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发表于 2021-7-27 15:15 · 北京
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本帖最后由 lucky☆star 于 2021-7-27 15:31 编辑
Using UE5 Early Access
30 fps cinematic.
Output at 4k using Temporal Super Resolution
Scales between 1080p to 1440p internal resolution
Over 100 million triangles in scene
Nannite,Lumen,Virtual Shadow Maps,Virtual Txtures,TSR,Convolution Bloom + others
Xbox Series S
Target out resolution of 1440p or 1080p at 60fps.Input Resoulution TBD
Temporal Super Resolution very helpful when using Xbox Series S.Need to manage temporal flickering at lower resolutions
Current internal resolutions too low on Xbox Series S to maintain performane parifty with Series X.
Virtual Shadow Maps quite slow on Series S potentially due to HZB issue.
CPU not of a concern.
Future GPU optimizations required.
Epic promisses us GPU will get faster :)
Xbox Series X
Target 60fps at 50% or higher input resolution with Temporal Super Resolution to 4K
With all next-gen features enabled,Lumen at high quality and convolution bloom:
Average FPS:46fps
Average Millseconds:21ms
GPU=21ms
Draw Thread=13ms still,19ms while moving camera(development mode)
Game Thread=7.5m(dev mode)
Most expensive systems:
Lumen
Virtual Shadow Maps
Temporal Super Resolution
Nanite
https://www.tweaktown.com/news/7 ... amic-res/index.html
https://www.eurogamer.net/articl ... ng-on-playstation-5
The world's first real-time PlayStation 5 gameplay footage was a dazzling tech demo that pushed the hardware to its limits. How far? The PS5 devkit was able to steadily maintain 1440p 30FPS "most of the time" with cinematic-quality 8K textures, global illumination, and other new advanced techniques.
So, when GPU load gets high we can lower the screen resolution a bit and then we can adapt to that. In the demo we actually did use dynamic resolution, although it ends up rendering at about 1440p most of the time.
所以PS5 UE5演示是动态1440p 30帧。XSS是TSR 1440p或1080p 60帧,XSX是TSR 4K 目标60帧
不知道理解错没有,当然不是一个演示内容不能直接去比较。 |
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