Epic Games has revealed that Fortnite Battle Royale Chapter 4 utilizes Unreal Engine 5.1. This update was released earlier today.
Epic Games’ cohesive approach to strategy is on display with the release of its first game. With its tens of millions of users and the ability to sell virtual goods within the game, Fortnite is the company’s primary source of income.
The developments described in Chapter 4 can be implemented using Unreal Engine, a platform for creating video games. Epic has built Fortnite with Unreal to demonstrate the capabilities of the engine and encourage other developers to adopt it.
Upgrades to the game’s visuals and performance can be found in Unreal Engine 5.1. The release of Unreal Engine 5 this year marks a significant improvement in graphic quality, allowing for more nuanced environments in games like Battle Royale Island.
Nanite, Lumen, Virtual Shadow Maps, and Temporal Super Resolution are just a few of the next-gen Unreal Engine 5 technologies that will help Fortnite Battle Royale stand out on the PlayStation 5, Xbox Series X|S, PC, and cloud.
According to Epic Games, more than 50% of all upcoming next-gen games are being developed on Unreal Engine. New improvements to Lumen’s dynamic global illumination and reflections system were also mentioned. If you want to create games or the metaverse, you need to know this information.
Epic has updated the Nanite virtualized micro polygon geometry system and virtual shadow maps, paving the way for games and experiences that run at 60 frames per second (fps) on next-gen consoles and suitable PCs. Epic claims that these enhancements will allow for high-speed competition and realistic, lag-free simulations.
For material-driven animations and deformations using world position offset and opacity masks, Nanite has additionally implemented a programmable rasterizer. This allows artists to program Nanite-based flora with blowing leaves.
Nanite’s geometrical representation of buildings is extremely precise. Specifically, each brick, stone, wood plank, and wall trim is modeled and rendered as part of the building’s millions of polygonal geometry in real time.
The natural environments also have a lot of fine detail. About 300,000 polygons go into modeling each tree, and the same goes for modeling each stone, flower, and blade of grass.
Reflections on glossy surfaces and water are rendered with stunning realism using Lumen’s ray tracing technology.
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