How Small Open Doors Can Lead to Better CPU Utilization and Bigger Games | Unreal Fest 2024

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The session will attempt to familiarize participants with common bottlenecks that limit the scale and interactivity of games built with Unreal Engine—with brief explanations of high-level approaches commonly used to overcome those.

CD PROJEKT (CDPR) will explain the difficulty of introducing changes to the existing Gameplay Framework and will point to a small feature implemented by Epic in collaboration with CDPR and released with UE5.3 that will be commonly referred to during the talk as Decoupling.
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I'm most impressed by those 1600 skeletal meshes. Every other solution I've seen for a large amount of SM's have been messy vertex animation and instanced skeletal meshes. This seems to be a method to get a good number of SM's in a scene without going down a completely different and messy workpath

I'm extremely happy to see CDPR pick up UE, lots of the changes they've made have already made their way into the engine and it seems like more great improvements are coming

variann
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I love Unreal Fest time. I was always a fan of being blown away by SIGGRAPH talks, and now we have our own Unreal dedicated version. I just hope I can afford to visit sometime. Perhaps even do a talk when my imposted syndrome is on holiday :)

marc
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I hope that Unreal Engine 5.5 and beyond will bring significant native improvements to eliminate the micro-stutters that occur whenever a section of the level is loaded or unloaded in real-time. While Unreal's advancements in rendering are impressive, frequent stuttering quickly diminishes the experience, making it less enjoyable to play a game built with Unreal.

Shunkan
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I'm so happy that his just came up. I was wondering what's up with the CDPR & EPIC collab / tech transfer.

TheHighborn
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It's just amazing. I hope that CDR works will push Epic even further to improve their engine for huge open worlds!

UnrealTefel
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Interesting talk, I really like how it doesn't seem to require much extra work setting up levels to take advantage of it, sounds like they can just take a typical unreal project, run a process through their tools and boom, they get better performance, and even a few extra options for things like fine grained streaming control. Really impressive how they can handle 1600 skeletal meshes as well. I'd love to get my hands on their tools, has there been any word on if their "turbo tech" will be sold or opened up to the public?

spoodtouch
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After seeing that grey graph, I have a lot of respect for people that make games

silfrido
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😂The turbo implementation part made me crack up. "We implemented something called turbo to the engine"

deluxo
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How is your Jobs system different from Epic's MassEntity (they made it multi-threaded in recent updates)? Is this only your proprietary solution or will it be added to the main? If it's added - will UE5 have two different ECS solutions or will they merge?

kazioo
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Thrilled to see CDPR at Unreal Engine!

tqvoisw
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31:33 I'm still noticing microstutter and judder while this "cooked game" demo is going. Unreal Engine is just universally known as the Stutter Engine at this point.

SpudCommando
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Those 6 key things for a great open world game are so much harder to do well than most know. HLOD, HISM, ISM, and pray 😂

LoganPinney
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We will get this in engine or this just to show us how great they are and clever?

laithalhebsi
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This is awesome, thank you so much for sharing! I dream of massive uncompromising worlds :D

RictorScale
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So its a bit back to layered activity in a scene or load adjustments between "gaming space" and "detail space"? Also what the max content needed in most player's gaming spaces, short to long distance and how one deal with the inbetween phase is quite curious about.

(Dont mind this)Whatever that binds the two together, like using raytracing's boxes as an extra check for collision into game space? Nvm.

freddyready
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Please release the plugins to the EPic marketplace

zeond
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Always love seeing ECS! It is so efficient but so rarely used. Ive had a hard time figuring out how to code navigation and perception using mass entity which would allow for thousands of agents but im not a great programmer, though i bet many people could. Right now mass is good for crowds but requires more work for more functional AI which is what i want. We are getting closer!

RictorScale
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UE5 out of the box is bloated and unfriendly. Ive been using the engine for 5 years now. Their best achievement has been nanite recently. Most of their advancements are "okay" because their cost are so extremely high. Well of course its an "amazing feature!" But good luck using it for any feasible real time game

xshaide
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So what I didn't fully understand yet from this, is this now build into the engine since UE5.3? The description talks about a "small feature implemented" I take it they talk about the JRE system? Is there a way for me as a single indie dev to benefit from these optimizations? Or am I already enjoying the benefits ':D ? From a game development perspective, managing utilization seems a key performance factor.

creeperabelow
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So in order for UE to work properly, it has to be rewritten...

MikAlexander