However, running the same CPU with half the available cores/threads only sees performance drop by four percent. There's room for optimisation and I noted that UE5's CPU scaling is odd - running the 10900K at half speed gives a 40% performance hit. In my tests, using hardware Lumen incurs a 32 percent performance hit. Interestingly, removing hardware-accelerated ray tracing features from Lumen and using software GI as a fallback offers up a significant performance win, presumably because the CPU no longer needs to generate the internal BVH structure - the geometry by which ray traversal is tested. Moving at speed through the city sees sharp frame-time spikes: further stutter that seemingly isn't shader compilation limited. A Core i9 10900K at 5.0GHz locked paired with an RTX 3090 can see a performance average of around 44fps in a fairly taxing scene - and that's at native 720p rendering, attempting to remove the GPU as a limiting factor to performance. Once the stutters subside (which they do, the longer you play the demo), it quickly becomes obvious that even a highly capable CPU is struggling with the content. First of all, there's the issue of shader compilation stutter - a problem with UE4 titles on PC for some time now and massively impactful to any initial run through the city sample, no matter how powerful your PC. ![]() Watch on YouTube Here's Alex Battaglia's deep dive into the characteristics of UE5 and the perormance implications of this paradigm shift in rendering.Įpic is pulling out all the stops here - and right now at least, the performance implications can be startling. In some scenarios, Lumen's non-RT fallback systems look almost as good, but in other situations, it's clear that RT can make a huge difference - reflections are more accurate and detail-rich, lighting is so much more accurate, especially noticeable in night-time scenes. Then here's the global illumination system - Lumen - now updated with support for hardware triangle ray tracing for diffuse GI and reflections. However, the results in this demo speak for themselves. Nanite has its limitations in terms of deformable meshes like animated characters or cars, while integrating elements like foliage is still work-in-progress (though it is definitely in the pipeline!). The Nanite geometry system gives extreme detail to the smallest elements in the city - to the point where individual tiny assets can look almost lifelike when viewed up close. A city like the one 'given away' here is far more complex in terms of materials, shapes, forms and dynamism. Previous UE5 demos had been limited to linear, uniform, rocky landscapes. ![]() ![]() Creating and rendering cityscapes of this level of detail is no walk in the park. Very demanding.Īt this point, it's worth highlighting why the city sample is so special - and it's pretty straightforward. So what have we learned from this release? Put simply: it's demanding. In short, Epic is opening up a staggering wealth of new technologies to all and UE5 is, effectively, the first paradigm shift in games development seen since the arrival of the new consoles. Simultaneously, the 'city sample' portion from the brilliant The Matrix Awakens demo was also released, giving users a chance to get to grips with MetaHuman crowds and large-scale AI in a vast open world, with buildings, roads and more created via procedural generation. Unreal Engine 5 recently emerged from early access, with a full version now available to games creators.
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