JoeJ said:
Well, they achieve a lot of things i work on for years, and i think their tools are much faster. I have heavy preprocessing costs and could not claim to import high poly model and display immideastely.
They didn't show Unreal Engine 5 tools yet. I personally didn't like Unreal Engine 4 tools at all (they just seem too heavy and too slow) - others may disagree, as this is a personal opinion. My hope is that they make it a lot more lightweight.
JoeJ said:
Such high detail is a problem. Inconsistent amount of details expected. Can they have this on everything? The character certainly is not detailed enough for the environment. And what if no Quixel model is available for your game?
Using Quixel is “double edged sword" - you get photo realistic geometry on the objects, with very high quality geometry and textures. But you will most likely not get every model you need, those may stand out and ruin the immersion (and in the demo, as pointed out, character does stand out). Authoring content may be a problem (while photogrammetry gets a bit more standard these days, it is not suited for all the scenes and definitely not suited for some graphics styles - yet this would get us into different discussion, where everyone will have a different opinion due to different taste in art).
RT can support really large and complex models - yet the acceleration structure will grow accordingly. I haven't touched DXR much yet, but from my experience “tens of millions of triangles” when static are not really that big problem for RT (… once you have your acceleration structure built of course). Truth to be told - RT could possibly outperform their scene with multiple “tens of millions triangles” statue in room with instancing and multi-level acceleration structures.
JoeJ said:
But we can always come up with some doubts. They achieved a big leap, and it really shakes things up.
No doubts about that, their tech does look nice in the end (which is the goal) - if they pack right tools with it (which they will), they will find a market for their engine. I intentionally mentioned that it doesn't seem to me as a big breakthrough mainly due to lower use of RT than I expected (although I'm the person who pushes RT everywhere where he can, so take my opinion with a grain of salt).