Jump to content


  • Content Count

  • Joined

  • Last visited

Profile Information

  • Gender

Recent Profile Visitors

22,611 profile views
  1. Provocative headline alert: Unreal Engine 5 demo runs better on laptops than on the PS5 The laptop in question would have cost many times what the PS5 will, of course. But if a 970 Evo (a high end part, but hardly bleeding edge) wasn't a limting factor on the demo, it can't really been stretching the capabilities of the PS5's SSD.
  2. Could be down to Aspyr's having the rights - they publish most of their ports as well as developing them I think. I haven't had to use 2FA yet, has anyone else?
  3. Yay for pandering to toxic manbabies.
  4. Yeah, bit odd that they're not specifically recognising the way the random chance element could specifically exploit children. Or adults with poor reasoning skills / addictive personalities. Anyhoo, here's a petition to get loot boxes classes as gambling: https://petition.parliament.uk/petitions/300171 I don't think it's the first. But thought it wouldn't hurt to share.
  5. Yeah you might have a point re: the price coming down once the new cards are out (August? That would be nice. Could easily be a lot later though) but I'm not sure the "DID yoU actuALly ReAd thE aRtiCLE?" stuff was warranted. It also doesn't say a PC would "easily run the demo better". Epic's CTO says it would run with "pretty good performance". This isn't a dig at PCs, I have a preference for PCs generally. Can we try to have a discussion about the new console's capabilities without it getting all tribal and wierd please.
  6. Bought it twice (on PS3 and PC) and never finished it, didn't even get that far into the story. Clearly I should just stop buying games and wait a decade so I can get them free - and still probably not play them. I would guess this is pretty easy for Rockstar to justify, so many people must have bought the game already, or double dipped even, and tons of the people getting it free now will end up spunking tons of cash on the online component anyway, presumably.
  7. Some interesting details here about how well or otherwise the demo runs on current PC hardware: https://wccftech.com/unreal-engine-5-demo-is-rendering-at-1440p-most-of-the-time-on-ps5-rtx-2070-super-could-run-it-at-pretty-good-performance/ Bit of a no brainer that it does run in some form on PCs, because otherwise how would they have made the thing. But you do need an high end graphics card (one that likely costs as much as the new consoles will, on its own) and a pretty bleeding edge SSD (probably one of the ones that comes with its own chunky heatsink). Even then it sounds like the SSD in the PS5 is some way ahead of anything you can actually buy and put in a PC today. Not sure if this is because of the SSD itself, or the architecture around it (e.g. the proprietary compression tech).
  8. It's using a temporal upscale to 4K (very few games are going to run at a raw 4k, everyone is going to be using upscaling / reconstruction techniques) and... well... when exactly wasn't 30fps the primary target for console games? Seems pretty representative of what developers are likely to be targeting tbh. Maybe with the advent of HDMI 2.1 you'll be able to unlock the frame rate in some games that otherwise target 30fps, and see where that gets you.
  9. It's pretty much the opposite, they were saying that to show off. They've basically taken these models straight from the asset store and bunged them into the engine without it complaining. They probably aren't literally "film quality", although with Unreal seeing increasing use in film and TV production (see The Mandalorian) maybe they could be forgiving for arguing that doesn't mean assets that need a server farm to render.
  10. Correct me if I'm wrong (I do not work as a systems programmer at a major games studio, and it is quite frankly to everyone's benefit that this is not the case), but my rough understanding is that with current techniques, the LOD variants of a model are typically all stored in memory simultaneously, and switching between them is more about saving on GPU compute requirements than it is about keeping memory usage down. If a player is in a given situation where they may end up very close to a model, before the higher LOD version can be fetched from the SSD or whatever, you need that data ready for access anyway. So this technique could potentially reduce memory usage as you don't need to store all the lower quality LOD variants. With the caveat that it, presumably, ups the load on the CPU and / or the GPU doing all of this computation to cronk the meshes down to what is needed at the time.
  11. @rafaqat I wouldn't say Uncharted 4 is an absolute world away from how that looks? But it only reached those highs through being a largely linear adventure, with a small army of people working long (many would say unreasonable) hours on it. Using current workflows almost no developers can create a game that has that kind of visual variety and fidelity, only one with the billions of backing that a platform holder provides has a chance. What this demo shows is that this kind of visually rich presentation should come within the reach of much smaller teams, working faster, all the while being able to abandon linearity in favour of dynamism and emergence if they should so choose. They will also have much more of a guarantee that they won't find themselves, several years into a project, struggling to cram their vision into the available hardware with no easy way to scale things down.
  12. A lot of what's being heavily touted regarding next gen tech seems to be concerned with giving devs greater flexibility and simplifying the asset pipeline. It'll be interesting to see what this means in practice for indie developers who aren't neccessarily chasing the absolute highest graphical fidelity or performance. Take something like, say, Rime. Took ages to develop. Still had some very obvious rough edges even when it was released. I would guess that a big part of that was the need to, despite picking an off the shelf engine, spend ages dealing with technical rather than creative concerns. Both consoles have fast SSDs able to stream assets in quickly as needed, and can run 16 (significantly faster) threads on the CPU. So Epic's suggestion that there could be bandwidth to process largely unoptimised assets in real time, even while running the rest of the game, doesn't seem that far fetched.
  13. Kieran Trippier apparently accused of betting on his transfer to Atleti!
  14. Confirmation that rail seating will be trailed at Old Trafford next season, whenever that may be. BBC article.
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.