{"id":3790,"date":"2016-12-16T02:23:16","date_gmt":"2016-12-16T07:23:16","guid":{"rendered":"http:\/\/local.brightwhiz\/?p=3790"},"modified":"2016-12-16T02:23:16","modified_gmt":"2016-12-16T07:23:16","slug":"unreal-engine-4-14-release","status":"publish","type":"post","link":"http:\/\/local.brightwhiz\/unreal-engine-4-14-release\/","title":{"rendered":"Unreal Engine 4.14 Release is now Available"},"content":{"rendered":"

The team at Epic have announced the release of Unreal Engine 4.14 for general availability. This release comes with a host of new features, fixes and improvements from them as well as the developer community at large.<\/p>\n

The Unreal Engine is an open source<\/a> game engine written in C++<\/a> and developed by Epic Games original for the Unreal video game. It is a multi-platform engine designed for Microsoft Windows<\/a>, Xbox One<\/a>, Windows RT using DirectX 11 and 12<\/a>.<\/p>\n

It is also supported on PlayStation 4<\/a> using GNM. On OS X<\/a>, iOS, Android, Linux and Windows XP it uses OpenGL<\/a>, while Vulkan<\/a> and Metal are used for Android and iOS respectively. HTML5<\/a> on Web browsers is supported through JavaScript<\/a>\/WebGL.<\/p>\n

Today Unreal Engine 4 is a 3D content creation suite for game developers to develop visualizations, simulations and video games<\/a>.<\/p>\n

Highlights of Unreal Engine 4.14<\/h2>\n

Starting off with development, Windows platform C++ developers can now use Visual Studio “15” or Visual Studio 2017 for development in addition to Visual Studio 2015.<\/p>\n

On mobile, Vulkan support is now available on compatible Android devices. This includes support for drawing 3D objects on top of the UI and getting scene color and depth information.<\/p>\n

There is now a new forward shading renderer that combines high-quality Unreal Engine 4 lighting features with Multisample Anti-Aliasing (MSAA) support! This forward renderer is well suited for VR.<\/p>\n

Highly detailed dynamic shadows on objects are now supported via the new Contact Shadow feature. This can get self-shadowing from the parallax occlusion mapping from arbitrary lights.<\/p>\n

Using quadric mesh simplification, Unreal Engine can now automatically reduce the polygon count of static meshes to create LODs.<\/p>\n

Precomputing lighting for multiple lighting setups with the same geometry is now supported with this release. This improves performance with VR and architectural visualizations.<\/p>\n

Translucent surfaces now benefit from the improved per-pixel translucent lighting. This allows specular highlights from multiple lights and image-based reflections to be computed.<\/p>\n

This release now supports full resolution skin shading for the Subsurface Profile shading model. This results in high resolution of skin pores and wrinkles.<\/p>\n

Other improvements include Reflection Captures from lightmaps, creation of static meshes from actors and support for NVIDIA Ansel Photography.<\/p>\n

You can find more details about the Unreal Engine 4 in the official website here<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"

The team at Epic have announced the release of Unreal Engine 4.14 for general availability. 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