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27.11.2023 - Session 01

Aus exmediawiki

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.