We’re kicking off our series of Unreal Engine 5 Early Access in-depth presentations with Nanite, our new virtualized geometry system! Nanite uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. Join us as we take a look underneath the hood and explore how Nanite was used in the sample project “Valley of the Ancient".
ANNOUNCEMENT POST
https://forums.unrealengine.com/t/inside-unreal-nanite/232881
**TIMESTAMPS**
00:00 Countdown
04:54 News
06:27 Karma Earners
06:43 Community Spotlights
07:47 Inside Unreal Graphic
08:06 Stream Introductions
09:02 History of Nanite
15:30 Unique Challenges & Workflow
19:27 Artistic & Technical Look
34:05 Approach in Valley Of the Ancients
52:15 The Dream of Nanite
54:50 The Reality of Nanite
56:45 Geometry Representation
57:10 Requirements
58:08 Triangles
58:40 GPU Driven Pipeline
59:51 Triangle Cluster Culling
1:00:42 Decouple Visibility From Material
1:01:48 Deferred Materials
1:03:31 Sub-Linear Scaling
1:05:23 Cluster Hierarchy
1:05:35 LOD Run-Time
1:06:00 Streaming
1:06:39 Pixel Scale Detail
1:07:34 Tiny Triangles
1:08:03 Software Rasterization
1:08:35 Hardware Rasterization
1:09:01 Nanite Performance
1:10:57 Nanite Data
1:13:45 Virtual Shadow Maps
1:15:51 SMRT Filtering
1:16:27 What Nanite Supports
1:19:00 Presentation in Motion
1:33:39 Texturing Assets
1:36:00 UVs
1:40:41 Future Support
1:42:01 Supported Hardware
1:42:45 Landscapes & Nanite
1:46:24 Papers/Talks on Nanite
1:47:20 Collision & Nanite
1:51:00 Foliage & Nanite
1:54:00 Nanite Support
1:58:36 VR & Nanite
2:00:00 Questions and Answers Session
2:33:08 Information and Stream Wrap Up
TRANSCRIPT
https://epicgames.box.com/s/lafak7bl1ut764ff1gixx2ljfb0l646w
,1,The Electric Dreams Environment Sample Project is here! Originally shown off at GDC, this project offers you the chance to dive right into the use of experimental features such as Procedural Content Generation framework (PCG), a new material authoring system called Substrate and other exciting new updates! In this weeks show, we'll be sitting down with some of our technical team behind this demo's creation and discuss everything and anything you'd need to know about PCG. Stick around till the end for the live Q&A!
ANNOUNCEMENT POST: https://forums.unrealengine.com/t/inside-unreal-deep-dive-into-the-electric-dreams-environment-sample-project/1206358
,1,Watch this video and learn how to use MetaHuman Animator to produce facial animation for your digital human in minutes.
MetaHuman Animator enables you to capture a facial performance using just an iPhone and a PC and turn it into facial animation for your MetaHuman. You can use a stereo head-mounted camera instead of an iPhone to achieve even higher quality results.
In this video, we’ll show you how you use MetaHuman Animator to turn an actor’s performance into high-fidelity facial animation in Unreal Engine, step-by-step.
Want to learn more about MetaHuman Animator? Check out our blog post:
https://www.unrealengine.com/blog/delivering-high-quality-facial-animation-in-minutes-metahuman-animator-is-now-available
,1,Unreal Engine 5.2 further expands UE5's groundbreaking toolset with some innovative new functionality—including a Procedural Content Generation framework and Substrate material authoring—alongside feature refinements and stability improvements. Find out more and download for free at www.unrealengine.com/updates.
,1,Watch the recording of our presentation ‘Unreal Engine 5.2 Feature Showcase’, originally shown at our booth at GDC 2023.
In this talk, we provide a broad overview of the new features and tools in UE5.1 and 5.2. We cover many of the newest Unreal Engine features, and we hope you’ll come away inspired to explore and experiment with these latest additions.
Check out our blog post for news on UEFN, 5.2, MetaHuman, and more: https://www.unrealengine.com/en-US/blog/dive-into-epic-s-announcements-from-gdc-2023
#UnrealEngine5, #GDC2023, #EpicGames, #GameDevelopersConference, #UE5, #GameDevelopment, #UE5.1, #UE5.2
,1,Watch the State of Unreal live from GDC 2023! (ESRB: RP to M) | 9:30 AM - 10:45 AM PDT
You’ll get a glimpse at what’s in store for the future of game development and the Epic ecosystem as Epic Games takes the stage with our talented partners. We’ll take a look at some new projects, dive into the latest Epic tech, and have some fun along the way.
,1,We’re kicking off our series of Unreal Engine 5 Early Access in-depth presentations with Nanite, our new virtualized geometry system! Nanite uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. Join us as we take a look underneath the hood and explore how Nanite was used in the sample project “Valley of the Ancient".
ANNOUNCEMENT POST
https://forums.unrealengine.com/t/inside-unreal-nanite/232881
**TIMESTAMPS**
00:00 Countdown
04:54 News
06:27 Karma Earners
06:43 Community Spotlights
07:47 Inside Unreal Graphic
08:06 Stream Introductions
09:02 History of Nanite
15:30 Unique Challenges & Workflow
19:27 Artistic & Technical Look
34:05 Approach in Valley Of the Ancients
52:15 The Dream of Nanite
54:50 The Reality of Nanite
56:45 Geometry Representation
57:10 Requirements
58:08 Triangles
58:40 GPU Driven Pipeline
59:51 Triangle Cluster Culling
1:00:42 Decouple Visibility From Material
1:01:48 Deferred Materials
1:03:31 Sub-Linear Scaling
1:05:23 Cluster Hierarchy
1:05:35 LOD Run-Time
1:06:00 Streaming
1:06:39 Pixel Scale Detail
1:07:34 Tiny Triangles
1:08:03 Software Rasterization
1:08:35 Hardware Rasterization
1:09:01 Nanite Performance
1:10:57 Nanite Data
1:13:45 Virtual Shadow Maps
1:15:51 SMRT Filtering
1:16:27 What Nanite Supports
1:19:00 Presentation in Motion
1:33:39 Texturing Assets
1:36:00 UVs
1:40:41 Future Support
1:42:01 Supported Hardware
1:42:45 Landscapes & Nanite
1:46:24 Papers/Talks on Nanite
1:47:20 Collision & Nanite
1:51:00 Foliage & Nanite
1:54:00 Nanite Support
1:58:36 VR & Nanite
2:00:00 Questions and Answers Session
2:33:08 Information and Stream Wrap Up
TRANSCRIPT
https://epicgames.box.com/s/lafak7bl1ut764ff1gixx2ljfb0l646w