻5只有SSSSSSSSSSSSSSSD5才能跑吗   怎么会有xbox版  楼主是不是搞错了
本帖最近评分记录
  • grammyliu 激骚 +1 最骚 Rated by wap 2021-12-12 12:28

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