27.11.2023 - Session 01: Unterschied zwischen den Versionen
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Shuree (Diskussion | Beiträge) UE4 vs. UE5 |
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Welcome to the first session of Engine Club. In this club, we will concentrate on Unreal Engine 5. | |||
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'''UE4 vs. UE5: Key Differences''' | |||
-Lumen: | * '''Graphics & Rendering:''' UE5 introduces Nanite for high-detail assets without LODs and Lumen for real-time global illumination, replacing the need for baked lighting. UE4 relies on pre-baked Lightmass and Reflection Captures for lighting and reflections. | ||
* '''Lighting & Reflections:''' UE4 uses baked lighting and Screen Space Reflections (SSR), requiring re-baking for changes. UE5’s Lumen enables real-time lighting and reflections without precomputed data, though it’s more performance-intensive. | |||
* '''Performance & Optimization:''' UE5 is built for next-gen hardware, with Virtual Shadow Maps and World Partition for seamless open worlds. UE4 is more backward-compatible and optimized for older systems. | |||
* '''Workflow Enhancements:''' UE5 improves animation with Control Rig & Full-Body IK, integrates Quixel Megascans, and introduces MetaSounds for advanced audio. | |||
* '''Compatibility:''' UE5 supports UE4 projects, but lighting and reflection setups may need adjustments. | |||
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'''What is Lumen and Nanite?''' | |||
- | * '''Lumen:''' A real-time global illumination system that dynamically adjusts lighting and reflections without needing baked lightmaps or reflection captures. This allows for more realistic lighting that reacts instantly to scene changes. | ||
* '''Nanite:''' A virtualized geometry system that enables film-quality assets with billions of polygons while maintaining performance. It automatically handles LODs (Level of Detail), removing the need for manual optimization. | |||
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Version vom 19. Februar 2025, 12:46 Uhr
Welcome to the first session of Engine Club. In this club, we will concentrate on Unreal Engine 5.
UE4 vs. UE5: Key Differences
- Graphics & Rendering: UE5 introduces Nanite for high-detail assets without LODs and Lumen for real-time global illumination, replacing the need for baked lighting. UE4 relies on pre-baked Lightmass and Reflection Captures for lighting and reflections.
- Lighting & Reflections: UE4 uses baked lighting and Screen Space Reflections (SSR), requiring re-baking for changes. UE5’s Lumen enables real-time lighting and reflections without precomputed data, though it’s more performance-intensive.
- Performance & Optimization: UE5 is built for next-gen hardware, with Virtual Shadow Maps and World Partition for seamless open worlds. UE4 is more backward-compatible and optimized for older systems.
- Workflow Enhancements: UE5 improves animation with Control Rig & Full-Body IK, integrates Quixel Megascans, and introduces MetaSounds for advanced audio.
- Compatibility: UE5 supports UE4 projects, but lighting and reflection setups may need adjustments.
What is Lumen and Nanite?
- Lumen: A real-time global illumination system that dynamically adjusts lighting and reflections without needing baked lightmaps or reflection captures. This allows for more realistic lighting that reacts instantly to scene changes.
- Nanite: A virtualized geometry system that enables film-quality assets with billions of polygons while maintaining performance. It automatically handles LODs (Level of Detail), removing the need for manual optimization.