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Novice UE4 Dev Puts UE5.1 on Blast!

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Aperture Grille

Aperture Grille

Күн бұрын

UE5.1 looks pretty cool, but here's why I'm still using UE4.
store.steampowered.com/app/22...
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Пікірлер: 33
@GFClocked
@GFClocked 7 ай бұрын
I miss you. Your videos were always so interesting. ❤
@Sergeeeek
@Sergeeeek Жыл бұрын
Could you disable lumen for dynamic lights? Such as explosions and that flashing light example? I believe that's how fortnite does it, but I don't have any experience with ue so I'm probably wrong. Also for a game like this it makes a lot of sense to use baked lighting imo, fortnite couldn't so it because of dynamic day/night cycle, but you totally could use it to improve the look of the game (potentially even better than lumen) at zero performance cost.
@Toopliss
@Toopliss Жыл бұрын
Honestly 5:45 is such a gnarly effect - I hope someone finds a use for it in their artstyle because I would love to see it implemented in something bigger.
@bigscheesy4982
@bigscheesy4982 Жыл бұрын
When looking at other rtgi solutions, it really makes the lighting in metro exodus enhanced look all the more impressive, its not perfect but it updates super fast and is very playable on the slowest rtx hardware
@SonicTheCat
@SonicTheCat Жыл бұрын
Good summary of the limitations of these new technologies, you won't see this stuff mentioned in the slick trailers!
@devilshadow8913
@devilshadow8913 4 ай бұрын
I love your channel, keep it up with the awesome quality and data. Subbed
@jadekat3
@jadekat3 Жыл бұрын
I came across this channel recently and find your vids really informative. Congratulations on your game release. I look forward to playing it.
@N0N0111
@N0N0111 Жыл бұрын
UE4 in DX11 is still performing like a champion! Take a look at "The Callisto Protocol" the most recent UE4 game with very high fidelity graphics. It has couple of layers of performance issues, but you can gain a lot performance back in DX11 mode. After some optimizations patches the game will for sure be up there to be among the best looking UE4 games.
@superbro6413
@superbro6413 Жыл бұрын
As someone who still has an old, old gtx1080 that I use for my rig, I appreciate the consideration to keep the performance high when building your game. While pretty visuals are ... well, pretty, I agree that people will probably stick with what works to keep games running stable, at least for the next few years. It'll be cool if you have other stories to share from developing JDS, such as how to prevent screen tearing in your game (why some games have vsync settings that work, and why others dont, etc) Cheers!
@astreakaito5625
@astreakaito5625 Жыл бұрын
Super nice, I'm buying. I'm interested in using UE4/5 for my art stuff so this is very interesting to see too! And yep, running a 1060 still, and with BFI, TSR indeed doesn't look convincing in motion. You did good, lol
@ApertureGrille
@ApertureGrille Жыл бұрын
All these temporal AA and upscaling methods really rely on LCD sample and hold to hide their faults. I haven't seen it personally, but same with DLSS3 frame generation as well. I'd love to see what that looks like on my CRT. I can't fault them, though, since almost every monitor/television is, and has been, sample and hold for such a long time.
@MemeScreen
@MemeScreen 9 ай бұрын
Hope you start the channel up again at some point. Did the game sell well?
@KeinZantezuken
@KeinZantezuken Жыл бұрын
Speaking of UE. In your past latency tests where you used UE as a render base, did you run these in a configuration with `r.OneFrameThreadLag` disabled and `r.FinishCurrentFrame` enabled? These 2 have drastic effects.
@ApertureGrille
@ApertureGrille Жыл бұрын
I saw that earlier, and I've looked into the OneFrameThreadLag thing a bit, but I'm not sure if it has any effect without vsync on. I think I can test this to see if it's actually delaying input by a frame, but from my earlier 1000 FPS microcontroller tests, it didn't see to make a big difference.
@KeinZantezuken
@KeinZantezuken Жыл бұрын
@@ApertureGrille It believe does yea, I've assume you've mentioned it in context of `r.GTSyncType` as per (poor) UE docs. OneFrameThread lag was introduced for new parallel rendering so whenever syncing is on of off it still should be in effect. I believe running under D3D12 on 4.27+ and with: r.GTSyncType=1 r.FinishCurrentFrame=1 r.OneFrameThreadLag=0 D3D12.MaximumFrameLatency=1 r.D3D12.UseAllowTearing=1 will yield the lowest latency results.
@breadtoucher
@breadtoucher 3 ай бұрын
I miss you dude :\
@brett20000000009
@brett20000000009 Жыл бұрын
The sacrifice to temporal quality and image quality is just too much for these lighting effects imo. even monster gpu's like the 4090 can't cast enough rays for it not to look like a smeary grainy mess.
@ApertureGrille
@ApertureGrille Жыл бұрын
Yeah, I don't think we're quite there yet... at least for most graphics cards. The 4090, though, is getting pretty close. We don't really need full path tracing like Portal, but I suspect the perf in JDS would be quite good, and Lumen has options to increase the fidelity. There's a "reference" mode that casts a ton of rays, and it looks really great, but the performance tanks. Haven't seen anyone test that on a 40-series card.
@perdana5786
@perdana5786 Жыл бұрын
I know this sounds off topic. But I really really wanna see you do a segmented backlight project for backlight strobing.
@goranstojanov1160
@goranstojanov1160 Жыл бұрын
I HOPE you REACH OUT to several UE devs eigehr on some social platforms or on their site and give them this video so tehy WITH EVIDECE can see pros and cons so they can focus on that and actualy try to fix it or make it atelast better or make like 2/3 versions of it where there is version for low preformance and high preformance PCs.
@PumatSol
@PumatSol Жыл бұрын
Noisy lighting with RT is my biggest disappointment with the technology. It’s supposed to be mind blowing how realistic the lighting looks but the shadows are undulating messes and if anything moves the entire area becomes a smear. It just isn’t good. Just use normal shadows, they perform better and don’t have weird artifacts… maybe in another 5 or 10 years the technology will catch up
@ApertureGrille
@ApertureGrille Жыл бұрын
I think you might be right on the timeframe. There are a lot of great visual benefits, but having to denoise and upscale everything is going to lead to soft, unstable images for the vast majority of Steam users. I want 3070 perf as a new baseline. A lot of the same visual benefits can be done with lightmaps, it's just that they are a huge pain to work with. Your shadows will change resolution and have a visible seam every time they cross over a different mesh. I tried to get them working with JDS, but I would have had to change the lightmap UV and resolution for almost every individual piece of geometry.
@darkdevilone8613
@darkdevilone8613 Жыл бұрын
One of the biggest things I've learned about working with game engines, is that it's just a tool to help you do what you need to do. Sometimes people have to learn how to use the new things because a game engine is never just a "drag and drop" thing. For example, I had to learn how to do my huge landscapes in UE5, trying to import them the way people say it works would crash my computer. Now I figured out how to do myself and get the landscape the size of a country or bigger without crashing (and even converting it into nanite without any crashes). So a lot of the new stuff most likely work as it should. We just haven't learned how to set them up properly for our games yet though amd the reason for this is your game could be set up differently so that you have different problems. So it can't be a one size fits all thing.
@lesserpar1s
@lesserpar1s 5 ай бұрын
comeee backkk!
@WrexBF
@WrexBF Жыл бұрын
Notification gang, let's go.
@Peter-gb4ey
@Peter-gb4ey Жыл бұрын
Can you give us a toggle in setting to use or like 7DTD give a little menu to choose the renderer?
@Alex-nl5cy
@Alex-nl5cy Жыл бұрын
Is there a reason you aren't using baked lighting? Iteration time? Fortnite is a great example of the sort of game that really shouldn't have Lumen for performance reasons, it's just a genre of game that it's not well suited for. I've been impressed with the performance of SDFGI in Godot 4 so far(definately viable on a 1050), so I look forward to more performant GI solutions that can hopefully compete.
@ApertureGrille
@ApertureGrille Жыл бұрын
Admittedly, I've backed myself in this corner, but all the maps are built primarily with only two static meshes, a 1 meter cube and a 1 meter wedge, that have been scaled and rotated. Really cuts down on the draw calls, but because the lightmap UVs are all over the place, the baked lighting looks terrible: visible seams everywhere with wild swings in lightmap resolution. What I'd really love is if UE5 allowed an option to "bake" a really high quality Lumen render into a virtual lightmap so that we wouldn't have to worry about lightmap UVs ever again. I haven't looked into SDFGI that much, but from the screenshots, it looks pretty good.
@OCPyrit
@OCPyrit Жыл бұрын
Greetings. It is summer now, and it is really hot! :)
@YakovSux
@YakovSux Жыл бұрын
так и было, включил Nanite и Lumen, на своей 1060, удивился тому как всё красиво, и выключил их обратно =D
@MartinBanak
@MartinBanak Жыл бұрын
Ok, so what's the performance of UE4 JDS with your GPU in FullHD with 100% resolution scale? I really miss this info, because we can't make a proper comparison without it.
@ApertureGrille
@ApertureGrille Жыл бұрын
Same areas, I'm getting around 139-165. If you use TAAU, which is the UE4's version of TSR, the framerate drops into the 120s, but I'm not sure it's worth it over TAA.
@hdwblade
@hdwblade Жыл бұрын
I think of you can turn it off in graphics settings, might as well go ue5. It looks soooo much better
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