• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Unreal Engine 5.2 expands toolset for creating next-gen 3D graphics and content

Lunatic_Gamer

Gold Member
2023-05-12-image-13-j.webp



After showing what the new engine can doduring the Game Developers Conference (GDC), Epic Games has now released the latest edition of its 3D graphics creation platform. Unreal Engine 5.2 is a rather substantial update, Epic says, introducing innovative features for making content creation and world building jobs easier and more complete than ever.

Epic highlighted the most significant improvements, starting with the new Procedural Content Generation (PCG) framework. This is an experimental tool designed to work directly inside the Unreal Engine with no need to rely on external packages. PCG can be used to define rules and parameters to "populate large scenes" with the assets provided by creators, making the process of building large game worlds "fast and efficient."

The PCG feature includes both in-editor tools and a runtime component, which means the system can run inside a game or other real-time applications with gameplay or scene geometry changing accordingly. The PCG is also useful for "linear content" (large architectural projects, film scenes) where a substantial number of assets is required, Epic explains.





Another outstanding feature is Substrate, which Epic describes as a new way of authoring materials that gives creators more control over the "look and feel" of objects or real-time 3D scenes. When enabled, Substrate replaces the fixed suite of shading models with a "more expressive and modular multi-lobe framework," providing a greater range of surface appearances. With Substrate, 3D designers can easily describe "layered" looks such as "liquid on metal," or "dust on clean coat."

Unreal Engine 5.2 further improves its virtual production or In-Camera Visual Effects (ICVFX) toolset, a kind of production technology based on LED panels used as backdrops for real-time 3D graphics display. ICVFX was extensively used in The Mandalorian TV series, and UE 5.2 improves the virtual production workflow with a new iOS app providing intuitive, touch-based controls for stage operations and modifications such as color grading, light card placement, and more.

Unreal Engine 5.2 also provides native support for the Apple Silicon platform, with a better user experience, and improved performance and stability thanks to a Universal Binary that can run on Apple Silicon and Intel CPUs.

Last but not least, UE 5.2 includes a new ML Deformer sample designed to show how the engine's machine learning technology (because of course, ML algorithms must be everywhere now) can shape a realistic 3D character for high-end gaming scenarios (PC and consoles). For game professionals and 3D designers, Epic further provides a gargantuan list of all the innovations, improvements and changes brought to the world of gaming with Unreal Engine 5.2.

 

SlimeGooGoo

Party Gooper
Tell me about performance. How well is shit going to run with this.
To be honest, devs will probably care more about the features and flexibility of the tools than about performance.

Specially if you consider how big the teams are becoming, and how much effort is required for photorealistic games.

Unreal is to become the Photoshop of game engines, aside from 2D and mobile games.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
isn’t this old? I feel like I saw this months ago.

Yeah like 2 months old.
UE 5.2 was announced in March.
Pretty sure we have a UE 5.2 thread already too.

The main reason alot of people are talking about it now, is because its publicly available.


The new material system finally makes alot more sense for people coming from offline renderers.

And PCG is an absolute godsend......Im never gonna learn Houdini cuz im just too old for this shit, PCG makes life alot easier cuz I dont even need to use a DCC scatterer and can just do this shit in engine and see the results immediately.

New Cloth and Soft Body simulations....please can devs actually use these features, cuz we still aint got physics up to snuff in so many games.


Also we can finally use all our displacement maps again......I dont know how Unreal 5.0 launched with little to no support for displacement maps.
Converting displacement maps to actual Nanite Geometry is absolutely mad, and they really should be talking about that much much more.
We can author really high res displacement maps, convert them to Nanite Geo then basically dump them from memory.
 

Mr.Phoenix

Member
Welcome to the 9th gen, here are some trailers/demos of UE5 that you can expect to see in games in the 10th gen.
 
Last edited:
Top Bottom