23 Unreal Engine 5 Demos im Video: Next
What is there about the Unreal Engine 5 to know? We introduce the cornerstoles of the Game Engine from EPIC short.
UE5: Lumens and Nanite The core elements of the UE5 modules are known to be lumens and Nanite. Lumen is the global lighting of the UE5. This can be completely dynamic, that is, the indirect light and its rebound actually calculate in real time. By default, it runs with software or without additional RT hardware, the latter is available, but it is also used. Lumen includes the skylight (so mostly the bluish light that enhances everything) and on request all other light sources including light-emitting textures (light functions, ie, e.g. a projection of a texture as with a slide projector, but only works with Directional Lights Lumens) and also dominates RT reflections.
Nanite is the new geometry engine in the UE5. This tries to always draw a polygon per pixel in high-res models if possible (and meaningfulness). For the developers, this is practical because they can theoretically ignore some work steps like manual creating lods; That makes the UE5 now in real time. Basically, Nanite expects a high-poly model with a very fine auto-lod in real time.
UE5: TSR, VSM and more Also important are Virtual Shadow Maps designed specifically for collaboration with lumens and nanite and provide soft shadows with controllable power losses. The new temporal edge smoothing of the UE5 is called Temporal Super Resolution (TSR), which was not a KI support, but a good base is. Compared to Taa-Upsampling (Tauux) of UE4 (also supported at the UE5) TSR works significantly fine and was also used in the Matrix Awakens demo.
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