Unreal Engine 5

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Revisão em 18h50min de 21 de outubro de 2018 por Lex (discussão | contribs) (Add section)

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Unreal Engine 5 walkthrough.[1]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[1]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[1][2] The game was originally developed in Unreal Engine 4.[3] Migrating to UE5 required early is expected to save time the long run compared to upgrading closer to release, or post-release.[4][5]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[8]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[10]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[13]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[4]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[4]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[4]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[4]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[17]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[18][19][20]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[21][22]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[23]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[23]Steven Sharif

Graphics

Alpha-0 will utilize DirectX 11 or DirectX 12.[24]

UE4 allows us to do from a graphical fidelity standpoint is create a beautiful world on the front end.[25]

Artistic style

Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[26]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[26]Steven Sharif
It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[27]Steven Sharif
We do not use AI for production, except in unique internal cases when communicating fast reference material.[28]Steven Sharif

External links

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Referências