Verse Concurrency-Time Flow: Everything, Everywhere in UEFN, All at Once | Unreal Fest 2023

  Рет қаралды 10,356

Unreal Engine

Unreal Engine

8 ай бұрын

In this session, you’ll learn how Verse concurrency makes it easy to author sophisticated time-based behavior-adding time flow expressions and a few related constructs for controlling the logic of time in a fashion similar to structured programming. You may feel the fabric of your reality being slowly torn apart and you may be gripped with the urge to resist change-this is a normal reaction. You may need to sit on this info, contemplate it, experiment and play with it, and cry if you need to.
You’ll see actual Verse code running within Unreal Editor for Fortnite (UEFN) and learn each of the Verse concurrency expressions and related API and constructs. Then we’ll go over the magic of using them together and how to experimentally iterate your behaviors. You’ll learn the power and freedom to cancel behaviors midway and use scoped local context that persists over time, and find out how infinite loops and infinite waits often make a lot of sense. You’ll start thinking about the speed of human perception versus how fast can the servers run code. You’ll learn the best optimization for performance is to do more of nothing.
Verse concurrency is used everywhere (you might not even know it) by everyone (novice to expert) within Verse code in UEFN projects. Come away from this talk with an expanded universe of what is possible with these techniques and you’ll wonder how you ever got by without them.
We’re excited to bring you sessions from Unreal Fest 2023, available to watch on demand: • Unreal Fest '23 Playlist

Пікірлер: 14
@matt_z_07
@matt_z_07 8 ай бұрын
Guys this is a long video you have to wait a bit until the sound is processed.
@zj.Design
@zj.Design 8 ай бұрын
The volcano example is so intuitive, very informative and helpful!
@jk_sourced1186
@jk_sourced1186 8 ай бұрын
Any clue when this is coming for Unreal Engine ?
@enebz3746
@enebz3746 5 ай бұрын
This will come to UE6
@mattboardman8837
@mattboardman8837 8 ай бұрын
Doesn't appear the sound is working?
@matt_z_07
@matt_z_07 8 ай бұрын
It could be still processing, therefore there would be no sound
@MrHics
@MrHics 8 ай бұрын
it was just quiet for me. Had to wait until I got home to watch on PC. Luckily "Volume Master" allows boosting volume above 300% now. I found that 450% volume worked well for my little speakers in my monitor.
@Pixelboyable
@Pixelboyable 6 ай бұрын
When is this coming to UE?
@enebz3746
@enebz3746 5 ай бұрын
This is coming to UE6
@justtekina6709
@justtekina6709 8 ай бұрын
I thought of this, when trying to figure out how to make a mmorpg game to have like a lot of players on 1 server, so does this help make a super massive mmorpg more likely to be possible?
@screenapple1660
@screenapple1660 8 ай бұрын
Unreal should totally dive into the world of ujpeg and upng files! Shrinking down photorealistic materials into files smaller than your average jpeg and png sounds like a game-changer. And why stop there? Imagine having lightning-fast FBX files that load quicker than you can say "high-poly model." You're onto something with the petabyte concern. Future games are likely to be absolute storage hogs with all that eye candy. But fear not, for Unreal could be the hero we need. Efficient file formats and optimized FBX files could be the secret sauce to keeping those games from gobbling up all our storage space. Traditional photorealistic games are like epic novels, progressing through stages like chapters in a book. But who says we can't skip the slow chapters and jump straight to the action? With faster FBX files, we might just be looking at a gaming revolution! What's your take on the future of gaming?
@JordanHalsey-Artist
@JordanHalsey-Artist 8 ай бұрын
No one will really be using FBX in the future. Everything will be USD or gltf.
@CyberWolf755
@CyberWolf755 7 ай бұрын
Unreal dev here. Fbx, gltf, usd is used for sending models and textures between programs. Unreal imports them into it's own optimized format. No one uses regular file types during runtime/play. Unreal acquired RAD game tools few years back, the same people who created Oodle file compression, used in the PS5 hardware. The main thing to save space in assets is to reuse them as much as possible, without being too repetitive. Textures are the heaviest assets usually.
@edenassos
@edenassos 7 ай бұрын
You don't know what you're talking about. There are bucket loads of file formats already trying to solve the problem of image sizes. Lightning fast FBX? Looks like you've been living in a cave, there's GLTF, GLB, USD now.
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