Unreal Engine 5.4 Released

Excuse me but what’s with blatant lie here? : https://youtu.be/ltQfA5Wqdik?t=136

Last time I checked, TSR became 1 ms MORE expensive

Thank you for sharing your impressions!

In 5.3, we added support for 16bit VALU operations on windows D3D12 SM6 capable hardware with r.TSR.16BitVALU. TSR is the first technology in unreal engine to extensively uses these 16bit ops. And we learnt the hardway that there was some unexpected driver bugs we discovered on desktop as well.

To mitigate the impact these 16bit bugs had on the functions of TSR, in 5.4, we added control to enable 16bit VALU operations on a per HIV basis as the issues got ironed out with this change that adds distincts r.TSR.16BitVALU.AMD, r.TSR.16BitVALU.Intel, r.TSR.16BitVALU.Nvidia, all disabled by default.

Subsequently to this change, AMD poped out a fix in their driver we vetted and as a result enabled backed 16bit ops on their hardware by changing that r.TSR.16BitVALU.AMD’s default in this change.

Intel has also been very responsive, hunting down the issues they were having in drivers. But in addition to drivers changes, they also found an issue some of the TSR shader were having in regards to a specific behavior DXC alllows on reordering some of these 16bit operations in the DXIL which the driver consumes, which we have fixed for 5.4 along with enabling r.TSR.16BitVALU.Intel by default as well with this change. Intel has also contributed back to us some new shader permutation in TSR to specifically optimise it on intel Arc GPUs with these changes:

Sadly, at the cost of TSR perf on Nvidia GPUs, we are still waiting a driver fix from Nvidia that caused a total corruption on RTX 20xx series GPU, so as of 5.4.0, the 16bit ops remains disabled by default on nvidia GPU to ensure TSR to at least works consistently compared to other hardware manufacturers and platforms due to r.TSR.16BitVALU.Nvidia being disabled by default. Our hope is to have a futur driver from Nvidia with the necessary fixes so we could change this default in futur hotfix of 5.4 to use on their hardware these exact same way more optimised TSR shaders as we do on consoles.

with almost no improvement to its handling of motion and temporal fizzing(becuase it uses too many frames)

5.4 comes with the history resurrection enabled by default on Medium anti-aliasing quality and higher enabled by default that will allow to remember some of these details showing up again in the scene, allowing much greater depth complexity in scenes in motion.

Also we understand not every project or user have the same needs as the engine default. Even Fortnite have some tweaks due to its competitive nature. So for 5.4, we have spent a lot of time investing in brand new TSR innerworking visualizer, and along side a completely updated documentation and FAQ to better flush out the technical details of TSR and how to tune and execute it to your project’s needs on all the supported platforms.

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