Unreal Engine 5 demo

Last week, Epic Games, in partnership with Nvidia, launched Unreal Engine 5 for early access, along with an example project for developers to explore, known as Valley of the Ancients. Nanite, an attempt to provide similar detail to infinity, and Lumen, a state-of-the-art global lighting system, are essential to UE5. According to the project’s creators, the highest “epic” graphics settings aim at 1080p at 30 frames per second on PlayStation 5 and Xbox Series X. A completely new technique known as Temporal Super Resolution (TSR) offers a 4K display without clever upscaling. While we’ve just used UE5 on PC now, we have some early thoughts and preliminary performance metrics.

The critical thing to know here is that the first early access version of UE5 has absolutely nothing to impede anybody from downloading …

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Unreal Engine 4 screenshot

Like all PC software, Unreal Engine 4 also has a list of system requirements, and to run it properly, the hardware in your system must meet their minimum requirements.

But we must keep in mind that these system requirements are often about the very basics of the hardware to run the software. Especially the minimum requirements. Even recommended requirements are somehow low, even outdated, to give the best performance.

These lists might be quite inconsistent, and colleagues from Asc INC have taken some time and made for us an intensive stress test on desktop PCs and laptops to learn what’s the best hardware to run Unreal Engine smoothly and at its max. According to the testing results, we have come up with our own list of recommended hardware for Unreal Engine 4.…

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Unreal Engine 5

You may have thought the American AAA gaming developer Epic Games focuses primarily only on its digital store and the famous Battle Royale game Fornite. But it’s far from the truth. They shocked the gaming community quite a bit by presenting a new version of their game engine, which has been used by hundreds of games. Even Disney used it in creating the series The Mandalorian.

Unreal Engine 5 will replace the current version 4.25, and they promise photorealism at the level of CGI effects seen in movies. The main focus is the Nanite and Lumen technologies, demonstrated in a spectacular technical demo Lumen in the Land of Nanite on the PlayStation 5 console.

Nanite with virtualized micro polygon geometry allows creators to create as many details as the human …

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This document defines the Defaults profile for RestMS. The Defaults profile defines the behavior of the default feed, join and pipe types. This profile provides the basis for simple pub-sub (the “Parrot” pattern) and request-response (the “Housecat” pattern) applications.

License

Copyright (c) 2009 by the Editor and Contributors.

This Specification is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.

This Specification is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received …

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Thilo Fromm announced a new RestMS project based on Python and Django, on 10 April 2009:

The Python/Django RestMS server implementation I’m planning to work on just went to github. It isn’t much more yet than some readme files and basic project infrastructure code. Thanks to django’s rapid prototyping features, however, one can start to implement the business logic foundation, as there is almost no boiler plating. If you’re interested, you’re best off starting at the project homepage http://t-lo.github.com/ahkera/. Everything else is linked there. Don’t be afraid if you’re new to python and/or django, as the documentation of both is excellent, and they’re easy to learn and fun to use.

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Housecat is a one-to-one messaging pattern in which a sender addresses a receiver by name. The diagram shows this pattern, where Master refers to the sender, and Cat refers to the receiver. The Router refers to a set of feeds and pipes, or other resources capable of queuing and routing messages.

In the general decoupled messaging model, the cat reads from a private queue which subscribes to the named address, and the master publishes messages to this named address. In a coupled model, the cat reads from a named queue and the master publishes into this queue directly.

The RestMS 3/Defaults profile implements both coupled Housecat (using the default feed and default join) and decoupled Housecat (using a dynamic feed and arbitrary joins).

Housecat, or rather its variation Reverse Housecat is most …

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This site is run by and for the RestMS Community, used to develop the RestMS specifications, and track the status of RestMS implementation and use. Also writing about technologies in gaming indurty.

RestMS provides web applications with enterprise-level messaging via an asynchronous RESTful interface that works over standard HTTP/HTTPS. It may well be used in computer games.

The goals of this site are social, and technical. The social goals are:

  1. To build an expert community around RestMS
  2. To write about gaming industry standards
  3. To produce small, cheap, provable pieces of work
  4. To offer a visible, rapid, and economic process

And the technical goals are:

  1. To provide a space for stability
  2. To provide a space for experimentation
  3. To grow free and open specifications
  4. To allow these to become formal standards
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Parrot is a one-to-many messaging pattern for information distribution in which a publisher addresses a group of subscribers. The diagram shows this pattern, where Parrot refers to the publisher, and Monkey refers to the subscribers. The Router refers to a set of feeds and pipes, or other resources capable of queuing and routing messages.

Parrot is always decoupled. The monkeys read from a set of topics, and the parrot publishes messages to this topic set. To support Parrot the router must implement topic routing into private queues, private selection from shared topic ring buffers, or another equivalent mechanism.

The RestMS 3/Defaults profile implements Parrot via ad-hoc joins, where the feed is the topic name. The RestMS 4/AMQP9 profile implements Parrot through the fanout, direct, topic and headers feeds. In Parrot …

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RestMS might be described as “Twitter for applications” because it makes it easy for applications to join together. This article explains RestMS by comparing it to alternatives, and provides some typical use cases.

Global flight data

A firm publishes global flight data: they collect data from airports, aviation authorities, airlines, and booking systems. They publish this as a series of a dozen or so feeds, broken up by geographic relevance. North America is covered by three feeds, while Europe is covered by two.

This firm publishes these feeds to an RestMS servers. The feeds carry around 200 updates per second, or 10M per day. The feeds peak at 1,000 updates per second. Each update is one message.

There are a set of message types, covering flight departures and arrivals, delays, and position …

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Wolfpack is a one-to-one-of-many messaging pattern for workload distribution in which a client addresses a group of services that share a workload stream. The diagram shows this pattern, where Feeder refers to the client, and Wolf refers to the service instances. The Router refers to a set of feeds and pipes, or other resources capable of queuing and routing messages.

Wolfpack is always decoupled. The wolves read from a named shared queue, and the feeder publishes messages to this named queue. To support Wolfpack the router must implement shared queues which can distribute messages to wolves on a round-robin basis, possibly with the addition of fair-queueing in which feeders as well as wolves are selected on a round-robin basis.

The RestMS 4/AMQP9 profile implements Wolfpack through the service and rotator feed types. …

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