Victor Careil @phyronnaz
Pushing voxel technology forward at @VoxelPlugin using @UnrealEngine voxelplugin.com France Joined December 2015-
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It's time for some spotlight! I've implemented underwater lighting for Fluid Flux. Tricky method: One static mesh with material rendered using premultiplied alpha mode. The material uses scene color to mask projected light and adds raymarched scattering. #UE5
The PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!
For this release, we've rewritten and added more context to investigate and report GPU crashes. Hopefully this gives you an idea of how our engineers investigate GPU crashes, debug, and resolve them, and that this can benefit you with your own projects. dev.epicgames.com/documentation/…
For this release, we've rewritten and added more context to investigate and report GPU crashes. Hopefully this gives you an idea of how our engineers investigate GPU crashes, debug, and resolve them, and that this can benefit you with your own projects. dev.epicgames.com/documentation/…
Unreal Engine 5.4 is out and with it comes the PCG Biome Core and Sample plugins. An example of a data-driven biome creation tool made entirely with UE’s PCG framework. Documentation is available here: dev.epicgames.com/documentation/… @UnrealEngine #UnrealEngine #pcg
Unreal Engine 5.4 is out! Release notes: dev.epicgames.com/documentation/… (We've updated our plugins to support it - they should be live in a few days)
Welp. I've joined the redundancy club. If anyone has any leads on Technical Art positions with Unreal Engine, hit me up.
LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year. Check out the documentation work in progress and let me know if you have questions! runevision.com/tech/layerproc… #ProcGen
We're organizing a graphics programming conference in Europe: graphicsprogrammingconference.nl Less flying, more talking for us Europeans! If you're interested in speaking, sponsoring, or have questions, DM me or email the contact provided there. Retweets appreciated!
Definitely worth a watch if you’re making a large world in Unreal Like all of Chris’ talks, it’s packed with information that (AFAIK) is not listed anywhere else
Definitely worth a watch if you’re making a large world in Unreal Like all of Chris’ talks, it’s packed with information that (AFAIK) is not listed anywhere else
I've just penned an analysis on #UE5's #Nanite Skinned Mesh—Epic's remarkable stride towards dynamic animation with high polygon meshes. From a static T-pose to lifelike movement in just about a week, the progress is exhilarating! #gamedevs golden-mandolin-675.notion.site/One-Step-Forwa…
@EMBYRDEV @phyronnaz I like to browse though plugin source code and I find voxel core has an excellent signal to noise ratio, I learn something new or get inspired to build things differently every time I poke around in there. It's a fantastic reference codebase.
My second GDC is now wrapped up! I spent an amazing week meeting wonderful people. I look forward to seeing some of you again in Prague and Seattle. For now, I can’t wait to go back home & start looking into Nanite tessellation 👀
80 LEVEL @80Level
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728 Followers 2K Following Principle Engineer @ Riot Games. Former Lead Engineer at Unity, Engineer at Blizzard on BNET, SC 2, WoW, Natural Selection 2. These are my own thoughtsMy Stylization in Unreal Engine talk is now also available on YouTube! Some folks mentioned some buffering issues so go check it out there. The graphs and a thorough write up are available in the Epic Dev Community too. youtube.com/watch?v=exMzwH…
just so everyone knows, it's now very easy to make procedurally animated purple furry ninjas in unbound, why, ok. #madeWithUnbound
DLSS is the best denoiser I have ever tried, and it's not even a denoiser! Raw path traced samples are sent directly to DLSS in DLAA mode for AI-based accumulation. There's a little bit of ghosting at times, but overall very impressive.
here we gooooo my left arm is completely asleep and i’m on fentanyl and versed ya boi is zooted surgery in 30 minutes, apparently gonna take 2 hours 🫡🕴️
@ID_AA_Carmack Rigging programmer at Epic here. It's still the wild west for character animation and deformation. Constraints around runtime performance, and style ensure that most animation in games today is done exactly how it was 10 years ago. Unreal 5.4 has motion matching which is a huge…
🙌See our massive digital twin of Monument Valley! This epic Desert Cliffs biome comes fully equipped with everything you need to create your own landscape with incredible detail! Including the showcased 64sqkm example map! 🤩 #UE5 #UnrealEngine5 #gamedevelopment
Planet visuals have always been essential for us, and now we have the opportunity to elevate them to the next level.
Taking the stroll on #VRAGE3 planet. The setting couldn't be more romantic😅 You can observe many new features coming together here nicely: the tessellated triplanar materials, water shading, the atmosphere sun light color tint and improved planet heightmaps.
Planetary terrain inside of our #VRAGE3 is shaping up nicely as we dive deeper into authoring higher detail voxel materials featuring displacement based on the tessellated voxel terrain. And remember - all of this beauty are dynamic voxels - you can drill, mine or crash into it!
Taking the stroll on #VRAGE3 planet. The setting couldn't be more romantic😅 You can observe many new features coming together here nicely: the tessellated triplanar materials, water shading, the atmosphere sun light color tint and improved planet heightmaps.
Visualizing the number of visited & intersected BVH nodes makes the structure of a BVH clearly visible, neat
Taking the stroll on #VRAGE3 planet. The setting couldn't be more romantic😅 You can observe many new features coming together here nicely: the tessellated triplanar materials, water shading, the atmosphere sun light color tint and improved planet heightmaps.
@Luos_83 @kinzel_john @mac_shirk @mac_shirk , @Luos_83 . I've been working on something that does exactly that. Storing notes (or bugs) on your SVN, Jira (equivalent...) for you or your team to access and interact with in a pleasant fashion. Join the Discord to stay in the loop: discord.gg/Ks3kVYEJCB
@kinzel_john @mac_shirk A few marketplace assets do this and/or allow you to place them in the world. All of them are meh. It would be even greater if there was a possibility of linking them to Discord, Slack, Jira, or Confluence.
I wish Unreal let you create a note asset that can be read in the content browser or something.
Compare these shots with footage captured by my current playthrough. Absolutely stunning visual work. 6/25
UE5.4 Nanite got a massive amount of updates, a lot performance related that is worth the read dev.epicgames.com/documentation/…
The user experience would be improved a lot by small things such as this. Having notes spatial and in context of the editing experience is much better than having important notes spread out over Slack, Confluence, emails, etc. Here are some examples: rystorm.com/blog/the-power…
I wish Unreal let you create a note asset that can be read in the content browser or something.
This is gold: "I've often found that being unable to just move on for now and solve my problem and fix it later was what was truly hurting my ability to write good code." This post is definitely worth reading if you're a game programmer. loglog.games/blog/leaving-r…
It is Kingsday in The Netherlands. Which means come rain or shine, Dutch people will party on a boat in the canals.
@XorDev Yep, it creates a dynamically indexable register which I think is usually implemented using LDS/groupshared memory which is much slower than normal registers. It's alright if you're unrolling your loops though. Indexing cbuffers is also very slow, unless the index is uniform.
hmmm pretty substantial breaking C++ API changes in UE5.4 instanced mesh rendering...no deprecation and not mentioned in release notes, yikes.