MULTI Unreal Engine 5 officially released; new tech test video from The Coalition

Chandoo

Resi Evil 4 > Your fav game.
Jan 19, 2007
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S.S Normandy

CerebralTiger

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I took a quick look in the profiler while running through the startup sequence yesterday and none of it looked like IO stuff directly:
1) Was mostly PSO compiles (as expected the first time)
2) Next most common was graphics driver stalls while creating resources/adjusting pool sizes. That sort of thing is a common target for IHVs to tweak buffer sizes, defrag timing, etc. for shipped games so sort of to be expected with a non-tuned workload as well. I imagine it will get better over time in drivers as well, especially now that we've forced people onto DX12 (thank god).
3) Remainder of the stalls I saw were things like spawning/deleting a ton of actors in a frame or something, which are demo issues in things like the crowd/traffic system that can also be improved over time (these systems are not core UE per se). These were the minority though.
Nothing looked categorically scary. The PSO situation sucks in general on PC, but there are some ways to mitigate that with PSO caches for a shipping game. A bunch of these stalls are because drivers are still doing rather conservative things (i.e. recompiling every hit shader in the scene) when it comes to RT PSO linking and that will likely improve further now that we've forced the issue as well.

Admittedly UE is a giant thing at this point, and certainly there's aspects on the CPU that are non-ideal. That said, I didn't see anything fundamentally unsolvable or needing esoteric tech here. The GPU side is already running quite smoothly and will only improve further.
Ax expected, the stutters on PC are largely due to caching shaders / pipeline state objects. The remainder of them are gpu driver-related stalls and stutters due to instantiation / deletion of Actors in memory.

Here's hoping Alex does a comparison between the PS5 and his i9 / 3090 build :LOL: 🤜
 

CerebralTiger

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Yeah, just as shader compilation stutter issues have been solved for UE4 games 🤣

Best part? Teh Witchaaa is going to run on UE5. Better hope CDPR can solve it :LOL:🤜
 
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Necrokiller

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Posts The Coalition's tech demo in the first posts, thinks shader issues are unsolvable. That's one approach 🤣

Can't wait for Gears 6 😍
 
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Necrokiller

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It's not even a game and you can't find your precious straight line on any console either 🤷‍♂️🤣

The PSO situation sucks in general on PC, but there are some ways to mitigate that with PSO caches for a shipping game.
 

CerebralTiger

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Nice try, but consoles have no stutter (only judder due to typical frame rate drops, which is not a stutter/stall) in the open world section released on PC 🤣

This only occurs in the on-rails Virtoooa cop section on PS5 and Series X.
 

Necrokiller

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Hahaha, cherish the stutters (or budder judder cudder whatever). You won't see Coalition working on anything else for PS5 :ROFLMAO:
 

CerebralTiger

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These aren't stutters/stalls. The frame time doesn't spike to a level that results in a momentary pause 🤷‍♂️ :LOL:

Based on Necrokiller's previous example, he knows what an actoooal stutter is 🤣
 
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