“Nanite frees developers from worrying about the number of polygons and the level of detail. You can use it to create all the content of the game in its full resolution in film quality, ”said Tim Sweeney, CEO of Epic Games, told Engadget each device. “
“We render content that comes from billions of source polygons into a display on the screen that is indistinguishable from reality. That̵
However, according to the publication, Lumen is “a fully dynamic global lighting solution that reacts immediately to changes in scene and light”. It can calculate the light dynamics of a scene regardless of whether it is in the millimeter or kilometer range and – again in real time – adapt to changes in the environment, e.g. B. turning on a flashlight or moving the sun.
“The goal with the first version of Unreal Engine 5 is to provide a starting point for building a next-generation platform for completely seamless, continuous worlds of unlimited size,” said Sweeney. “Nanite is the key to achieving the geometry detail there. Lumen is the key to being able to imagine the lighting and these huge open spaces.”
Currently, the main constraint on the gaming industry is not hardware performance, but the time and money budget. A title’s development budget determines how many people can work on the game and for how long. UE5 was developed to “enable small teams to create this level of content,” said Sweeney. “One of the key secrets to accomplishing this was using the entire Quixel Megascans library, which we provided free of charge to our Unreal Engine developers, and we are investing heavily in growth over time.”
Unreal Engine 5 will be available for preview for the first time in early 2021. Full access is expected by the end of this year. Fourteen days will be migrated to the new engine at some point between these two dates.
How Fourteen days The game has become increasingly popular since its release in 2017 and has evolved from a dedicated 3rd person competitive shooter to a more social online space. Successive updates have increased the number of simultaneous players to 100, and users from all over the world can interact in the game regardless of the platform they are playing on. Now Epic wants to share this interoperability with other game developers called Epic Online Services.
This is the same system that has activated Fourteen days work on seven console and mobile platforms. It includes everything from matchmaking and lobbies to leaderboards, statistics and game analysis. Developers can also start their games quickly and then scale them to different app stores. The SDK is free and open to all developers. It is currently available for Windows, Mac, Linux, PlayStation, Xbox and Nintendo Switch. Mobile platforms (iOS and Android) will be available soon.
“Instead of being a walled garden,” said Sweeney, “it’s really a collaborative framework that any game developer in the world can integrate our account system with and take advantage of access to the entire Fortnite player base and their friends.” their games, players and friends to the system. “
“It made it clear to us that the real value of these games lies not only in providing entertainment but also in providing social experiences to groups of people together,” Kim Libreri, Epic’s CTO, told Engadget. These games, developed as a social experience, are much, much more powerful than a lonely experience. “
“We’re really trying to go beyond the old view of the 1980s:” Go to a closed platform and involve all customers so that we have an advantage over our competitors, “Sweeney said.” Actually, we saw that as we’ve unlocked the ability for Xbox and PlayStation and players to play together Fourteen daysThe engagement of all these players on all platforms increased and as a result each platform was better off. “