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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
### 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]