Unreal Engine 5.2 Introduces Procedural Content Generation for Fast Creation of Large Game Worlds

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Image: Unreal Engine

Epic Games has announced that Unreal Engine 5.2 is now available for download. This new version of Epic’s next-generation game engine is headlined by two new features, with one being Procedural Content Generation, which remains in early testing as an “experimental” feature but promises to allow developers to create large worlds fast and efficiently as part of its framework, including both in-editor tools and a runtime component. Unreal Engine 5.2 also introduces Substrate, a new feature that, according to a comparison shot of a virtual Rivian EV that Epic Games shared, enables a greater range of surface appearances. Existing Unreal Engine users can download Unreal Engine 5.2 from the Epic Games launcher, while first-time users can find the download link on unrealengine.com.

Unreal Engine 5.2 Features

  • Procedural Content Generation framework
  • Substrate
  • Enhanced virtual production toolset
  • Apple Silicon support
  • New ML Deformer sample

From an Unreal Engine post:

Unreal Engine 5.2 offers an early look at a Procedural Content Generation framework (PCG) that can be used directly inside Unreal Engine without relying on external packages. The framework includes both in-editor tools and a runtime component.

The PCG tools enable you to define rules and parameters to populate large scenes with Unreal Engine assets of your choice, making the process of creating large worlds fast and efficient.

The runtime component means that the system can run inside a game or other real-time application, so that the world can react to gameplay or geometry changes. The PCG tools can also be used for linear content requiring substantial numbers of assets, such as large architectural projects or film scenes.

This is an Experimental feature that will be further developed over future releases.

This release also introduces Substrate, a new way of authoring materials that gives you more control over the look and feel of objects used in real-time applications, such as games, and for linear content creation.

When enabled, it replaces the fixed suite of shading models with a more expressive and modular multi-lobe framework that provides a greater range of surface appearances and a wider parameter space from which to work. It is especially powerful for describing layered looks, for example “liquid on metal” or “dust on clear coat.”

To test out Substrate, you can enable it in the project settings. As an Experimental feature, we do not recommend using it for production work; we welcome feedback to continue to refine its functionality.

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Marees

Epic's CEO Tim Sweeney wades in on the UE performance debate: 'The primary reason Unreal Engine 5-based games don't run smoothly on certain PCs or GPUs is the development process'
News
By Nick Evanson published 22 hours ago
Put simply, he's saying that devs need to aim low first, then target higher-tier hardware later on.

In the world of PCs and PC gaming, debates are usually quite evenly distributed. AMD vs Intel. AMD vs Nvidia. WASD vs arrow keys. Cats vs dogs. You'll find arguments for either side most of the time. However, when it comes to Unreal Engine 5, comments from PC gamers are mostly on the side of "it just runs really badly." Epic Games has tried to counter such claims many times before, but with the debate still running, CEO Tim Sweeney has stepped in to say that the main reason why UE5 games don't run well is how they're developed in the first place.

He said this at the recent Unreal Fest event in Seoul, as reported by Korean site This is Game (via RedGamingTech).

He suggested that one particular problem is the choice of PC platform used in the formative stages of a game's creation. "Many developers begin by developing games for high-end hardware, then optimize and test on lower-spec devices in the final stages."

https://www.pcgamer.com/hardware/ep...rtain-pcs-or-gpus-is-the-development-process/

"Tsing, post: 71137, member: 5" wrote:

Epic Games has announced that Unreal Engine 5.2 is now available for download. This new version of Epic's next-generation game engine is headlined by two new features, with one being Procedural Content Generation, which remains in early testing as an "experimental" feature but promises to allow developers to create large worlds fast and efficiently as part of its framework, including both in-editor tools and a runtime component. Unreal Engine 5.2 also introduces Substrate, a new feature that, according to a comparison shot of a virtual Rivian EV that Epic Games shared, enables a greater range of surface appearances. Existing Unreal Engine users can download Unreal Engine 5.2 from the Epic Games launcher, while first-time users can find the download link on unrealengine.com.



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MadMummy76
MadMummy76 👍 2

BS. UE5 games don't run smooth on hiend hardware either, not just "certain PCs"

Marees

"MadMummy76, post: 97639, member: 1298" wrote:

BS. UE5 games don't run smooth on hiend hardware either, not just "certain PCs"


2 major issues they have
  1. Hardware RT & global illumination
  2. Scale of Nanite & open worlds

First issue can be fixed by voxel cone tracing
Second issue needs massive amounts of vram/ram & fast hardware access. Also hardware based compression/decompression

MadMummy76
MadMummy76 👍 1

"Marees, post: 97641, member: 1536" wrote:

2 major issues they have



  1. Hardware RT & global illumination

  2. Scale of Nanite & open worlds


First issue can be fixed by voxel cone tracing

Second issue needs massive amounts of vram/ram & fast hardware access. Also hardware based compression/decompression


Nanite is a deliberate trade-off on performance for ease of use. Ironically their Unreal Engine business model is the same as the Epic games store one: Disregard player interests and try to win over devs through means that are outright bad for consumers of games.

Tsing Mui
News poster at The FPS Review.

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