• Welcome to TechPowerUp Forums, Guest! Please check out our forum guidelines for info related to our community.
  • The forums have been upgraded with support for dark mode. By default it will follow the setting on your system/browser. You may override it by scrolling to the end of the page and clicking the gears icon.

Unreal Engine 4 Elemental DX12 Tech Demo

Joined
Jan 29, 2012
Messages
6,881 (1.41/day)
Location
Florida
System Name natr0n-PC
Processor Ryzen 5950x-5600x | 9600k
Motherboard B450 AORUS M | Z390 UD
Cooling EK AIO 360 - 6 fan action | AIO
Memory Patriot - Viper Steel DDR4 (B-Die)(4x8GB) | Samsung DDR4 (4x8GB)
Video Card(s) EVGA 3070ti FTW
Storage Various
Display(s) Pixio PX279 Prime
Case Thermaltake Level 20 VT | Black bench
Audio Device(s) LOXJIE D10 + Kinter Amp + 6 Bookshelf Speakers Sony+JVC+Sony
Power Supply Super Flower Leadex III ARGB 80+ Gold 650W | EVGA 700 Gold
Software XP/7/8.1/10
Benchmark Scores http://valid.x86.fr/79kuh6
The lava did not look great to me. Also the falling rocks looked like dx9 stuff. Fail.
 
The lava did not look great to me. Also the falling rocks looked like dx9 stuff. Fail.

Indeed it doesn't look so great currently.
 
It's probably less about looking good and more about using the DX12 API.
 
If they ran that on an HD 530, I'd be impressed; otherwise, meh.
 
I never pay much attention to UE tech demos because there are devs that actually make use of their engine better than Epic do.

Plus with UE I always worry more about performance than visuals. A lot of games using it are notorious for stuttering.
 
Stuttering is mostly related to data streaming. I've seen it with Killing Floor 2 and solved it by disabling data streaming...

Also, since I have Win10 and GTX 980, I guess it would be smart to try this tech demo. First DX12 yay :D
 
Stuttering is mostly related to data streaming. I've seen it with Killing Floor 2 and solved it by disabling data streaming...

It's mostly that UE doesn't stream textures or data worth a damn, which is why it requires so many asset/script load points. It's why even mediocre graphics games like Bio Infinite stutter and hitch at specific maps points.

There was a marathon thread just on stuttering on IG's forum, and it never got fixed properly. The solution is build your own engine or use someone else's.
 
It's mostly that UE doesn't stream textures or data worth a damn, which is why it requires so many asset/script load points.
They were traditionally engine for closed environments, and it's sad that only now with 4.8.3. they completely support open world game development with inclusion of dynamic path finding on seamless terrain (littered by path blocking movable objects) ... imagine working enemy AI :eek:
 
Ai can be distance based. Very far away it's just approximation to player, the closer you get, the more advanced it becomes, doing more calculations, dependencies and predictions.
 
I downloaded it and ran it. Textures are lacking, that's obvious but it was also using 2.5GB of VRAM so higher res textures might not even be able to be demo'ed on a card with 4GB of VRAM or less very well so that is a thing. There were a lot of particle effects and geometry effects with respect to things "flowing" and "breaking". I have the same complaint of this demo as I do of other UE4 engine applications and that is lack of sharpness in the rendering. While things look really nice, I feel like it's getting filtered too much.

If any of you haven't played the pre-alpha of the new UT, I suggest playing it. Not because it's good but, you're complaints of the demo might also exist that as well. In which case makes me wonder if it's something the engine just does.

Either way, I don't feel that the demo felt DX9-like, maybe DX11-like but, it most definitely felt like a feature demo not a "look f**king awesome" demo. However, I would be all for a demo that could utilize more of this 8GB of VRAM. On paper AMD is good at texturing and I would love to be able to validate that.
 
@ Biggie and Rej,
It doesn't really matter what new features they talk about unless they can get the core mechanics of the streaming down, which seems to consistently be their Achilles heel. It's never efficient enough to keep up with many of the other better engines out there.

Things like distance based AI is too complex for their sluggish streaming. You add all those calculations to basic script loading and the potential for stuttering gets even bigger.

UE is and has long been in need of an entire rebuild or scrapping, not mere updates. You put a bandaid on a gaping wound, and it's still a gaping wound.
 
Isn't UE4 itself an entire rebuild over UE3?
 
Meh Unreal engine same ol crud. But the video did make me want Overlord 3 :P.
 
Back
Top