# 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 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]