Unreal Engine 5 : Procedural Planet | Lumen | Virtual Shadow Map | Galaxy | ue5-main 5/31/21 build

Musics are from the game Star Citizen : Notes from my first couple of days on UE5: - no more tessellation - no more half-float distance field : 8bits fields generalized and stored as sparse distance field in 3 level of detail/MIP - virtual shadow map is a fantastic option but seriously lack a UI right now (as a lot of things at this stage it seems!), everything is tuned in console commands, which i haven’t dived into yet. - Lumen is gonna be a game changer but needs a ton of UI options and i still haven’t wrap my head about its in and outs. - New Anti Aliasing - Temporal Super Resolution - no more ghosting and bluriness, does a great job not much more to say. Biggest change for the transition to UE5 was removal of tessellation generation and updating the Distance field generation to the new paradigm using 3 level of details. A lot of room for performance improvements as i just implemented a rough first pass. As seen in the video virtual Shadow map does generate a couple
Back to Top