Strife UE5 Progress Update Flyby #1

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Published on ● Video Link: https://www.youtube.com/watch?v=Mqe73HN9ndI



Minecraft
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Minecraft (2011)
Duration: 6:28
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How is my Strife UE5 project coming along? Well, graphically, its coming along slowly but surely.

FPS is on screen but note that this is in the editor and UE5 is NOT final yet and the version of the editor I'm using is an unstable daily build. It was viewed in 1080P desktop resolution in Epic engine scalability with a 76% resolution scale with Temporal Super Resolution.

There are no baked lights and no shadow maps. This is 100% lumen lighting & reflections and ray traced shadows. The biggest performance hit is the number of lights in the map and the fact that they are all area lights.

The final version will be targeting 30fps 1080p epic quality and 1080p 60fps high quality with my current hardware as the minimum recommended spec.
(this is a future game, very future, years out from now it will be done)

My computer specs are:

* AMD Ryzen 9 5900X
* Noctua NH-D15
* ASRock X570 PG Velocita
* Corsair Vengeance LPX 64 GB (2 x 32 GB) DDR4-3600 CL18 Memory
* ADATA XPG SX8200 Pro 1 TB
* Samsung 970 Evo Plus 1 TB
* EVGA GeForce RTX 2070 SUPER 8 GB XC ULTRA+
* EVGA B2 850 W 80+ Bronze

I hand converted the textures used in the materials from the original "textures" from Strife. The diffuse for the most part is the original bitmap but the specular, metallic, roughness and normal maps are all made by me. I take great care with the normal maps and i try to, pixel by pixel, make a depth map in 32-bit color and then create the normal map from that.

The textures used in this project are mirrored on this GitHub repo - https://github.com/navjack/strife-rtx-pbr-textures

I'm sorry I cannot give you the UE5 materials just yet so you have to fit all that together yourself. but i do have a very slick master material that everything instances off of. it handles every texture except masked materials and for those i have another master material.

The maps are straight ripped from the original WAD file. I convert the OBJ to FBX using Cinema4D after i triangulate the meshes after splitting out the polygroups to their own objects and correcting the normals and tangents if needed. after that i do slight fixing up using the UE5 modeling tools. sometimes for outdoor levels i might have a 2nd set of the geo that is normal reversed to fix weird shadow issues but i've found that issue that solves is only applicable to virtual shadow mapping. so i'm not using VSM or nanite right now.

when this is complete i will be releasing it for free with source included. if it isn't complete and i totally give up on it i will release the progress so far. I do document most things as well as i can as i go along just to remind myself how to do the things but i wont be providing any help.







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