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리니지2M 언리얼 사용기

190514 1 1 김종현 Unreal Summit 2019 L2M 언리얼 사용기 Crysis … · 2020. 9. 23. · 190514_1_1_김종현_Unreal Summit 2019_L2M 언리얼 사용기_Crysis Hide Created

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  • 리니지2M�언리얼사용기

  • #UE4 | @UNREALENGINE

    Index● Intro

    ● Why UE4

    ● Challenges

    ● Closing

  • #UE4 | @UNREALENGINE

    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

  • #UE4 | @UNREALENGINE

    About�Lineage2M● 리니지2가주었던 Full�3D 그래픽의감동을모바일에서도

    ● One�Channel�Seamless�Open�World

    ● 프로그래머평균 37.7세

  • #UE4 | @UNREALENGINE

    This is Lineage2

  • #UE4 | @UNREALENGINE

    Age of Open Source

  • #UE4 | @UNREALENGINE

    BIG Seamless Open World!

  • #UE4 | @UNREALENGINE

    Challenges

  • #UE4 | @UNREALENGINE

    Developer Experience훌륭한개발자는연장을가리지않아요

  • #UE4 | @UNREALENGINE

    Engine Source Modification최소한으로수정해요

  • #UE4 | @UNREALENGINE

    Build & Deploy

    ● Source Build vs Installed Build

    ● IncrediBuild (XGE)

    ● Shared DDC

    ● CI (Continuous Integration)

  • #UE4 | @UNREALENGINE

    Engine Version Update천천히올리세요

  • #UE4 | @UNREALENGINE

    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

  • #UE4 | @UNREALENGINE

    PBRSM5를목표로

  • #UE4 | @UNREALENGINE

    4.17 ( SM5 vs ES3.1 )

  • #UE4 | @UNREALENGINE

    GLES2.0은버렸어요

  • #UE4 | @UNREALENGINE

    PBR Guide

    ● ES2.0�수준의모바일쉐이더를ES3.1을최대한활용하는수준으로업그레이드

    ● Substance에서작업하는결과물이최대한게임에서의상태와비슷하게세팅

    ● 기본적이고공통적인Material�을최대한단순하게구성

    ● Megascan같은실사아트애셋을최대한많이구매

    ● 엔진프로그래머는거들뿐결국아트팀의이해와능력이중요

  • #UE4 | @UNREALENGINE

    4.17 vs Lineage2M

  • #UE4 | @UNREALENGINE

    Development For Mobile Rendering

    ● Save�Preview�Rendering�Level�(Feature�Level)

    ● Add�Landscape�Layer

    ● Add�Shading�Model�:�Skin,�Hair

    ● SSAO

    ● No�Lightmap

  • #UE4 | @UNREALENGINE

    Landscape & World Composition잘게나눠서자동화해요

  • #UE4 | @UNREALENGINE

  • #UE4 | @UNREALENGINE

    ComparisonBlueprint 는축복

    ● 누구나쉽게접근가능

    ● 빠른컴파일속도

    ● 빠른개발주기

    ● 기획자들은좋아할듯

    Blueprint 는대재앙

    ● 협업의어려움

    ● 구조화가어려움

    ● 가독성이떨어짐

    ● 프로그래머들은싫어할듯

  • #UE4 | @UNREALENGINE

    Blueprint최소한으로만써요

  • #UE4 | @UNREALENGINE

    C++ standard & STL최신스펙은언리얼과궁합이안좋아요

  • #UE4 | @UNREALENGINE

    Mobile PerformanceFortnite SAVE�us

    S/W는느려지기쉽지만,�H/W는무조건빨라진다

  • #UE4 | @UNREALENGINE

    Closing Message이제모바일에서쓸만해요

  • #UE4 | @UNREALENGINE

    Q&A