Take Unreal Engine 4 Elemental Tech Demo for a Spin

Well I managed to grab the 5 Tech Demo pack from Techpowerup but the Elemental one was corrupted so, grabbing it now from Guru.

The ones that will work for me in the 5 pack all seem to run at 60fps solid but won't go above really and it doesn't use both my cards.

Have recorded a few videos though.

Seems to be a touch more multi core CPU intensive (watch those cores work) than anything else my GPU barely broke a sweat. 45fps :)
 
Yeah I noticed that only the Temple Mobile used my GPU less than 70% the rest of them used it up to 99%, but didn't touch the second card but since it's not actually a demo/benchmark that is meant for general public access as far, as I am aware then it kind of makes sense it doesn't use multiple cards.

Still 60fps at 1080p with those levels of details is really good just a shame we are not seeing games come out with, that sort of level of detail.

Just converting the videos I took now, so as long as Tom or a mod doesn't mind once they are uploaded to Youtube I will post them on here.
 
I took some screenies with an FPS counter. Mine was baad

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A couple of console commands later and I'm wandering around like a star! :)
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While the CGI rendering is pretty the playable game engine has the same old padded room feel.
 
It would be nice if epic games made an actual benchmark utility with these.

I don't know about you guys but i would use it.
 
FYI that elemental demo looks like it will run in ipad etc, looking through the config files... interesting.
 
Cheers for posting.

Seems a few problems with the elemental demo, with my system anyway! :

- Audio is a bit hit or miss, it plays one time or not the next; I hear it "pop" when it first starts
- Getting screen tearing even when Afterburner says the FPS is only 50 or so (2560x1600), could be an Afterburner issue not reporting the right FPS?
- Only using one GPU as someone previously mentioned.
- My firewall blocked it from accessing the net?
 
aye it's not using both my 580's but all of these still run pretty admirably considering the age of the cards and how new this version of the engine is.. mega impressed.
 
I've updated the OP to include links to both sets of demos that I put on my mediafire account as TPU's servers are getting thrashed.
 
Many many rendering commands for the Unreal Engine..
Rendering Commands

AVAILABLETEXMEM – Outputs the amount of available texture memory.
CAPTUREMODE - Toggles the display of all onscreen messages or warnings.
COLORGRADING – Toggles the use of color grading.
DUMPAVAILABLERESOLUTIONS – Outputs all available display resolutions.
FREEZEALL – Freezes rendering and streaming.
FREEZERENDERING – Forces rendering to freeze or resume. Allows viewing of the scene as it was rendered from the point the command was entered.
FREEZESTREAMING – Forces streaming to freeze or resume.
FULLMOTIONBLUR [value] – A value of -1 uses default engine setting for FullMotionBlur. A value of 0 forces Full MotionBlur off. A value of 1 forces FullmotionBlur on.
LIGHTMAPSTREAMINGFACTOR [value] – Sets how aggressively lightmaps are streamed out. Smaller values (default 0.03f) mean more aggressive.
LISTMISSINGPHYSICALMATRIALS – Outputs a list of all material instances without a physical material association.
LISTTEXTURES – Output a list of textures.
ALPHASORT – Force list to be sorted alphabetically instead of by size.
NONSTREAMING – List non-streaming textures.
STREAMING – list streaming textures.
LOWRESTRANSLUCENCY – Toggles the use of the down sampled translucency buffer.
MOVIE [command] – Controls all movies. Command can be one of the following.
PAUSE – Pauses all movies.
PLAY – Starts playing all movies.
STOP – Stops playing all movies.
MOVIEHIDE – Sets current movie hidden.
MOVIESHOW – Sets current movie visible.
MOVIETEST [movie] – Plays the specified movie for testing purposes, waits for it to finish, and then stops the movie.
NEXTVIEWMODE – Switches to the next viewmode.
NUMSTREAMEDMIPS [lodgroup] [mips] – Sets the number of mips to use for the specified texture group.
PREVVIEWMODE – switches to the previous viewmode.
RECOMPILESHADERS – Forces shaders to be recompiled according to one of the following:
ALL – Recompiles all shaders.
BPCF – Recompiles only SRG_GLOBAL_BPCF_SHADOW_LOW shaders.
CHANGED – Recompiles only changes shaders.
GLOBAL – Recompiles global shaders.
GLOBALMISC – Recompiles only SRG_GLOBAL_MISC shaders
MATERIAL [name] – Recompiles the specified material.
MATERIALSHADERTYPE [type] – Recompiles materials of the specified shader type.
SHADOW – Recompiles only SRG_GLOBAL_MISC_SHADOW shaders.
VF [name] - Recompiles the specified vertex factory.
RECOMPILEGLOBALSHADERS – Recompiles global shaders. Same as RECOMPILESHADERS GLOBAL.
SETMAXMIPLEVEL [max] – Sets the largest mip level to use for lightmaps.
SHADERCOMPLEXITY [max] – Sets the maximum complexity value for use with the SHADERCOMPLEXITY viewmode.
SHADOWMAPSTREAMINGFACTOR – Sets how aggressively shadow maps are streamed out. Smaller values (default 0.09f) mean more aggressive.
SHOW - toggle display of various items (only for clients)
BOUNDS – Toggle display of actor bounds.
BSP – Toggle display of BSP geometry.
BSPSPLIT – Toggle display of BSP splits. Colors BSP based on model component association.
CAMFRUSTUMS – Toggle display of camera frustums.
COLLISION – Toggle display of collision primitives.
CONSTRAINTS – Toggle display of physical constraints.
COVER – Toggle display of cover locations.
DECALINFO – Toggle display of debug dev information for decals (frustums, tangent axes, etc.)
DECAL – Toggle display of decal actors.
DYNAMICSHADOWS – Toggle display of dynamic shadows.
FOG – Toggle display of fog actors.
FOLIAGE – Toggle display of foliage.
HITPROXIES – Toggle display of hit proxies. Draws each hit proxy with a different color.
INSTANCEDSTATICMESHES – Toggle display of instanced static meshes.
LENSFLARES – Toggle display of lens flares.
LEVELCOLORATION – Toggle rendering all objects within the same level using the same color.
MESHEDGES – Toggle display of mesh edges in filled view modes.
MISSINGCOLLISION – Toggle highlighting of static meshes with collsion turned on but no collision mesh.
NAVNODES – Toggles display of actors associated pathing.
NONZEROEXTENT
PARTICLES – Toggles display of particle geometry.
PATHS – Toggles display of paths or navigation meshes.
POSTPROCESS – Toggle display of post process effects.
RIGIDBODY
SCENCAPTURE – Toggles updating of scene capture probes.
SHADOWFRUSTUMS – Toggle display of un-occluded shadow frustums.
SKELETALMESHES - Toggle display of skeletal mesh geometry.
SKELMESHES – Toggle display of skeletal mesh geometry.
SPEEDTREES – Toggle display of speedtree geometry.
SPLINES – Toggles display of splines.
SPRITES – Toggle display of sprite components.
STATICMESHES – Toggle display of static mesh geometry.
TERRAIN – Toggle display of terrain geometry.
TERRAINPATCHES – Toggle display of terrain patches. Draws an outline around each patch.
TRANSLUCENCYDOF – Toggle display of translucency blur factor.
UNLITTRANSLUCENCY – Toggle display of unlit translucency.
VOLUMES – Toggles display of volumes.
ZEROEXTENT
SHOWMATERIALDRAWEVENTS – Toggles draw events emission.
SHOWMIPLEVELS – Toggles the use of solid colors in place of lightmaps to visualize mip levels.
TEXTUREDEFRAG – Defragments the texture pool.
TEXTUREDENSITY [min] [ideal] [max] – Sets the minimum, ideal, and maximum texture density values for use with the TEXTUREDNEISTY viewmode.
SHOWSELECTEDLIGHTMAP – Toggles whether to visualize the lightmap selected by the debug camera.
TOGGLEAO – Toggles ambient occlusion post process.
TOGGLECOLLISIONOVERLAY – Toggles rendering of the collision mesh overlay for terrain.
TOGGLEMINDISTORTION – Toggles whether distortion s applied to minimal screen extents or entire screen.
TOGGLEMINTRNSLUCENCY – Toggles whether translucent resolve to the raw format or not.
TOGGLEOCCLUSION – Toggles use of occlusion.
TOGGLESCENE – Toggle scene color post process.
TOGGLEUI – Toggles updating and display of the UI.
TRACKTEXTURE [name] – Adds the texture name into the streaming system to track all textures containing that name.
UNTRACKTEXTURE [name] – Removes the texture name from texture tracking.
VIEWMODE [value] - set the render mode
BRUSHWIREFRAME – Renders scene in a wireframe view showing brush edges.
LIGHTCOMPLEXITY – Renders scene using a special shader that displays the complexity of the lighting on (number of dynamic lights affecting) each surface using specific colors to denote the number of lights.
LIGHTINGONLY – Renders scene using only the lighting information on the geometry.
DETAILLIGHTING - Renders scene using a neutral material affected by lighting with normals.
LIGHTMAPDENSITY – Renders scene using a special shader that displays the density of texels for the lightmap on each surface.
LITLIGHTMAPDENSITY - Renders scene fully lit using a special shader that displays the density of texels for the lightmap on each surface. This is essentially a combination of the LIGHTMAPDENSITY and LIGHTINGONLY viewmodes.
SHADERCOMPLEXITY – Renders scene using a special shader that displays the complexity of the material being used by each surface using specific colors to denote ranges of shader instructions.
TEXTUREDENSITY – Renders scene using a special shader that displays the density of texels for the diffuse channel on each surface using specific colors to indicate the density.
UNLIT – Renders scene with flat shading, i.e., no lighting.
WIREFRAME – Renders scene in a wireframe view.
 
i had a muckabout turning post processing off and it looks cool, the realistic rendering one especially. If you look at the shiny lamp bases, you'll see they are 'metalic' and take a couple of seconds to fully update their 'reflection' I'm wondering if that's actually being raytraced.. it just looks too good!

Cracking engine, really has some potential.
 
What happened to NVIDIA ray tracing? Was it always intended to be a demo their end or is it supposed to be coming to games?
 
What happened to NVIDIA ray tracing? Was it always intended to be a demo their end or is it supposed to be coming to games?

I did this in the Nvidia ray tracing demo earlier, View in large for the uber details, Would be cool if it was properly implemented :)

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