This looks beautiful Derek sir I hope RMS Britannic gets the same treatment But I'm happy just to have titanic Your work is so photo realistic keep up the great work you're passion for the Olympic class liner It's awesome Just like my passion for the Olympic class liners Especially RMS Britannic Have a good day
This is absolutely stunningly realistic! I've forgotten how many times I've gone through Demo 401, now, but I can't get enough of that. That just never gets old. I'm legally blind, and that forces me to examine my world from as close as I can get to it. Therefore, I do pick up on finite details others might miss, like the scratches in the flanges of the cordon posts' bases, or the copper-ish hue in the gold edges of the plates, just the way you'd see with real gold. Very much, looking forward to Project 401. Sorry you're experiencing some technical difficulties with Unreal Engine, but glad to know they'll have the hot-fix out to you, soon. Thank you for sharing this glimpse of P401. :)
Wow, you have outdone yourself! The lighting and materials look much more lifelike yet also more beautiful and vibrant! Hope it isn't rude to ask these but I have two questions. 1. Were you able to improve the texture tiles loading in compared to 2.0? 2. Are you guys wating for UE 5.3 to release or will 5.2 do fine for the demo update? I remember James saying you were having some trouble with the engine in the june update. Also read that it finally has lumen reflections working on static lighting! Anyway, hope you are doing well, all the best and thank you for the effort and dedication, your work is phenomenal!
As I mentioned in my patreon update: www.patreon.com/posts/86985788 The demo is going to have to wait until 5.3. There was a bad lighting overocclusion issue introduced in 5.2 which was fixed in 5.3. The texture tile loading has definitely been improved. It'll never be perfect (especially if you move very quickly or are on a slow system), but it should be less visible in V2.1, especially as the overall lightmap resolution has been slightly reduced. I won't be integrating lumen reflections into the demo. I don't expect to be updating the demo past V2.1, unless there is a very good reason to do so. I've mostly moved on to P401/Alpha development, and adding new last minute features that potentially may add a lot of development time is not really what I'm looking to do at this point :P
@@derekverveer6058 Thx for responding! Just saw the patreon update as well. Really hoping epic itself can improve the tiling behavior with direct storage or by other means as it does ruin the immersion a bit for me. Don't know how big the benefits for performance are or if it is mostly for memory management but the drawbacks are def not minor in my personal opinion (though I know most people don't even notice it...). Still, great to hear you were able to work some things out! Wasn't expecting you to integrate the reflections in the demo, was thinking more of P401, if feasible. Also, the reflection captures look much higher in quality/resolution in the clip compared to 2.0. Glad to hear you are moving on the P401 and the Alpha, seems like you guys are making steady progress! Excited to hear about the next collab you're teasing as well. Good to see other people recognizing your work by partnering up^^
@@pcgamingftw5694 The tiling behaviour you are referring to are related to virtual texture lightmaps. Virtual textures are incredibly useful because they are split into tiles and loaded at a resolution based how many pixels of your screen they take up. In practice, it means you can use effectively unlimited resolution textures with the only downside being disk size. Memory usage scales with display resolution. Unfortunately they are less friendly to lightmaps because lightmaps need a number of buffer pixels of "bleed" to avoid visual artifacts. When virtual texture lightmaps are loaded at a low resolution, there are not enough buffer pixels, so any surfaces will temporarily show black lines and artifacts until the lightmaps are loaded. This is visible everywhere, but most noticeable on white backgrounds. The other issue that makes this more apparent is that the virtual texturing system is purely reactive. It loads tiles based on what is on screen, so it at a minimum runs a frame behind. In V2.1 I have increased the sensitivity of the virtual texturing system to be more likely to want to load tiles, but also decreased the sensitivity to unload tiles, so it will prefer to keep things loaded rather than unload them. V2.0 had a major VRAM bug inherent in the engine. Essentially, it was keeping all the non nanite fallback meshes fully loaded in memory (and VRAM) despite not needing it, since they were being streamed as nanite meshes. I found a workaround that eliminates that issue, which freed up a lot of RAM/VRAM for V2.1. So one of the things I did was double the reflection capture resolution from 128 to 256, so the reflections are definitely significantly improved.
My childhood dream to walk the The decks of an Olympic class liner I just wonder what kind of Computer I'm gonna need To make this game look as beautiful as you got it looking I apologize for the second comment I'm just an Olympic class liners nut Notice I didn't say titannick because I like all the 3 sisters I don't even have any Disasterphotos on my wall newspapers anything like that I won't display it I like the beauty of the ships I think RMS Britannic Was robbed it should have been the Olympic instead of the Queen Mary in Long Beach California no offense Canard I'm just passionate about the Olympic class liners
i played the demo at 4k maxed out without dlss. what is the reason for the demo having zero aliasing while aaa games still have tons of that nasty stuff?
Thank you, Derek! 🙂
This looks beautiful Derek sir I hope RMS Britannic gets the same treatment But I'm happy just to have titanic Your work is so photo realistic keep up the great work you're passion for the Olympic class liner It's awesome Just like my passion for the Olympic class liners Especially RMS Britannic Have a good day
2:00 Ladies and Gentle men, we are moving!
Words cannot describe how good this looks in my opinion. But I’ll say it looks incredible!
This is absolutely stunningly realistic! I've forgotten how many times I've gone through Demo 401, now, but I can't get enough of that. That just never gets old. I'm legally blind, and that forces me to examine my world from as close as I can get to it. Therefore, I do pick up on finite details others might miss, like the scratches in the flanges of the cordon posts' bases, or the copper-ish hue in the gold edges of the plates, just the way you'd see with real gold. Very much, looking forward to Project 401. Sorry you're experiencing some technical difficulties with Unreal Engine, but glad to know they'll have the hot-fix out to you, soon. Thank you for sharing this glimpse of P401. :)
7/10, there's no cameraman reflection at 1:04.
(Serious note; *holy freakin' crap* this is awesome 👍)
Wow, you have outdone yourself! The lighting and materials look much more lifelike yet also more beautiful and vibrant!
Hope it isn't rude to ask these but I have two questions.
1. Were you able to improve the texture tiles loading in compared to 2.0?
2. Are you guys wating for UE 5.3 to release or will 5.2 do fine for the demo update? I remember James saying you were having some trouble with the engine in the june update. Also read that it finally has lumen reflections working on static lighting!
Anyway, hope you are doing well, all the best and thank you for the effort and dedication, your work is phenomenal!
As I mentioned in my patreon update: www.patreon.com/posts/86985788
The demo is going to have to wait until 5.3. There was a bad lighting overocclusion issue introduced in 5.2 which was fixed in 5.3.
The texture tile loading has definitely been improved. It'll never be perfect (especially if you move very quickly or are on a slow system), but it should be less visible in V2.1, especially as the overall lightmap resolution has been slightly reduced.
I won't be integrating lumen reflections into the demo. I don't expect to be updating the demo past V2.1, unless there is a very good reason to do so. I've mostly moved on to P401/Alpha development, and adding new last minute features that potentially may add a lot of development time is not really what I'm looking to do at this point :P
@@derekverveer6058 Thx for responding! Just saw the patreon update as well. Really hoping epic itself can improve the tiling behavior with direct storage or by other means as it does ruin the immersion a bit for me. Don't know how big the benefits for performance are or if it is mostly for memory management but the drawbacks are def not minor in my personal opinion (though I know most people don't even notice it...). Still, great to hear you were able to work some things out!
Wasn't expecting you to integrate the reflections in the demo, was thinking more of P401, if feasible. Also, the reflection captures look much higher in quality/resolution in the clip compared to 2.0.
Glad to hear you are moving on the P401 and the Alpha, seems like you guys are making steady progress! Excited to hear about the next collab you're teasing as well. Good to see other people recognizing your work by partnering up^^
@@pcgamingftw5694 The tiling behaviour you are referring to are related to virtual texture lightmaps. Virtual textures are incredibly useful because they are split into tiles and loaded at a resolution based how many pixels of your screen they take up. In practice, it means you can use effectively unlimited resolution textures with the only downside being disk size. Memory usage scales with display resolution.
Unfortunately they are less friendly to lightmaps because lightmaps need a number of buffer pixels of "bleed" to avoid visual artifacts. When virtual texture lightmaps are loaded at a low resolution, there are not enough buffer pixels, so any surfaces will temporarily show black lines and artifacts until the lightmaps are loaded. This is visible everywhere, but most noticeable on white backgrounds.
The other issue that makes this more apparent is that the virtual texturing system is purely reactive. It loads tiles based on what is on screen, so it at a minimum runs a frame behind.
In V2.1 I have increased the sensitivity of the virtual texturing system to be more likely to want to load tiles, but also decreased the sensitivity to unload tiles, so it will prefer to keep things loaded rather than unload them.
V2.0 had a major VRAM bug inherent in the engine. Essentially, it was keeping all the non nanite fallback meshes fully loaded in memory (and VRAM) despite not needing it, since they were being streamed as nanite meshes. I found a workaround that eliminates that issue, which freed up a lot of RAM/VRAM for V2.1.
So one of the things I did was double the reflection capture resolution from 128 to 256, so the reflections are definitely significantly improved.
Will the developers make a Sunset Time? That would be C-O-M-P-L-E-T-E-L-L-Y amazing and wonderful.
1:07 first I was afraid, I was petrified. Kept thin-
My childhood dream to walk the The decks of an Olympic class liner I just wonder what kind of Computer I'm gonna need To make this game look as beautiful as you got it looking I apologize for the second comment I'm just an Olympic class liners nut Notice I didn't say titannick because I like all the 3 sisters I don't even have any Disasterphotos on my wall newspapers anything like that I won't display it I like the beauty of the ships I think RMS Britannic Was robbed it should have been the Olympic instead of the Queen Mary in Long Beach California no offense Canard I'm just passionate about the Olympic class liners
Well, color me misinformed. I thought the real-time sinking wasn't in the cards anymore.
It's not being worked on. Maybe in the future.
i played the demo at 4k maxed out without dlss.
what is the reason for the demo having zero aliasing while aaa games still have tons of that nasty stuff?