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A Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024 

Unreal Engine
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Faced with the challenge of building massive environments from over 60,000 mesh components, including fields of real-time simulated debris, the engineering team at Creative Assembly needed to find a way to reduce level streaming costs and optimize rendering of unique instances.
In this talk, Grant Johnson, Senior Graphics and Engine Programmer at Creative Assembly, will look back at the problems the team faced building these environments in a multiplayer first-person shooter set in space, as well as diving into their solution (dubbed ‘Chocolate Rendering’): a modern geometry renderer injected directly into the engine.
This talk will highlight how to reduce level streaming costs and increase unique instance counts while still using the foundations of Unreal Engine. Grant will also specify the team's approach to minimise engine modifications and ensure seamless future integrations.
Presentation Links:
PDF: drive.google.c...
PowerPoint: drive.google.c...

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6 сен 2024

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Комментарии : 30   
@Razzileful
@Razzileful Месяц назад
As a fellow dev on Hyenas, it's really good to finally know the details about the fast path renderer everyone loved! It's also great to finally see what the ice cream symbols meant during playtests
@adlerkampf
@adlerkampf Месяц назад
Im so sorry for the guy, that the game he worked on for 5 years didn't even survive over 1 month
@biiiiioshock
@biiiiioshock Месяц назад
5 years not 8
@adlerkampf
@adlerkampf Месяц назад
@@biiiiioshock Thanks for the correction
@dannyescobar5516
@dannyescobar5516 Месяц назад
he works in the company, that means that the game is another game in their list, that be a great tool for future projects
@wojciechcichocki1429
@wojciechcichocki1429 Месяц назад
That's what you get when you're owned by Sega
@PaintsAreOp
@PaintsAreOp Месяц назад
Then there's games that people work for 5 years and they never see the light of day :c
@joebest-rotheray493
@joebest-rotheray493 18 дней назад
I worked on this game for a while and Grant was a tremendously smart dude, glad to see his beard is as magnificent as ever. Godspeed sir
@Leomerya12
@Leomerya12 Месяц назад
Good God.
@jenniferhodoul7523
@jenniferhodoul7523 Месяц назад
Cool now i learn more of unreal enginr
@jenniferhodoul7523
@jenniferhodoul7523 Месяц назад
Engine*
@alirahimi6318
@alirahimi6318 Месяц назад
where do i signup?
@LudvikKoutnyArt
@LudvikKoutnyArt Месяц назад
I am so confused. It looks like the art team of the project were just people who were throwing assets onto the engine as if it was a kitchen sink and then developers made overengineered solutions, reinventing the wheel on many occasions, instead of the dev team just stopping for a seconds to contemplate if the approach is even valid. Bottom line is that judging from the game's trailer, there's nothing in terms of visual quality or the world scale that would justify this degree of custom tooling on such a low level as rendering. If anything, it sheds a bit of light on why Sega cancelled the project. Must have costed excessive amount of resources to achieve average results.
@jonteguy
@jonteguy Месяц назад
I think the focus of the video is not on whether they did the correct call or not creating their game. I think the purpose of this video is to show people the customization of UE, that you can actually do anything you want pretty much. Now, most of us are aware of this already but I'm sure there are people who will have a light-bulb-moment after watching this or even just reading the title. But yes, I'm 99.99% sure your focus on the game and it's necessities are not why they had this talk. The game they worked on was simply an example to demonstrate capabilities. If the game was much larger and did look a lot prettier custom-tooling is a solution that could be and often is used. I agree though, doesn't look like it would be necessary for the project they worked on.
@Jambax
@Jambax Месяц назад
Not at all. Some of the things mentioned here have later been implemented by Epic themselves for example. Don't forget that Unreal is an "off-the-shelf" engine that has to cater to the masses, and while it does an admirable job, that comes with a lot of overhead many games just don't need, and it's extremely common to need to modify it - even at this level.
@DevGods
@DevGods Месяц назад
@@Jambaxyea I think their descriptors or chocolate instances ended up as Lightweight Instances which is really cool if true.
@MinusGix
@MinusGix Месяц назад
If they were reinventing the wheel, then it would be good to have information on what parts he proposes could be replaced with off the shelf methods. (I also think this talk is decent as a way to showcase how UE could be improved, by making more of these optimizations decently automatic)
@teahousereloaded
@teahousereloaded Месяц назад
Seemingly the art team and the game play team were supposed to work in parallel, making a 'procedural' solution necessary, which was terrible for performance. Agree with your bottom line.
@yanhu
@yanhu Месяц назад
I think his game scene will run smoothly by UE5 lumen&nainite or even by UE4. The result looks so bad like a mobile game. They waste lots of time modifying render pipelines like making a new engine.
@JulioDevUnreal
@JulioDevUnreal Месяц назад
i'm here!!
@Lackingworth
@Lackingworth Месяц назад
Wouldn’t be cool if they added mode where it teaches you step by step how to use unreal engine. First teaches you how to change the character and how to use blueprint and the Teaches u other stuff. :D help me pls. I want to get into unreal engine. I already created my character but I have no clue what’s next.
@OverbiteGames
@OverbiteGames Месяц назад
So.. you're on RU-vid, can Google, and can ask a chatbot but if you aren't literally guided click by click in the app you're lost... But you're here? How do you rationalize this? Making games isn't a matter of just swapping character models and retargetting animations or using a common rig x.x you'd just keep asking for more and more "click me through this please" so just wait for super intelligent ai agents that can make games for you - though they'll likely only work with Unity at first due to the massive difference in training data available x.x Otherwise just type anything into a search bar and someone will explain it. There's no reason to make the barrier to entry lower - eventually researching is part of your onboarding, games are too unique to be cookie cutter tutorialized :/ The helper projects are a fantastic start - dig into the blueprint content examples library project in the learning tab of the launcher if you haven't already - sorry that I can't be more helpful :/ but I promise you that Unreal is an iceberg, far deeper than many know even after several finished games.
@aloluk
@aloluk Месяц назад
Go study Computer Science. The UE is easy.
@TheMasterOfSafari
@TheMasterOfSafari Месяц назад
There are many tutorials on RU-vid to get started! :)
@Scleroderma609
@Scleroderma609 Месяц назад
DEADPOOL & WOLVERINE WILL BE AVAILABLE ON JULY 26 @ 8PM ET 🔥
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