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posted by janrinok on Friday March 22, @11:31PM   Printer-friendly

Arthur T Knackerbracket has processed the following story:

The first preview of Unreal Engine 5.4 is now available. The update introduces significant new features to the animation toolchain and Nanite, Epic's ambitious polygon rendering system.

Amy Hennig, known for her work on the Uncharted series, demonstrated the developments by revealing her studio's new game – 1943: Rise of Hydra. Planned for a 2025 release, the title stars Captain America and Black Panther in occupied Paris during World War II.

While the game's unveiling, which starts around the 19-minute mark in the video below, didn't include gameplay, Hennig proved that the trailer was running in real-time by exploring its scenes and characters using the Unreal Engine editor. The developers took the opportunity to showcase the newly introduced Nanite tessellation, which adds detail to objects without rendering additional polygons. They also demonstrated systems that can quickly change environmental textures and cast realistic shadows on smoke or fog.

Furthermore, Hennig explained how Unreal Engine 5's motion capture system combines with its advanced MetaHuman character creator to allow realistic facial animations recorded from live actors. Version 5.4's primary addition to animation is Motion Matching, which blends positions to animate in-game characters efficiently. Fortnite has been exhibiting the system since the launch of Chapter 5, and Epic used the GDC presentation to announce significant additions to the game's custom creation tools.

[...] Developers can download the Unreal Engine 5.4 preview on the Epic Games Launcher, GitHub, or here. Linux users can find it on Epic's website.


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  • (Score: 4, Informative) by Tork on Saturday March 23, @12:22AM (1 child)

    by Tork (3914) Subscriber Badge on Saturday March 23, @12:22AM (#1349919)

    The developers took the opportunity to showcase the newly introduced Nanite tessellation, which adds detail to objects without rendering additional polygons.

    heh. That's a funny way to describe it. Nanite is actually about reducing geo and textures for objects being rendered on only a small portion of the screen. BUT, when Unreal spun up that feature, a bunch of shit stopped working. They didn't so much add the detail to the nanite model, instead they made it possible to tesselate the reduced geo so features like displacement work. I mean we're playing with semantics here but really what I'm reading here is that there's a bug fix relating to nanite, not some whoop-de-doo new feature.

    Eh maybe I'm just being a butthead but one thing I've heard too many times recently is "to make that work turn nanite off".

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    • (Score: 4, Touché) by crafoo on Saturday March 23, @06:08AM

      by crafoo (6639) on Saturday March 23, @06:08AM (#1349938)

      now that's good marketing! That's how it's done, people.

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