Unreal Engine 4.25 released!
For game developers, this is the first release with initial support for Sonys PlayStation 5 and Microsofts Xbox Series X as first-class platforms
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Facial capture test iPhone
Nek_Food (07-05-2020)
Weve just released a first look at Unreal Engine 5. One of our goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.
Introducing Lumen in the Land of Nanite, a real-time demo running live on PlayStation 5:
Unreal Engine 4 & 5 timelineThis demo previews two of the new core technologies that will debut in Unreal Engine 5:
Nanite virtualized micropolygon geometry frees artists to create as much geometric detail as the eye can see. Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine—anything from ZBrush sculpts to photogrammetry scans to CAD data—and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters. Artists and designers can create more dynamic scenes using Lumen, for example, changing the sun angle for time of day, turning on a flashlight, or blowing a hole in the ceiling, and indirect lighting will adapt accordingly. Lumen erases the need to wait for lightmap bakes to finish and to author light map UVs—a huge time savings when an artist can move a light inside the Unreal Editor and lighting looks the same as when the game is run on console.
Numerous teams and technologies have come together to enable this leap in quality. To build large scenes with Nanite geometry technology, the team made heavy use of the Quixel Megascans library, which provides film-quality objects up to hundreds of millions of polygons. To support vastly larger and more detailed scenes than previous generations, PlayStation 5 provides a dramatic increase in storage bandwidth.
The demo also showcases existing engine systems such as Chaos physics and destruction, Niagara VFX, convolution reverb, and ambisonics rendering.
Unreal Engine royalties waived on first $1 million in game revenueUnreal Engine 4.25 already supports next-generation console platforms from Sony and Microsoft, and Epic is working closely with console manufacturers and dozens of game developers and publishers using Unreal Engine 4 to build next-gen games.
Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.
Were designing for forward compatibility, so you can get started with next-gen development now in UE4 and move your projects to UE5 when ready.
We will release Fortnite, built with UE4, on next-gen consoles at launch and, in keeping with our commitment to prove out industry-leading features through internal production, migrate the game to UE5 in mid-2021.
Epic Online Services have launched!Starting today, you can download and use Unreal Engine to build games for free as you always have, except now royalties are waived on your first $1 million in gross revenue. The new Unreal Engine license terms, which are retroactive to January 1, 2020, give game developers an unprecedented advantage over other engine license models. For more information, visit the FAQ.
Friends, matchmaking, lobbies, achievements, leaderboards, and accounts: we built these services for Fortnite, we launched them across seven major platforms - PlayStation, Xbox, Switch, PC, Mac, iOS, and Android. Now were opening up Epic Online Services to all developers FOR FREE in a simple multiplatform SDK!
Mix and match these services together with your own account services, platform accounts, or Epic Games accounts, which reach the worlds largest cross-platform social graph with over 350 million players and their 2.2 billion friend connections across half a billion devices.
https://twitter.com/BrianKaris/statu...250266624?s=20
- Artist at EA Star WarsVisually very impressive but they way theyre handwaving the MILLIONS OF POLYS VIRTUALLY is a bit worrisome, for a production team that works natively in zbrush this is potentially GREAT news as it could really, REALLY improve your pipeline (making LODs and game ready versions of sculpts takes a ton of time) but if everything is movie quality then rigging and animating are going to take a very long time ... plus, the expectation of conistent level of detail is going to be a hard precedent to set.
Their "solution" to this will be to rely on photogrammetry and libraries like Quixel because of course they would, thats a business model that benefits their partners and it is indeed to think "why should we make these cans and boxes and rocks when theres these libraries already"and thats true for a number of games, but for games that want to look more unique and less "from the shelf" it might be quite challenging to produce such a number of art assets at that level of detail.
Anyways, so far great for the AAAA houses and might be able to seep up development, I see quite the challenge for studios that arent chasing photorealism ... but then again, these are early days and hopefully theres a variety of options there. The biggest thing these big engine releases can do is trivialize production time so the artists and engineers can spend less time working on annoying, non player facing content. Potentially not having to worry about LOD's and bone counts is exciting, but theres a whole lot of things that have to go along with that to truly make it viable and exciting for a dev.
Obsidian dev
https://twitter.com/jesawyer/status/...459384320?s=20
https://twitter.com/jesawyer/status/...388939777?s=20
Creative Assembly Art Director
https://twitter.com/Baj_Singh/status...960880128?s=20
Warhorse Studios
https://twitter.com/MadSmejki/status...817935360?s=20
Art Director Sony Santa Monica
https://twitter.com/rafagrassetti/st...360590853?s=20
https://twitter.com/rafagrassetti/st...894935042?s=20
- Art Director @ ActivisionYou won't get reported from me for that alone. Nice surprise, no one leaked it was running on PS5.Lmao, glad to hear it seems to ease development. Now, don't replace that with hardship in some other area of development. Real talk, does it seem like development will be easier for next gen?
Loved the music choices, I was crying, lol.
Certainly easier in many ways compared to this generation, from asset creation to optimization and even publishing. There's been a big focus from the platform holders of speeding up the time it takes for things to come "online." It's too early for me to hypothesize new pain points though. We're really just getting started, it's only really been a year for us with next gen hardware.
https://twitter.com/Byooler/status/1...115467264?s=20
Live , 15:00In this presentation, Nick Penwarden, VP of Engineering, and Marcus Wassmer, Engineering Director, cover the features in Unreal Engine that will be crucial to the success of developing the next generation of games, and reveal innovative features being developed that will revolutionize game development. Then, Jerome Platteaux, Art Director, provides an in-depth look at how Epic created the "Lumen in the Land of Nanite" UE5 demo.This presentation is part of Unreal Fest Online 2020. Learn more and register to view all presentations at http://www.unrealengine.com/unrealfes...
PDS (14-07-2020)
modecris (03-12-2020)
modecris (03-12-2020)
psx3 ( ) ; (scalable console )
; ( , - "Pro" )
PS6........... ARM..... custom ARM by Cerny + AMD, x86 .
Porting Detroit: Become Human from PlayStation 4 to PC
This is a three part series, written jointly by Ronan Marchalot, 3D engine director, and 3D engine senior developers Nicolas Vizerie and Jonathan Siret from Quantic Dream, along with Lou Kramer, who is a developer technology engineer from AMD.
psx3 (05-12-2020)
^ .
, 2 ( ):
1) low level API (GNM) PS4 low level Vulkan. , hardware configurations.
2) Jaguar CPU, draw calls PS4 PC.
, PS4 PC "". Zen 2 baseline , PC CPU .
porting PC straightforward 2 SDK/compiler, .
tbh diminishing returns wow factor .
Naughty Dog PS5 ...
psx3 (15-12-2020)
PDS (16-12-2020)
John .
3 2 ...
. TLOU2 . , optimization production values , glitches, animation ever ... PS4...
Cyberpunk PC... visual glitches, performance optimization ; .
...
.
visual feature set. miles morales ... raytracing . .
raytracing John ...
Demon Souls 6 .
baffled .
, : ... feature set ps4... raytracing ...
GOTY GOTY Streets of rage... ... Streets of rage tech of the year award visual features ... . ...
...
: , . , ...
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