Wednesday, September 6th 2023

Unreal Engine 5.3 is now available!

We're excited to announce that Unreal Engine 5.3 is now available. This release brings numerous wide-ranging improvements as we continue to expand UE5's functionality and potential for game developers and creators across industries. As well as enhancements to core rendering, developer iteration, and virtual production toolsets, we're introducing Experimental new rendering, animation, and simulation features to give you the opportunity to test extended creative workflows inside UE5—reducing the need to round-trip with external applications.

Refinements to core UE5 rendering features
With this release, we've continued to refine all core UE5 rendering features to address our ongoing goal of making it easier for developers to leverage them at higher quality in games running at 60 FPS on next-gen consoles; the improvements also offer higher-quality results and enhanced performance for linear content creators. Specifically, Nanite has faster performance for masked materials, including foliage, and can represent a greater range of surfaces due to the new Explicit Tangents option, while Lumen with Hardware Ray Tracing has expanded capabilities that include multiple reflection bounces, and delivers faster performance on consoles. Other areas with notable advancements include Virtual Shadow Maps (VSM)—which is now Production-Ready—Temporal Super Resolution (TSR), Hair Grooms, Path Tracing, and Substrate.
Multi-Process Cook
In another useful improvement, developers can now leverage additional CPU and memory resources when converting content from the internal UE format to a platform-specific format, significantly reducing the time it takes to get a cooked output from a build farm server or on a local workstation.

Enabling Multi-Process Cook launches subprocesses that perform parts of the cooking work alongside the main process. Developers can select how many subprocesses they want to run on a single machine.

Cine Cam Rig Rail
Filmmakers can now emulate the workflow and results of traditional camera movement along tracks or on dollies, thanks to a new Cine Cam Rig Rail Actor.

The Cine Cam Rig Rail provides more refined controls than the existing Rig Rail, including the ability to choreograph settings like camera rotation, focal length, focus distance, and so on, at different control points along the path. It supports both in-editor and VCam workflows.

VCam enhancements
Talking of VCam, enhancements to the system in this release include the ability to review takes directly on the iPad for faster iteration; to simultaneously stream different VCam output for different team members—for example, with camera controls for the camera operator, without for the director—facilitating collaborative VCam shoots; and to record at a slower frame rate and play back at normal speed for easier capture of fast-moving action.

Experimental features
As well as these updates to core toolsets, Unreal Engine 5.3 introduces a number of exciting new Experimental features, which we expect to further develop in future releases. We'd love you to try them out and send us your feedback, but we don't recommend using them in your productions just yet.

Cinematic-quality volumetric rendering
Two new features, Sparse Volume Textures (SVT) and Path Tracing of Heterogeneous Volumes, introduce a number of new capabilities for volumetric effects such as smoke and fire.

Sparse Volume Textures store baked simulation data representing volumetric media, and can be simulated in Niagara or imported from OpenVDB (.vdb) files created in other 3D applications.

In addition, more complete support for rendering volumes is now available as Experimental in the Path Tracer. This offers the potential for high-quality volumetric rendering—including global illumination, shadows, and scattering—for cinematics, films, episodic television, and other forms of linear content creation directly in UE5.

OpenVDB asset courtesy of JangaFX
Real-time use cases such as games and virtual production can also begin experimenting with SVTs for playback of volumetric elements, although performance is limited at this time and highly dependent on the content.

Orthographic rendering
Starting in UE 5.3, we're introducing orthographic rendering; this is useful for visualizing architecture and manufacturing projects, as well as offering orthographic projections as a stylistic camera choice for games.

Multiple areas of the engine have received attention to achieve parity between perspective and orthographic projections. Most modern features of UE5 are expected to now work, including Lumen, Nanite, Shadows, and Temporal Super Resolutions. Orthographic rendering is also available in the Unreal Editor, enabling users to make updates in a live setting.

Skeletal Editor
A new Skeletal Editor provides animators with a variety of tools for working with Skeletal Meshes, including the ability to paint skin weights.

Whether for quick prototypes or final rigging, this enables you to perform more character workflows entirely in the Unreal Editor without the need for round-tripping to DCC applications—so you can work in context and iterate faster.

Panel-based Chaos Cloth with ML simulation
Also designed to enable you to bring more of your creative workflows directly to UE, this release sees some updates to Chaos Cloth.

We've introduced a new Panel Cloth Editor and new skin weight transfer algorithms, and added XPBD (extended position-based dynamics) constraints as a basis for our future cloth generation in engine. This provides for a non-destructive cloth simulation workflow in which you can trade off speed for precision. In addition, the use of panel-based cloth can result in better-looking simulations.

Cloth can also now be simulated and cached in engine using the new Panel Cloth Editor in conjunction with the ML Deformer Editor.

nDisplay support for SMPTE ST 2110
And finally, in preparation for the next generation of LED production stages, we've added Experimental support to nDisplay for SMPTE ST 2110, utilizing NVIDIA hardware and Rivermax SDK. This lays the groundwork for a range of hardware configurations that open up new possibilities for LED stages—the most exciting configuration uses a dedicated machine for each camera frustum, maximizing the potential rendering resolution, increasing frame rate, and allowing for more complex scene geometry and lighting than previously possible.

This solution offers the ability to tackle challenges like wider angle lenses that require greater resolution and multi-camera shoots that stress current systems. It also implies lower latency in the system, due to simplification of the signal chain.

And there's more…
These are just some of the new features and enhancements in Unreal Engine 5.3. Check out the release notes to see the full feature list.
Source: Unreal Engine
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18 Comments on Unreal Engine 5.3 is now available!

#1
Guwapo77
I love seeing graphical improvements, but when will the CPU/GPU combos catch up to give us a smooth playing experience?
Posted on Reply
#2
oxrufiioxo
Guwapo77I love seeing graphical improvements, but when will the CPU/GPU combos catch up to give us a smooth playing experience?
6090/9800X3D
Posted on Reply
#3
Space Lynx
Astronaut
Guwapo77I love seeing graphical improvements, but when will the CPU/GPU combos catch up to give us a smooth playing experience?
frame generation from all companies is our only hope I think
Posted on Reply
#4
Guwapo77
Space Lynxframe generation from all companies is our only hope I think
I haven't tested out frame generation myself... Tim from Hardware Unboxed stated the framerates are higher but the "feel" of the game remains the same as those with the lower framerates. That was disheartening to hear...
Posted on Reply
#5
oxrufiioxo
Guwapo77I haven't tested out frame generation myself... Tim from Hardware Unboxed stated the framerates are higher but the "feel" of the game remains the same as those with the lower framerates. That was disheartening to hear...
It's fine if you like playing games like CP2077 with a controller. I can't stand it with M/K unless the base framerate is 80+.
Posted on Reply
#6
Guwapo77
oxrufiioxoIt's fine if you like playing games like CP2077 with a controller. I can't stand it with M/K unless the base framerate is 80+.
This is making me nervous moving forward. Are they (GPU manufactures) thinking they can replace brute force hardware with software modifications? I believe this is what they are trying to do and it just isn't going to work. That leads me to wonder...are we hitting a soft wall in GPU advancements? I know you don't have the answers to these questions, but damn its not looking good at the moment. Then again, I remember feeling this way when we got stuck at 28nm for awhile.
Posted on Reply
#7
Space Lynx
Astronaut
Guwapo77I haven't tested out frame generation myself... Tim from Hardware Unboxed stated the framerates are higher but the "feel" of the game remains the same as those with the lower framerates. That was disheartening to hear...
I did not know this. Well fuck, frame generation is not going to save the day then, because I love high frames because of the smoothness my eyes perceive it as. Well you just destroyed all my dreams. lol
Posted on Reply
#8
oxrufiioxo
Space LynxI did not know this. Well fuck, frame generation is not going to save the day then, because I love high frames because of the smoothness my eyes perceive it as. Well you just destroyed all my dreams. lol
The perceived smoothness is similar it's the input delay that isn't. If you primarily game with M/K it'll be way more noticeable.
Posted on Reply
#9
Space Lynx
Astronaut
oxrufiioxoThe perceived smoothness is similar it's the input delay that isn't. If you primarily game with M/K it'll be way more noticeable.
this is good to know, i know what you mean I think, it would feel like a little "input lag" but not really game breaking. I tried Sony Playstation for PC cloud streaming one time, and it wasn't horrible, but that input lag was noticeable from button press to what happened on screen, it was just slow enough to really break the immersion for me.
Posted on Reply
#10
oxrufiioxo
Space Lynxthis is good to know, i know what you mean I think, it would feel like a little "input lag" but not really game breaking. I tried Sony Playstation for PC cloud streaming one time, and it wasn't horrible, but that input lag was noticeable from button press to what happened on screen, it was just slow enough to really break the immersion for me.
Basically from a input perspective it feels like whatever the base framerate is running at more or less but the visual smoothess is substantially higher it really has to be experienced first hand to know how much you'll like or dislike it.
Posted on Reply
#11
HisDivineOrder
Guwapo77This is making me nervous moving forward. Are they (GPU manufactures) thinking they can replace brute force hardware with software modifications? I believe this is what they are trying to do and it just isn't going to work. That leads me to wonder...are we hitting a soft wall in GPU advancements? I know you don't have the answers to these questions, but damn its not looking good at the moment. Then again, I remember feeling this way when we got stuck at 28nm for awhile.
It's basically the old times again. Back in the day, before people realized the importance of frametimes to gaming "feel," you had every GPU designer chasing only FPS's. They used SLI and Crossfire and paid no heed whatsoever to frametimes, so people would buy two expensive cards (or more) to SLI/CF and then complain about how stuttery the game felt. And those companies didn't care or notice because it wasn't a widespread enough complaint to really catch fire.

Then someone finally quantified it in a way that made it obvious how big a problem it was. I think it was techreport, but I can't recall precisely. Once the jig was up, suddenly SLI was on its way out and every reviewer, especially DF, really began to hang their hat on frametimes.

That's this. They think they can just list frames per second without worrying about how it actually "feels" and we'll all be fooled again. I guess the ones of us that remember are getting pretty old...
Posted on Reply
#12
Prima.Vera
Frame generation was done by TV's hardware since years ago. Just take a look of those FAKE 120 or 240Hz TVs.
Are good for live action scenes, but is a total disaster if you try to watch a movie or use them for gaming.

Btw, they released UE 5.3, but so far there are less than 10 good games that are using it.
Is this engine that bad?
Posted on Reply
#13
oxrufiioxo
Prima.VeraFrame generation was done by TV's hardware since years ago. Just take a look of those FAKE 120 or 240Hz TVs.
Are good for live action scenes, but is a total disaster if you try to watch a movie or use them for gaming.

Btw, they released UE 5.3, but so far there are les than 10 good games that are using it.
Is this engine that bad?
I feel like the engine is still in beta... UE4 took a while to get going also and had a lot of teething issues some that where never fixed.
Posted on Reply
#14
Guwapo77
HisDivineOrderIt's basically the old times again. Back in the day, before people realized the importance of frametimes to gaming "feel," you had every GPU designer chasing only FPS's. They used SLI and Crossfire and paid no heed whatsoever to frametimes, so people would buy two expensive cards (or more) to SLI/CF and then complain about how stuttery the game felt. And those companies didn't care or notice because it wasn't a widespread enough complaint to really catch fire.

Then someone finally quantified it in a way that made it obvious how big a problem it was. I think it was techreport, but I can't recall precisely. Once the jig was up, suddenly SLI was on its way out and every reviewer, especially DF, really began to hang their hat on frametimes.

That's this. They think they can just list frames per second without worrying about how it actually "feels" and we'll all be fooled again. I guess the ones of us that remember are getting pretty old...
You speak nothing but the truth! I remember my Nvidia 580s in SLI and I didn't learn my lesson and I went AMD Fury X in Crossfire - Double /wrist.
Posted on Reply
#15
SJZL 2.0
If they are talking about improved performance, they (or at least someone) should make some sort of benchmark proving their "improved performance". Otherwise it's kind of a claim.

I'm kinda interested and want to keep track of the performance improvements UE5 has, but we seem to have no benchmarks.
Posted on Reply
#16
chrcoluk
Guwapo77I love seeing graphical improvements, but when will the CPU/GPU combos catch up to give us a smooth playing experience?
This is the issue, their customers are the developers, not the people playing the games.

So they concentrate on things to make developing games easier, but not necessarily of how well the engine can run the game for the end user experience.
Posted on Reply
#17
SJZL 2.0
chrcolukThis is the issue, their customers are the developers, not the people playing the games.

So they concentrate on things to make developing games easier, but not necessarily of how well the engine can run the game for the end user experience.
And in turn the developer's customers are the people playing the games you know...

I have no handle on what specifically they did or what they are doing to improve performance on UE5. But you cant say they aren't working on performance in some way.
Posted on Reply
#18
chrcoluk
SJZL 2.0And in turn the developer's customers are the people playing the games you know...

I have no handle on what specifically they did or what they are doing to improve performance on UE5. But you cant say they aren't working on performance in some way.
Usually dev have low priority concern over that as they work for the publisher who pays them, who mostly cares about target release dates and features not optimisation.

If they cared more the industry wouldnt be in its current mess.
Posted on Reply
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