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Unreal Engine 5.6 brings a faster clearance, better animation or methahuman news

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Unreal Engine 5.6 brings a faster clearance, better animation or methahuman news

EPIC promises an open world of 60 frames per second and console thanks to new improvements.

EPIC introduced the news for the next version of Unreal Engine 5, which has a designation 5.6. This was released today and brings several significant changes.

One of the main directions was optimization. Epic usually mentions that the new version should allow the game in the open world to work at 60 frames per second, since it was supposed to demonstrate the technological demonstration of the fourth witch.

In particular, it mentions improvements in equipment, which should be again less demanding on the processor, and supposedly starts twice as fast as when UE 5.0 is released, but we do not compare with the previous version. In the experimental version, a plugin was added to a faster loading of static geometry and other improvements that accelerate the flow of 90 %calmly.

Physics was additionally increased using the chaos system, which should be faster. In addition, this is also an opportunity to imitate muscles better, as we could see in the aforementioned technical demonstration.

There were also talk about animation and specifically the correspondence of movements, which, for example, is correctly synchronized using Ciri animation, since it accumulates on their horses, from any corner. But this also helps in the transition from the gameplay to Cutspene.

Metahuman, a tool for creating realistic human models, which has received several major improvements, pays a lot of attention. First of all, it integrates directly into the development environment itself in UE 5.6, before it was available only separately. In addition, now you can export the result locally instead of a cloud, which can be 6 times faster. At the same time, it is also possible to use Metahuman for projects in other programs, outside the unreal engine.

The characters themselves should be more detailed, and in the editor you will find even more ways to work with them. For example, we talked about proportions that reflect the size of the clothing that the character wears.

Perhaps the most impressive demonstration was from a completely new function of capturing movement, which can process the character of a real person (even a regular webcamer) for processing for several milliseconds, and then predict a virtual figure, including facial expressions and limbs.

As for the changes that did not fall into version 5.6, but we saw them in the demonstration from the CD Project Red, it is definitely worth mentioning for vegetation. A technology that provides continuous transitions between Mesch details without obvious recovery will also work for trees and other stands using new methods.

EPIC specifically creates the so -called nanite assemblies that demonstrate 28 branches that consist of all trees in the aforementioned technical demonstration. As a result, everything has less space, and at the same time, rendering itself is faster. To display, UE uses an adaptive representation using stakes, which at a distance significantly saves performance without losing quality. Net will arrive for vegetation in version 5.7.

Combining various technologies, Polish developers in the field of technical demonstration have reached the creation of a genuine environment in which individual NPCs (which can be hundreds in one place thanks to new optimization) and respond to the world around them.

Unreal Engine 5.6 is already available, here you can find a complete list of news.

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Source : Zing

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