리니지2M�언리얼사용기
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Index● Intro
● Why UE4
● Challenges
● Closing
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강연자소개김종현
● NCSOFT Lineage2M Client Lead
● 20y Client Programmer
● Game Engine
● Glide API
● D3D In-House Engine
● LithTech, Gamebryo, Cocos2d-x
https://thinkcomputers.org/3dfx-graphic-cards-history/
#UE4 | @UNREALENGINE
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About�Lineage2M● 리니지2가주었던 Full�3D 그래픽의감동을모바일에서도
● One�Channel�Seamless�Open�World
● 프로그래머평균 37.7세
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This is Lineage2
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Age of Open Source
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BIG Seamless Open World!
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Challenges
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Developer Experience훌륭한개발자는연장을가리지않아요
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Engine Source Modification최소한으로수정해요
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Build & Deploy
● Source Build vs Installed Build
● IncrediBuild (XGE)
● Shared DDC
● CI (Continuous Integration)
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Engine Version Update천천히올리세요
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UE4 Update History About Mobile
● 4.17�:�Lineage2M�Start
● 4.18�:�Fix�bugs,�Android Gradle
● 4.19�:�Fix�Many�bugs,�Landscape�LOD,�CSM�distance�fading
● 4.20�:�Fix�Many�Many bugs,�Mobile�Optimization�(�HW�Occlusion,�URO…�),�Landscape�Layer,�particle�pooling,�Dynamic�Resolution,�Specular�(GGX)�
● 4.21�:�Fix�Many�Many Many bugs,�Vulkan,�Mobile�Optimization�(�Emulated�Uniform�Buffer,�GPU�Particle�simulation�performance,�Program�Binary�Cache…�),�Cooker�performance
● 4.22�:�Mesh�Drawing�Pipeline,�Auto-Instancing,�Dynamic�Spotlight
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PBRSM5를목표로
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4.17 ( SM5 vs ES3.1 )
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GLES2.0은버렸어요
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PBR Guide
● ES2.0�수준의모바일쉐이더를ES3.1을최대한활용하는수준으로업그레이드
● Substance에서작업하는결과물이최대한게임에서의상태와비슷하게세팅
● 기본적이고공통적인Material�을최대한단순하게구성
● Megascan같은실사아트애셋을최대한많이구매
● 엔진프로그래머는거들뿐결국아트팀의이해와능력이중요
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4.17 vs Lineage2M
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Development For Mobile Rendering
● Save�Preview�Rendering�Level�(Feature�Level)
● Add�Landscape�Layer
● Add�Shading�Model�:�Skin,�Hair
● SSAO
● No�Lightmap
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Landscape & World Composition잘게나눠서자동화해요
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ComparisonBlueprint 는축복
● 누구나쉽게접근가능
● 빠른컴파일속도
● 빠른개발주기
● 기획자들은좋아할듯
Blueprint 는대재앙
● 협업의어려움
● 구조화가어려움
● 가독성이떨어짐
● 프로그래머들은싫어할듯
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Blueprint최소한으로만써요
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C++ standard & STL최신스펙은언리얼과궁합이안좋아요
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Mobile PerformanceFortnite SAVE�us
S/W는느려지기쉽지만,�H/W는무조건빨라진다
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Closing Message이제모바일에서쓸만해요
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Q&A
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