291 lines
8.6 KiB
Markdown
291 lines
8.6 KiB
Markdown
# Technical Brief - Dubai Metaverse
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## Engine Specifications
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### Unreal Engine Version
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- **Version**: 5.4 (Required)
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- **Build**: Latest stable release
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- **Platform**: Windows (Primary), Linux (Optional)
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### Critical Engine Features
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#### Nanite Virtualized Geometry
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- **Purpose**: Enable high-poly geometry without performance penalty
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- **Usage**: Hero assets, primary buildings, architectural details
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- **Configuration**: Enabled globally, per-asset override available
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- **Requirements**: Static meshes only, no skeletal meshes
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#### Lumen Global Illumination
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- **Purpose**: Realistic global illumination and reflections
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- **Usage**: All lighting in the environment
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- **Configuration**:
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- Lumen Global Illumination: Enabled
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- Lumen Reflections: Enabled
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- Hardware Ray Tracing: Optional (for enhanced quality)
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- **Performance**: Target 60-90 FPS with Lumen active
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#### Virtual Shadow Maps
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- **Purpose**: High-quality shadows for large worlds
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- **Configuration**: Enabled, optimized for World Partition
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- **Resolution**: Adaptive based on distance
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#### World Partition
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- **Purpose**: Stream large worlds efficiently
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- **Configuration**:
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- Cell size: 128m x 128m (default)
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- Loading range: Optimized per cell
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- Data layers: Organized by system (buildings, props, lighting)
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- **Usage**: Entire Dubai district
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#### Movie Render Queue
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- **Purpose**: 8K cinematic rendering
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- **Configuration**:
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- Output format: EXR (16-bit)
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- Resolution: 7680x4320 (8K UHD)
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- Anti-aliasing: Temporal AA
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- Additional passes: Motion vectors, depth, normals
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#### Procedural Content Generation (PCG)
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- **Purpose**: Procedural placement of buildings, props, vegetation
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- **Configuration**: Custom PCG graphs for each system
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- **Usage**: Building placement, road props, vegetation, traffic
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#### Chaos Physics
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- **Purpose**: Vehicle simulation
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- **Configuration**: Chaos Vehicle system
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- **Usage**: Dubai supercars (Lamborghini, G-Wagon, Ferrari)
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#### MetaHuman Framework
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- **Purpose**: High-quality NPCs
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- **Configuration**: MetaHuman Creator + MetaHuman Animator
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- **Usage**: 5-10 diverse NPCs with behavior trees
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## System Requirements
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### Development Workstation (Minimum)
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- **CPU**: Intel i7-9700K / AMD Ryzen 7 3700X or better
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- **GPU**: NVIDIA RTX 3070 / AMD RX 6800 XT or better (8GB VRAM minimum)
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- **RAM**: 32GB DDR4
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- **Storage**: 500GB SSD (NVMe preferred)
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- **OS**: Windows 10/11 64-bit
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### Development Workstation (Recommended)
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- **CPU**: Intel i9-12900K / AMD Ryzen 9 5900X or better
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- **GPU**: NVIDIA RTX 4080 / AMD RX 7900 XTX or better (16GB+ VRAM)
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- **RAM**: 64GB DDR4/DDR5
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- **Storage**: 1TB+ NVMe SSD
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- **OS**: Windows 11 64-bit
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### Target Hardware (End User)
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- **CPU**: Intel i5-10400 / AMD Ryzen 5 3600 or better
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- **GPU**: NVIDIA RTX 3060 / AMD RX 6600 XT or better (6GB VRAM minimum)
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- **RAM**: 16GB DDR4
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- **Storage**: 50GB available space
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- **OS**: Windows 10/11 64-bit
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## Architecture Overview
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### Project Structure
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```
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DubaiMetaverse.uproject
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├── Content/
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│ ├── Maps/ # Level maps
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│ ├── Assets/ # 3D assets
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│ ├── Blueprints/ # Blueprint classes
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│ ├── PCG/ # Procedural content graphs
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│ ├── Cinematics/ # Sequencer sequences
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│ └── Audio/ # Audio assets
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├── Config/ # Engine configuration
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├── Source/ # C++ source (if needed)
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└── Plugins/ # Custom plugins
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```
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### Core Systems Architecture
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#### 1. World System
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- **World Partition**: Manages large world streaming
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- **Level Streaming**: Additional streaming for cinematics
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- **Data Layers**: Organize content by system
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#### 2. Rendering System
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- **Nanite**: Virtualized geometry rendering
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- **Lumen**: Global illumination and reflections
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- **Post-Process**: Cinematic color grading and effects
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- **Movie Render Queue**: Offline rendering pipeline
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#### 3. Gameplay System
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- **Player Controller**: First/third-person movement
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- **Interaction System**: Base interactable framework
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- **Vehicle System**: Chaos physics vehicles
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- **NPC System**: MetaHuman NPCs with behavior trees
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#### 4. Procedural System
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- **PCG Graphs**: Building placement, props, vegetation
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- **Houdini Integration**: Advanced procedural generation
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- **Spline System**: Road networks, traffic paths
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#### 5. Audio System
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- **Ambient Audio**: City ambience, vehicle sounds
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- **Spatial Audio**: 3D positioned audio
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- **Music System**: Background music integration
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### Data Flow
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1. **Asset Creation** → External tools (Blender, Houdini, Substance)
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2. **Import** → Unreal Engine (with validation)
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3. **Processing** → Nanite conversion, material assignment
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4. **Placement** → Manual or procedural (PCG)
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5. **Optimization** → LOD generation, streaming setup
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6. **Runtime** → World Partition streaming, performance optimization
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## Plugin Requirements
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### Essential Plugins
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1. **Procedural Content Generation Framework**
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- Built-in plugin
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- Purpose: Procedural asset placement
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2. **Virtual Production Tools**
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- Built-in plugin
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- Purpose: Cinematic tools, camera systems
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3. **Movie Render Queue**
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- Built-in plugin
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- Purpose: 8K cinematic rendering
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4. **OpenXR** (Optional)
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- Built-in plugin
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- Purpose: VR support
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### External Tools Integration
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- **Houdini Engine**: For Houdini Digital Assets (HDAs)
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- **Datasmith**: For CAD/architectural data import
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- **RealityCapture**: Photogrammetry workflow
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## Performance Targets
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### Frame Rate Targets
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- **Desktop (1440p)**: 60-90 FPS
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- **Desktop (4K)**: 60 FPS (minimum)
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- **Cinematic Rendering**: Offline (no FPS target)
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- **VR (if implemented)**: 90 FPS
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### Memory Targets
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- **GPU Memory**: <12GB VRAM usage
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- **System RAM**: <16GB usage
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- **Streaming Budget**: Optimized per World Partition cell
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### Optimization Strategies
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1. **Nanite**: Use for all static geometry where possible
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2. **LOD System**: Traditional LODs for non-Nanite assets
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3. **World Partition**: Efficient streaming based on distance
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4. **Material Optimization**: Shared materials, texture streaming
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5. **Lighting Optimization**: Lumen quality settings, shadow optimization
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## Asset Specifications
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### Texture Standards
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- **Hero Assets**: 8K (8192x8192) - UDIM workflow
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- **Primary Buildings**: 4K (4096x4096)
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- **Background Assets**: 2K (2048x2048)
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- **Props**: 1K-2K depending on size
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- **Format**: BC7 (DXT5) for color, BC5 for normals
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### Geometry Standards
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- **Hero Assets**: High-poly (Nanite), no traditional LODs needed
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- **Primary Buildings**: Optimized geometry, LOD0-3
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- **Background**: Simplified geometry, LOD0-2
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- **Format**: FBX or direct import from DCC tools
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### Material Standards
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- **Workflow**: PBR (Physically Based Rendering)
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- **Texture Sets**: Base Color, Normal, Roughness, Metallic, AO
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- **Additional Maps**: Emissive, Height (where needed)
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- **Shader Complexity**: Optimized for performance
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## Version Control
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### Git LFS Configuration
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- **Large Files**: All .uasset, .umap, texture files
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- **Binary Files**: Models, audio files
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- **Repository Size**: Expected 50-100GB+ with LFS
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### Alternative: Perforce
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- **Helix Core**: Professional version control
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- **Streams**: Main, Development, Feature branches
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- **Changelists**: Organized by task/feature
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## Build Configuration
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### Development Build
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- **Configuration**: Development Editor
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- **Target Platform**: Windows
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- **Packaging**: Not required for development
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### Shipping Build
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- **Configuration**: Shipping
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- **Packaging**: Windows executable
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- **Optimization**: Full optimization, no debug symbols
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- **Size Target**: <50GB packaged build
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### Cloud Streaming Build
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- **Configuration**: Development or Shipping
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- **Pixel Streaming**: Enabled
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- **Web Server**: Required for streaming setup
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## Testing Strategy
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### Performance Testing
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- **Profiling**: Unreal Insights, GPU profiling
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- **Metrics**: Frame time, draw calls, memory usage
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- **Targets**: Meet all performance targets
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### Functional Testing
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- **Systems**: All gameplay systems functional
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- **Interactions**: All interactions work as designed
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- **Visual**: No visual artifacts, proper lighting
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### Compatibility Testing
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- **Hardware**: Test on minimum and recommended specs
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- **Drivers**: Latest GPU drivers
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- **OS**: Windows 10/11 compatibility
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## Documentation Requirements
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- **Technical Documentation**: All systems documented
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- **Asset Documentation**: Asset specifications and usage
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- **Pipeline Documentation**: Workflow documentation
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- **API Documentation**: Blueprint/C++ API documentation (if applicable)
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## Security Considerations
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- **API Keys**: ChatGPT API keys stored securely (not in repository)
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- **Asset Security**: Proprietary assets protected
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- **Build Security**: No sensitive data in builds
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---
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**Version**: 1.0
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**Last Updated**: [Current Date]
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