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| Digital Foundry analizza la demo su PS5 che gira con il nuovo Unreal Engine 5 (i video della demo li ho inizialmente postati nel thread di FFVII Remake, QUI ). Videowww.eurogamer.net/articles/digital...n-playstation-5CITAZIONE What kind of detail levels are we talking about here? The 'Lumen in the Land of Nanite' demo includes a close-up on a statue built from 33 million triangles with 8K textures. It's displayed at maximum fidelity within the scene, with no developer input required. Moving into the next room, the demo wows us with almost 500 of those same statues in place (485 to be precise), all displayed at the same maximum quality. That's 16 billion triangles in total, running smoothly in-scene. It sounds impossible, but what next-gen delivers are the tools to deliver on an age-old rendering vision that seemed unattainable - until now. Along with other media outlets, we were pre-briefed by Epic Games and had the chance to put questions to CEO Tim Sweeney, CTO Kim Libreri and VP of engineering, Nick Penwarden.
"You know, the philosophy behind it goes back to the 1980s with the idea of REYES: Render Everything Your Eye Sees," says Tim Sweeney. "It's a funny acronym which means that given essentially infinite detail available, it's the engine's job to determine exactly what pixels need to be drawn in order to display it. It doesn't mean drawing all 10 billion polygons every frame because some of them are much, much smaller than the pixel. It means being able to render and an approximation of it which misses none of the detail that you're able to perceive and once you get to that point, you're done with geometry. There's nothing more you can do. And if you rendered more polygons, you wouldn't notice it because they just contribute infinitesimally to each pixel on the screen." Edited by The Wraith - 13/5/2020, 18:34
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