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metaverseDubai/TECHNICAL_BRIEF.md

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Technical Brief - Dubai Metaverse

Engine Specifications

Unreal Engine Version

  • Version: 5.4 (Required)
  • Build: Latest stable release
  • Platform: Windows (Primary), Linux (Optional)

Critical Engine Features

Nanite Virtualized Geometry

  • Purpose: Enable high-poly geometry without performance penalty
  • Usage: Hero assets, primary buildings, architectural details
  • Configuration: Enabled globally, per-asset override available
  • Requirements: Static meshes only, no skeletal meshes

Lumen Global Illumination

  • Purpose: Realistic global illumination and reflections
  • Usage: All lighting in the environment
  • Configuration:
    • Lumen Global Illumination: Enabled
    • Lumen Reflections: Enabled
    • Hardware Ray Tracing: Optional (for enhanced quality)
  • Performance: Target 60-90 FPS with Lumen active

Virtual Shadow Maps

  • Purpose: High-quality shadows for large worlds
  • Configuration: Enabled, optimized for World Partition
  • Resolution: Adaptive based on distance

World Partition

  • Purpose: Stream large worlds efficiently
  • Configuration:
    • Cell size: 128m x 128m (default)
    • Loading range: Optimized per cell
    • Data layers: Organized by system (buildings, props, lighting)
  • Usage: Entire Dubai district

Movie Render Queue

  • Purpose: 8K cinematic rendering
  • Configuration:
    • Output format: EXR (16-bit)
    • Resolution: 7680x4320 (8K UHD)
    • Anti-aliasing: Temporal AA
    • Additional passes: Motion vectors, depth, normals

Procedural Content Generation (PCG)

  • Purpose: Procedural placement of buildings, props, vegetation
  • Configuration: Custom PCG graphs for each system
  • Usage: Building placement, road props, vegetation, traffic

Chaos Physics

  • Purpose: Vehicle simulation
  • Configuration: Chaos Vehicle system
  • Usage: Dubai supercars (Lamborghini, G-Wagon, Ferrari)

MetaHuman Framework

  • Purpose: High-quality NPCs
  • Configuration: MetaHuman Creator + MetaHuman Animator
  • Usage: 5-10 diverse NPCs with behavior trees

System Requirements

Development Workstation (Minimum)

  • CPU: Intel i7-9700K / AMD Ryzen 7 3700X or better
  • GPU: NVIDIA RTX 3070 / AMD RX 6800 XT or better (8GB VRAM minimum)
  • RAM: 32GB DDR4
  • Storage: 500GB SSD (NVMe preferred)
  • OS: Windows 10/11 64-bit
  • CPU: Intel i9-12900K / AMD Ryzen 9 5900X or better
  • GPU: NVIDIA RTX 4080 / AMD RX 7900 XTX or better (16GB+ VRAM)
  • RAM: 64GB DDR4/DDR5
  • Storage: 1TB+ NVMe SSD
  • OS: Windows 11 64-bit

Target Hardware (End User)

  • CPU: Intel i5-10400 / AMD Ryzen 5 3600 or better
  • GPU: NVIDIA RTX 3060 / AMD RX 6600 XT or better (6GB VRAM minimum)
  • RAM: 16GB DDR4
  • Storage: 50GB available space
  • OS: Windows 10/11 64-bit

Architecture Overview

Project Structure

DubaiMetaverse.uproject
├── Content/
│   ├── Maps/              # Level maps
│   ├── Assets/            # 3D assets
│   ├── Blueprints/        # Blueprint classes
│   ├── PCG/               # Procedural content graphs
│   ├── Cinematics/        # Sequencer sequences
│   └── Audio/             # Audio assets
├── Config/                # Engine configuration
├── Source/                # C++ source (if needed)
└── Plugins/               # Custom plugins

Core Systems Architecture

1. World System

  • World Partition: Manages large world streaming
  • Level Streaming: Additional streaming for cinematics
  • Data Layers: Organize content by system

2. Rendering System

  • Nanite: Virtualized geometry rendering
  • Lumen: Global illumination and reflections
  • Post-Process: Cinematic color grading and effects
  • Movie Render Queue: Offline rendering pipeline

3. Gameplay System

  • Player Controller: First/third-person movement
  • Interaction System: Base interactable framework
  • Vehicle System: Chaos physics vehicles
  • NPC System: MetaHuman NPCs with behavior trees

4. Procedural System

  • PCG Graphs: Building placement, props, vegetation
  • Houdini Integration: Advanced procedural generation
  • Spline System: Road networks, traffic paths

5. Audio System

  • Ambient Audio: City ambience, vehicle sounds
  • Spatial Audio: 3D positioned audio
  • Music System: Background music integration

Data Flow

  1. Asset Creation → External tools (Blender, Houdini, Substance)
  2. Import → Unreal Engine (with validation)
  3. Processing → Nanite conversion, material assignment
  4. Placement → Manual or procedural (PCG)
  5. Optimization → LOD generation, streaming setup
  6. Runtime → World Partition streaming, performance optimization

Plugin Requirements

Essential Plugins

  1. Procedural Content Generation Framework

    • Built-in plugin
    • Purpose: Procedural asset placement
  2. Virtual Production Tools

    • Built-in plugin
    • Purpose: Cinematic tools, camera systems
  3. Movie Render Queue

    • Built-in plugin
    • Purpose: 8K cinematic rendering
  4. OpenXR (Optional)

    • Built-in plugin
    • Purpose: VR support

External Tools Integration

  • Houdini Engine: For Houdini Digital Assets (HDAs)
  • Datasmith: For CAD/architectural data import
  • RealityCapture: Photogrammetry workflow

Performance Targets

Frame Rate Targets

  • Desktop (1440p): 60-90 FPS
  • Desktop (4K): 60 FPS (minimum)
  • Cinematic Rendering: Offline (no FPS target)
  • VR (if implemented): 90 FPS

Memory Targets

  • GPU Memory: <12GB VRAM usage
  • System RAM: <16GB usage
  • Streaming Budget: Optimized per World Partition cell

Optimization Strategies

  1. Nanite: Use for all static geometry where possible
  2. LOD System: Traditional LODs for non-Nanite assets
  3. World Partition: Efficient streaming based on distance
  4. Material Optimization: Shared materials, texture streaming
  5. Lighting Optimization: Lumen quality settings, shadow optimization

Asset Specifications

Texture Standards

  • Hero Assets: 8K (8192x8192) - UDIM workflow
  • Primary Buildings: 4K (4096x4096)
  • Background Assets: 2K (2048x2048)
  • Props: 1K-2K depending on size
  • Format: BC7 (DXT5) for color, BC5 for normals

Geometry Standards

  • Hero Assets: High-poly (Nanite), no traditional LODs needed
  • Primary Buildings: Optimized geometry, LOD0-3
  • Background: Simplified geometry, LOD0-2
  • Format: FBX or direct import from DCC tools

Material Standards

  • Workflow: PBR (Physically Based Rendering)
  • Texture Sets: Base Color, Normal, Roughness, Metallic, AO
  • Additional Maps: Emissive, Height (where needed)
  • Shader Complexity: Optimized for performance

Version Control

Git LFS Configuration

  • Large Files: All .uasset, .umap, texture files
  • Binary Files: Models, audio files
  • Repository Size: Expected 50-100GB+ with LFS

Alternative: Perforce

  • Helix Core: Professional version control
  • Streams: Main, Development, Feature branches
  • Changelists: Organized by task/feature

Build Configuration

Development Build

  • Configuration: Development Editor
  • Target Platform: Windows
  • Packaging: Not required for development

Shipping Build

  • Configuration: Shipping
  • Packaging: Windows executable
  • Optimization: Full optimization, no debug symbols
  • Size Target: <50GB packaged build

Cloud Streaming Build

  • Configuration: Development or Shipping
  • Pixel Streaming: Enabled
  • Web Server: Required for streaming setup

Testing Strategy

Performance Testing

  • Profiling: Unreal Insights, GPU profiling
  • Metrics: Frame time, draw calls, memory usage
  • Targets: Meet all performance targets

Functional Testing

  • Systems: All gameplay systems functional
  • Interactions: All interactions work as designed
  • Visual: No visual artifacts, proper lighting

Compatibility Testing

  • Hardware: Test on minimum and recommended specs
  • Drivers: Latest GPU drivers
  • OS: Windows 10/11 compatibility

Documentation Requirements

  • Technical Documentation: All systems documented
  • Asset Documentation: Asset specifications and usage
  • Pipeline Documentation: Workflow documentation
  • API Documentation: Blueprint/C++ API documentation (if applicable)

Security Considerations

  • API Keys: ChatGPT API keys stored securely (not in repository)
  • Asset Security: Proprietary assets protected
  • Build Security: No sensitive data in builds

Version: 1.0 Last Updated: [Current Date]