I can’t wait to see the games that will be built with this technology over the next few years. The Nanite and Lumen tech is quite mind boggling to name just a few of the capabilities.
To download the new tool, restart your Epic Launcher and go to the Unreal Engine tab.
Epic surprised game developers today with the reveal of Unreal Engine 5! There are some mind boggling new technologies that will be available, specifically the Lumen lighting engine and the ability to place high poly assets right in the editor without a performance hit. Check out the reveal video below!
Unreal Engine 5 won’t be officially released until 2021.
Unreal Engine 4.23 was released today. A few of the new features are listed as follows:
– Unreal Engine’s new physics and destruction system called Chaos (Beta) – Virtual texturing, which is a new way to handle very large textures (Beta) – Unreal Insights, a new unified profiling experience (Beta) – HoloLens 2 native support (Beta) – Ray tracing improvements – Niagara improvements – Virtual production improvements
UT Renaissance Development launches development stream series which will help to establish connection between players and community developers.During every episode of stream developers will show off their personal artwork and stuff they work on and implement in game.This will help playerbase to stay tuned in whats going on with UT.Players are welcome give any advice and even critique.Remember that WE are building the UT at this point and your feedback is important for us.Be it new idea or just advice. Tomorrow is our first stream of pilot episode. Here are the Twitch and Youtube links where the episodes will be streamed.
This is a massive new release that includes tons of stuff the Unreal Engine team has learned from Fortnite. The major focus is on visual optimizations for mobile.
One standout feature is the addition of Platform Material Stats. This allows you to see expected performance on difference platforms right inside the material editor. Very cool.
Unreal Engine 4.18 has been released with the most prominent feature being Volumetric Lightmaps and multi-bounce indirect lighting from Skylights. Unfortunately the new features in 4.18 can’t be used by content developers for UT4 since UT4 is several engine revisions behind at this point. Hopefully that will be remedied soon.
From the Unreal Engine site:
Volumetric Lightmaps store precomputed lighting at all points in space by covering the entire Lightmass Importance Volume with 4x4x4 bricks of lighting samples. Bricks are placed with higher density near static geometry, where indirect lighting is changing the most. This data structure allows efficient interpolation of indirect lighting to any point in space on the GPU. The Volumetric Lightmap is interpolated to each pixel instead of once for the whole component and has more reliable detail than our previous Indirect Lighting Cache method, resulting in fewer cases of light leaking.
Go HERE for all of the details on the 4.18 release.
May 31, 2017 / MauL / Comments Off on Unreal Engine Live Stream – Volumetric Fog
The June 1st Unreal Engine Live Stream will focus on the long awaited Volumetric Fog feature this time around.
From an Unreal Engine Forum post by Alexander Paschall:
Daniel Wright joins the livestream once again, this time to talk about Volumetric Fog, a beautiful new rendering feature in 4.16. With Volumetric Fog, you can create incredible ambiance and mood in your environments using the new Volumetric Fog! Varying densities are supported so you can simulate clouds of dust or smoke flowing through light shafts, and any number of lights can affect the fog.
April 7, 2017 / MauL / Comments Off on UE4 Lighting Techniques and Guides
Here’s a couple of new Unreal Engine 4 lighting guides using the latest engine version. There is significant coverage of shadow techniques in the second guide which I found useful.
Some of this stuff might be “expensive” processing-wise so keep in mind it might not be great for UT. (Warning: These videos are really long…)