Unreal – Unreal Engine 5

Here are some notes on the speech given by the Technical Director of China Region.

nanite

  • PC, PS5, XBox Series X/S
  • Compared with last year, the quality and efficiency have been improved.
  • Compression and transcoding of disk storage
  • Support Lightmap/Lightmass 2
  • Support for broken objects (Geometry Collection)
  • Can generate high-quality replacement Mesh after surface reduction
  • Ray Tracing and physics
  • Cluster generation
    • Original Mesh LOD0 data is used as Graph Partition
    • A Group with conditions such as uniform area and minimum boundary
    • Lock edge meeting to Group original half
    • Re-divide a new Cluster within the Group
    • In order until there is only one Cluster
    • Each Cluster stores its own reduced Error and Group Error.
    • Ensure that the Cluster's Errors in the DAG are in monotonically descending order. At this time, the number of Clusters has been generated. The total number of Clusters includes LOD for each section. Inefficient (but people are awesome)
    • Generate BVH separately for all LOD Clusters
    • Hang the BVH of each level of LOD under the general BVH Root. (Each Mesh has only one BVH, and the source code is in Nanite Include?)

Here’s the outlook:

  • Support more material types
  • Further improvements to memory, performance and quality
  • VSM improvements

Cutting process

  • Crop and LOD selection
    • Open enough Persistent threads for Culling (multiple producers and multiple consumers, don’t mess with it here) this article confused)
    • MPMC Task Queue
    • Use BVH structure to do Group-based rough Culling
    • Do actual Culling on the Cluster in the remaining leaf group
    • Culling conditions are consistent with LOD selection conditions. Each level of Cluster is actually the next level of Group.
  • rasterization
    • Visibility Buffer: 64-bit Depth30: InstanceID37: TriangleID7
    • One Draw draws all Opaque objects
    • Subsequent material passes are output to GBuffer.
    • Pixel-sized triangle rasterization
    • Use Cluster as the granularity to determine software raster VS hardware raster (hardware for large grids). For smaller ones, use Compute Shader.
  • Parallel processing, utilizing 64-bit atomic operations, is supported by both host hardware and PC.

Material

  • 32 bits per cluster

  • Two encodings are shared, supporting up to 64 materials.

  • MaterialID table

  • Material depth

  • InstancedDraw based on screen Tile draws each visible MaterialID. There are only these types of materials that can be seen on a screen, and the material depth is written.

  • Depth is stored in 24 bits. The areas that cannot be painted will be removed in VS.

  • streaming

    • Culling algorithm is not aware of
    • Always retain Culling's hierarchical structure on the GPU, and only stream pure geometric data. This prevents many frames from being requested before the data can be requested.
    • Taking Cluster Group as the streaming granularity
    • Align with Page. In order to reduce memory or video memory fragmentation, use Cluster Group as Page. Cluster Root is placed on Page 0.
    • After loading the Page, repair the data. The segmentation condition is actually based on Cluster Group, but the storage is based on Page.

compression

  • General purpose compression is hard to improve exponentially
  • Leverage universal hardware compression to tailor specific data to your advantage
  • memory format
  • Storage format

First of all, hardware compression is free. First, make the data repeat as high as possible, Huffman algorithm. It's a bit like ECS. Same types are arranged together.

future

  • Virtual Shadow Map (Isn’t SDF the future?)
  • TSR
  • Nanite’s future plans

Lumen

  • Indirect light/skylight shadows
  • Self-illuminating material
  • Multiple rebound GI
  • Reflection
  • Reflection contains Diffuse GI (Isn’t Diffuse a constant? What does this mean?)
  • Optional hardware light cone
  • PC, PS5, Xbox Series X / S
  • Simplify centralized user setup
  • EA version host 30HZ

The following is the outlook

  • Open world support – super long-distance GI, terrain GI

Platforms

Host

  • Turnkey workflow under improvement

  • Complete PS5/XSX support (available in 4.25plus and 4.26)

  • Switch to GDK for Windows & XBox 1/X

  • Cleaned up inconsistency between DX and DX12 on PC

  • Lots of memory optimizations (especially for DX12)

  • Improved reuse of video memory resources in the middle of each frame

  • TSR optimization for host hardware

  • Support for host light tracing (5.0 will have complete support for Production Ready)

  • The new loading module: IoStore/Zen Loader has been enabled by default on the EA version of the host.

  • The next generation art pipeline can reach Production Ready

  • Do enough verification on the console with Fortnite and Demo

  • Host GPU memory visualization tool (Insights)

  • Host Timing Insights (Context Switch)

  • Open IOStore/Zen Loader by default

Cooking/Host Workflow Day Oh

Mobile

  • Initial Turnkey workflow support

    • Android on Windows
    • iOS on Mac
  • Mobile deferred rendering enters beta stage

  • The reliability of the iOS toolchain has been greatly improved,

The mobile version runs Nanite and Lumen haha.

A toolset for building big worlds

  • World Partition

    • Data Layers help you do vertical segmentation
    • Support Nanite's HLOD generation
  • Level Instance treats Actor as an Actor.

  • One File Per Actor reduces the granularity of locks per operation. Art operation friendly?

  • Auxiliary tools

    • The big world process is not introduced for small maps
    • Automatically convert UE4 levels to World Partition
  • production ready

  • support baking

Day oh

Supports a large world and a large number of object books. Performance across a large number of assets

Editor and user experience improvements

I don’t want to record it anymore, I’ll see for myself. . .

animation technology

  • Extensible animation editor for scripts

  • Blendspace 2.0

  • Motion Warping(Contextual Animations)

  • Slope Warping + FBIK

  • Control Rig – package, function, PBIK

  • Pose library, Tweening tool (Animation In Engine)

  • MotionMatching

  • Data-driven Pose Warping

  • Contextual Animation Editor

  • FBIK target system

  • IK Rig assets and accompanying editor

  • Skeleton mapping

Day oh

Chaos / network synchronized physical system

MetaSounds – WIP

  • A newly introduced efficient audio system.
  • MetaSounds provides sound effect parameters
  • MetaSounds has greatly improved performance compared to the previous SoundCues system.

Other Features

  • Quartz – an interactive music system
  • Synesthesia – a new real-time audio analysis API
  • Audio. . .

Chaos Physics

  • As the default physics engine starting from EA version

  • A later version will completely remove PhysX support

  • It has been used as the default physics engine in Fortnite and all internal projects since February last year.

  • Actively fixing bugs and improving performance

  • Support for physical simulation network synchronization

  • Asynchronous physics simulation

  • Volume field + RBAN

Day oh

Insights

  • Provides brand-new Memory Insights, which can perform complete memory profiling and leak detection.

AncientGame

Meta Human Creator

  • MHC is a tool that helps you quickly and easily create high-quality digital characters through a cloud platform

Audio

Metasounds

  • All functions have reached Production Ready status
  • Implement resource instantiation and MetaSound composition
  • Provide new tools

Day oh

Updated with new templates and sample projects

  • Brand new Mannequins (one each for men and women)
  • Updated or new Start

Day oh

4.27 is mainly for non-gaming users. The main improvement is Path Tracing.

Post Reply