Unreal Engine 5.4: Big Performance Improvements, New Features, But What About

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Digital Foundry

Digital Foundry

Күн бұрын

Progress with Unreal Engine 5 continues apace with the latest 5.4 revision of the engine, delivering big performance increases and new features, including improvements to ray tracing. Epic's also trying to tackle #StutterStruggle, but to what extend has it succeeded, both in demo software and in Fortnite - the firm's Unreal Engine Showcase?
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00:00:00 Introduction
00:00:41 CPU Performance: 5.0 vs. 5.4
00:06:33 #StutterStruggle?
00:12:03 Visual Improvements in UE5
00:15:54 The Future and the Conclusion

Пікірлер: 1 100
@kraithaywire
@kraithaywire Ай бұрын
We'll land on mars before shader compilation stutters are fixed in UE.
@krz9000
@krz9000 Ай бұрын
the stutter is fixed once your game devs can recognize the limits and work around them. there is no magic involved in 3d engines...everything is still having limits
@yancgc5098
@yancgc5098 Ай бұрын
@@krz9000 Yeah it’s silly to rely on game engines to do all the work for you, game devs still need to be competent programmers and find solutions to any type of stuttering that the engine can’t deal with on its own
@Z3uS2
@Z3uS2 Ай бұрын
@@krz9000 Not even Epic itself can get rid of the stutters in their own damn game, as it's shown in this very video.
@randybobandy9828
@randybobandy9828 Ай бұрын
Maybe... I bet we don't land on Mars for at least 15 years.
@eniff2925
@eniff2925 Ай бұрын
​@@Z3uS2when i see a game with unreal engine i know already that it's gonna stutter like crazy. If i see cryengine i know I'm in for a good time with great visuals. Sadly not many cryengine games
@nothankyoutube
@nothankyoutube Ай бұрын
Yeesh the lighting under the bridge in 5.4 is fireworks
@SHABAD0O
@SHABAD0O Ай бұрын
Been seeing that in Gray Zone Warfare, too. It's incredibly distracting.
@Dante_S550_Turbo
@Dante_S550_Turbo Ай бұрын
@@SHABAD0O i'm watching this hoping they update to 5.4 so we get a few more fps in GZW 🤣
@guitaristkuro8898
@guitaristkuro8898 Ай бұрын
It’s either the upscaler being wonky (TSR isn’t very good atm), or Lumen using an extremely low sample count, or both. Could also being changes to Temporal values in the Lumen denoiser. You can see traditional upscalers destroy RTX lighting quality and reflections in basically every game in this way, especially at 50%. This is why Ray Reconstruction exists, allowing the denoiser to run on a full resolution image rather than the non upscaled lowered resolution. One would have to compare the Matrix demo using the NvRTX branch in order to test this as it uses its own systems.
@georgejones5019
@georgejones5019 Ай бұрын
I was noticing it was before he got to the subject. It's worse a far render distance it seems.
@rickysargulesh1053
@rickysargulesh1053 Ай бұрын
What did they change to make it look so much worse? Now better performance but worse visuals. I guess we just won't get both
@kotztotz3530
@kotztotz3530 Ай бұрын
UE 5.4: "Ddddid I stutter? Well yes I did..."
@xDE_SOL4TIONx
@xDE_SOL4TIONx Ай бұрын
Sigma
@mikemerezhko
@mikemerezhko Ай бұрын
Fortnite could be shifting to Unreal Engine 5.4 soon
@Multimeter1
@Multimeter1 Ай бұрын
Such a shame they haven’t fix this stuttering, with ddr4, ddr5 and high bandwidth cards with direct storage support, stutters should be a thing of the past!
@RicochetForce
@RicochetForce Ай бұрын
@@Multimeter1Seriously, at this point there’s no excuse.
@johnbrown1993
@johnbrown1993 Ай бұрын
Say what again!
@Dr.D00p
@Dr.D00p Ай бұрын
DF to Epic...what about shader stutterring? Epic to DF...Ye,Ye,Yes.
@George-um2vc
@George-um2vc Ай бұрын
💀RIP to the performance for all next gen games
@sven957
@sven957 Ай бұрын
I remember an epic engineer years ago saying on a DF video they are working hard on the fortnite shader stuttering.. few years later and its just as bad. Wtf are they doing
@George-um2vc
@George-um2vc Ай бұрын
@@sven957 nothing, nothing all, naturally.
@jeffheffner5653
@jeffheffner5653 Ай бұрын
@@sven957making it more noticeable.
@MrStrangermoon
@MrStrangermoon Ай бұрын
the epic store pc strugles when seach. store page frontend we talking about no graphics 3d.
@itsuadman
@itsuadman Ай бұрын
That demo was 3 years ago... god damn whered the time go
@George-um2vc
@George-um2vc Ай бұрын
better question, where did the frames go? oh wait, they were never really there.
@yc_030
@yc_030 Ай бұрын
And still no games lol
@rayyanabdulwajid7681
@rayyanabdulwajid7681 Ай бұрын
​@@yc_030We have that crappy graphics tekken 8😂
@slothsarecool
@slothsarecool Ай бұрын
damn, really? wtf 😅 feels like a year
@jpvalverde85
@jpvalverde85 Ай бұрын
3 years and we are getting there, almost usable! Closing in! Certainly good the performance optimization, but the shader compilation issue is taking too damn much time to get it fixed.
@aL3891_
@aL3891_ Ай бұрын
12:29 that guy is really interested in the parking rules
@vicious76
@vicious76 Ай бұрын
I thought he was reading the bus stop time table lol
@Sheriftolba_
@Sheriftolba_ Ай бұрын
I'm dying.
@AstroflashYoutube
@AstroflashYoutube 29 күн бұрын
Epic devs trying to find the instructions to fix shader stutter.
@calmarfps
@calmarfps 28 күн бұрын
He likes those +500% zoom views.
@lilsand.
@lilsand. 17 күн бұрын
I hope he finds what he's looking for
@vanvelt
@vanvelt Ай бұрын
One note to the Reflection issue showing at 15:38: Lumen has a CVAR r.Lumen.Reflections.MaxRoughnessToTrace which is a cutoff that determines if raytraced or screen space reflections (You called it probe based) should be used by lumen. This is set globally so materials with a certain roughness value do not use raytraced reflections. In UE5.4 this now is a setting in the scenes postprocessing. It is possible that UE5.0 used a different value for this setting than the default of 0.4 and is now overwritten. If i.e. 0.3 or lower would have been used. noise gets reduced significantly which in turn reduces accuracy but improves performance.
@MarcusBuer
@MarcusBuer 12 күн бұрын
/\ This guy lumens. |
@monkfishy6348
@monkfishy6348 Ай бұрын
It's also worth pointing out, that every driver update will bring back that stuttering too. Which is a real pain. It's not just a "first play experience", it's a "first play experience every few weeks".
@GallileoPaballa
@GallileoPaballa 22 күн бұрын
I like the Steam Deck solution to this, which is to crowdsource the shader cache. Steam keeps a constantly-updating shared blob of compiled shaders that get automatically uploaded and downloaded to and from Steam Deck users for each game. I'll bet this functionality could one day come to GFE if people were actually excited to use it.
@andyward8430
@andyward8430 Ай бұрын
All I hope when watching DF videos is that the developers and publishers are listening and taking notes. You guys do such a good job of offering advice through your videos that would benefit everyone.
@jericoba
@jericoba Ай бұрын
Me too.
@kendog0013
@kendog0013 Ай бұрын
'a frametime graph that looks like post-modern art' never change Alex... never change
@taliesinsilvercrow9736
@taliesinsilvercrow9736 Ай бұрын
5:21 the frame-time graph looks like the city its trying to render
@Machoman50ta
@Machoman50ta 16 күн бұрын
Just found this channel and i know im in the right place when viewers are actually smart and not just leaving bot comments i dont think many people caught this because its complicated 😂
@holographicman
@holographicman Ай бұрын
That Unreal Tournament music slaps
@PazLeBon
@PazLeBon Ай бұрын
loved that game series
@LavosYT
@LavosYT Ай бұрын
It's Foregone Destruction I believe !Such a good track!
@silentdebugger
@silentdebugger Ай бұрын
You gotta remember your roots
@RicochetForce
@RicochetForce Ай бұрын
Every time I see Forgone Destruction’s map image in Fortnite I smile. I’m sad I keep missing the track in the shop. It’s an all time classic
@Psyrgery
@Psyrgery Ай бұрын
I love Unreal Tournament and the fact that EPIC removed the series from all storefronts still keeps me salty AF
@floppa9415
@floppa9415 Ай бұрын
The fact that stuttering still isn't fixed is surreal, unreal you might even say!
@mavkajutsu
@mavkajutsu Ай бұрын
*ba dum tsss*
@guitaristkuro8898
@guitaristkuro8898 Ай бұрын
The shader comp is insane in games like Fortnite, which on a fresh install means a few games that are literally a slideshow going from 144 FPS to 20 constantly until you play a few matches.
@wanshurst2416
@wanshurst2416 Ай бұрын
I always had rock solid 240fps? 🤔
@xizzyisme
@xizzyisme Ай бұрын
Omg is this why my Fortnite stutters? I never play but when I do get on I get constant stutters despite having a good pc and no stutters in any other game
@JagsP95
@JagsP95 Ай бұрын
@@wanshurst2416 If you've been playing for a while its not an issue. If you do a cold boot it will stutter while it builds shaders. I tested how bad it an be with 10900k 4090 pc vs 7800x3d 4090 and while the amd cpu was noticely less worse in frametime and avg fps its still bad for the first 5+ games on fresh install.
@sm4sh3d
@sm4sh3d Ай бұрын
​​@@wanshurst2416 update your drivers and you're back to the stutterfest
@Vertignasse82
@Vertignasse82 Ай бұрын
With that music it's impossible not to imagine a UT capture the flag match on Facing Worlds with these graphics.
@Cheynanigans__
@Cheynanigans__ Ай бұрын
I'm still salty at Epic for abandoning the next Unreal Tournament game. (and Paragon, for that matter)
@NoahSteelyee
@NoahSteelyee Ай бұрын
intro track id for those wandering: Michiel van den Bos - Forgone Destruction
@sillymikey
@sillymikey Ай бұрын
I wish they’d update the demo on consoles like kind of a UE5.4 tech demo for users.
@Swisshost
@Swisshost Ай бұрын
Just for info, every update the devs need to pay to sony/MS.
@mauriciochacon
@mauriciochacon Ай бұрын
​@@Swisshostthat sucks
@MartinoFontana-jb3zp
@MartinoFontana-jb3zp Ай бұрын
​@@Swisshost That was in the 7th gen, but it hasn't been a thing for at least a decade.
@Iskra_Audio
@Iskra_Audio Ай бұрын
Trying to figure out UE5 as an audio person has been fun 😂
@andre_ss6
@andre_ss6 Ай бұрын
Jesus Christ, I was trying to get Atmos working on 5.3 and in the end I just gave up
@AleksiJoensuu
@AleksiJoensuu Ай бұрын
I'm an audio enthusiast much more than a graphics enthusiast, and I'm always afraid technology will forget us. Especially with so many people today using smart phones and portable consoles with headsets (or heaven forbid without them), and even home theaters moving towards "sound bars" and all sorts of other magic gimmicks. Which, on the other hand, I guess makes it easy to understand why it might be frustrating to develop audio for games. You'll spend your time carefully capturing all the foley sounds, recording crickets at night, composing and conducting symphony orchestras, mastering everything to a T, figuring out how to place everything correctly in a surround or atmos system etc etc., meanwhile knowing a large portion of your players will be playing those carefully crafted soundscapes through a "surround" bar made from soap box plastic in a giant, barren concrete room.
@teyrns
@teyrns Ай бұрын
Adore the Young Frankenstein bit with the thunder at each mention.
@ledheavy26
@ledheavy26 Ай бұрын
I will take frames and no stutter over a window reflection or a better looking brick wall every single time. Its really WILD that they are just now working on multi-core performance improvements considering how long multi core cpus have been around. Its also still wild to me that we are so obsessed with and pushing for technolgies that cant even run well at the standard resolutions we use now (4k is the tv standard, 1440 pc standard) without upscaling, and even then you need to have the top tier equipment for an experience plauged by stuttering to look at a window reflection or to stare at a brick wall to see how the sun reflects. Im not saying we shouldnt be pushing for these new plateaus but cmon guys, lets build on solid foundations here and not sand.
@silfrido1768
@silfrido1768 Ай бұрын
Not to mention you need to be well versed in overclocking. This was well said tho. I’m one of the few that will build a god rig just to run it at 1080p since I care about input lag
@AB-tt6si
@AB-tt6si 29 күн бұрын
In my opinion, the reason they want raytracing to work so badly is because of how much time it saves in development. Without raytracing, lighting needs to be baked and requires lots of trial and error to get scene lighting to look right/good. With raytracing, the engine and GPU does it almost all of it for you in real-time. It reduces dev time and saves money.
@awesomereviews1561
@awesomereviews1561 Ай бұрын
Super Castlevania IV Simon’s theme kicks ass in the background!
@ninemugetsu
@ninemugetsu Ай бұрын
Castlevania goated
@WH250398
@WH250398 Ай бұрын
Castlevania has stupidly good music. Symphony of the Night and IV are something truly amazing.
@cube2fox
@cube2fox Ай бұрын
I think Alex is mixing up Frankenstein and Dracula :D
@miguelroman4294
@miguelroman4294 Ай бұрын
Agreed, SC4 had without a doubt the best music on the Super NES. Even today it sounds amazing coming from 8 sound channel's.​@@WH250398
@andrewc31394
@andrewc31394 Ай бұрын
Alex's pronunciation of Frankenstein is peak DF content 🤌
@NeovanGoth
@NeovanGoth Ай бұрын
Frrrankenstein. The German is strong in this. :D
@Pointman11111
@Pointman11111 Ай бұрын
Actually the correct pronunciation
@colaboytje
@colaboytje Ай бұрын
That emoji doesn't mean what you think it means. :-)
@andreasheinze9685
@andreasheinze9685 Ай бұрын
@@colaboytje It means different things to people from different cultures.
@colaboytje
@colaboytje Ай бұрын
@@andreasheinze9685 That is the Italian dead duck emoji, no?
@mateusbarao1761
@mateusbarao1761 Ай бұрын
Can't wait to see all the stutter in Witcher 4 and Cyberpunk 2 :/
@Z3t487
@Z3t487 Ай бұрын
Since there are still several years until the release of these games (with further improvements to the game engine coming out in the meantime) and also because I trust in CPDR's abilities, I remain quite confident.
@AlexanTheMan
@AlexanTheMan Ай бұрын
​@@Z3t487There's no guarantee that those developers are updating the engine in line with their game code, they usually pick one version of the engine and build from there. If they try to update the engine during development, many of the game's source files will break and it will be exceedingly hard to pin point bugs. This is why Unreal Engine 4 games are still being released because It took those projects that long to complete.
@aquaneon8012
@aquaneon8012 Ай бұрын
​@@AlexanTheManaccording to cdpr, it's implied that the engine will be improved throughout development of the game
@AlexanTheMan
@AlexanTheMan Ай бұрын
@@aquaneon8012 Source?
@Spaceman69420
@Spaceman69420 Ай бұрын
@@Z3t487 shader stutter has been a thing in UE since like 2010, i doubt its going to be fixed in the next 10 years
@mako9673
@mako9673 Ай бұрын
I am happy you covered the emmisive lighting noise. I noticed that and did not know what was causing that.
@AlienYogurtPot123
@AlienYogurtPot123 Ай бұрын
So why doesn't all developers add a loading shader cache before you even start playing?
@George-um2vc
@George-um2vc Ай бұрын
coz they don't need to, people will still buy the game, ad paying devs to do something that does not increase profit makes no sense to them.
@NeovanGoth
@NeovanGoth Ай бұрын
Because it's not that easy to do it properly and a lot of studios who are using a ready made engine do this because they lack the technical know-how and/or financial resources to either develop an own engine, or to dive deep into the quirks of a complex monster like UE. They import their art, design their levels, write their game logic in Lua or UnrealScript, click the "build project" button, and hope for the best. Many devs aren't even aware of the typical issues, which is why DF does such an important job in explaining it over and over again.
@SimonBuchanNz
@SimonBuchanNz Ай бұрын
The work involved isn't just a checkbox and a screen or something: the way shaders work in Unreal (and every other engine, really) is that you dynamically stitch them together and with potentially dynamic external parameters: think weather systems, characters getting wet or dirty, blending between different ground materials, adding effects for power ups, that sort of thing (and those are just the most obvious ones) Unreal has a big list of these snippets, but not how they will be combined or with what values until you actually tell it to use them. Doing a shader compile is basically the developer finding all the final shader combinations they use in a game (easily thousands nowadays), often through just running through it and trying everything, and telling the engine to use them all in order. Unreal can't easily fix this without breaking the entire workflow that pretty much every artist has used for about 20 years now. Developers need to perform a huge amount of work for what they might not see as being high value, since "it's only the first time"
@ChillieGaming
@ChillieGaming Ай бұрын
have u played last of us part 1 remake? i had to wait 40-45mins just in loading for the shader cache imagine waiting that long haha no one would wait that long and either play with stutter or refund and delete the game
@George-um2vc
@George-um2vc Ай бұрын
@@ChillieGaming I would genuinely rather wait 48 hours for a game to load than it be shipped unfinished, this is why they get away with it, coz y’all bit it regardless
@tHeWasTeDYouTh
@tHeWasTeDYouTh 23 күн бұрын
the music at the very start of the video is my favorite track in Unreal Tournament. Brings back the good memories from 2001 when I first played the game.
@-41337
@-41337 Ай бұрын
I looove these tech spotlight videos from Alex. Absolutely makes my day!
@rowanunderwood
@rowanunderwood Ай бұрын
in the 5.4 shots there is a TON more GI sparking . .
@quackcharge
@quackcharge Ай бұрын
they've changed how lumen works but I doubt they went through the city project and tweaked things for 5.4. So things that were not problems in 5.0 will become issues in 5.4. zero surprise there really, it's just what happens
@quackcharge
@quackcharge Ай бұрын
that being said it's known to not use strong emissive values with small sources with lumen for a while now, this would never be an issue with a real game (if the devs are competent). It's doing real time GI god damn it, it's insane it even works at all at reasonable performance. I feel like people quickly forget how impressive and truly next gen UE5 still is. It's not without problems for sure but holy hell which other free engine has a tool suite this impressive? spoilers there are none that compare at all
@nikkopt
@nikkopt Ай бұрын
Yeah it looks blotchy
@St4rdog
@St4rdog Ай бұрын
@@quackcharge Unity compares. In fact, their Screen Space Global Illumination has very stable emissives. Maybe Epic can take a look at it. And runtime animation rigging since 2019. And before you mention Lumen, Unity has had realtime GI since 2017, except the geometry positions are baked, so light won't spill through an open door. Gray Zone Warfare is a disaster so far. They are realising nobody can run these games.
@programacionevolis3d681
@programacionevolis3d681 Ай бұрын
Thank you for using Unreal Tournament soundtrack for this video.
@AleksiJoensuu
@AleksiJoensuu Ай бұрын
15:00 ish: Phew I'm glad you addressed the ceiling lights. They were driving me mad in the performance comparison :D
@Whatthetrash
@Whatthetrash Ай бұрын
I saw a video recently -- "Optimizing my Game so it Runs on a Potato" by @Blargis3d. He's making an indie game and was having the same compilation stutter problem. He solved it in kind of a genius way. When the game starts, before every level, he has a black loading screen. Thing is --- it's a trick. What he's *actually* doing behind that black screen, is playing the game at 10 times speed, walking in every room, loading every texture and killing every enemy. That way, all of the hitching and loading that has to happen, happens during that period. Then, when the 'loading' completes and the player plays the level, it's actually the *second* time that all of those assets are loaded. Thus -- complete elimination of compilation stutter. This was the first time I ever heard of this (I didn't even know such a thing was possible) and thought it was really cool. Thus, sharing it here. :)
@HildingL
@HildingL Ай бұрын
The game is Bloodthief by @Blargis3d. The shader compilation trick is in the video "Optimizing my Game so it Runs on a Potato" and is indeed very cool!
@Whatthetrash
@Whatthetrash 29 күн бұрын
@@HildingL Thank you so much for the video! I'll update my comment to reflect this info. Thanks again! :)
@mjoe7561
@mjoe7561 Ай бұрын
Love how clear and concise this video is Alex! The Matrix demo still looks so good. Accurate lighting is so powerful.
@azazelleblack
@azazelleblack Ай бұрын
I saw some kid describe Foregone Destruction as "breakcore" a while back. I almost turned into The Hulk.
@coffin7904
@coffin7904 Ай бұрын
I mean it is drum and bass but the difference between breakcore and dnb is minute. It's not exactly wrong to call it breakcore.
@azazelleblack
@azazelleblack Ай бұрын
@@coffin7904 It's extremely wrong and you are very mitsaken. It's like calling Skrillex "house music." Or Aphex Twin "techno". Or Lynyrd Skynyrd "country". "Breakcore" and "drum and bass" are distinct genres and saying the difference is minute shows that you really don't know much about this type of music. You could say that both are part of the same super-genre of Jungle, but that's not what we're talking about. If you're going to claim that breakcore and D&D have a "minute" difference, what's the point of even using distinct genre terms at all? Let's just call it all "electronic music" and skip the specificity altogether! Christ.
@coffin7904
@coffin7904 Ай бұрын
@@azazelleblack can you explain what the difference is?
@MonsterJuiced
@MonsterJuiced Ай бұрын
@@azazelleblack It turns me into the Hulk whenever I hear kids put the word 'core' at the end of any arbitrary word. Like calling frutiger aero 'cleancore' or something.
@azazelleblack
@azazelleblack Ай бұрын
@@coffin7904 Absolutely! Before we get started, it's important to understand that these genre terms are sort of poorly-defined and used pretty loosely. With that said, there ARE definitions to these terms, and in particular "Breakcore" is a distinct subgenre under the heading of "Drum & Bass" or "Jungle" music. People disagree over whether Jungle or D&B came first (and thus deserves to be the super-genre), but both evolved from earlier Breakbeat and Rave Hardcore music. Jungle music had heavy influence from Dancehall and usually was lower tempo, with an MC and party vibe, while Drum & Bass was focused on literally just rumbling basslines and breakbeat drum loops. Drum & Bass as a genre typically refers to the early works of artists like Technical Itch, Q Project, Grooverider, and many, many others. This style originated in the early-to-mid 1990s and was still very much party music. It's danceable, and while it has a much darker vibe than something like Rave Hardcore (or especially that genre's successor, Happy Hardcore), it's still chill enough that you can zone out and relax to it. Breakcore, meanwhile, is an evolution at least three stages removed from the original Drum & Bass sound. Around the same time people were coming up with D&B, other artists were experimenting with new sounds and creating what was then called the very stupid name "Intelligent Dance Music," or "IDM". IDM is often harsh, atonal, and challenging to listen to, and despite the name, it's almost entirely undanceable. The early crossover efforts between D&B's successors (known commonly as "Darkcore", see: Dieselboy) and IDM were mockingly called "Drill & Bass", but this style became somewhat popular within its niche and has numerous artists. You get crossover from both D&B guys and IDM guys in this genre. Drill & Bass eventually gave way to Breakcore, the successor genre that takes the relatively technical and stripped-down Drill & Bass and turns it up to 11 with influences from Hardcore (both EDM and Punk), industrial music, and even avant-garde noise music. True Breakcore is a brutal and harsh genre that's hard to enjoy for most people. It features gruesomely mutilated breakbeats with little rhythmic coherence and sharp, distorted sounds that can be like audio jumpscares or just constant stressors. Even if you say "Drum & Bass" is the super-genre, nobody is thinking about Breakcore when they say "Drum & Bass". They're thinking about Aphrodite, about LTJ Bukem, about Dieselboy, about Evol Intent, and so on. Breakcore artists are guys like Venetian Snares, Bogdan Raczynski, Sh!tmat, Rotator, and so on. Foregone Destruction is absolutely not Breakcore, lol.
@Decenium
@Decenium Ай бұрын
that car deformation is actually the thing that impresses me most of the Matrix Demo
@tamerator
@tamerator Ай бұрын
Excellent thorough video 👏👏👏 Fantastic work, Alex!
@lunex8783
@lunex8783 Ай бұрын
Starting the video with the facing worlds track. Nice!
@B345TM0D3
@B345TM0D3 Ай бұрын
That Unreal Tournament track brought back some great memories! I wish Epic would revive the series.
@dreammfyre
@dreammfyre Ай бұрын
What a trainwreck of an engine when it comes to the shader stuff. Like holy shit
@Vamavid
@Vamavid Ай бұрын
Alex, you have no idea how much I appreciate your choice of music for this video!
@superordinate
@superordinate Ай бұрын
making me think of ctf-face while at work... thanks guys I needed that.
@SteamPunk96
@SteamPunk96 Ай бұрын
12:31 Alex in the background looking for high frequency detail textures
@lukemclaughlin2184
@lukemclaughlin2184 Ай бұрын
Using classic UT music at the beginning is amazing!
@niebuhr6197
@niebuhr6197 Ай бұрын
The entire video used UT music except the Frankenstein part
@andreasoberg2021
@andreasoberg2021 Ай бұрын
Always fun to see what you guys come up with
@DanTheHitman
@DanTheHitman Ай бұрын
Always great stuff Alex 👍
@glenn3646
@glenn3646 Ай бұрын
Man that Unreal tournament song bring back memories, I wish there is a Unreal Tournament
@MarcusBuer
@MarcusBuer 12 күн бұрын
Epic should bring back Unreal Tournament but inside Fortnite to advertise the capabilities of UEFN.
@jjasper7512
@jjasper7512 Ай бұрын
Bring back the matrix demo for consoles!
@Zastrutzki
@Zastrutzki Ай бұрын
Another snack of a video from Alex! Thanks man!
@BlakeRosss
@BlakeRosss Ай бұрын
Great video. Loved the UT and Castlevania IV music!
@hiyasuamv9776
@hiyasuamv9776 Ай бұрын
the day the gpu handles almost everythin is gonna be nice
@SPG8989
@SPG8989 Ай бұрын
Doubt it will ever happen. Been saying this for years now
@hiyasuamv9776
@hiyasuamv9776 Ай бұрын
@@SPG8989 Alan wake 2 did a pretty good job with it though hey, unless you mean unreal engine specifically.
@steel5897
@steel5897 28 күн бұрын
I'm holding out hope that we can have some kind of machine learning model to handle shader compilation and that can run on the GPU. A model trained specifically to do shader compilation could be infinitely more efficient than the dumb "on demand" way it's done now.
@sebastienb.5985
@sebastienb.5985 Ай бұрын
The music from the original Unreal Tournament is epic.
@iPlaySEGA
@iPlaySEGA Ай бұрын
Thanks for this!
@4TheWinQuinn
@4TheWinQuinn 12 күн бұрын
Whoahhhh digital foundry with the jungle/ambient/intelligent DnB music at the start !!! Cool!
@Waffle4569
@Waffle4569 Ай бұрын
4:04 "Exact same content and settings" > Extremely noticeable artifacting on the ceiling
@GaaraSama1983
@GaaraSama1983 Ай бұрын
The Matrix tech demo settings were similar but seemingly something changed under the hood in UE 5.4. Most likely this artifacting is somehow connected to the render parallelization improvement. Kinda seems like something is out of order/not synched in the pipeline.
@Cheynanigans__
@Cheynanigans__ Ай бұрын
I thought the same but he explains why this is the case at the end of the video.
@Waffle4569
@Waffle4569 Ай бұрын
@@Cheynanigans__ It is the same, but it kind of invalidates performance comparisons when there's such a difference.
@Cheynanigans__
@Cheynanigans__ Ай бұрын
@@Waffle4569 I kind of agree. We're comparing performance between UE5 iterations though so if the way lighting is processed helps performance while also making things prettier/uglier, that's what we're seeing. The *Matrix* game/demo settings are the same, just the engine changed. Apparently those lighting artifacts/fizzles are from MORE rays being processed into the scene and weren't there before due to those lights casting nearly no raytraced light before.
@JeanC705
@JeanC705 29 күн бұрын
It's because of lumen using variable rate shading i would say
@TheOneAndOnlySDF
@TheOneAndOnlySDF Ай бұрын
The Frankenstein PC had me laughing, well done!
@imlostgaming9542
@imlostgaming9542 24 күн бұрын
Dude thank you i hope you cover additional versions as they release this was very informative if ue5 was ready for the project im starting! It is not there yet sadly!
@KevynBGrams
@KevynBGrams Ай бұрын
Problem with the Frankenstein PC is it is missing the co-processing from the I/O Chip in the console. The PS5 I/O has the equivalent of 11 PS5 CPU cores dedicated to Decompression and Dieect Memory Access, it has an addition processor dedicated to I/O of the SSD, and another dedicated to memory mapping. On the Frankenstein PC, all of these tasks have to be handled on the CPU or GPU depending on how they decided to tackle it. As we move into full fledged PS5/XBSX titles, the gap between the consoles and this PC will significantly increase as the I/O Olin the console becomes gets more and more use.
@mitsuhh
@mitsuhh Ай бұрын
Careful, the PC fanboys will attack u
@akschannelhome
@akschannelhome Ай бұрын
Great content, Alex. Instead of the technical talk (which I’ve grown in understanding over the years due to Digital Foundry) you did a great job illustrating the points you made. Bravo.
@erasmobellumat3973
@erasmobellumat3973 Ай бұрын
The shader compilation issue is the reason why I still play games in consoles. Looking forward to the Nintendo Switch 2.
@SimplexPL
@SimplexPL Ай бұрын
Thanks for this video.
@oosmosmoo
@oosmosmoo Ай бұрын
Great video. Very well written
@Dayemon
@Dayemon Ай бұрын
Well boys we maybe by Unreal Engine 7.4 we can finally get a stutter free experience.
@forasago
@forasago 23 күн бұрын
the historical trend says that by UE 7.4 the stutter will be a constant up and down between 16ms and 100+ ms and the entire industry will pretend it isn't happening or if it is happening it's not a big deal or if it is a big deal it's impossible to solve and we just have to accept it any way. no version of Unreal has ever stuttered LESS than its predecessor.
@BuggedGaming
@BuggedGaming Ай бұрын
Blessed forgone destruction music
@pwhv
@pwhv Ай бұрын
this video is eye opening and educative, thanks for this
@alexsilva28
@alexsilva28 Ай бұрын
4:17 hearing Castlevania music on a DF video is a surprise to be sure, but a welcome one
@ProjectFight
@ProjectFight Ай бұрын
The comparison at 4:00 does have more fps in 5.4 but global illumination is way more noisy under the bridge. So Lumen is doing a worst job at calculating those emissive materials. (oh, it's mention at the end... hehehe)
@gavinderulo12
@gavinderulo12 Ай бұрын
This could be an issue with the setup. He literally just ported the demo to the new version. Some confog tweaks could be necessary to fix this.
@techsamurai11
@techsamurai11 Ай бұрын
How on earth did it take 3 years to add multi-core rendering support? Hey, we're going to build a house without a roof, release it, and 3 years later we'll add the roof. Didn't they run this on a PS5? The demo of Matrix on a 7800X3D with a 4090 is unacceptable even today with 5.4 given that this is the best you can buy.
@Cinnamon1080
@Cinnamon1080 24 күн бұрын
If it was the easiest thing it wouldn't have been an issue to begin with.
@coffee.coyote
@coffee.coyote Ай бұрын
Digital Foundry at its best! thanks for the video
@lanarkorras4411
@lanarkorras4411 Ай бұрын
Aaaw, excellent choice of music to kick off the video! :)
@tricky2917
@tricky2917 Ай бұрын
Can Epic do an Unreal remake now? Is it still too soon?
@shakengandulf
@shakengandulf Ай бұрын
That would be incredible.
@sulphurous2656
@sulphurous2656 Ай бұрын
I doubt they could even if they wanted to, and for all we know the de-listing might have something to do with Tencent. And never forget that the original series of Unreal games were co-developed and directed by Digital Extremes. The only Unreal games made entirely by Epic Games were UT3 and UC2.
@AlexanTheMan
@AlexanTheMan Ай бұрын
Yeah, Epic wants nothing to do with Unreal anymore. Shows the kind of company they are.
@PSYCOMMUnist
@PSYCOMMUnist Ай бұрын
@@sulphurous2656 This is why I hope Blizzard never follows up on D2R.
@Lagger01
@Lagger01 Ай бұрын
@@AlexanTheMan 99% of large companies like epic are after 1 thing. Money, don't know what else you would expect. An Unreal game would only get the boomers interested and they're less likely to spend money on fomo and battlepasses and dumps 100s hours into a game unlike the kids that play fortnite.
@fr3ddyfr3sh
@fr3ddyfr3sh Ай бұрын
Why isn't it possible for the engine to download the shaders from a cdn/steam/nvidia/amd, matching to the video card? Steam does this for some games games (apparently not for UE5 games). And consoles do it too.
@Wobbothe3rd
@Wobbothe3rd Ай бұрын
There are literally hundreds of SKUs of PC GPUs.
@iurigrang
@iurigrang Ай бұрын
They depend not only on the card, but also the driver. It might be possible, but it would be a lot weaker of a system than it is in, lets say, a steam deck
@fr3ddyfr3sh
@fr3ddyfr3sh Ай бұрын
@@Wobbothe3rd the processor of a 4060 is the same, no matter if it’s from asus or msi. I’m a software dev, and im pretty sure that it’s even simpler. Im mean it’s just a simple compiler. It’s like compiling C code for i386, i486, i586, i686. There is no need to compile it differently for every single SKU. Only for the architecture: Turing, Ada Lovelace, etc. So that’s about five/six different architectures. UNLESS, shaders contain precompiler statements which check for VRAM size or number of shader cores, which would be IMO very weird.
@fr3ddyfr3sh
@fr3ddyfr3sh Ай бұрын
@@iurigrang you raised a good point with the driver. But the fun fact is, that’s because one essential part of the driver is the shader compiler. It’s likely, that not every small driver increment, changes the output of the compiler. So nvidia/amd needs to keep a lookup table: source shader hash + architecture + driver version => compiled shader hash. That would be a finite number of files to deliver via cdn. I mean they could say, we offer that service only for the latest WHQL driver and the latest upstream driver. That would be even fewer files tob host. With a fallback to self compiling. I guess the problem is, nobody wants to pay for the CDN, not the game developer and not Nvidia/AMD. ^^
@MrTheenDx
@MrTheenDx Ай бұрын
Just compute the shader on device before starting playing, that's way easier.
@DTNNooby
@DTNNooby Ай бұрын
frametime on the frankenstein looking like a sidescroller version of the demo map
@TheTrumanZoo
@TheTrumanZoo Ай бұрын
maybe the engine can turn on a different mode when the models speed increases, lowering the lod for further objects, or some other trick to make the speedy flyby's stutter less. many things can be done, perhaps add a little blur in the distance, to make speed look more "real" while actually concealing detail.
@Sevapcici
@Sevapcici Ай бұрын
Not bad. If they now can make the Epic Game Store run 60% faster too...
@Gametism
@Gametism Ай бұрын
They really need to finally fix this god-awful stuttering. It ruins the gaming experience big time
@loutronz4708
@loutronz4708 Ай бұрын
Awesome music selection!!! That whole games soundtrack is incredible!! The Castlevania bit in the video.
@Shadowsmoke11
@Shadowsmoke11 Ай бұрын
Hearing the Unreal Tournament music makes my heart melt ♥️. Truly brings me back, and gets reminded that Epic Games is a juggernaut when it comes to their graphics from the Unreal Engine.
@aaronlauretani8921
@aaronlauretani8921 Ай бұрын
This stuttering issue has me quite worried about CDPR’s next games on it. It would be so sad if the new Witcher released with terrible shader compilation or traversal stuttering considering how great CDPR’s games ran on high end PC’s with RED Engine.
@OverJumpRally
@OverJumpRally Ай бұрын
You can manually fix it, as Alex says. You need to force pre-compilation of all the shaders.
@xtr.7662
@xtr.7662 Ай бұрын
It wont probably it will be minimized if well developed but still be present
@George-um2vc
@George-um2vc Ай бұрын
gear up, the performance is gonna be worse than you can possibly imagine.
@youp1tralala
@youp1tralala Ай бұрын
The Hitcher
@erinexplosives
@erinexplosives Ай бұрын
We're going back to Witcher 1 levels of stutter baby lets go
@kotztotz3530
@kotztotz3530 Ай бұрын
I've been refusing to play UE titles since Jedi Fallen Order, and this is more confirmation to continue to avoid UE games. Unless DF/Alex confirms a UE title doesn't have stutter, then I refuse to play/purchase.
@awsomeboy360
@awsomeboy360 Ай бұрын
You play games because they're fun. If this is your concern, then you're robbing yourself of good experiences.
@rinpark7977
@rinpark7977 Ай бұрын
UE5 is really giving off those classic cryengine 2/3 vibes. Great to look at, with performance issues. For them to not have parallelization right out of the box is baffling.
@BuzzaB77
@BuzzaB77 Ай бұрын
Nice choice of late 90s Dreamcast Liquid Jungle Music
@joshooahh
@joshooahh Ай бұрын
Gonna be 6.0 soon at this rate
@volatilelyle5170
@volatilelyle5170 Ай бұрын
Me with my 5800X3D and 4070 Super: *Plays Fortnite in 1080p, performance mode and low settings* I cannot suffer through a few games just to cache my shaders in dx12. It is a miserable experience.
@timodeurbroeck9957
@timodeurbroeck9957 Ай бұрын
You can download the shaders for fortnite
@wanshurst2416
@wanshurst2416 Ай бұрын
Last time i played the game it worked just fine?
@spaghebbio
@spaghebbio Ай бұрын
It's literally just a few games and then you shouldn't have issues for at least the rest of the season
@dstendo64
@dstendo64 Ай бұрын
​@@timodeurbroeck9957even when downloading the shaders doesn't help. You need to compile them for your specific PC configuration.
@eggsforpedro
@eggsforpedro Ай бұрын
Opening with Foregone Destruction - instant throwback to the good ol' UT99 days.
@karlzimmer4860
@karlzimmer4860 Ай бұрын
"Frankenstein PC" *thunder souds* - lol love you guys at DF
@eyebash1
@eyebash1 Ай бұрын
It has just been mind-blowing to me that these companies can put sooo much time, money, energy, human resources into making these amazing pieces of art, just to get to the very end finished product and accepting shader compilation stutter and traversal stutter. It's unfortunate, frustrating and just upsetting. Millions of dollars go into these projects and us consumers spend thousands on PCs just to have all these little hitches. Hope this will come to an end
@user-qg7oq6qw5c
@user-qg7oq6qw5c Ай бұрын
Play on consoles.
@Kuriketto
@Kuriketto Ай бұрын
@@user-qg7oq6qw5c Consoles aren't exempt from these issues.
@silfrido1768
@silfrido1768 Ай бұрын
you need to overclock lol, no other way around it
@eyebash1
@eyebash1 Ай бұрын
@@silfrido1768 lol. Nope. That is not the issue at all.
@WholesomePotato1
@WholesomePotato1 Ай бұрын
Overall it's great to see improvements, but it still needs a lot of work. No wonder all new UE5 games look and run the way they do. However, I still prefer path tracing with DLSS RR over UE5's global illumination, reflections, shadows... They have that unstable flickering "boiling" look that I find distracting. 🤔
@12coco100
@12coco100 Ай бұрын
Yeah, it's noticeable in ark. The software lumen is a big difference to path tracing. Software raytracing, hardware raytracing, then path tracing. Epic has said they want to optimize the engine to the point where hardware lumen is as expensive as software lumen is today. So if they can achieve this, we'll get better performance or resolution for UE5 games. Also we'll get better rt quality for 30fps modes. Something tells me they want software lumen working phones and mobile gaming PC's and the switch 2.
@WolfieBeat
@WolfieBeat Ай бұрын
Loved that you guys used the Super Castlevania IV OST!
@staples6
@staples6 27 күн бұрын
Dude love the UT music at the start.
@will891410
@will891410 Ай бұрын
Games still look a blurry mess, seems like realistic effects are all based on vaseline vision for devs.
@rajackar
@rajackar Ай бұрын
It's nice performance is better but I can graphics are worse as well. Check out the lights under the overpass from 3:58. Lots of flicker and lighting weirdness.
@jamescole3143
@jamescole3143 Ай бұрын
Thank you DF!
@frankynakamoto2308
@frankynakamoto2308 Ай бұрын
It needs a 2D shader animation for 3D buildings at a distance, and an option to lock frames at 40FPS and 45fps, it also be nice to integrate frame generation, so having something like internal 52fps lock and upscaling to 60fps with frame generation..
@minerkey682
@minerkey682 Ай бұрын
I know engines get patches and updates throughout their life, but I'm surprised by how poorly UE5 can work with multi-threading. Like its nothing new, its been around for years
@Cellsplitter
@Cellsplitter Ай бұрын
Big fan of the Frankenstein⛈PC
@oleg87sh
@oleg87sh 8 күн бұрын
Love the music on background. I have NFS4 vibes from it
@beq23d
@beq23d 25 күн бұрын
nice video and nice performance comparison! a great job overall! just a thing: i'm preatty sure nanite is possible from the first iteraction of it on characters, is not possible on deforming geometry. like the giant "stone gurdian" in one of the demos was all in nanite cause it was composed of multiple pieces that was not deforming. so if your char has no deforming geo u can use nanite on it
@michahojwa8132
@michahojwa8132 Ай бұрын
Great job on the video guys. Thanks for analyzing 5.4. Matrix demo runs in 720p base resolution - 1080p base resolution should work slower :).
@techsamurai11
@techsamurai11 Ай бұрын
Is that 720P? In this case, it looks amazing. It might be the only exception where 720p is acceptable as long as it runs over 60fps.
@michahojwa8132
@michahojwa8132 Ай бұрын
@@techsamurai11 On ps5 I've heard it works in 720p 24fps. Maybe it was 720p upscaled to 1440p. On Frankenstein pc they test in 1080p upscaled to 4k. For fsr it's double visible resolution. Also big cost of upscaling to 4k. The problem is with games - for cyberpunk 1080p looks like 720p because of all the blur.
@techsamurai11
@techsamurai11 Ай бұрын
@@michahojwa8132 that's not what Alex showed right? He had a version that was at 30fps on the PS5
@michahojwa8132
@michahojwa8132 Ай бұрын
@@techsamurai11 Yes, I may have remembered the low points. Edit: watched the video, you were right. So ps5 is even faster because Frankenstein pc did 1080p native. But still it's strange - if it cannot keep 30fps while driving that would mean lower res than 1420p, I'd say 1080p.
@flashpoint7231
@flashpoint7231 Ай бұрын
On PS5/Series X it was dynamic 1620p and most often 1440p before being upscaled with TSR. Whereas Series S was dynamic 1080p and most often 720p before TSR. Also as you can see in the video consoles were only 24fps in cutscenes. The rest of the game was consistent 30fps except driving fast or crashing the car which would tank frame rates.
@eslamarida
@eslamarida Ай бұрын
we are getting close just 4 to 5 years and ue5 will be playable
@MrTheenDx
@MrTheenDx Ай бұрын
Too bad games are being made using ue5 as we speak.
@TheBottleneckedGamer
@TheBottleneckedGamer Ай бұрын
On the next gen after this maybe
@DonC876
@DonC876 Ай бұрын
Did you test if the shader stuttering issue is worse or better depending on the graphics API ? At least in Unity it is much harder to remove shader stuttering for modern APIs like DX12 and Vulkan because they expect you to compile a shader variant for each mesh attribute combination that you might use. Like let's say you have one mesh that has Position Normals Tangents and Texture Coordinate 0 and then another mesh that also has Texture Coordinate 1 for lightmapping. You would nee to make sure to prewarm shaders for both these mesh attribute configurations instead of just once for the shader variant. That's why i still stick to DX11 / GLES3 because i didn't find time yet to build a system that would collect all the possible combinations used in a project and prewarm them properly.
@enerjustics
@enerjustics Ай бұрын
11:41 The denoiser seems to struggle substantially more in 5.4 as visible in the lights under the bridge/overpass. So some of that extra performance may have been gained by reducing overall image quality
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