Fearghast
Posts: 621 +572
I noticed really low effort put in scarf, water physics and hair in generalAnyone else notice dithering around the bats at 4:02 mark?
Considering the quality of textures it was really noticible ... as a contrast.
I noticed really low effort put in scarf, water physics and hair in generalAnyone else notice dithering around the bats at 4:02 mark?
If the builds for the PS5 took long, I can at least see that taking time (along with optimizations). But yeah, I was talking about the demo.I was referring to the programming required for the new geometry and lighting systems - neither of these exist in UE4.5 so they would have to be generated for the demo. Not that 25 people are required for that (probably less than 5) and the list of other staff you mentioned would make the rest - as for the 6 month aspect, well that does seem unusually long for a simple demo. It's possible that it's longer than what one would normally expect because of the use of the PS5 - it's anyone's guess as to how long ago the dev kits were released. Sometimes the amount of time available to use them is pretty short: when I worked at Futuremark, the programmers would have to use software renderers for months because no GPU with the required feature set was available.
Yes, I bring up billions just for space. And I understand normal map textures won't be needed. But I am under the assumption that the meshes could still import normals for finer tuning and effects (sci-fi or otherwise).Normals are generated during the rendering and the whole point of the Nanite system is that normal maps aren't required. Do note that billions of vertices aren't being processed per frame - the assets used have that kind of vertex count, but they remain as is in the storage drive and the required vertices are then streaming in to the memory.
Yeah. And decent enough rate here too (but I share it with other people who stream). MW still took 6+hrs to download the first time. I'd like to not have to worry about clogging the network for that long. Or if I just bought the game, I wouldn't mind playing it that day lol. Need the ISP's to catch up before ballooning.Like yourself I have no data cap and it's a pretty good rate too, given that I live in the middle of nowhere, but I am concerned that games sizes are in danger of ballooning out of control.
If you were a company in possession of this magical next generation storage technology, why on earth would you limit it to a game console maker who is probably bargaining hard to pay you as little as possible per unit?Storage architecture on the PS5 is far ahead of anything you can buy on anything on PC for any amount of money right now.
If you were a company in possession of this magical next generation storage technology, why on earth would you limit it to a game console maker who is probably bargaining hard to pay you as little as possible per unit?
If it exists I can't believe it won't show up on desktops, servers, and especially in data centers, which is ultimately where the real money and the real need is.
Or are they claiming that Sony invented it, patented it, and is determined to limit its market value to a tiny segment of its potential?
Exactly what I think. Remember "The Samaritan" video released to show Unreal Engine 3 capabilities, 9 years ago?Very impressive, but we've seen these types of demos before when touting "the latest, greatest" game engine evolution. And then nothing in an actual game looks like it after the fact.
We'll see....
I also notice they never mention NVME ssd on PCIe 4 that can do 5Gb /sec and keep it to HD and normal SATA ssd's in the comparison. This demo requires a 2070 Super doesn't sound impossible to run on a PC.