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

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Published on ● Video Link: https://www.youtube.com/watch?v=f_nT4BdAt1I



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Unreal (1998)
Duration: 13:40
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Musics are from the game Star Citizen : https://robertsspaceindustries.com/
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 artefact (and crashed the build while turning it on/off) but otherwise allows to cover a large distance with precise shadows in an elegant and optimized manner.

New user interface is clean and the ability to toggle the content browser/output log as well as docking it of course is a fantastic addition.

As for the planet, i really need to step up the cloud quality and randomness of asset placements, there's too much visible pattern and lines.




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At this time, XenthorX has 210,870 views for Unreal spread across 39 videos. His channel published over 1 day worth of content for the game, roughly 1.35% of Unreal content that XenthorX has uploaded to YouTube.