Unreal Engine 5.4 Industrial Factory Tech Demo - A Glimpse Into Next-Gen Graphics | RTX 4080

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Unreal Engine 5.4 Industrial Factory Tech Demo gameplay and performance benchmark at 4K, 1440p with Nanite and Lumen and Epic settings on i7 10700F + RTX 4080

Unreal Engine 5 Industrial Factory Tech Demo is created by Scans Factory. You can get the demo and support their work here:

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WATCH NEXT:

Timecodes:
○ 0:00 - Daytime Scenario at 4K Native, Epic Settings
○ 2:39 - Nighttime Scenario at 4K Native, Epic Settings
○ 5:18 - Daytime Scenario at 1440p Native, Epic Settings
○ 7:53 - Nighttime Scenario at 1440p Native, Epic Settings

Full specs:
CPU: Intel Core i7-10700F
GPU: Gigabyte RTX 4080 EAGLE OC 16GB
RAM: 16GB (2x8) DDR4 2933MHz CL15
Motherboard: Asus Prime B460-Plus
SSD: Kingston NV1 1TB NVMe M.2
PSU: be quiet! Pure Power 11 700W
CPU Cooler: be quiet! Dark Rock 4
Case: be quiet! Silent Base 601

#unrealengine5 #benchmark #rtx4080
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Timecodes:
○ 0:00 - Daytime Scenario at 4K Native, Epic Settings
○ 2:39 - Nighttime Scenario at 4K Native, Epic Settings
○ 5:18 - Daytime Scenario at 1440p Native, Epic Settings
○ 7:53 - Nighttime Scenario at 1440p Native, Epic Settings

MxBenchmarkPC
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The Unreal series needs to make a comeback. This makes me want Unreal 3

-nterruption-
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I like that you still play "No step back" theme in background, extremely immersive soundtrack

Validoleech
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Not to be rude because it clearly looks good and I can see the effort put in for detail, but this is the difference between one of those " OMG MIND BLOWING" art projects in UE5 with the simulated VR smooth camera (like that train station video we likely all remember) versus actually walking around an environment real-time using keyboard and mouse with low-ish unstable framerates.

If I'm being perfectly honest here, this is exactly how I remember Half Life 2 looking back in the day when I played it. Relative to the technology of its time of course literally 20 years ago now, but despite the gigantic breakthrough in potential with UE5, I'm only seeing something here that I genuinely believe should have become standard much sooner. It's actually sad that we haven't all reached this point yet on much more affordable hardware.

DirEnGay
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A demo for why we need the Blackwell series to play UE5 games at 4K! But not too shabby running 40fps at 4K on a 4080! But the absence of NPCs and their AI, would also bring a frame rate hit.

tonep
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Looks like an art piece. I rather be able to interact with the locations better, break a chair, knock stuff over. I think the graphics are good enough. Now give us breakable environments.

farscape
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The underground area 1:52 looks extremely detailed and realistic, very impressive 👍

gringoperes
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To the haters saying this isn’t any better than Crisis 3… you have balls of steel to utter such nonsense. Lemme break it down…

Three things justify this kind of level design that wouldn’t have justified it all those years ago:

1. Ease and scale of production: in early days every level had to be hand crafted, and the amount of time spent on it would often reflect how detailed it looked. Yes Crisis is detailed, but not nearly this detailed. And what took a level designer a day to create can now be done at 5-10 times the detail and scaled up in size to fill in much larger environments, while still taking a similar amount of time. This is a great demonstration of what can be done in UE5 thanks to algorithms and generative tools that would have taken weeks, perhaps months to perfect by hand.

2: computer-assisted procedural generation tools and a new material editor that makes 2D surfaces into limited-depth 3D surfaces?! Texture mapping!!! Come on, that never existed in Crisis. Here, they actually used that for the architecture, floors and trash. Yeah, many of those are just textures, given more depth thanks to material editors. You can see it at 0:30 where there’s a mistake in the texture mapping of the bricks in the doorway (it stretches unnaturally and kinda angles in a way that tells you the corners are fake). Behind the curtain, that’s definitely just a flat texture slapped over a plain square pillar like wallpaper, and yet it’s got depth that would take days for a level designer to replicate for Crisis back in the day lol, and the lighting wouldn’t even do it justice the way it does here.

3. Performance friendliness: as mentioned in other responses this amount of detail is done with a lesser poly count than you would think, using nanite geometry for most of the detailed stuff, which, if it had to be dumbed down to crisis’s LoD and the scale of it was made the same, would probably run twice as fast. Now consider that levels these days are bigger, more widely encompassing, and are more densely packed with all kinds of shit, whether it be more textures, light-interacting objects, or animations and water simulations. All that shit, packed more densely into a larger world with higher fidelity lighting… of course it costs higher performance. But the environment created here is much more genuine. How ignorant could you be to say Crisis 3 does it equally as well? The difference between levels from then vs today are night and day, hell, the tools used to make em differ like night and day. Everything is far more efficient and user friendly to create and run, which allows us to take on greater projects, and with computers being more powerful we can afford to have those levels render more completely than levels of older titles from back when computers could only afford to render a limited amount of spaces, or in some cases, just wherever the player was looking. This isn’t even optimized for playing yet. This could probably be made to save another 15-20 fps down the road if they keep working on this environment.

Let’s be honest, the most impressive thing about Crisis was its grass. Ahead of its time, for sure, but we’re doing it better nowadays.

brotherwulfgar
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Wow, since 1987 on QBASIC Dos Achieving 256 Colors was a dream come true and now this. Its absolutely Amazing and cant wait to knuckledown into UE5.4 Lumen and Nanite. Amazing.

BOSSITSOLUTIONS
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Crazy that with DLSS + Frame Gen we can already play games that look this good at 120 fps

prithvib
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Me when Cyberpunk OST starts playing

I WALK

lamasalamasa
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God, the lighting. Wow. And the detailed assets. Nice! And still the 4080 can deliver this performance. :)

mllecamill
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i wish there was a game with graphics like this in a 1984 novel-like setting. exploring the area during nighttime would be surreal

songforthemute
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Эх побольше бы реалистичности, сразу видно что айтишники не были на реальных заводах. Например в щелочном отделение при разгрузки ж/д цистерн с насосов и трубопроводов отовсюду должна капать химия, да и на других заводах где удалось побывать картина более удручающая нежели на презентации, всё слишком лофт, даже страшная музыка не помогает. За такие площади на аукционе была бы драка.

MaximDZR
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Hello Half Life 3, is that you?
VERY nice job 👍

SerginhoFilho
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Considering the realtime lighting tech and everything else being used here, 40-48fps at 4K without any upscaling is actually really impressive, but IMO current hardware isn't 100% ready for UE5. Hellblade 2 is probably the best looking UE5 game available but you almost always need upscaling+frame generation to get it to 60fps+ and even then the framerate still drops here and there.

someusername
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I want to see a real game with these graphics!

MeuCanal
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Awesome work on the demo, and I'm grateful we were allowed to play it, but I have to be honest... it doesn't look any better than 2011's Crysis 2. I really don't understand why modern tech demos, which are supposed to be pushing the limits of graphic technology, still barely compete with games from over a decade ago? Maybe Crysis was just REALLY that good.

gelfandothea
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Amazing! Especially in 4k 😊 ... HDR would be a nice addition 😉

mopoulpo
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the look of this demo reminds me of the way id tech 5 looked in dishonored 2 and the wolfenstein games, just with better looking lighting & reflections.

joelr