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Unreal Engine 4 Supports Microsoft’s DirectX Raytracing, NVIDIA RTX and Magic Leap One

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Microsoft has announced DirectX Raytracing (DXR), which brings real-time ray tracing to the DirectX 12 API to narrow the gap between the rasterization techniques games use today and the CG techniques used in films and offline-rendered scenes.

Epic Games has partnered with NVIDIA to support their newly revealed RTX technology via the DXR API to bring these features to Unreal Engine 4 in order to run ray tracing on the GPU. Epic and NVIDIA will share more information about this on Wednesday.

Epic Games CTO Kim Libreri said that “The availability of these technologies is making real-time ray tracing a reality, by making such powerful features available in Unreal Engine 4 we are shaping the next generation of game and movie graphics.”

And This opens the door to an entirely new class of techniques that have never been possible in real-time environments until now. More detail can be shown in Unreal GDC or some special presentation will be livestreamed on Unreal Engine social media.

Also Unreal Engine 4 now support for the Magic Leap One™: Creator Edition, a software toolkit for early development of experiences for Magic Leap's personal spatial computing platform, as part of a larger partnership between the two companies. Studios using Unreal to develop content for Magic Leap include Framestore, ILMxLAB, Schell Games and Peter Jackson’s Wingnut AR.
Alongside development support for the Magic Leap One hardware, Epic has released a collection of resources including Unreal Engine 4 documentation, a robust sample project demonstrating Magic Leap One’s unique features and a custom Unreal Editor for creating content using the Lumin SDK.

Unreal Engine 4 support for Magic Leap One includes the following features:
- Head tracking
- Eye tracking
- Gesture and hand tracking
- Room scanning and meshing
- Spatialized audio
- Microphone input
- 6DOF hand controller (Totem) tracking
- Vulkan and OpenGL support
- Use of Unreal Engine 4’s desktop and mobile forward rendering paths

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