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The versatile graphics engine of Epic Games receives a major update. Unreal Engine moves to version 5.1, welcoming several improvements that should simplify and speed up the 3D content creation processes. Now the engine is more robust and efficient than ever and is ready to be used in the design of the ‘metaverse’at least in Epic’s plans.
However, still in the videogame field that the Unreal Engine is used the most. This is confirmed by the company led by Tim Sweeney, which claims that over half of the games not yet announced are made with its graphics engine.
Unreal Engine is updated: the changelog of version 5.1
On the official website of Unreal Engine, Epic posted the official changelog of the new version distributed a few hours ago. The main tools of the fifth iteration of the engine are mentioned, such as the dynamic global illumination system Lumensas well as Nanite And Virtual Shadow Maps (VSM)all updated to better support the development of new games “on next-gen consoles and PC” and to allow their reproduction without latency.

As for Nanite, it was added a programmable rasterizer “to allow animations and deformation driven by World Position Offset”. With this feature it is possible to program the behavior of certain objects present in the game environment, such as for example the leaves of the vegetation and their movement influenced by the wind.
In version 5.1, the Unreal Engine also welcomes the so-called Virtual Assets to separate metadata from object data, which will allow developers to upload only the elements they need while taking advantage of faster synchronization. The system has also been updated PS extension (Pipeline State Object) for more efficient preparation of games in DX12.

Great attention was also paid to the creation of the open world environments. The toolset World Partition is updated to support the tool Large World Coordinatesthanks to which it is possible create even bigger and more detailed game worlds. Also, with the new support HLOD (Hierarchical Level of Detail) stream rendering and streaming is improved, which now have less impact on system resources.
The graphics engine of Epic Games continues to innovate with the aim of becoming the developers’ first choice, both on consoles and on PC. A goal that, technically, would have already been achieved in second place Nick PenwardenVP of Engineering at Epic.
In an interview with The VergePenwarden argues that more than half of the games currently in development They are made with Unreal Engine tools. They are small but important steps forward for Epic Games, which last April – through the words of CEO Tim Sweeney – had stated that 48% of videogame productions based on the engine of the Fortnite company.

It should be noted that Penwarden did not specify which versions of the Unreal Engine have been used by developers currently engaged in their projects, but the Epic spokesperson said “surprised” by the quantity of titles made with UE4 and UE5. “When we decided to design theUnreal Engine 5, backwards compatibility with UE4-based games it was really important to us: it was nice to see that the developers shared our thinking”.
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