Bernardougf
Member
Single 60 fps mode.
It seems that in that aspect John has been corrected and the game does implement a hair system after all.
Cheap because it has a software fallback. Software Lumen is cheap compared to hardware Lumen. It’s still far more expensive than other techniques like probe-based GI, light maps, and all the traditional baking techniques.Lumen was marketed as cheap dynamic GI that can run even on consoles, but it's very expensive. I only saw 22% relative performance difference between PT and Lumen, so I suspected that less intensive RT GI could run faster than UE5 Lumen while looking better (Lumen has artefacts/noise issues) and this game proves it.
It seems that in that aspect John has been corrected and the game does implement a hair system after all.
Speaking of comparisons between graphics engines with respect to IDtech, it should be known that each Studio uses variants under the same base. They even have their own name:
IDSoftware........ "IDtech"
Arkane............... "Void Engine"
MachineGames.. "Motor"
In other words, each STudio adjusts and modifies features and technology to adapt it to the characteristics of the game itself.
Xbox: "We own id Tech. It can do a flawless 60fps with dense geometry in large open world spaces and full ray traced global illumination, even on Series S."
Halo Studios: "Let's switch to Unreal!"
MachineGames.. "Motor"
The problem with UE5 is nanite, the biggest scam ever.Lumen was marketed as cheap dynamic GI that can run even on consoles, but it's very expensive. In black myth wukong I only saw 22% relative performance difference between PT and Lumen, so I suspected that less intensive RT GI could run faster than UE5 Lumen while looking better (Lumen has artefacts/noise issues) and this game proves it.
Looking forward to playing it when it comes to PS5.
It is expensive, even in its software form. In Stalker 2 on Series X, that title pushes the system to what feels like the very limit, and it utilizes software lumen for lighting and reflections (I believe on that second one), and nanite.Lumen was marketed as cheap dynamic GI that can run even on consoles, but it's very expensive.
I think it's the first time I'm posting a video this early. Just got out of bed.
Goes to show what's possible if everyone STOPS using UE5 like it's a god engine or something.
I'm not a fan of lumen, but nanite impressed me a lot in games like Hellblade 2 (even a simple rock on the ground has a lot of detail in this game), Black Myth Wukong, Robocop, or upcoming marvel 1943. There are also extremely impressive tech demos like the Matrix. Do you think similar level of detail can be achieved without nanite and still offer better performance?The problem with UE5 is nanite, the biggest scam ever.
It's just cheaper to use ue5 instead of manage your own shit.
Nanite is impressive and quite frankly, the best thing about ue5, you are correct.Nanite impressed me a lot in games like Hellblade 2 (even a simple rock on the ground has a lot of detail), Black Myth Wukong, Robocop. There are also extremely impressive tech demos like the Matrix. Do you think similar legel of detail can be achieved without nanite and still offer better performance?
It always comes down to the money, huh? Sucks.
Ofc companys are supposed to make money. Cheaper cost means less risk.
But what if it's at the risk of making a worse game?
Nanite looks amazing, but I was also impressed by how fast Nanite can render insanely detailed panoramas. Even my old GTX1080 was able to run UE5 tech demos when I set the lumen quality to the lowest possible level. It wasn't until I increased the lumen quality that the performance dropped to unplayable levels. My current GPU has enough power to run 'lumen GI' at a smooth frame rate, but I can still see annoying noise that reminds me of poorly encoded video.Nanite is impressive and quite frankly, the best thing about ue5, you are correct.
Welcome to lifeIt always comes down to the money, huh? Sucks.
Man IDTech just runs 60fps perfectly... And looks great!
It's mind boggling with all the tech under Microsoft's studios, such as IDTech, they chose UE5 for the future if Halo
Yeah doesn't make any sense to me.
In that case they should have offered Halo to Machine Games or IDSoftware.....Man IDTech just runs 60fps perfectly... And looks great!
It's mind boggling with all the tech under Microsoft's studios, such as IDTech, they chose UE5 for the future if Halo
Nanite looks amazing, but I was also impressed by how fast Nanite can render insanely detailed panoramas. Even my old GTX1080 was able to run UE5 tech demos when I set the lumen quality to the lowest possible level. It wasn't until I increased the lumen quality that the performance dropped to unplayable levels. My current GPU has enough power to run 'lumen GI' at a smooth frame rate, but I can still see annoying noise that reminds me of poorly encoded video.
For example black myth wukong looks great when I dont move the camera, but as soon I start moving the camera there's noticeable noise (especially around characters). At first I thought that maybe DLSS or FG is creating that noise, but nothing changed even when I turned off DLSS settings. Right now I'm playing Casting of Frank Stone, and although the graphics in this game look amazing, the noise ruins the experience.
I really hope that Epic will realise that there are better alternatives to their lumen GI. Indiana Jones or Metro Exodus both have dynamic GI that doesn't destroy performance and image quality.
Yes, STALKER 2 uses the old Unreal Engine 5.1. I tested Matrix Tech Demo 5.1 vs 5.3 and there was a big improvement in performance and stuttering between 5.1 and 5.3, but the stuttering was still annoying. Lumen GI noise was also there whether I was using software lumen or hardware lumen. IDK how many years it will take Epic to finally fix the problems with this engine.They'll just optimize it to make it more performant. Likely already have. Isn't the UE5 used for Stalker 2 very old?
Cheap to hire cheap contractors if you use UE5…It makes no sense to me as well but someone here mentioned art direction and maybe physics being a deciding factor for Halo ... could be, but I think it's silly internal "politics"
I thought Series S was supposed to be holding everything back though
I didn’t really have a lot of interest in this game before, but seeing this video makes me want to binge the first three movies and then play this.
One of the best DF summaries my man has done.- 'One of the best licensed games I've played' -
Their switch to Unreal Engine is less about the technology that Unreal offers, and more about them being able to hire contractors without needing to train them on their in-house engine before they're productive. Swapping to Id Tech doesn't solve that problem, even if it gets them off of BLAM!.Xbox: "We own id Tech. It can do a flawless 60fps with dense geometry in large open world spaces and full ray traced global illumination, even on Series S."
Halo Studios: "Let's switch to Unreal!"
I'm still waiting for Sony/Epic to release that first UE5 Tomb Raider demo, to date that's been the best visuals I've seen period along with the newer Lights demo, ffs guys just release it and let us have our 5mins wandering around going Ooooo & Aaaaahh before installingI'm not a fan of lumen, but nanite impressed me a lot in games like Hellblade 2 (even a simple rock on the ground has a lot of detail in this game), Black Myth Wukong, Robocop, or upcoming marvel 1943. There are also extremely impressive tech demos like the Matrix. Do you think similar level of detail can be achieved without nanite and still offer better performance?