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Unreal Engine 5.4 is Now Available With Improvements to Nanite, AI and Machine Learning, TSR, and More

Unreal Engine 5.4 is here, and it's packed with new features and improvements to performance, visual fidelity, and productivity that will benefit game developers and creators across industries. With this release, we're delivering the toolsets we've been using internally to build and ship Fortnite Chapter 5, Rocket Racing, Fortnite Festival, and LEGO Fortnite. Here are some of the highlights.

Animation
Character rigging and animation authoring
This release sees substantial updates to Unreal Engine's built-in animation toolset, enabling you to quickly, easily, and enjoyably rig characters and author animation directly in engine, without the frustrating and time-consuming need to round trip to external applications. With an Experimental new Modular Control Rig feature, you can build animation rigs from understandable modular parts instead of complex granular graphs, while Automatic Retargeting makes it easier to get great results when reusing bipedal character animations. There are also extensions to the Skeletal Editor and a suite of new deformer functions to make the Deformer Graph more accessible.

DLSS 3.5 With Ray Reconstruction Now Available in NVIDIA Omniverse

The highly anticipated NVIDIA DLSS 3.5 update, including Ray Reconstruction for NVIDIA Omniverse - a platform for connecting and building custom 3D tools and apps - is now available. RTX Video Super Resolution (VSR) will be available with tomorrow's NVIDIA Studio Driver release - which also supports the DLSS 3.5 update in Omniverse and is free for RTX GPU owners. The version 1.5 update delivers greater overall graphical fidelity, upscaling for native videos and support for GeForce RTX 20 Series GPUs. NVIDIA Creative Director and visual effects producer Sabour Amirazodi returns In the NVIDIA Studio to share his Halloween-themed project: a full projection mapping show on his house, featuring haunting songs, frightful animation, spooky props and more.

Creators can join the #SeasonalArtChallenge by submitting harvest- and fall-themed pieces through November The latest Halloween-themed Studio Standouts video features ghouls, creepy monsters, haunted hospitals, dimly lit homes and is not for the faint-of-heart.

Sony WF-1000XM5 Renders Leaked

Leaked information suggests that Sony will be announcing its brand new WF-1000XM5 later this week - but an imminent official unveiling has been preempted by renders of these next-generation TWS earbuds appearing online, as well as basic specification details scraped from retail sources. WinFuture.de has published preview product images showing a standard black model as well as a silver set - both units seem to sport a nice mixture of gloss and matte finishes. The Walkman Blog has acquired a very low quality shot of the black variant's buds floating outside of their charging cradle.

The Walkman Blog's Ascariss has managed to glean some WF-1000XM5 info: "The specifications are rather general and nothing specific, pretty much identical to the current model (XM4). The battery life seems to be the same - (if accurate) this would be unfortunate. The table does provide the weight of the earbuds and case, which is 5.9 grams per earbud and 39 grams for the case. This makes the WF-1000XM5 case 2 grams lighter, and each earbud 1.4 grams lighter compared to the WF-1000X4. Apart from that, the table confirms multi-point support." He also proposes that the upcoming earbuds are smaller than the preceding model - with dimensions closer to Sony's recently launched WF-C700N. Ascariss finds this cheaper set much more comfortable for long listening sessions, and easier to fit when compared to the flagship WF-1000X4.

Intel Arc A370M Graphics Card Tested in Various Graphics Rendering Scenarios

Intel's Arc Alchemist graphics cards launched in laptop/mobile space, and everyone is wondering just how well the first generation of discrete graphics performs in actual, GPU-accelerated workloads. Tellusim Technologies, a software company located in San Diego, has managed to get ahold of a laptop featuring an Intel Arc A370M mobile graphics card and benchmark it against other competing solutions. Instead of using Vulkan API, the team decided to use D3D12 API for tests, as the Vulkan usually produces lower results on the new 12th generation graphics. With the 30.0.101.1736 driver version, this GPU was mainly tested in the standard GPU working environment like triangles and batches. Meshlet size is set to 69/169, and the job is as big as 262K Meshlets. The total amount of geometry is 20 million vertices and 40 million triangles per frame.

Using the tests such as Single DIP (drawing 81 instances with u32 indices without going to Meshlet level), Mesh Indexing (Mesh Shader emulation), MDI/ICB (Multi-Draw Indirect or Indirect Command Buffer), Mesh Shader (Mesh Shaders rendering mode) and Compute Shader (Compute Shader rasterization), the Arc GPU produced some exciting numbers, measured in millions or billions of triangles. Below, you can see the results of these tests.

Linux Foundation to Form New Open 3D Foundation

The Linux Foundation, the nonprofit organization enabling mass innovation through open source, today announced an intent to form the Open 3D Foundation to accelerate developer collaboration on 3D game and simulation technology. The Open 3D Foundation will support open source projects that advance capabilities related to 3D graphics, rendering, authoring, and development. As the first project governed by the new foundation, Amazon Web Services, Inc. (AWS) is contributing an updated version of the Amazon Lumberyard game engine as the Open 3D Engine (O3DE), under the permissive Apache 2.0 license. The Open 3D Engine enables developers and content creators to build 3D experiences unencumbered by commercial terms and will provide the support and infrastructure of an open source community through forums, code repositories, and developer events. A developer preview of O3DE is available on GitHub today. For more information and/or to contribute, please visit: https://o3de.org

3D engines are used to create a range of virtual experiences, including games and simulations, by providing capabilities such as 3D rendering, content authoring tools, animation, physics systems, and asset processing. Many developers are seeking ways to build their intellectual property on top of an open source engine where the roadmap is highly visible, openly governed, and collaborative to the community as a whole. More developers look to be able to create or augment their current technological foundations with highly collaborative solutions that can be used in any development environment. O3DE introduces a new ecosystem for developers and content creators to innovate, build, share, and distribute immersive 3D worlds that will inspire their users with rich experiences that bring the imaginations of their creators to life.

ZOTAC GeForce RTX 3090 and RTX 3080 Trinity Holo Custom-Design Graphics Card Rendered

Here's the first render of a finished custom-design GeForce RTX 3090 graphics card, courtesy of a leak by HD Tecnologia. The ZOTAC GeForce RTX 3090 Trinity Holo is shown featuring a conventional axial-flow fan-heatsink design. The card is taller than standard by a good inch or so, over 2 slots thick, and appears to feature an acrylic diffuser with RGB LED elements. The RGB embellishments cover both sides of the card.

A recurring theme with "Ampere" cards appears to be thicker-than-standard backplates. On this card, the backplate looks chunky, with RGB elements all over. As for the cooling solution, it features a triple-fan setup ventilating a large heatsink, and possibly a baseplate underneath. We can see the new-generation multi-GPU connector. Variable fan-speeds for individual fans could be a new design trend with this generation. More renders of the RTX 3090 Trinity Holo surfaced, revealing three 8-pin PCIe power connectors. Renders of the RTX 3080 Holo by ZOTAC also surfaced, revealing a smaller product design with just two fans, and two 8-pin PCIe power inputs. A see-through render shows that NVIDIA is planning to use two grades of the same GA102 silicon on both the RTX 3090 and RTX 3080, differing in core-configuration, memory bus, and clock speeds.

Update Aug 30th: VideoCardz scored a family shot of possibly all of ZOTAC's upcoming custom RTX 30-series board designs.

NVIDIA Ampere A100 GPU Gets Benchmark and Takes the Crown of the Fastest GPU in the World

When NVIDIA introduced its Ampere A100 GPU, it was said to be the company's fastest creation yet. However, we didn't know how fast the GPU exactly is. With the whopping 6912 CUDA cores, the GPU can pack all that on a 7 nm die with 54 billion transistors. Paired with 40 GB of super-fast HBM2E memory with a bandwidth of 1555 GB/s, the GPU is set to be a good performer. And how fast it exactly is you might wonder? Well, thanks to the Jules Urbach, the CEO of OTOY, a software developer and maker of OctaneRender software, we have the first benchmark of the Ampere A100 GPU.

Scoring 446 points in OctaneBench, a benchmark for OctaneRender, the Ampere GPU takes the crown of the world's fastest GPU. The GeForce RTX 2080 Ti GPU scores 302 points, which makes the A100 GPU up to 47.7% faster than Turing. However, the fastest Turing card found in the benchmark database is the Quadro RTX 8000, which scored 328 points, showing that Turing is still holding well. The result of Ampere A100 was running with RTX turned off, which could yield additional performance if RTX was turned on and that part of the silicon started working.

NVIDIA GeForce RTX 3080 Rendered By Fan

Last week we reported on the leaked NVIDIA GeForce RTX 3080 reference card images which showed a large departure from the designs of previous NVIDIA reference cards with a dual-fan aluminium fin-stack cooler. Reddit user u/JDSP_ has created some high quality renders of the card which were shared online, the renders are missing power connectors, NVLink, and PCB material but other than that may be a good look at what's coming from NVIDIA.

Is This the Future of Unreal Engine 4?

The folks over at Dekogon Studios, a game art outsourcing studio, have published on their ArtStation account some Unreal Engine 4 renders to showcase their creative vision and technological mastering of Epic's acclaimed engine. Being one of the more commonly used game development engines due to its rendering quality, ease of use and pipeline flexibility, Unreal Engine is one of the benchmarks for visual quality in the gaming world. These renders from Dekogon Studios using the latest version of Unreal Engine and employing raytracing are absolutely beautiful and incredibly, richly detailed.

While we don't know how many frames per second a modern graphics card could generate at this level of detail (or if it would take seconds to generate a single frame), one can always dream of gaming in environments with the same quality as the showcased basketball court or science classroom (FEAR 2, anyone?). Other environments are slightly less impressive and seem to have taken slightly less attention, but I myself can pretty much see this level of detail on my next Life is Strange or Detroit: Become Human. So, games development studios... Make it happen, please! Look after the break for some videos showcasing these beautiful environments.
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May 18th, 2024 08:47 EDT change timezone

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