Diferencia entre revisiones de «Unreal Engine 5»
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== Performance == | == Performance == |
Revisión del 09:05 5 ene 2022
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
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
Requisitos mínimos para la Alpha-2.[37]
- Especificaciones mínimas - 1080p
- Procesador: Intel i5 8400 | AMD Ryzen 5 2600
- Memoria: 12GB
- Tarjeta gráfica: NVIDIA GTX 1070 o equivalente.
- DirectX: Versión 12
- Red: Broadband Internet connection
- Almacenamiento: 100GB SSD Storage
- Windows 10/11
- Especificaciones recomendadas - 1440p
- Procesador: Intel i7 8700 | AMD Ryzen 5 3600
- Memoria: 16GB
- Tarjeta gráfica: NVIDIA RTX 3070 o equivalente.
- DirectX: Versión 12
- Red: Broadband Internet connection
- Almacenamiento: 100GB SSD Storage
- Windows 10/11
- Please note that these requirements will change throughout our testing phases.[37]
Graphics
Alpha-0 will utilize DirectX 11 or DirectX 12.[38]
UE4 allows us to do from a graphical fidelity standpoint is create a beautiful world on the front end.[39]
Estilo artístico
Ashes of Creation tendrá una mayor fidelidad gráfica que la mayoría de los juegos occidentales. No será demasiado estilizado ni "caricaturesco".[40]
We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[40] – Steven Sharif
- It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[41] – Steven Sharif
- Intrepid Studios no usa IA para la creación de arte.[42]
- We do not use AI for production, except in unique internal cases when communicating fast reference material.[42] – Steven Sharif
Artwork
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
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).
- ↑ Transmisión en vivo, 2021-12-23 (49:39).
- ↑ 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).
- ↑
- ↑
- ↑ Transmisión en vivo, 2021-03-26 (12:34).
- ↑ 37.0 37.1 What are the minimum and recommend computer specifications for Alpha Two?
- ↑ Transmisión en vivo, 2017-11-17 (28:06).
- ↑ Transmisión en vivo, 2017-05-03 (27:21).
- ↑ 40.0 40.1 Entrevista, 2018-10-20 (2:17:43).
- ↑ 41.0 41.1 Transmisión en vivo, 2023-03-31 (1:17:42).
- ↑ 42.0 42.1