Since the new unreal engine 5 is looking phenomenal , I was thinking can you load that scene in VR
Recommendation is 64 gb vram lol . I got only 16gb
Since the new unreal engine 5 is looking phenomenal , I was thinking can you load that scene in VR
Recommendation is 64 gb vram lol . I got only 16gb
The whole demo uses Lumen and Nanite, which donât work in VR, weâll see when or if they will be available.
Apparently it works through open xr
Unreal Engine 5 does it, but not using Lumen and Nanite; this demo uses both, so donât expect it to work.
My understanding is that if Nanite canât run, Unreal Engine 5 uses the âproxy meshâ instead. That means that a game that uses Nanite should still run in VR, but likely with reduced performance and/or mesh quality.
As for Lumen, the VR template automatically configures UE5 to disable the Lumen feature âbecause it isnât yet supported for VR headsets.â, so it sounds like Lumen will eventually support VR. Until then, perhaps it can use hardware raytracing instead.
My understanding is that both Nanite and Lumen are disabled in VR. I know people form Epic that told me that I can`t expect this features in VR for quite some time.
is there any gpu with 64GB ram
No I meant ram not vram . System memory !
Hehe, gotcha. that makes more sense
Yes, there is at least one, which actually has 80GB. Itâs a GPU, but it doesnât have any video ports:
MEh, Iâll be impressed if it has built in support for Canted displays so we donât need parallel projections
Not even a half-clue on what the technological showstopper may be? :7
On the one hand, Nanite and Lumen are optimised for a single camera, not one per eye; but the main problem is the hardware: they need to dump a lot of memory onto the graphics card very quickly. Right now, the PC demo is just filling up the RAM with the models, like cache memory, and to get it right, itâs asking for 64GB of RAM; the idea is that it ends up reading from NVME or another high-speed SSD system and dumping that memory directly to the graphics card, without going through the normal memory, which right now only Playstation 5 can do with compressed data of 8-9 GB/s; thatâs why they presented the previous demo there and not on PC. To work on PC, Microsoft Velocity technology needs to be developed, and weâll see if it doesnât need special chips, like the ones Playstation 5 has.
You have to think that the PC demo already takes up 250GB and it doesnât lasts too much.
Just one camara, not too much fps, needs to change a lot of memory quickly⌠not very good por VR in general.
Aha. I have been assuming things are extremely âauthoredâ in those demos, and wondering about the things they donât say when presenting them⌠:7
EDIT: âŚhave also long wondered why we donât have graphics cards with NVME connectors (EDIT2: âŚand dedicated DMA blitters) on them⌠:7
There is at least 1 graphics card with SSD, just not NVMe (yet)âŚ
I remembered reading about that when the article was originally posted. However, my search turned up a graphics card that fits in an NVMe slot (which I also remembered reading about)âŚ
âŚand then there is this oddity that lets you plug a full-size graphics card into an NVMe slotâŚ
Iâm not sure why anyone would actually want these last two.
And back to the original topic⌠Iâve downloaded the early access Unreal Engine 5 developer kit and plan to play around with it (although I probably wonât be using VR with it, at least for now).
Oooh, thatâs neat!
I wonder if it added general benefit by automagic intelligent buffering under the hood, of if applications had to be written to specifically make use of it.
I heard that lumen is screen space, and wonât work in stereo, but nanite would work in VR. Havenât tested yet though.
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