![]() The full release notes are available here. Visualize the memory footprint of game assets in an interactive tree map UI. “Scrubbable” network replays with rewind support and live time scrubbing. Support for all the latest VR hardware including Oculus Rift, Samsung Gear VR, Steam VR and HTC Vive, Leap Motion, and Sony’s Project Morpheus for PlayStation 4. We’ve also updated our depth of field to be more physically-based, as well as added a new Tone Mapper to achieve more filmic look. Major increase in accuracy of our Motion Blur, including morph target animations that can now generate motion blur. Download the plugin today, and look for more plugins from select partners in the future! POST PROCESSING ENHANCEMENTS AND TOOLS We’ve partnered with Allegorithmic to provide our first plugin available in Marketplace. We’re also releasing an experimental preview of the procedural foliage system we used to paint foliage across our GDC 2015 Kite Demo. Use it to produce huge amounts of grass and ground cover with temporal LOD cross-fading. We’ve optimized our Grass Systems for use with large open worlds. ![]() ![]() The following are from the key features: FEATURE HIGHLIGHTS GRASS RENDERING AND PROCEDURAL FOLIAGE SYSTEMS The more they push each other, the better they get, the more we benefit. That said, this tit for tat between Unreal and Unity has nothing but advantages for us game developers. The timing of this announcement seems somewhat… shocking, given that Unreal 5.1 was just released. This is some very good timing as my recently released Tilemap tutorial depended on some key new features in the 4.8 preview release. ![]() ![]() Unreal just released version 4.8 of their popular Unreal Engine. ![]()
0 Comments
Leave a Reply. |