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UNREAL SUMMIT 2017 PREMIUM UNREAL ENGINE UPDATE & ROADMAP

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Page 1: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

UNREAL ENGINE UPDATE & ROADMAP

Page 2: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• Rendering• Animation, Physics & Clothing• Mobile Platforms• Media• AR & VR

New Features in 4.17, 4.18 and beyond

Page 3: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

New Features in 4.17 and 4.18

Page 4: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Rendering Improvements

Page 5: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• AO is % of rays around a shading point that don’t hit geometry

• We also need the average direction for the ambient light that is not occluded

• Regular surface normal doesn’t necessary point in the direction of unoccluded light

• Instead we can store and use a bent normal map for AO calculations giving more GI-like results

Bent Normal Map Support for AO

Regular Normal

Bent Normal

4.17

Page 6: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• We� �use� �this� �information� �for� �Reflective Occlusion• Ambient Occlusion is occlusion for diffuse indirect light• Reflective Occlusion is occlusion for specular indirect light

• Greatly reduces leakage of specular light

Reflective Occlusion4.17

Page 7: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.17

Page 8: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.17

Page 9: UNREAL ENGINE UPDATE & ROADMAP

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• Generate a bent normal map using a Cosine Distribution in your content authoring tool

• Connect this map to the Bent Normal output node in your material

Bent Normal Map - usage4.17

Page 10: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

AO Multi-bounce

AO Multi-bounce

4.17

Page 11: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• New method of storing Precomputed Lighting

• Covers the Lightmass Importance Volume area with 4x4x4 blocks of lighting samples

• Blocks are arranged to maximize density near surfaces where indirect lighting changes most

• Indirect lighting is efficiently interpolated on the GPU** Mobile uses CPU interpolation of the data

Volumetric Lightmaps4.18

Page 12: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Provides precomputed lighting for movable objects• Per-pixel interpolation of lighting samples

Precomputed lighting for mobile objects

• Better result than previous Indirect Lighting Cache that was per-component

• Less light leakage

4.18

Indirect Lighting Cache (old) Volumetric Lightmap Samples

Page 13: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.18

Volumetric Lightmaps – Character shading example

Indirect Lighting Cache (old) Volumetric Lightmap

Page 14: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.18

Volumetric Lightmaps – movable object embedded in static geometry

Indirect Lighting Cache (old) Volumetric Lightmap

Page 15: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• WorldSettings, Lightmass, Volume Lighting Method

• Setting available to limit the memory usage

Volumetric Lightmaps - Settings4.18

Page 16: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• Volumetric Lightmaps can be applied to Volumetric Fog

• Each fog voxel will interpolate the pre-computed lighting at that position in space

• Can be affected by stationary lights

Volumetric Fog for Precomputed Lighting4.18

Page 17: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Volumetric Fog for Precomputed Lighting4.18

Page 18: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Volumetric Fog from Precomputed Lighting4.18

Page 19: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• The skylight didn’t previously capture the detail which exists at sunrise and sunset

• From 4.18 we now use a high-resolution filtered cubemap

• Lightmass� �chooses� �the� �appropriate� �mip� �of� �the� �cubemap �to� �avoid� �aliasing

Improved Skylight4.18

Page 20: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.18

Page 21: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.18

(No bounce in dark scenes)

Page 22: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.18

Materials� �need� �to� �have� �a� �high� �diffuse� �value� �for� �multiple� �skylight� �bounces� �to� �be noticeable� �in� �most� �cases

Page 23: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Multiple bounces from a mesh with only an Emissive material

4.18

Page 24: UNREAL ENGINE UPDATE & ROADMAP

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Animation, Physics & Clothing

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UNREAL SUMMIT 2017 PREMIUM

New Physics Asset Editor4.18

Page 26: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Node-Based Physics4.18

Page 27: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Improved Skelton Tree Display4.18

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UNREAL SUMMIT 2017 PREMIUM

Robust Physics Simulation Preview4.18

Page 29: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Improved Physics Body Auto-Generation4.18

Page 30: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Improved Physics Body Auto-Generation4.18

Page 31: UNREAL ENGINE UPDATE & ROADMAP

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• Now possible to edit AnimationBlueprints while the game is running• Must be enabled in Editor Preferences

AnimationBlueprint Live Editing4.17

Page 32: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• UE4 now has internal clothing tools

• Easy to create clothing assets inside the Skeletal Mesh Editor

• Right-click after selecting a skeletal mesh section

In-Editor Clothing Tools4.18

Page 33: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• Painting tools to lay down weights for simulation

• Brush• Gradient• Fill

Clothing Tools4.18

Page 34: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• Parameter customization available• Cloth constraint adjustment• Inertia scaling

• Replaces rather than overwrite painted parameters to aid in iteration

• Improved LOD pipeline• Painted parameter auto-mapping to

new LOD

Clothing Tools4.18

Page 35: UNREAL ENGINE UPDATE & ROADMAP

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Mobile Platforms

Page 36: UNREAL ENGINE UPDATE & ROADMAP

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● Android Oreo 8.0 fixes● Gradle Build System● Android Camera Plugin● Improved virtual keyboard

Android4.17 - 4.18

Page 37: UNREAL ENGINE UPDATE & ROADMAP

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Experimental Java and Native debugging support in Android Studio

Android - Upcoming4.19 and beyond

Page 38: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

3D Web Browser support• 4.19 will allow web browser widgets to work in the 3D scene

• Previously rendered as an overlay on top of the scene

• Uses external texture to efficiently render a WebView to texture

Android - Upcoming4.19

Page 39: UNREAL ENGINE UPDATE & ROADMAP

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● Xcode 9, iOS 11 Support● Desktop Forward Rendering● Remote Toolchain code signing

improvements● No need to manually configure the

remote Mac

iOS4.18

Page 40: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Emulate device profile, resolution and rendering features of specific devices

Upcoming: Device-specific Mobile Preview4.19

Page 41: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Media, Audio & Video

Page 42: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

Big update to Media Framework in 4.18• Realtime video compositing• Timecode synchronization• Accelerated video texture handling• Improved audio features including spatialization

Still to come• Sequencer Integration• Stereo 3D video support• 360º and accelerated 4K video support

New Media Framework - Overview4.18 +

Page 43: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

New Media Framework

Blueprint enhancements

4.18

TrackFormatList for Media Player

Page 44: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• Media Framework now uses an optimized texture path on Android to avoid any memory copying

• This path is also used by the new Android Camera Plugin

• Gives your game access the front and rear camera• Camera image can be accessed like a

media player source

Android Camera & Video Optimizations4.18

Page 45: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• Experimentally available since 4.16, now stable• Now supports Nintendo Switch and HTML5 platforms• New SubmixEffects added• Attenuation Settings improved• SourceBus added

4.16 - 4.18

Unreal Audio Engine Updated

Source Bus

Page 46: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

4.18

Unreal Audio Engine UpdatedOld Attenuation SourceBusNew Attenuation

Page 47: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

● Realtime background compositing

● ComposureEditor is availableQuickStart https://docs.unrealengine.com/latest/INT/Engine/Composure/index.htmlLiveStream https://www.youtube.com/watch?v=VIKBHiOIEK0

Composure Plugin4.17

BackgroundVideo Sequencer FinalResult

Page 48: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

AR & VR

Page 49: UNREAL ENGINE UPDATE & ROADMAP

UNREAL SUMMIT 2017 PREMIUM

• As shown by our partners on Apple’s stage at WWDC and the iPhone X launch

• 4.18 adds Production Ready ARKit support on iOS 11• streamlined workflows• robust passthrough camera support• improved performance and prediction

AR Kit Support4.17, 4.18

Page 50: UNREAL ENGINE UPDATE & ROADMAP

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• 4.18 adds support for Google’s ARCore Developer Preview• Does not require special device camera hardware like Tango

• Supports devices such as Pixel, Galaxy S8 with Android 7.0 Nougat or higher

Google ARCore Support4.18

Page 51: UNREAL ENGINE UPDATE & ROADMAP

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• There have been significant changes since the experimental support for ARKit in 4.17

• 4.18 exposes common AR functionality so that it’s easy to create projects that work with both AR Kit and ARCore

• The updated ARSample project supports both APIs

• 4.18 also adds optimized handling of the passthrough camera

Unified UE4 AR SDK support in 4.184.18

Page 52: UNREAL ENGINE UPDATE & ROADMAP

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VR Spectator Screen View

VR Spectator’s View• Oculus Rift & HTC Vive• PSVR coming soon

4.17

VR HMD User’s View

Page 53: UNREAL ENGINE UPDATE & ROADMAP

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VR Spectator Screen View

GhostPaint- http://www.ghostpaint.com/

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• Thank you!

Q & A