@UTCompiler Thanks! I was thinking an 11 or 14mm for an FPS, and it would also be really nice if there was an autofocus feature already built in based on general zone of the center! Just ideas!
UE Tip: The Depth Fade Node
If you're seeing hard seams where translucent materials intersect geometry, try the Depth Fade node. It fades opacity as the surface gets close to what's behind it, and Fade Distance controls the falloff.
https://t.co/R5buSDQ6ii
All my Fab assets are now Live, with some quality-of-life updates.
Updated XFSDK Light demo is out:
• Anti-aliasing comparison vs TAA + Epic SMAA
• GI comparison vs Lumen Lite
• Both outdoor & indoor scenes
Next up: Standalone GI plugin + further optimizations/enhancements.
GI Note: Final Gather is currently not recommended.
SMAA Performance Note: Current cost is very close (0.24ms vs 0.25ms) because of extra Scene Color Copies. Pure SMAA work is already ~28% cheaper. With native integration the difference would be even larger.
#UnrealEngine #UE5 #GameDev
Unreal Engine X - new stuff, demo updates, documentation, and more papers.
https://t.co/NeScSMgdD6
Please note: The default UE 5.8.4 remains fully preserved and accessible.
🔹 X:Renderer - Spectral Rendering release and updated documentation.
🔹 X:Renderer & X:VFX - Visibility Buffer + Artistic Fog
Release and documentation updates for visibility buffer rendering and artistic fog. See rendering pipeline graph below.
🔹 World Composition - undeprecated, with tiled landscape import restored.
🔹 X:VFX - NvFlow cleanup, heat haze, support for different emitter types within a single actor, plus PSO and Advanced Shader Delivery updates. The updated Flow demo map is included.
🔹 X:Renderer - Tessellation Crack-free tessellation for skeletal meshes.
🔹 X:Renderer - Shading Model Selection
Choose which shading models your project ships in the legacy rendering path, reducing shader permutations for models you don’t use.
🔹 X:DevOps - Insights and RE:Dox updates, refreshed documentation, and an Advanced Shader Delivery helper.
🔹 X:Editor - Knowledge Hub let's you browse, search, and read rendering and tech art papers directly inside UE5, with an integrated PDF viewer, local caching, and Google Drive sources. Documentation is updated, and 15 more PDFs have been added to the library.
The demo now includes Filmic TU4x mode for Filmic SMAA, plus Intel Sponza for GI and fog testing.
🔸 My rendering pipeline
I’m gradually building my own pipeline: XVisibilityBuffer + async XPostProcess + async XUpscaler, taking inspiration from DOOM: The Dark Ages.
The basic shape is there, including post processing overlapping the N+1 frame. More targeted profiling in my own game scenes is still needed.
Some recorded legacy/XRender results:
• Legacy + UE fog + Epic post: 8.91 ms
• Visibility buffer + volumetric light + async post: 7.38 ms
• Visibility buffer + fog + async post + Filmic SMAA T2x: 8.35 ms
• Visibility buffer + fog + async post + TU4x: 6.50 ms, rendering internally at 1358×764
------------------------------------------------------------
📚 All 15 newly added papers - accessible through Knowledge Hub inside UE5:
Rendering: https://t.co/E0A16fjDoL
• Activision - Software VRS - SIGGRAPH 2020
• Activision - Tessellation in Call of Duty - GDC 2014
• AMD - Understanding Many-Light Rendering - CEDEC 2025
• Seasun - Mastering Massive World Building - GDC 2026
• Threshold - Variable Rate Shading with Visibility Buffer Rendering - SIGGRAPH 2024
• Ubisoft - Anvil Rendering - REAC 2025
• Ubisoft - Raytracing in Snowdrop - GDC 2024
• Ubisoft - Raytracing the World of Assassin’s Creed Shadows - SIGGRAPH 2025
• Ubisoft - Upgrading the Snowdrop Engine - GDC 2024
Tech Art: https://t.co/k37NuYHUE9
• Activision - Next Generation Post Processing in Call of Duty: Advanced Warfare - SIGGRAPH 2014
• Activision - Scaling Content in Call of Duty: Modern Warfare - GDC 2020
Small Research Papers: https://t.co/Zp5IwxmlhT
• Jimenez - Separable Subsurface Scattering - Computer Graphics Forum 2015
• NVIDIA - An Approximate Mie Scattering Function for Fog and Cloud Rendering - SIGGRAPH 2023
• NVIDIA - Decoupled Coverage Anti-Aliasing - HPG 2015
• NVIDIA - Fast, Flexible, Physically-Based Volumetric Light Scattering - GDC 2016
Updated demo:
https://t.co/2jXRqtGLNa
Updated documentation:
https://t.co/llkPlUjFcI
#UnrealEngine #UE5 #UnrealEngineX #Rendering #GraphicsProgramming #GameDev #TechArt
PSXIFY is the #8 top-selling tool on all of https://t.co/EgzlYipD1W right now. Thank you so much 🙏
To celebrate, the real workflow: 10 realistic models, one PS1 palette, exported to Unity in about 4 minutes :D
Link below ↓
#gamedev#indiedev#gamedevtools#psx
#leveldesign is a lot of fun if you have the right tool support.
Matt Lucas' Level Buddy for #Blender's a pretty neat (free) tool to quickly block out environments. Great for rapid design iterations 💪
#UE4#screenshotsaturday#gamedev#indiedev
https://t.co/5BL8TiBVe0
Since @EA is intent on killing their own studio... I guess we'll just have to make our own Battlefield 3 remake.
Retweet if you want a Steam key to our closed beta.
#Battlefield#isdead
Here's a little more gameplay from Project Night!
We've been working on the gunplay and enemy encounters lately, so here's a look at what we've been up to.
Holy shit the console version of 007 Nightfire just got a PC port. and holy shit it feels like a whole new game with mouse and keyboard. it's way better than the shitty PC port this game got back in the day it was a completely different game! #pcport#decomp#007nightfire
Update: build is complete. Ive tried to reduce file size a bit but the newest build is 670mb (compared to the old 2.5gb) and I don’t trust it at all
Starts and runs fine but it’s suspiciously small (not impossible with the low res graphics) but too late for a playthrough tonight