Game ArtSoftware

Unreal Engine 4.22 is now Available with new Real-Time Ray Tracer

Unreal Engine 4.22 continues to push the boundaries of photorealism in real-time environments whether you are making immersive and engaging games, broadcasting live television, visualizing groundbreaking products, or creating the next blockbuster film. We don’t believe significant advances in technology should result in increases in development time for you to take advantage of them, so we have once again set our sights on making workflows for users from all disciplines even faster and more accessible.

Unreal Engine delivers unbridled power to build realistic worlds with the most accurate real-time lighting and shadowing effects – including dynamic global illumination, pixel perfect reflections and physically accurate refraction – thanks to real-time ray tracing on Nvidia RTX graphics cards. Soft area shadows and ambient occlusion provide the finishing touches to ground your scenes firmly in reality.

Our vast suite of virtual production features enables you to speed up your workflow on set with the ability to capture and record complex live performances and composite them in real-time. Entire teams can work in concert to orchestrate and direct scenes live using the new multi-user editing feature.

Every second spent waiting to see your latest creation come to life has a cost – a cost to you, a cost to your users, a cost to your vision – so we strive to make Unreal Engine easier and faster to go from iteration to iteration with each release so you can spend more time tweaking and polishing the experience for consumers. Live Coding brings Live++ support to Unreal Engine so you can go from idea to reality in seconds while you are running your project. Build times have been optimized across the board making iteration times for incremental builds up to 3x faster and freeing up valuable resources in your pipeline.

Features are:

*Real-Time Ray Tracing and Path Tracing (Early Access)
*Real-Time Ray Tracer
-Soft area shadowing for Directional, Point, Spot, and Rect light types.
-Accurate reflections for objects in and outside of the camera frustum.
-Soft ambient occlusion to ground objects in the scene.
-Physically correct refraction and reflection results for translucent surfaces.
-Indirect lighting from dynamic global illumination from light sources.

unbiased Path Tracer
High-Level Rendering Refactor
– Mesh Drawing Pipeline Refactor
*C++ Iteration Time Improvements
*Virtual Production Pipeline Improvements
*Sequencer Improvements
– Composure Sequencer Track
– Layered Animation Workflows in Sequencer

*Animation Budgeting System (Early Access)
*Animation Sharing Plugin
*Preview Scene Settings Improvements

Source: CG Record