Infiltrator Released For Free!

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Could anyone shed some light why the volumetric explosion is not showing up when I open it up in the particle editor though?
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Same problem.

Just tested this demo…super awesome! Thx for making it public :slight_smile:

I just called, to say I love you.!!!

Ok maybe an over-reaction, but seriously Epic thanks a bunch for this… It’s an amazing learning experience for our team, very pleased :D…

Excellent demo, would there be any way to get this looping automatically rather than having to press the space bar at the end? I’m thinking for stress test usage.

Thanks.

Creation–Cel shading

https://www…com/watch?v=E8I-Zqh7V2E

Thanks Epic!

Nice! @

It is amazing that anyone would even attempt this, much less pull it off! Well Done! :wink:

ps: out of curiosity and before anyone else asks, could you explain how you achieved this

[=TooManyfps;385077]
I would not call it dumb like the poster above, but I also have to say that if Epic does not get its engine properly optimised and something like the few minutes of a trailer here take ~16GB Ram and other high end spec, they probably should not publish.
What does a full game take if that little demo already kills any normal hardware?
I am seriously wondering: if I want to make a game of that AAA Quality in UE4, would it even be possible? I doubt it lookling at how brute force and unoptimised the engine requires resources.
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The actual demo only uses 3.4gb during execution of the demo (once initial load has completed in editor) this easily fits in the realm of AAA game quotas for memory in this day and age. The only time it uses 16gb is when actually opening for the first time, this is because it is compiling shaders, cooking collisions, packing textures, potentially generating distance fields, etc.

Same here, gets to 95% and nothing :frowning:

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Same here, gets to 95% and nothing :frowning:
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You need to give it time, some people have reported it can take up to two hours to completely load, depending on the amount of memory you have, for me it still took about half hour the first time.

Thanks much Epic. Here is my render at 4K 60FPS :slight_smile: Frame-by-frame capture audio added in post. Crazy to imagine this is the realtime quality we’ll have with games (and VR!) 2015-2020. Please note: you might have to use Chrome (HTML5 and/or Flash) to access the 4K 60FPS version.

https://.com/watch?v=3TH_AciA7oQ

Would some kind soul compile and pack this project to a playable standalone dx11 version and upload it for to try please?

[=soetdjur;387096]
Would some kind soul compile and pack this project to a playable standalone dx11 version and upload it for to try please?
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Try the builds listed at:https://.com/watch?v=pCIV8fBZeLAhttps://www…com/watch?v=_YepxAtYvfg

What’s the best system for running this really well on? The overall performance for me is also very slow which I totally expected given my OC’d i7 920 2.6>3.8GHz (shader compiling has always been slow and i’m getting regular streaming assets and crashes). I’ve been looking at getting a new rig for a while and there always seems something new to wait for. I was waiting for Skylake but the reviews haven’t been that favourable (in terms of speed boosts) and am unsure as to whether to go for a Skylake or go for something older with more cores (eg Haswell-E). Thinking maybe a six or eight core (scary price though) may be much better for UE4 / Xnormal bakes / CPU rendering tasks or perhaps the single core speeds and DDR4/ M.2 etc of Skylake would be more efficient. Or is it worth waiting four months or so for Broadwell-E? Any thoughts would be appreciated, anyone on newer systems having great performance with this? I searched for UE4 CPU benchmarks for shader compiling etc but couldn’t find anything (perhaps a little too specific - most benches are for pre-packed exes). Sorry to hijack the thread a little but I feel this is a great test project due to it’s scope (and i’ve been hitting bottlenecks anyway).

[=;385802]
Thanks much Epic. Here is my render at 4K 60FPS :slight_smile: Frame-by-frame capture audio added in post. Crazy to imagine this is the realtime quality we’ll have with games (and VR!) 2015-2020. Please note: you might have to use Chrome (HTML5 and/or Flash) to access the 4K 60FPS version.

https://.com/watch?v=3TH_AciA7oQ
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Lovely stuff! Thanks for sharing :slight_smile: What kind of framerates are you getting realtime @QHD etc?

[=;385802]
Thanks much Epic. Here is my render at 4K 60FPS :slight_smile: Frame-by-frame capture audio added in post. Crazy to imagine this is the realtime quality we’ll have with games (and VR!) 2015-2020. Please note: you might have to use Chrome (HTML5 and/or Flash) to access the 4K 60FPS version.

https://.com/watch?v=3TH_AciA7oQ
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Wow! It looks a lot better than the Full HD Version, even on a Full HD screen since all the blur from the Temporal AA is not there, so its a lot cleaner!

So has anyone gotten the big screw explosion to play in cascade? I have not. works in game but not in cascade ideas?

Edit: Cheers for the views and responses. FWIW I also re-Lightmapped the scene with slightly higher settings and set Lightmass to 100 bounces. I’m still blown away by what UE4 in 4K looks like and as 4K becomes the mainstream, and as VR moves to 4K… Scary stuff!

[=Pixeldamage;389482]
Lovely stuff! Thanks for sharing :slight_smile: What kind of framerates are you getting realtime @QHD etc?
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Hi, thanks a lot. My PC laptop only runs at 1920x1080p (I check/watch the 4K video on my Macbook Pro 15" switched to native 4K res). So when rendering frame-by-frame it was like 1 or 2 fps, which I imagine will be the realtime framerate if I hooked up my laptop to a 4K screen!

[= ;389491]
Wow! It looks a lot better than the Full HD Version, even on a Full HD screen since all the blur from the Temporal AA is not there, so its a lot cleaner!
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Cheers… Actually I kept TXAA on but because the 1080p version is basically a downscaled version of the 4K render, the 1080p is kinda like TXAA with lots of super sampling/ over sampling. I find even rendering at 1080p direct, with Screen Percentage 150% or 200% in combination with TXAA, one gets the right amount of antialiasing and crispness.

[=Pixeldamage;389478]
What’s the best system for running this really well on? The overall performance for me is also very slow which I totally expected given my OC’d i7 920 2.6>3.8GHz (shader compiling has always been slow and i’m getting regular streaming assets and crashes). I’ve been looking at getting a new rig for a while and there always seems something new to wait for. I was waiting for Skylake but the reviews haven’t been that favourable…
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Yes, looks like your CPU is holding you up. Also, are you using an SSD?

I’m actually not having too serious CPU-side issues with my PC laptop (mobile Ivy Bridge i7 Quad). Even the Infiltrator demo, loading it from scratch, compiling shaders, etc, to be honest has been quite reasonable. On my MacBook Pro (Haswell mobile i7 Quad) it actually gives similar performance. Intel Ivy Bridge and Haswell are pretty solid overall, they’ve done impressive stuff since the Core 1 and Core 2 days.

Currently a Skylake i5 or i7 with Nvidia 970 overclocked or 980 Ti will give you the speed you need. However, indeed Skylake reviews have been lukewarm so if you have the budget a six-core Haswell-E with Nvidia 980 Ti will be ideal.

If your budget is constrained, I would still prioritise the Nvidia 980 Ti since that’s a GM200 GPU and give you all the overhead you need for 2K, 4K, GPU particles, VXGI, etc. With an Nvidia 980 Ti any suitable i5 or i7 unlocked Haswell will do the job, and it will be easy to pick the right Haswell motherboard and RAM.

Overall for a new rig a 6-core Haswell-E with Nvidia 980Ti and DDR4 would be sweet. 8-core Haswell-E might be overkill.

I might skip Skylake totally and wait for the next round if I don’t get a Haswell-E.

Edit: FWIW here is “Matinee” zero-bake VXGI in 4K 60FPS using TXAA and the same techniques for rendering “Infiltrator”. TXAA at 4K seems to give beautiful results and downscaling to 2K and 1080p looks very nice, I believe, in terms of softness and crispness. I wish I had a 980 Ti to truly run this at 4K 60FPS ~realtime~:

https://.com/watch?v=Ttsa9R6vxx4

[=feldy;389603]
So has anyone gotten the big screw explosion to play in cascade? I have not. works in game but not in cascade ideas?
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Not yet but I also noticed it doesn’t appear when scrubbing the timeline (in Matinee). But it does appear when hitting the play button in Matinee. I’m guessing it’s some sort of optimization (though I have no idea) to speed up editor-interaction. Wouldn’t explain why it doesn’t appear in Cascade though.

[=;389607]
Edit: Cheers for the views and responses. FWIW I also re-Lightmapped the scene with slightly higher settings and set Lightmass to 100 bounces. I’m still blown away by what UE4 in 4K looks like and as 4K becomes the mainstream, and as VR moves to 4K… Scary stuff!

Hi, thanks a lot. My PC laptop only runs at 1920x1080p (I check/watch the 4K video on my Macbook Pro 15" switched to native 4K res). So when rendering frame-by-frame it was like 1 or 2 fps, which I imagine will be the realtime framerate if I hooked up my laptop to a 4K screen!

Cheers… Actually I kept TXAA on but because the 1080p version is basically a downscaled version of the 4K render, the 1080p is kinda like TXAA with lots of super sampling/ over sampling. I find even rendering at 1080p direct, with Screen Percentage 150% or 200% in combination with TXAA, one gets the right amount of antialiasing and crispness.

Yes, looks like your CPU is holding you up. Also, are you using an SSD?

I’m actually not having too serious CPU-side issues with my PC laptop (mobile Ivy Bridge i7 Quad). Even the Infiltrator demo, loading it from scratch, compiling shaders, etc, to be honest has been quite reasonable. On my MacBook Pro (Haswell mobile i7 Quad) it actually gives similar performance. Intel Ivy Bridge and Haswell are pretty solid overall, they’ve done impressive stuff since the Core 1 and Core 2 days.

Currently a Skylake i5 or i7 with Nvidia 970 overclocked or 980 Ti will give you the speed you need. However, indeed Skylake reviews have been lukewarm so if you have the budget a six-core Haswell-E with Nvidia 980 Ti will be ideal.

If your budget is constrained, I would still prioritise the Nvidia 980 Ti since that’s a GM200 GPU and give you all the overhead you need for 2K, 4K, GPU particles, VXGI, etc. With an Nvidia 980 Ti any suitable i5 or i7 unlocked Haswell will do the job, and it will be easy to pick the right Haswell motherboard and RAM.

Overall for a new rig a 6-core Haswell-E with Nvidia 980Ti and DDR4 would be sweet. 8-core Haswell-E might be overkill.

I might skip Skylake totally and wait for the next round if I don’t get a Haswell-E.

Edit: FWIW here is “Matinee” zero-bake VXGI in 4K 60FPS using TXAA and the same techniques for rendering “Infiltrator”. TXAA at 4K seems to give beautiful results and downscaling to 2K and 1080p looks very nice, I believe, in terms of softness and crispness. I wish I had a 980 Ti to truly run this at 4K 60FPS ~realtime~:

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Thanks for the hardware tips, I appreciate it. Torn with spending £500 on a 980Ti knowing Pascal is on it’s way (and so much more powerful). Maybe I’ll upgrade the rest of the rig first and see what perf I’m getting (with my r290). Would like to switch over to NVidia again for the Gameworks features and better stability. I’m using a Samsung EVO 840 SSD for the two UE4 folders recommended (https://wiki.unrealengine/Boost_Compile_Times) via the junctioning MKLINK functionality. I have the entire Infiltrator project on the SSD as well. I hoped doing this would decrease the streaming and compile times. I also edited BaseScalability.ini to change all texture quality levels to r.Streaming.PoolSize=1500 as someone suggested. I’m not getting streaming happen as much as before (if at all).

Speed isn’t too bad flying around Infiltrator now but I am getting random crashes. Also I’m noticing strange behaviour like selecting an object and hitting undo causes quite a long delay (30 seconds plus sometimes). It’s like the entire Outliner has to re-sort itself (it starts scrolling through it). In general it seems quite strange there’s no folders being used and I wondered if anyone knows why this is the case? I’m going through it now and adding everything to relevant folders / housekeeping

Nice to see I’m not the only person having the ‘hangs at 95%’ issue here haha. Shall leave it to chug away for a while and watch the cool renders posted above in the meantime. Excited to see it running on my own computer though :slight_smile: