8.6 KiB
8.6 KiB
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
Development Workstation (Recommended)
- 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
- Asset Creation → External tools (Blender, Houdini, Substance)
- Import → Unreal Engine (with validation)
- Processing → Nanite conversion, material assignment
- Placement → Manual or procedural (PCG)
- Optimization → LOD generation, streaming setup
- Runtime → World Partition streaming, performance optimization
Plugin Requirements
Essential Plugins
-
Procedural Content Generation Framework
- Built-in plugin
- Purpose: Procedural asset placement
-
Virtual Production Tools
- Built-in plugin
- Purpose: Cinematic tools, camera systems
-
Movie Render Queue
- Built-in plugin
- Purpose: 8K cinematic rendering
-
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
- Nanite: Use for all static geometry where possible
- LOD System: Traditional LODs for non-Nanite assets
- World Partition: Efficient streaming based on distance
- Material Optimization: Shared materials, texture streaming
- 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]