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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: VIVO
引用:
原帖由 @wyp  于 2021-12-12 12:03 发表
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?
索尼是EPIC股东,EPIC老总还天天尬吹PS5的SSD,你说呢

本帖最后由 爱狮子油 于 2021-12-12 12:32 通过手机版编辑



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posted by wap, platform: VIVO
引用:
原帖由 @bazinga  于 2021-12-12 14:23 发表
使用UE最熟练的齿轮组深度优化的结果,不是XSX的优化拉跨,而是XSX的性能优势只停留在纸面上。

Coalition已经研究了一年以上的UE5引擎的early access版本。
Coalition主要负责这个demo针对XSX和XSS的内存和性能优化。
对于内存优化,主要是确保海量资产的流式传输并确保其能适配到XS的内存系统,特别是XSS
对于性能方面,coalition进行了进程方面的优化以提高CPU核心的利用率。他们还进行了光追方面的优化,将性能提高了大约0.5ms(不知道指什么),最后他们开启了垂直同步来确保帧数的平稳性。
连垂直同步都要齿轮组优化,EPIC是有多懒,不过已经不错了,研究了才一年就能跟EPIC本部优化的PS5版持平。


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posted by wap, platform: VIVO
引用:
原帖由 @lakins  于 2021-12-12 20:56 发表
软软现在越来越脸皮厚了,25t的机器研究了一年跟8t的勉强持平经常跑不过还能沾沾自喜,我要是软软我跳楼算了
你想一想当时索索吹ue5和ps5ssd的情景就明白了

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posted by wap, platform: VIVO
引用:
原帖由 @wyp  于 2021-12-13 10:40 发表
这帖里有人说这是虚幻5引擎,是epic和索尼深度合作的引擎。微软只是在这一次的演示中派了战争机器小组进行深度优化,而PS5版本是epic亲自深度优化的,所以效率不及索尼的ps5版。

本帖最后由 wyp 于 20211213 10:41 通过手机版编辑
虚幻5是不是索尼合作的引擎我不知道,但是ps5是epic参与开发的,甚至为了ps5的ssd修改ue5的代码,这都是有报道的

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posted by wap, platform: VIVO
引用:
原帖由 @wyp  于 2021-12-13 12:10 发表
在a9看到一个评论,想想好像也挺有道理。那个坛友说:多一帧?那是DF帮XSX遮掩,限制24帧上限时候PS5 24帧,XSX 23帧,限制30帧上限的时候PS5 30帧,XSX 29帧,真实差距是不是只有1帧?即使PS5那时能跑更高还不是被限制了帧数?所以那只是文字游戏罢了。

其实运算压力大的时候,更大幅度差距的也有,但DF提都不提,轻描淡写1帧,这糊弄人呢
照这么说,以后比帧数只能比那种不限帧数的了?破晓传说xsx60帧的时候,帧数限制是60帧,ps5掉到55帧的时候,xsx还是60帧,实际差距是不是只有5帧,同理还有生化8,压力大的时候,更大幅度差距也有,是不是这个道理?

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posted by wap, platform: VIVO
引用:
原帖由 @级替四  于 2021-12-13 18:02 发表
满足你
这张图的左边还是xbox清晰啊

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posted by wap, platform: VIVO
引用:
原帖由 @级替四  于 2021-12-14 02:09 发表
那为什么我录的屏又不糊了呢?PS5录的哦。
跟df的不是同一帧,可能就是材质加载慢了点,是ssd太快来不及加载吗?

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posted by wap, platform: VIVO
引用:
原帖由 @littlezoo  于 2021-12-14 10:55 发表
我这不是没买到机器嘛,等单独城市部分的PC版DEMO呢。

1183307
ps5的材质加载速度确实有问题,可能这就是高一帧的原因

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posted by wap, platform: VIVO
引用:
原帖由 @stant7777  于 2021-12-14 17:03 发表
打直升机那一段,XSX一直在2325帧徘徊,最低能到21!!
下面那条绿色的帧率线太惨不忍睹了,PS5基本稳30,DF一句平均少一帧,尼玛我是服了。

https://s4.ax1x.com/2021/12/14/ojDnUg.png
根本不是同一镜头好吧,xsx播片的时候,ps5已经在打直升机了,你怎么不看看直升机爆炸,ps5播片掉到20多帧的的时候,xsx还是30帧呢?
附件: 您所在的用户组无法下载或查看附件

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posted by wap, platform: VIVO
引用:
原帖由 @stant7777  于 2021-12-14 18:33 发表
这整个打直升机XSX都在掉帧,看下面绿色线。。。。。。。蓝色线是PS5,基本是30帧
你是瞎了吧,这个视频到处都是,别人不会看吗?我的截图你也瞎了看不见吗?

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posted by wap, platform: VIVO
引用:
原帖由 @stant7777  于 2021-12-15 10:55 发表
同场景同一帧。22 VS 28,微软你争点气!!!很铁不成钢

https://s4.ax1x.com/2021/12/15/oz0tbV.png
智商有问题赶紧去看脑科吧

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posted by wap, platform: VIVO
引用:
原帖由 @stant7777  于 2021-12-15 12:06 发表
要是都像您这样多好,你看我发个同一帧的对比图,22VS28,软们就急得破口大骂我脑残眼瞎,我也是醉了,有必要吗??

PS:微软里面那么多专业研究虚幻5的开发组,以后肯定能板回一局,不要急在一时。我个人是乐意看见XSX机能被挖掘出来的,毕竟CPU和GPU远超PS5。
ps5直接一上来就在打直升机了,连过场画面都没,xsx的22帧是过场和操作之间的过度帧数,帧是连续的,不是一张截图就能说明的,你ps5前面要是有过场需要过度也是这个帧数,明白不?

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posted by wap, platform: VIVO
引用:
原帖由 @stant7777  于 2021-12-15 13:22 发表
明白明白,平均1帧

PS:打了一会直升机的情况下XSX是27,PS5是30.确实没那么大差距。
然而同样是你的这个数毛,撞车时ps5最低17,xsx最低19,1帧两帧什么的很正常,更可气的是df的原话是在某一小段画面ps5高了一帧,而不是平均高一帧,顶楼的文字是我复制外网的,并不准确。

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posted by wap, platform: VIVO
引用:
原帖由 @littlezoo  于 2021-12-18 10:25 发表
图来源就是这个帖子,对比图是我用你引用得DF对比图和楼上某位自己的截图拼接的,XSX图在右是因为先拖的PS5的图,习惯性放左边了,然后标注的时候给原对比图影响标错了,发出来之后一段时间发现标错之后直接在这张原图上涂改了一下把标注改了个位置。。。。
你不是喜欢数毛吗,你直接把某楼的PS5截图和你引用的DF截图放大对比看一下不就知道了。。。。。
你那张一开始标错的对比图被A9一个著名软黑拿去做文章了,要是他知道真相会不会哭出屎来

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