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Gears of War: E-Day To Feature Ray Traced Lighting, Reflections, and Shadows

Few days ago at the Xbox Games Showcase, Microsoft has pulled a rather neat surprise, announcing Gears of War: E-Day, which will be developed by The Coalition in Unreal Engine 5. Microsoft did not go into a lot of details, reveling just a few story details about this prequel to the first Gears of War and releasing the official announce trailer. Thankfully, Microsoft and the developer now shared a bit more story and technical details, also confirming that the game will support ray traced lighting, reflections, and shadows.

In an extensive blog over at the Xbox Wire, Microsoft and The Coalition talk about the story behind the Gears of War: E-Day, which will follow younger versions of the original heroes, Marcus Fenix and Dom Santiago, going back to where it all started with the fight against the Locust invasion. The Creative Director Matt Searcy and Brand Director Nicole Fawcette were keen to note that the developer is working hard to recreate and improve the third-person action, storytelling, and all other things we expect from Gears of War game.

Unreal Engine 5.4 is Now Available With Improvements to Nanite, AI and Machine Learning, TSR, and More

Unreal Engine 5.4 is here, and it's packed with new features and improvements to performance, visual fidelity, and productivity that will benefit game developers and creators across industries. With this release, we're delivering the toolsets we've been using internally to build and ship Fortnite Chapter 5, Rocket Racing, Fortnite Festival, and LEGO Fortnite. Here are some of the highlights.

Animation
Character rigging and animation authoring
This release sees substantial updates to Unreal Engine's built-in animation toolset, enabling you to quickly, easily, and enjoyably rig characters and author animation directly in engine, without the frustrating and time-consuming need to round trip to external applications. With an Experimental new Modular Control Rig feature, you can build animation rigs from understandable modular parts instead of complex granular graphs, while Automatic Retargeting makes it easier to get great results when reusing bipedal character animations. There are also extensions to the Skeletal Editor and a suite of new deformer functions to make the Deformer Graph more accessible.

Microsoft's Latest Agility SDK Released with Cutting-edge Work Graphs API

Microsoft's DirectX department is scheduled to show off several innovations at this month's Game Developers Conference (GDC), although a late February preview has already spilled their DirectSR Super Resolution API's beans. Today, retail support for Shader Model 6.8 and Work Graphs has been introduced with an updated version of the company's Agility Software Development Kit. Program manager, Joshua Tucker, stated that these technologies will be showcased on-stage at GDC 2024—Shader Model 6.8 arrives with a "host of new features for shader developers, including Start Vertex/Instance Location, Wave Size Range, and Expanded Comparison Sampling." A linked supplementary article—D3D12 Work Graphs—provides an in-depth look into the cutting-edge API's underpinnings, best consumed if you have an hour or two to spare.

Tucker summarized the Work Graphs API: "(it) utilizes the full potential of your GPU. It's not just an upgrade to the existing models, but a whole new paradigm that enables more efficient, flexible, and creative game development. With Work Graphs, you can generate and schedule GPU work on the fly, without relying on the host. This means you can achieve higher performance, lower latency, and greater scalability for your games with tasks such as culling, binning, chaining of compute work, and much more." AMD and NVIDIA are offering driver support on day one. Team Red has discussed the launch of "Microsoft DirectX 12 Work Graphs 1.0 API" in a GPUOpen blog—they confirm that "a deep dive" into the API will happen during their Advanced Graphics Summit presentation. NVIDIA's Wessam Bahnassi has also discussed the significance of Work Graphs—check out his "Advancing GPU-driven rendering" article. Graham Wihlidal—of Epic Games—is excited about the latest development: "we have been advocating for something like this for a number of years, and it is very exciting to finally see the release of Work Graphs."

Gunfire Games's Remnant II is Out Now!

We're excited to announce Remnant 2 is now available! The sequel to the best-selling game Remnant: From the Ashes, Remnant 2 is a third-person action-survival shooter that pits the last remnants of humanity against the harrowing forces of evil. The title evolves the co-op survival shooter with new unseen worlds filled with deadly surprises and encounters. Join the battle to save humanity in a dynamically generated world filled with branching quest lines, unique loot, and overwhelming odds that encourage exploration and replayability either alone or in three-person co-op. Players will define their own playstyle with an expanded Archetype class system and a wide assortment of guns, armor, and special augmentations as they overcome hard-fought challenges to stave off humanity's extinction.

A mix of methodical and frenetic ranged/melee combat returns with cunning enemies and large scale boss battles. Choose specific gear and weapons to optimize for the different biomes and battles ahead. Bosses will bring high-level players to team up to overcome the challenge and try to obtain the biggest rewards. Players can travel alone or with friends as a team through strange new worlds and beyond, overrun by mythical creatures and deadly foes while trying to stay alive. There are multiple worlds to explore with different types of creatures, weapons, and items. Utilize and upgrade discovered items to take on tougher challenges.

Update 21:05 UTC: TPU's W1zzard has published his "Remnant II Benchmark Test & Performance Analysis" article. Do check it out.
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