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Epic confirms that Unreal engine 5.1 will support PSO automatic collection to solve the game stutter problem.

2025-03-04 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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CTOnews.com August 14 news, Epic has announced the update roadmap of Unreal Engine (Unreal Engine) 5.1, indicating that it will bring a variety of anticipated optimizations and upgrades, such as 60fps lumens, Nanite WPO, shader on-demand compilation, PSO automatic collection, Niagara GPU functional area, virtual assets, game debugging, Unreal Editor on Apple Silicon, BP namespace and more.

With UE5's increasing emphasis on DX12 and Vulkan, developers began to struggle with run-time disruptions caused by pipeline state object creation. Previous solutions require a PSO precaching process, which unfortunately can be burdensome for large projects and still leave gaps in the cache that cause failures.

According to reports, Unreal 5.1 will add a PSO automatic collection function to solve the problem of stagnation that has plagued Unreal 4 + engine games for a long time. In addition, the Lumen and Nanite functions of the engine will also be enhanced to varying degrees.

Automatic PSO collection replaces the manual effort required to collect all possible PSO combinations for a project, while also keeping the number of PSO as small as possible. "

Of course, this fix doesn't apply to the Unreal 4 games currently in development, but at least we can hope that future Unreal Engine 5.1+ games won't suffer from this problem again.

This is just one of many improvements Epic has planned for the new Unreal Engine 5 release. Lumen and Nanite, the engine's most exciting new features, will both receive various enhancements.

Lumens improved performance optimization in high scalability mode with the goal of 60 frames per second on the host

Improved support for leaves

Reflection in Single Layer Water

Supports high quality specular reflection on translucent surfaces

Support nDisplay (SWRT and HWRT)

Initial support for split screen (SWRT only); performance characteristics to be determined

Experiment: Hardware ray tracing (HWRT) in Vulkan -Surface cache lighting, Hit lighting is not currently supported

Many stability, quality and bug fixes

Nanite Unreal Engine 5.1 features a programmable rasterization framework that opens the door to features such as masking materials, double-sided blades, pixel depth shift, and world position shift. Of course, the exact list of features and expected stability and performance characteristics remain to be determined.

Other updates include: Switching Nanite materials in the Material Editor

More Diagnostic and debug modes

Extensive quality and performance improvements

CTOnews.com reported that Epic Games officially released Unreal Engine 5 in April this year! Developer Crystal Dynamics confirms that Tomb Raider is in development and will be built using Unreal 5. CD Projekt RED's next Witcher game (expected to be Witcher 4) will also switch from its REDEngine to Unreal 5.

Epic said that in this version, the goal is to empower teams of all sizes to challenge the limits of vision and interaction. Unreal Engine 5 will bring unprecedented freedom, fidelity and flexibility to help game developers and creators from all walks of life create the next generation of real-time 3D content and experiences.

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