Unreal Engine 5
Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[1] – Steven Sharif
Unreal Engine 5 es el motor gráfico de Ashes of Creation.[1][2] El juego se desarrolló originalmente en Unreal Engine 4.[3] Migrar a UE5 requirió cierto trabajo de front-end, pero era más sencillo hacerlo en las fases alfa del juego, que más cerca del lanzamiento, o tras el lanzamiento.[4][5] Los desarrolladores esperan que la transición a Unreal Engine 5.1.1 esté completa en Febrero de 2023.[6][7] Anteriormente se había dicho que sería en Enero de 2023.[8]
- Unreal Engine 5 permite mejores formas de movimiento/animación (motion warping), como agacharse, inclinarse y cubrirse.[9][10]
What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[9] – Steven Sharif
- Unreal Engine 5 Lumen proporciona una iluminación global mejorada, y Nanite permite aumentar la fidelidad gráfica del juego (sin una sobrecarga excesiva).[11][12][13][4]
- Las especificaciones del sistema recomendadas para el juego no han cambiado para Unreal Engine 5.[14][15]
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[16] – Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[11] – Steven Sharif
- Las funciones de Unreal Engine 5 (como las "World partitions" y "One file per actor") facilitan enormemente el trabajo conjunto de varios desarrolladores.[4]
- Las "World partitions" también permiten que los mapas de Unreal Engine 5 superen las limitaciones de tamaño de UE4 (~20 kilómetros cuadrados).[4]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[4]
- A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[4] – Steven Sharif
Ashes of Creation cuenta con un back-end Unreal Engine personalizado con código propietario para permitir combates masivosen mundo abierto: como Pvp, asedios de nodo, asedios a castillos, mazmorras y jefes de mundo.[17]
- La solución de red distribuye dinámicamente los procesos y escala las instancias de servidor necesarias para adaptarse a la densidad de jugadores en todo el mundo..[18]
One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[19] – Steven Sharif
- La actualización a Unreal Engine 5 es principalmente un cambio en la parte frontal del juego. El código propietario no se ve afectado en absoluto.[20]
Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[20] – Steven Sharif
- Desde el 24 de enero de 2022, todos los equipos utilizan Unreal Engine 5.[21]
Rendimiento
What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[24] – Steven Sharif
Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[25] – Steven Sharif
Ashes of Creation estaba dando un rendimiento de 50-60 FPS con una 1080 Ti durante las primeras pruebas de la Alpha 1.[27]
- El juego será altamente personalizable desde el punto de vista de los ajustes. Si no tienes el equipo necesario para jugar, puedes reducir la configuración.[28][29]
- Se ofrecerán opciones de alta escalabilidad para ajustar el renderizado y los efectos de partículas.[30]
- El desenfoque de movimiento se podrá activar y desactivar.[31]
- There's a lot of bells-and-whistles that are intended on the client rendering side for these types of features that players will have the ability to scale up or down or off from a performance perspective.[28] – Steven Sharif
Se podrá aplicar automáticamente una "apariencia de jugador por defecto" durante los sieges u otras batallas a gran escala para mejorar el rendimiento del cliente.[32][33][29]
- We have taken into consideration the rendering and server performance expectations with regards to our character density for events and battles. While testing will help with these performance profiles, we feel good where it is at for the moment, and do not feel we need to compromise our design goals atm.[34] – Steven Sharif
Requisitos de sistema para la Alpha

Funny story; So yesterday as we are stress/density testing with our NDA testers, I accidentally summoned 5k bears around our few hundred players. But hey, it didn’t crash! Can you spot Lt. Toast here?[35] – Steven Sharif
These are fully operational NPCs. They have behavior trees, they have AI blackboards; they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[36] – Steven Sharif
Requisitos mínimos para la Alpha-1 de Ashes of Creation .[37] Estas especificaciones del sistema no han cambiado para Unreal Engine 5.[14][15]
- Sistema Operativo: Windows 10 64-Bit
- Procesador: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
- Tarjeta gráfica: Nvidia GeForce GTX 750 Ti or AMD Radeon R9 270
- Memoria: 8 GB RAM
- Red: Broadband Internet connection
- Almacenamiento: 50 GB of available space
- Tarjeta de sonido: DirectX Compatible Sound Card
Especificaciones recomendadas.[37]
- Sistema Operativ: Windows 10 64-Bit
- Procesador: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
- Tarjeta gráfica:: Nvidia GeForce GTX 1060 or AMD Radeon R9 Fury with 4GB and DirectX 12
- Memoria: 16 GB RAM
- Red: Broadband Internet connection
- Almacenamiento: 50 GB of available space
- Tarjeta de sonido: DirectX Compatible Sound Card
Plataformas
Ashes of Creation se lanzará para Windows PC.[38][39]
- Es posible que más adelante se añada compatibilidad con consolas.[38][39]
- Es posible que en el futuro haya compatibilidad nativa con Linux.[38][40]
Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[38]
A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[38] – Steven Sharif
Landform tool
It's exciting seeing our artists react to this tool's availability now as part of their workflow and replacing, as you guys described, that external sculpting software like Zbrush or or Maya and creating really high resolution geometry to break it down in this- making it usable essentially in the actual engine itself.[41] – Steven Sharif
Landform is a tool developed by Intrepid Studios that enables in-engine sculpting and texture blending within Unreal Engine 5.[41]
Creador de personajes

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[43] – Steven Sharif
We're gonna use similar tech for implementing things like Animal husbandry.[44] – Zachary Mallet
This tech is 100% created in-house at Intrepid and is not metahuman.[46] – Steven Sharif
We'll be adding many, many more customization options to the character creator.[47] – Cody Peterson
El creador de personajes (o sistema de personalización del personaje) permite a los jugadores establecer la apariencia dentro del juego de los personajes, PNJs contratados; y criaturas principalmente creadas mediante la profesión cría de animales.[43][48]
- La apariencia del personaje se puede ajustar mediante una amplía variedad de modelos predefinidos así como de barras de desplazamiento.[43][48][49]
- El fusionador de personajes nos proporciona una forma sencilla de personalización fusionando dos o más personajes ya preconfigurados.[50]
- El moldeado de personajes permité la personalización detallada de cada parte del cuerpo.[51]
El creador de personajes de Ashes of Creation está 100% desarrollado por Intrepid Studios y no es MetaHuman.[46]
Algunas características adicionales del creador de personajes incluyen.
- Habrá funcionalidades o características desbloqueables para personalizar el personaje.[52]
- You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[52] – Steven Sharif
- The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[42] – Margaret Krohn
- La posibilidad de deshacer cambios (Ctrl + Z), incluyendo cambios que fueron hechos hace varias ediciones.[54][55]
- La elección de animaciones básicas para el personaje será posible en un futuro.[56]
- La creación de ciertas animaciones, como guiñar un ojo, estarán disponibles siempre y cuando no interfieran con el proceso de personalización.[57]
- Ajustar el fondo y su iluminación es una posible funcionalidad en el futuro.[57]
- There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[58] – Steven Sharif
- La asimetría, refiriéndose a la posibilidad de manipular diferentes partes del cuerpo como pueden ser el pelo, la barba, y los ojos.[59]
- Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[59] – Steven Sharif
- Los adornos del cuerpo, como los piercings, se permitirán respetando siempre los límites culturales del personaje.[60]
- Los desarrolladores están valorando la posibilidad de permitir tatuajes cargados por los jugadores.[61]
El objetivo de este creador de personajes es estár al mismo nivel, si no mejorar con creces el de BDO.[62][63]
Aspecto del personaje

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[65] – Steven Sharif
El aspecto del persoanje puede ser personalizada en el creador de personajes (CC)[67] y dentro del propio juego en las peluquerías/barberías.[52][68]
- We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[69] – Steven Sharif
- Los modelos de los personajes están pensado para ser realistas.[70]
- El jugador verá un personaje genérico antes de poder empezar la personalización..[71]
- Los diseños de los personajes tendrán influencias de una gran variedad de culturas como la europea, africana y asiática.[72]
- No habrá Lolis en el juego.[73][74]
- Las barras de desplazamiento junto a otros controles, como paletas de colores, ofrecerán una cierta flexibilidad en la personalización; pero habrá ciertas limitaciones basadas en la raza, género, y las pautas artísticas que los desarrolladores decidan.[75][76][73][77][78]
- There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[73] – Steven Sharif
Character sculpting
Clayton and I tag-teamed on this one. We really wanted to give players that feeling that they were grabbing and pulling and sculpting their own character; especially with more minute details. I mean, it would have been easy to give character- players 100 sliders, but it feels better to have a much more tactile response, like clicking and dragging and pulling all these points around.[80] – Zachary Mallet
Zach mentioned how much variation we achieve through the customization features. A lot of that is achieved through what Steven is playing with right now: with these dots that are appearing; and the reason why those are dots instead of the little plates that you see highlighted on the character is because these are actually changing the shape of the character's features altogether. Plates are used for moving things around and it sort of maps exactly to your input; and that's why that pick map or the plates feel so nice. Then you can click on those dots and drag those around and actually change the shape of a feature altogether.[51] – Clayton Stamper
Sculpting provides the ability to customize different segments of any part of the body in the character creator.[79]
- Plates are used for moving features around.[51]
- Dots are use to change the shape of the character's features altogether.[51]
Examples:
- Adjusting the length and proportions of limbs.[79][81]
- Sizes of calves and thighs.[79][81]
- Adjustments will allow a character to appear more feminine or masculine.[82]
Character blending
This is more of a large scale macro tool that you can select a couple of presets and then you can get certain features from one preset or different features from a another preset. So you place down your presets and then you can click and drag and morph between those different presets.[50] – Zachary Mallet
Character blending allows the combination of two or more presets from the character creator. It allows users to click and drag to morph between the different presets to create customized characters without spending time adjusting each angle of every body part.[50]
Visuales
2022-08-15 2022-07-06 2022-07-02 2022-07-01 2022-07-01 2022-07-01 2022-06-30 2022-06-21 2022-06-08 2022-05-28 2022-05-28 2022-05-27 2022-04-01 2022-04-01 2022-04-01 2022-04-01 2022-03-31 2022-03-31 2022-03-18 2022-01-05 2022-01-04 2022-01-04 2022-01-04 2022-01-04 2022-01-04
Unreal Engine 5 videos
- 2021-12-23 Video - Ashes of Creation Unreal Engine 5 Walkthrough
- 2021-12-27 Video - Ashes of Creation Unreal Engine 5 Preview
- 2022-03-31 Video - Ashes of Creation First Look of the Alpha Two Character Creator in 4K
- 2022-05-27 Video - Ashes of Creation Dynamic Seasons and Weather Developer Chat
- 2022-05-27 Video - Ashes of Creation Seasons in the Riverlands
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
Ver además
External links
Referencias
- ↑ 1.0 1.1 1.2 Vídeo, 2021-12-23 (0:00).
- ↑ Transmisión en vivo, 2021-12-23 (19:59).
- ↑
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Transmisión en vivo, 2021-12-23 (40:53).
- ↑ Transmisión en vivo, 2021-12-23 (50:50).
- ↑ Transmisión en vivo, 2023-02-24 (1:14:41).
- ↑ Transmisión en vivo, 2023-01-27 (1:07:46).
- ↑ Transmisión en vivo, 2022-12-02 (55:48).
- ↑ 9.0 9.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 11.0 11.1 Transmisión en vivo, 2021-12-23 (54:00).
- ↑ Transmisión en vivo, 2021-12-23 (52:52).
- ↑ Vídeo, 2021-12-23 (2:54).
- ↑ 14.0 14.1 Transmisión en vivo, 2021-12-23 (49:39).
- ↑ 15.0 15.1 Transmisión en vivo, 2021-12-23 (42:09).
- ↑ Transmisión en vivo, 2021-12-23 (52:58).
- ↑ Transmisión en vivo, 2017-05-03 (26:50).
- ↑
- ↑ Transmisión en vivo, 2017-05-24 (54:54).
- ↑ 20.0 20.1 Transmisión en vivo, 2021-12-23 (47:51).
- ↑ Transmisión en vivo, 2022-01-28 (7:26).
- ↑ Transmisión en vivo, 2021-12-23 (1:10:09).
- ↑
- ↑ Transmisión en vivo, 2021-12-23 (1:08:42).
- ↑ Transmisión en vivo, 2021-09-24 (52:48).
- ↑ Transmisión en vivo, 2019-12-17 (51:20).
- ↑
- ↑ 28.0 28.1 Transmisión en vivo, 2023-01-27 (1:07:12).
- ↑ 29.0 29.1 Transmisión en vivo, 2018-08-17 (1:07:51).
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (43:35).
- ↑ Transmisión en vivo, 2020-07-25 (54:10).
- ↑ Transmisión en vivo, 2019-11-22 (1:08:05).
- ↑
- ↑ 35.0 35.1
- ↑ Transmisión en vivo, 2021-03-26 (12:34).
- ↑ 37.0 37.1 What are the minimum requirements for Alpha?
- ↑ 38.0 38.1 38.2 38.3 38.4 Transmisión en vivo, 2021-12-23 (48:45).
- ↑ 39.0 39.1 Transmisión en vivo, 2017-05-26 (38:30).
- ↑ Transmisión en vivo, 2017-05-24 (23:50).
- ↑ 41.0 41.1 41.2 Transmisión en vivo, 2022-07-29 (16:49).
- ↑ 42.0 42.1 42.2 Vídeo, 2022-03-31 (34:16).
- ↑ 43.0 43.1 43.2 Vídeo, 2022-03-31 (18:47).
- ↑ Vídeo, 2022-03-31 (19:14).
- ↑ Vídeo, 2022-03-31 (0:00).
- ↑ 46.0 46.1
- ↑
- ↑ 48.0 48.1 Transmisión en vivo, 2017-06-30 (09:43).
- ↑ Transmisión en vivo, 2017-05-08 (48:49).
- ↑ 50.0 50.1 50.2 50.3 Vídeo, 2022-03-31 (29:14).
- ↑ 51.0 51.1 51.2 51.3 51.4 Vídeo, 2022-03-31 (16:23).
- ↑ 52.0 52.1 52.2 Transmisión en vivo, 2022-04-29 (5:05).
- ↑ Transmisión en vivo, 2017-05-24 (28:22).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (1).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (2).
- ↑ Transmisión en vivo, 2022-01-28 (39:30).
- ↑ 57.0 57.1 Transmisión en vivo, 2022-03-31 (56:40).
- ↑ Transmisión en vivo, 2022-03-31 (4:57).
- ↑ 59.0 59.1 Transmisión en vivo, 2022-03-31 (58:47).
- ↑ Transmisión en vivo, 2022-03-31 (59:36).
- ↑ Transmisión en vivo, 2022-03-31 (1:01:08).
- ↑ Transmisión en vivo, 2020-07-25 (1:11:52).
- ↑
- ↑ Vídeo, 2022-03-31 (13:47).
- ↑ Transmisión en vivo, 2020-04-30 (46:51).
- ↑ Transmisión en vivo, 2022-06-30 (1:01:00).
- ↑ Transmisión en vivo, 2017-05-08 (47:35).
- ↑ Transmisión en vivo, 2017-05-15 (51:19).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (13:39).
- ↑ Transmisión en vivo, 2017-06-30 (11:21).
- ↑ Transmisión en vivo, 2017-06-30 (10:04).
- ↑ Transmisión en vivo, 2017-06-30 (12:39).
- ↑ 73.0 73.1 73.2 Pódcast, 2021-09-29 (18:19).
- ↑
- ↑ Transmisión en vivo, 2022-03-31 (1:00:14).
- ↑ Vídeo, 2022-03-31 (9:23).
- ↑ Transmisión en vivo, 2020-04-30 (1:10:46).
- ↑ Transmisión en vivo, 2017-06-30 (13:13).
- ↑ 79.0 79.1 79.2 79.3 Vídeo, 2022-03-31 (15:21).
- ↑ Vídeo, 2022-03-31 (15:40).
- ↑ 81.0 81.1 Transmisión en vivo, 2022-01-28 (59:48).
- ↑ Transmisión en vivo, 2017-05-22 (54:32).