Unreal Engine 4 - Infiltrator Tech Demo

Published by

Click here to post a comment for Unreal Engine 4 - Infiltrator Tech Demo on our message forum
https://forums.guru3d.com/data/avatars/m/66/66219.jpg
In full screen it looks like its running at about half native res, very blurry... Looks incredible windowed though :3eyes:
https://forums.guru3d.com/data/avatars/m/115/115710.jpg
Why is it always not possible to switch YouTube videos on guru3d to fullscreen? Is this some kind of advertisement so you always have to see other page content?
Whatever thing (CMS?) Hilbert uses to embed youtube videos does pretty bad job. It lack fullscreen attribute and thus no full screen option. Also this forum only annoyingly only embeds flash youtube videos which sucks big time. I don't have flash installed any more.
https://forums.guru3d.com/data/avatars/m/242/242471.jpg
I used that link from keno34 and dunno looked sharp even after i pressed alt+enter to go full screen. Also dx12 ran smoother here no streaming hickups by scenes switching.. Overal it was 55-80ish fps, lowest i saw was ~38 40fps towards the end by that flying drone and them floor tiles flying around.
data/avatar/default/avatar13.webp
Very nice demo, it is sad that we don't see games with this quality yet, and it was made in 2013. I hope next year we will have games like this. With my rig the average was 45 ~ 60 fps.
https://forums.guru3d.com/data/avatars/m/243/243702.jpg
Very nice demo, it is sad that we don't see games with this quality yet, and it was made in 2013. I hope next year we will have games like this. With my rig the average was 45 ~ 60 fps.
Interesting thing is that most of stuff which makes it look so great is post processing based. That much I have learned from messing with compiled build. Unfortunately I could not open project in UE 4.9.1 even while it is supposed to be compatible. Or even specifically released for this given build.
https://forums.guru3d.com/data/avatars/m/130/130124.jpg
Here you go, FuryX: DX11 Avg 66.952 DX12 Avg 67.354 Though the DX11 frames i don't trust, the GPU usage dropped at times to 20-30% and the fps to 30ish, if the GPU usage was all the time at 100% the DX11 frames would have been higher, probably the same goes for DX12, but Afterburner doesn't work under DX12 so i couldn't see the GPU usage.
data/avatar/default/avatar10.webp
Here you go, FuryX: DX11 Avg 66.952 DX12 Avg 67.354 Though the DX11 frames i don't trust, the GPU usage dropped at times to 20-30% and the fps to 30ish, if the GPU usage was all the time at 100% the DX11 frames would have been higher, probably the same goes for DX12, but Afterburner doesn't work under DX12 so i couldn't see the GPU usage.
What's there not to trust? The demo might very well be CPU limited at some places.
https://forums.guru3d.com/data/avatars/m/242/242471.jpg
^ At end outside it looks to be some sort of streaming issue API limitation.
https://forums.guru3d.com/data/avatars/m/243/243702.jpg
^ At end outside it looks to be some sort of streaming issue API limitation.
It is very CPU demanding in both DX11&12. When I disabled texture streaming, fps still dropped drastically at end and recovered as camera moved closer. (GPU utilization there was really low) Performance for DX11 and 12 in this demo is very similar, DX12 does not improve on anything there, maybe UE4 does not use native DX12, but DX11 inside DX12 envelope.
data/avatar/default/avatar01.webp
It is very CPU demanding in both DX11&12. When I disabled texture streaming, fps still dropped drastically at end and recovered as camera moved closer. (GPU utilization there was really low) Performance for DX11 and 12 in this demo is very similar, DX12 does not improve on anything there, maybe UE4 does not use native DX12, but DX11 inside DX12 envelope.
No, it uses DX 12. The fact that it uses that library doesn't mean the whole engine rendering code has been changed to take advantage of it. Edit: here you can see why your GPU usage tends to be low http://i.imgur.com/D32pcow.png The engine is drawing over 8000 primitives per frame, while in playable games this is usually kept under 1000 or so. This is where the driver overhead comes into play and it's exactly what using DX 12 allows the devs to improve. They just haven't gotten around to it yet. Plus the scene has over 8 million triangles, which is pretty crazy.
https://forums.guru3d.com/data/avatars/m/132/132389.jpg
What file can I set a resolution and other settings in? With whatever the default settings are I'm getting typically over 120fps, it only drops when the GPU usage itself drops, so I don't know if those moments are CPU limited or if something else is going on with the draw calls or what. Oh and it set a new record for heat for me, 66C at its peak. My card became loud as **** and the fan hit 92%. Edit: LOL I was running it in DX 11 mode, my OSD doesn't work in DX 12 mode. So the DX 12 shortcut reminded me that UE programs can have resolution/etc set through that. Well that answers my question... assuming it works as it used to. ... and yeah it works, -ResX=2560 -ResY=1440.
https://forums.guru3d.com/data/avatars/m/259/259680.jpg
www(dot)file-upload.net/download-10916825/INFILTRATOR-DX12.rar.html
thank you man:)
https://forums.guru3d.com/data/avatars/m/243/243702.jpg
No, it uses DX 12. The fact that it uses that library doesn't mean the whole engine rendering code has been changed to take advantage of it. Edit: here you can see why your GPU usage tends to be low http://i.imgur.com/D32pcow.png The engine is drawing over 8000 primitives per frame, while in playable games this is usually kept under 1000 or so. This is where the driver overhead comes into play and it's exactly what using DX 12 allows the devs to improve. They just haven't gotten around to it yet. Plus the scene has over 8 million triangles, which is pretty crazy.
What I meant is that UE may use simplest of implementations.
A shorter term approach would be to address known bottlenecks in a Direct3D 11 title; these can be addressed by using the 11on12 or interop techniques enabling the two APIs to work together. This approach minimizes the changes necessary to an existing Direct3D 11 graphics engine, however the performance gains will be limited to the relief of the bottleneck that the Direct3D 12 code addresses.
source Btw, it looks like you managed to successfully import infiltrator into UE4. I could not do it with standard UE4.9.1. Did you use special build or standard? Did it require some modifications?
data/avatar/default/avatar15.webp
What I meant is that UE may use simplest of implementations. source Btw, it looks like you managed to successfully import infiltrator into UE4. I could not do it with standard UE4.9.1. Did you use special build or standard? Did it require some modifications?
Just download it in the launcher and then go to the "library" and under "vault" section you should find the demo. Then just launch it. Launching it the first time can take a long long time since it's rebuilding all the shader caches for your computer.
https://forums.guru3d.com/data/avatars/m/243/243702.jpg
Just download it in the launcher and then go to the "library" and under "vault" section you should find the demo. Then just launch it. Launching it the first time can take a long long time since it's rebuilding all the shader caches for your computer.
That's exactly what I did with clean OS and UE4.9.1 installation. after compilation it throws error and will not open. I guessed it is due to nV stuff, but who knows...
https://forums.guru3d.com/data/avatars/m/239/239437.jpg
The demo at the file-upload.net site has been taken down. Does anyone have another link to the demo executable for those of us with less than 8GB RAM who have difficulty compiling shaders in the UE environment ? Or perhaps someone can compile it and upload again ?:)