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(Redirected from )
"Unreal technology" redirects here. For science or technology which is beyond reality, see .
The Unreal Engine is a
developed by , first showcased in the 1998
. Although primarily developed for first-person shooters, it has been successfully used in a variety of other genres, including , , and other . With its code written in , the Unreal Engine features a high degree of portability and is a tool used by many game developers today.
The current release is Unreal Engine 4, designed for 's
11 and 12 (for , , );
(for , , , , ,
and ); and / (for
was the first game using the Unreal Engine.
Making its debut in 1998 with , the first generation Unreal Engine integrated , , , visibility, , , and
management into one complete engine. Unreal Engine 1 provided an advanced software rasterizer and a hardware-accelerated rendering path using the , specifically developed for
, and was updated for
and . Large parts of the game were implemented in a custom scripting language called . The initial network performance was also poor when compared to its biggest competitor, . Epic used this engine for both Unreal and . The release of Unreal Tournament marked great strides in both network performance and Direct3D and OpenGL support.
The engine became popular due to the modular engine architecture and the inclusion of a , which made it easy to , including total conversions like .
was built in Unreal Engine 2.
The second version made its debut in 2002 with , a free multiplayer shooter created and funded by the . This generation saw the core code and rendering engine completely re-written. In addition, it featured , which debuted with the previous generation of the engine and was shortly followed later by UnrealEd 3, along with the Karma physics SDK. This physics engine powered the
and . Other engine elements were also updated, with improved assets as well as adding support for the
and the Xbox. Support for the PlayStation 2 console was previously added in UE1. Taking Xbox aside, both GameCube and PS2 were never supported directly by Epic, support being instead farmed out to
said builds were stale and left behind, the last "official" build PS2 and GC saw was build 927 dated April 2002; last official UE2.5 build was build 3369. As such, third parties looking to use further Unreal Engine revisions had to do their own builds throughout the generation, as they had to in more recent years with the Wii, X360, PS3, PSP, and 3DS.[]
UE2.5, an update to the original version of UE2, improved rendering performance and added vehicles physics, a particle system editor for , and 64-bit support in . A specialized version of UE2.5 called UE2X was used for
on the original Xbox platform. It featured optimizations specific to that console.
is also supported for sound. Unreal Engine 2.X was build 2227, dated March 2004.
On March 23, 2011,
Montreal revealed that UE2.5 was successfully running on the .
was built in Unreal Engine 3.
The first screenshots of Unreal Engine 3 were presented in 2004, at which point the engine was in development for 18 months already. Unlike Unreal Engine 2, which still supported fixed-function pipeline, Unreal Engine 3 was designed to take advantage of fully programmable shader hardware (in DirectX 9 terms, it required shader model 3.0). All lighting calculations were done per-pixel, instead of per-vertex. On the rendering side, Unreal Engine 3 also provided support for a gamma-correct high-dynamic range renderer. UE3 expected that content was authored in both high- and low-resolution version and baked
for run- a major difference to previous generations where the game content was modeled directly (since normal mapping is a per-pixel operation and almost all the dynamic lighting in UE1 and 2 was calculated per-vertex using a
technique)
The third generation of the Unreal Engine is designed for
(versions 9-11 for Windows, Windows RT and Xbox 360), as well as systems using , including the PlayStation 3, OS X, , , Stage 3D for
, , and . Initially, Unreal Engine 3 only supported Windows, Xbox 360, and PlayStation 3 platforms, while Android and iOS were added later in 2010 (with
being the first iOS title and
the first Android title). OS X support was added in 2011. Its renderer supports many advanced techniques including , , and dynamic shadows. It also builds on the tools available in previous versions. In October 2011, the engine was ported to support Adobe Flash Player 11 through the Stage 3D hardware-accelerated APIs. Epic has used this version of the engine for their in-house games. Aggressive licensing of this iteration has garnered a great deal of support from many prominent licensees. Epic has announced that Unreal Engine 3 runs on both Windows 8 and Windows RT. The first released console game using Unreal Engine 3 was
and the first released PC game was .
In addition to the game industry, UE3 has also seen adoption by many non-gaming projects, for instance:
The popular children's TV show
used UE3 during filming to generate virtual sets for real-time integration with footage of actors and puppets performing in front of .
In March 2012, the FBI licensed Epic's Unreal Engine 3 to use in a simulator for training.
The animation software " Play", which was released in April 2013, uses UE3.
Unreal Development Kit
was built in the UDK.
While Unreal Engine 3 has been quite open for modders to work with, the ability to publish and sell games made using UE3 was restricted to licensees of the engine. However, in November 2009, Epic released a free version of UE3's , called the Unreal Development Kit (UDK), that is available to the general public. According to the current EULA, game developers can sell their games by paying Epic the cost of $99 USD, and 25% royalty on UDK related revenue above US$50,000 from all UDK-based games or commercial applications.
The December 2010 UDK release added support for creating iOS games and apps. UDK's iOS development feature set includes:
The full source and content for , plus an additional castle demo map.
Support for major Unreal Engine 3 desktop features, including the
and its fully integrated suite of tools including Unreal Kismet, Unreal Cascade and Unreal Matinee.
Superior rendering systems, including Unreal Lightmass global illumination supported by Unreal Swarm distributed computing.
Content streaming functionality.
Advanced lighting and shadowing such as per-pixel lighting and real-time shadows.
Console-quality capabilities.
Full Unreal Kismet visual scripting functionality, which allows the developers to create games without having to modify program code.
Convenient mobile previewer makes it possible to emulate games at native resolution for quick iteration.
UDK Remote enables iOS devices to serve as wireless controllers with full touch and tilt functionality for testing games on the computer.
As of the September 2011 release, iOS, OS X and Windows platforms all support UDK-created games.
A comparison of Unreal Engine 1, 2, and 3's rendering capabilities using the Malcolm model from , , and
side-by-side.
Throughout the lifetime of UE3, significant updates have been incorporated:
announced at
(GDC) 2009 some improvements made to Unreal Engine 3. These included:
Unreal Lightmass: a
solver. Provides high-quality static lighting with next-generation effects, such as soft shadows with accurate , ,
inter-reflection, and .
The ability to add fracture effects to
to simulate destructible environments
In December 2009, Epic demoed UE3 running on 's 3rd generation . They said that this will also support
3GS, and also an unknown mobile platform which has been revealed to be
at CES 2010. It has been revealed so far to be something on Nvidia's Tegra platform, and also Palm's webOS running PowerVR's SGX chip.
In March 2010,
was integrated into the software, and is offered to licensees.
In June 2010, Epic Games revealed , a
to showcase Unreal Engine 3 on
devices (, , and
In June 2010 during the ,
(vice president of ) showcased a tech demo of
in stereoscopic 3D running on an Xbox 360 thanks to the . "This technology's great because it works on normal HD TVs, as well as the very high end 3DTVs," Rein commented to . "We're not planning to re-release this in 3D – unless Microsoft want us to – but I'm sure it's technology may be keen to put in the games developed by our partners."
In October 2010,
has been officially integrated in Unreal Engine 3, allowing to easily convert in stereoscopic 3D, numerous
developed on Xbox 360 and PS3 with this engine.
As of March 2011, the Unreal 3 Engine supports .
showcased it with a real-time demonstration video, entitled "Samaritan". Additions include tessellation and , advanced hair rendering with MSAA,
with MSAA, screen space , , billboard reflections, glossy reflections, reflection shadows, point light reflections, and
. The Samaritan demo was unveiled during GDC 2011 as a proof of concept and target for the "3.5" version of Epic's Unreal Engine 3, ostensibly aimed at next-generation platforms. It was built by Epic Games in a close partnership with NVIDIA, with engineers working around the country to push real-time graphics to a new high point.
In July 2011,
announced that their
is now integrated with Unreal Engine 3 and available to licensees.
In October 2011, Epic Games announced that a version of the engine would be compatible with .
In May 2012, UE3 added support for the
3D stereoscopic technology.
In March 2013, Mozilla and Epic Games have demonstrated UE3 running on the browser using HTML5 and JavaScript technologies.
is being built with Unreal Engine 4.
On August 17, 2005, , the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development since 2003. Until mid-2008, development was exclusively done by , founder and technical director of Epic Games. The engine targets the
of consoles, PCs and -based devices running
announced in January 2014 at .
In February 2012, Mark Rein said "people are going to be shocked later this year when they see Unreal Engine 4". Unreal Engine 4 was unveiled to limited attendees at the 2012 , and video of the engine being demonstrated by technical artist Alan "Talisman" Willard was released to the public on June 7, 2012 via . This demo was created on a PC with triple
() and can be run on a PC with a
One of the major features planned for UE4 was real-time global illumination using , eliminating pre-computed lighting. However, this feature has been replaced with a similar but less computationally-expensive algorithm prior to release for all platforms including the PC because of performance concerns on next-generation consoles. UE4 also includes new developer features to reduce iteration time, and allows updating of
code while the engine is running. The new "Blueprint" visual scripting system (a successor to UE3's "Kismet") allows for rapid development of game logic without using C++, and includes live debugging. The result is reduced iteration time, and less of a divide between technical artists, designers, and programmers.
[In older engines], if you wanted to change the relationship between your weapon damage and how long it'll take to kill a creature, you may spend a couple of days iterating, but if you have to spend a lot of time waiting for a build every time, you're talking one change, waiting 15 minutes for the compile to complete, and then play the game, get to the point where you can test it, test it, exit the game, change, compile... Now, since all of that can be done very quickly within the tools, it's 'Make the change, play, when it compiles, finish, shoot the guy, and then escape, make the change, play'. The iteration time is down to 30 seconds instead of 15 minutes. Our ability to kind of roll through and see how the game is playing out is much faster.
—Alan Willard, writing for
On March 19, 2014, at the , Epic Games released Unreal Engine 4, and all of its tools, features and complete C++ source code, to the development community through a new subscription model. Anyone can sign up for UE4 for , ,
by paying $19 per month, plus 5% of gross revenue resulting from any commercial products built using UE4. CEO and founder of Epic Games, , said that the new business model is a reflection of changes in the industry. Epic Games has traditionally made its Unreal Engine available to large AAA game development teams at a cost of millions of dollars but as the industry has evolved, Epic has had to "really rethink our whole business as to how we make the engine available to teams." "Looking at the new shape of the industry now, we realize that's an outdated tool," Sweeney said. "Looking at the possibilities for the engine, we started from scratch and thought 'How can we make the engine available to more people?'". According to the Unreal Engine website, subscribers to the engine will be able to cancel their subscription, or renew it at any time. They will be able to retain access to UE4 tools, but will not receive access to future releases of Unreal Engine 4.
On September 3, 2014, Epic Games launched the Unreal Engine Marketplace, allowing UE4 subscribers to buy and sell community-created content of all shapes and sizes. In addition to all of the previously released free content, the new marketplace was launched with a variety of asset packs including full-scale environments, props, characters, sounds, materials, animated meshes, prefab C++ code and a number of other asset types as well as free demos and tutorials.
On September 4, 2014, Epic released Unreal Engine 4 to schools and universities for free, including personal copies for students enrolled in accredited video game development, computer science, art, architecture, simulation, and visualization programs. "Nothing is stopping students from honing the skills needed to enter the range of fields using Unreal Engine technology, from entertainment software and film to visualization, healthcare simulation and military training," Unreal Engine general manager Ray Davis said in a statement. "Students who know Unreal Engine technology have a huge advantage when it comes to job placement." Schools can integrate the same fully featured version of Unreal Engine 4 previously available only to developers, along with all future updates. In addition, students retain indefinite access to any versions of the engine used during their coursework which gives them the option to turn their class projects into shipping projects at any time.
On February 19, 2015, Epic launched Unreal Dev Grants, a $5,000,000 development fund designed to provide financial grants to innovative projects being built with Unreal Engine 4. Awards range from $5,000 to $50,000, with no strings attached: developers and artists own their IP and are free to publish however they wish, with no restrictions or obligations on the way the funds are used.
As of March 2, 2015, Unreal Engine 4 is available to everyone for free, and all future updates will be free. Epic will be issuing a pro-rated refund to people who have paid for Unreal Engine 4 since January 31, 2015. In addition, anyone who has ever paid for an UE4 subscription will receive a $30 credit for the Unreal Engine Marketplace. If projects are released commercially, developers must pay a 5% royalty on gross revenue following the first $3,000 per product, per quarter.
On March 24, 2015, Epic Games and the
launched the Big Data VR Challenge, a virtual reality initiative that invites participants to create an immersive VR experience to give UK biomedical and humanities researchers an alternative way to explore and present their research. The Challenge will explore how skills used in video game design can be applied to benefit the scientific community. Six teams will be chosen from among the applicants and invited to a workshop at the Wellcome Trust's London headquarters on April 9, 2015, where three research topics will be unveiled. Each team will receive $5,000 to cover expenses, and grand prize of $20,000 will be awarded to the winning team when the Challenge culminates at the
to be held July 14-16, in Brighton, England.
Main article:
, the original game featuring the engine
series of games
, the scripting language used in Unreal Engine
, the Unreal level editor
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