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R.A.W - THE GAME
Sanjay M1, Akshai Kanna SK2, Ms. Lakshmi Priya S3
1Department of computer science and Engineering, Sathyabama Institute of Science and Technology, Tamil Nadu,
Chennai
2Department of computer science and Engineering, Sathyabama Institute of Science and Technology, Tamil Nadu,
Chennai
3Assistant Professor, Department of computer science and Engineering, Sathyabama Institute of Science and
Technology, Tamil Nadu, Chennai
---------------------------------------------------------------------***---------------------------------------------------------------------
Abstract - R.A.W - The Game is an open world action
adventure game based in a steampunk setting. Its gameplay
combines traditional RPG elements with FPS elements, such
as cover-based shooting and crafting systems, while
including stealth action sequences and exploration of a
large over-world. It utilizes Unreal Engine 5 as its primary
engine. Unreal Engine is a suite of Python libraries,
comprising of C++ class library and UE4 plugin library, for
2D and 3D graphics programming. It includes real-time
visuals like dynamic lighting, bump mapping, shadow
mapping etc., as well as a deep physics simulation to boot. It
uses OpenGL in its renderer backend which allows you to
make use of Unreal’s simulation features. Blender is a free
and open-source 3D computer graphics software tool set
used for creating 3D models, game elements, interactive 3D
applications, virtual reality, and, game environment, video
games. Blender offers a wide range of capabilities for 3D
modeling, including UV mapping, texturing, digital
sketching, raster graphics editing, rigging, skinning, fluid
and smoke simulation, particle simulation, match
movement, animation, sculpting, soft body simulation,
compositing, rendering, motion graphics and video editing.
This game utilizes advanced animation and graphics
technology. Lumen is the global illumination and reflections
system in Unreal Engine 5, a completely dynamic global
illumination and reflections system created for next
generation consoles. In huge, intricate settings, Lumen
displays diffuse interreflection with infinite bounces and
indirect specular reflections at scales ranging from
kilometers to millimeters. All programming code is written
in C++ code, where Lumen is used as rendering systems that
achieve fast real-time graphics rendering.
Key Words: Unreal Engine 5, Open World, Lumen,
Nanite, Real Time Rendering, Action-Adventure Game
1.INTRODUCTION
Gaming has become a cultural phenomenon with
computer and video games evolving from simple titles like
Pac-Man and Tetris to advanced and immersive
experiences enjoyed by players of all backgrounds.
Advanced rendering systems like Lumen have replaced
traditional systems like Eevee, providing high-quality
graphics in real-time. Lumen is a fully managed, high-
performance render engine that offers complete control
over frame budget and CPU, allowing for the best results in
all types of games. The engine was created by thousands of
artists and developers worldwide and includes advanced
Turbulent Direct Image Synthesis technology for flexibility
in game engine design. Game engines are software
frameworks primarily used for the development of video
games, and include relevant libraries and support
programs. Game engines are versatile tools that enable the
creation of video games for various platforms, including
video game consoles and computers. These engines offer a
range of essential features, such as a rendering engine for
generating 3D or 2D graphics, physics engine for
simulating physical interactions, collision detection,
multiplayer support, animation, AI, networking
functionalities, memory. Together, these features form the
core functionality of a game engine and allow game
developers to focus on designing and implementing game
mechanics and content, rather than having to build the
underlying technology from scratch. Our game engine was
built using Unreal Engine 5, which allows for classic PC
games to be played on gaming consoles, making the
experience more immersive. Unreal Engine is a 3D
computer graphics game engine that allows developers to
create their own games. Its source code is available freely,
but it also has proprietary extensions that allow for
customization. The engine includes a visual editor that
provides an intuitive interface for designing games in 2D
and 3D using Unreal Script. The project was made using
Blender, a 3D modeling tool used by professionals for film
and video game animation. With Blender, 3D models,
virtual reality, game environments, and video games can
all be created. It is a free and open-source development
tool. This software allows you to model 3D objects, use UV
mapping, texturing, rigging and skinning, simulate fluids
and smoke, run particle simulations, simulate soft bodies,
and sculpt objects. The Lumen global illumination and
reflection system on Unreal Engine 5 is designed for next-
gen consoles. With Nanite, Unreal Engine 5 renders high
object counts, pixel-level detail and high object counts
with a new mesh format and rendering technology. It
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 603
intelligently works on only the detail that can be perceived
and is highly compressed without losing the texture
quality and visual appeal.
2. LITERATURE REVIEW
A. Primanita, M. N. A. Khalid and H. Iida’s study [1]
explores the idea of "indicator" in the context of search in
the domain of games, using the scalar versions of the
original conspiracy number search (CNS) framework.
Researchers found that domain-independent indicators
were useful in understanding and solving search-tree
computations, which are strongly influenced by
information uncertainty in game states. According to the
research, conspiracy numbers are also reflected in a
concept known as stability change of the root node (SCN),
which provides a sense of thrill and long-term
engagement. PPNS and SCN, domain-independent
indicators for game-related computing, may provide
useful directions, especially for saving time and preserving
valuable resources while addressing high-stake decision
making and planning, according to the study. Future
research should explore how PPNS and SCN can be applied
to multiplayer games and non-game contexts as well as
establishing search and entertainment in a
multidisciplinary perspective. In summary, the author
argues that Leibniz understood the idea of creating
sophisticated games that mimic nature’s mechanism, and
that games that follow this design principle will be played
with great pleasure as the human experience becomes
closer to nature. The author is suggesting that game design
is not only an entertainment but also a way to simulate
and understand the natural world, and that sophisticated
games that replicate the laws of motion found in nature
will provide a more realistic and engaging experience for
the player. The author implies that this would lead to a
greater level of enjoyment for the player, and that the
overall game experience would be closer to the natural
world.
H. Iida and M. N. A. Khalid, The authors also suggest [2]
that future research efforts should focus on exploring the
relationship between games and nature further. This could
include investigating the feasibility of using AI algorithms
for global optimizations, such as evolutionary
computation, in determining the optimal solution in long
term planning and risk minimization in decision-making.
Additionally, the author suggests that future research
should also aim to establish search and entertainment in a
multidisciplinary perspective, bridging information and
computation with psychological study and affective
sciences. This would allow for a better understanding of
the relationship between games and nature and how they
can be used to simulate and understand the natural world.
Additionally, future research could also explore the
potential for using games as a tool for education and
training, specifically in areas such as risk management and
decision-making. Studies could also investigate the
effectiveness of using games as a tool for learning and
understanding complex systems and phenomena found in
nature. Furthermore, the impact of incorporating elements
of nature in game design, such as realistic environments
and naturalistic AI, could also be studied in relation to
player engagement and immersion. Another area of
research could be studying the effects of gaming on human
nature, specifically how video games impact cognitive
development, decision making, and social behavior.
Tom Andersson and Hampus Stromsholm’s [7] thesis
contributes to the research on immersion in video games
by studying features that contribute to overall immersion.
The evaluation produced a range of comparable data
based on an artifact that was created, tested, and
evaluated. There has been a combination of confirmations
and modifications of theories derived from related work. It
suggests that fear can be used as a tool to enhance other
immersive experiences, regardless of whether fear should
be considered a feature. Many players tended to ignore
graphics because they were considered forgiving by the
average player. The overall immersion of the artifact was
found to be influenced by flow. In addition to purpose,
objectives, rewards, and audio, researchers are
considering other immersive features and intend to map
all the connections between these features so that game
developers can understand where to start.
A. S. Bastos, R. F. Gomes, C. C. dos Santos and J. G.
Rodrigues Maia [9], the authors investigate the specific
features that confer the quality of immersion to an
electronic game. They draw upon literature to gain a
theoretical background, but also aim to provide practical
guidelines for developers to help them create immersive
experiences. To do this, the authors analyzed titles that the
audience considered to be immersive. They then
developed a prototype game based on the features they
identified in their analysis. After evaluating their
prototype game and the titles selected, the authors
conducted a comparative analysis. A game's immersive
experience was determined by six specific features. In
light of the recent advances in consumer-level virtual
reality hardware, the authors contend that modern
electronic games are notably immersive media.
Developers need more than just theoretical background to
create immersive experiences; practical guidelines can
also help them. Through identifying specific features of
electronic games that contribute to immersion, the
authors aim to provide these guidelines. In order to
develop the prototype game, they analyze titles that the
audience finds immersive and develop a version based on
these findings. In subsequent evaluations of the prototype
game, they determine that six features provided an
immersive gaming experience.
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 604
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072
3. METHODOLOGY
The different modules in the proposed system are
discussed in Fig-1.
Fig -1: System Architecture
Traditional games use EEVEE as their render engine and
use Unity or other gaming engines for development. We
use Unreal Engine 5, which is superior to other gaming
engines in every way. When it comes to rendering, unlike
other engines, Unreal engine uses Lumen as their render
engine and with the use of nanite meshes, the quality of
the game would be increased significantly with less power
consumption. Lumen as its default system for global
illumination and reflections. Lumen is an advanced and
dynamic system that is optimized for next-gen consoles
and is capable of handling vast and intricate
environments. It offers diffuse inter-reflection with infinite
bounces and specular reflections on a wide range of scales,
from millimeters to kilometers.
Additionally, Unreal Engine 5 incorporates Nanite, a
geometry system that is virtualized and utilizes a
proprietary mesh format and rendering technology to
achieve high object counts and pixel-level detail. There is
an emphasis on only working on the details that can be
seen, not on anything else. With Nanite's data format, you
can automate streaming and get fine-grained detail while
also reducing the amount of data. Additionally, Unreal
Engine 5 supports ray tracing, allowing for more realistic
lighting and reflections in games. It also includes a new
animation system, which allows for more realistic and
fluid movement of characters and objects in the game. The
use of Unreal Engine 5 also provides developers with more
flexibility and control, since it allows easy integration of
other tools and technologies, such as AI and machine
learning. Overall, the use of Unreal Engine 5 in game
development allows for a more immersive and realistic
gaming experience for players, as well as more efficient
and effective development for game developers.
4. RESULT AND DISCUSSION
Nanite is a revolutionary virtualized geometry system
that is integrated into the latest version of Unreal Engine,
UE5. This system utilizes a new mesh format which is
internal and rendering technology to produce high levels
of details and a large number of objects in a scene. The
goal of Nanite is to make the process of rendering 3D
models in a game engine as efficient as possible. It does
this by working intelligently, only rendering the details
that the player can see and compressing the data to
conserve memory. A Static Mesh is a typical format for 3D
models in gaming engines, and it includes Nanite meshes.
Enabling Nanite for a Static Mesh is as simple as flipping a
flag. The process of creating content for Nanite is similar
to creating content for traditional meshes, with the
exception that Nanite can handle orders of magnitude
more instances and triangles. This allows for the
construction of more complex and realistic environments,
and when the camera is brought up close to a Nanite mesh,
the imported triangles from the original source will be
generated.
Nanite mesh also support multiple Vertex colors and UVs,
which allows for more intricate and detailed textures.
Different parts of the mesh can be assigned specific
materials, each of which can use a different shading model
and dynamic effect. This is done in the shaders, and just
like with any other static mesh, the material assignment
can be changed dynamically. Nanite eliminates the need
for an additional baking procedure to decompose
materials. Another feature of Unreal Engine 5 is Virtual
Textures, which allows for the effective streaming of
massive amounts of texture data. Virtual Textures are
intended to accomplish similar objectives for texture data
as Nanite does for mesh data. Although they are not
necessary to use Nanite with Virtual Textures, they are
strongly recommended to achieve the best results. By
utilizing both Nanite and Virtual Textures together, game
developers can create highly detailed and realistic
environments that are optimized for performance and
memory usage. It is a powerful tool for game developers
that allows for the creation of highly detailed and realistic
environments. It is easy to use and highly efficient, making
it a valuable addition to the Unreal Engine. When
combined with Virtual Textures, the results can be truly
breathtaking, By pushing the boundaries of graphics and
gameplay, game developers can create innovative games.
5. CONCLUSIONS
In conclusion, Nanite is a revolutionary virtualized
geometry system that is integrated into Unreal Engine 5. It
enables game developers to create highly detailed and
complex game environments by using a new internal mesh
format and rendering technology. The system is designed
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 605
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072
to be highly efficient, only rendering the details that the
player can see and compressing the data to save on
memory. Nanite meshes, which are a type of Static Mesh,
allow for greater levels of detail and complexity with
minimal additional effort from the developer. They
support multiple UVs and vertex colors, enabling the
creation of intricate and realistic textures. Additionally,
Nanite eliminates the need for an additional baking
process for materials, making the development process
more streamlined.
While not strictly necessary, it is highly recommended that
developers utilize Virtual Textures in conjunction with
Nanite to achieve the best results. Overall, Nanite is a
powerful tool that allows game developers to create more
immersive and realistic game worlds, pushing the
boundaries of what is possible in the gaming industry.
In addition, Lumen and Nanite in Unreal Engine 5 allow for
improved performance and power efficiency. The Lumen
global illumination which is a dynamic and reflection
system optimized for next-gen gaming consoles and
capable of rendering large, detailed environments with
minimal power consumption. Nanite's virtualized
geometry system, on the other hand, is designed to be
highly efficient, only rendering the details that the player
can see. The use of Nanite meshes also reduces the need
for an additional baking process for materials, further
streamlining the development process. Game developers
can create highly immersive and realistic game worlds
using Unreal Engine 5 and its advanced rendering
capabilities. The use of Lumen and Nanite in particular
allows for improved performance and power efficiency,
making it possible to create more detailed and complex
environments than ever before. The advanced technology
integrated into Unreal Engine 5 pushes the boundaries of
what is possible in the gaming industry and allows for the
creation of truly next-generation gaming experiences.
REFERENCES
[1] A. Primanita, M. N. A. Khalid and H. Iida, "Computing
Games: Bridging the Gap Between Search and
Entertainment," in IEEE Access, vol. 9, pp. 72087-
72102, 2021.
[2] H. Iida and M. N. A. Khalid, "Using Games to Study Law
of Motions in Mind," in IEEE Access, vol. 8, pp.
138701- 138709, 2020.
[3] F. Kharvari and W. Höhl, "The Role of Serious Gaming
using Virtual Reality Applications for 3D Architectural
Visualization," 2019 11th International Conference on
Virtual Worlds and Games for Serious Applications
(VSGames), Vienna, Austria, 2019, pp. 1-2.
[4] H. Zhang, L. Jiang, S. Huang, J. Wang and Y. Zhang,
"Attack-Defense Differential Game Model for Network
Defense Strategy Selection," in IEEE Access, vol. 7, pp.
50618-50629, 2019.
[5] W. Höhl, "Game-Based Learning -Developing a
Business Game for Interactive Architectural
Visualization," 2019 11th International Conference on
Virtual Worlds and Games for Serious Applications
(VS-Games), Vienna, Austria, 2019, pp. 1-4.
[6] D. Perez-Liebana, J. Liu, A. Khalifa, R. D. Gaina, J.
Togelius and S. M. Lucas, "General Video Game AI: A
Multitrack Framework for Evaluating Agents, Games,
and Content Generation Algorithms," in IEEE
Transactions on Games, vol. 11, no. 3, pp. 195-214,
Sept. 2019.
[7] T. Andersson and H. Strömsholm, ‘Immersion, Make
and Break the Game - a Study on the Impact of
Immersion’, Dissertation, Malmö universitet/Teknik
och samhälle, 2018.
[8] B. Kutun and W. Schmidt, "Rallye Game: Learning by
Playing with Racing Cars," 2018 10th International
Conference on Virtual Worlds and Games for Serious
Applications (VS-Games), Würzburg, Germany, 2018,
pp. 1-2.
[9] A. S. Bastos, R. F. Gomes, C. C. dos Santos and J. G.
Rodrigues Maia, "Assessing the Experience of
Immersion in Electronic Games," 2017 19th
Symposium on Virtual and Augmented Reality (SVR),
Curitiba, Brazil, 2017, pp. 146-154.
[10] J. Jacob, R. Nóbrega, A. Coelho and R. Rodrigues,
"Adaptivity and safety in location-based games," 2017
9th International Conference on Virtual Worlds and
Games for Serious Applications (VS-Games), Athens,
Greece, 2017.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072
© 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 606

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R.A.W - The Game Explores Advanced Rendering Systems Like Lumen

  • 1. R.A.W - THE GAME Sanjay M1, Akshai Kanna SK2, Ms. Lakshmi Priya S3 1Department of computer science and Engineering, Sathyabama Institute of Science and Technology, Tamil Nadu, Chennai 2Department of computer science and Engineering, Sathyabama Institute of Science and Technology, Tamil Nadu, Chennai 3Assistant Professor, Department of computer science and Engineering, Sathyabama Institute of Science and Technology, Tamil Nadu, Chennai ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - R.A.W - The Game is an open world action adventure game based in a steampunk setting. Its gameplay combines traditional RPG elements with FPS elements, such as cover-based shooting and crafting systems, while including stealth action sequences and exploration of a large over-world. It utilizes Unreal Engine 5 as its primary engine. Unreal Engine is a suite of Python libraries, comprising of C++ class library and UE4 plugin library, for 2D and 3D graphics programming. It includes real-time visuals like dynamic lighting, bump mapping, shadow mapping etc., as well as a deep physics simulation to boot. It uses OpenGL in its renderer backend which allows you to make use of Unreal’s simulation features. Blender is a free and open-source 3D computer graphics software tool set used for creating 3D models, game elements, interactive 3D applications, virtual reality, and, game environment, video games. Blender offers a wide range of capabilities for 3D modeling, including UV mapping, texturing, digital sketching, raster graphics editing, rigging, skinning, fluid and smoke simulation, particle simulation, match movement, animation, sculpting, soft body simulation, compositing, rendering, motion graphics and video editing. This game utilizes advanced animation and graphics technology. Lumen is the global illumination and reflections system in Unreal Engine 5, a completely dynamic global illumination and reflections system created for next generation consoles. In huge, intricate settings, Lumen displays diffuse interreflection with infinite bounces and indirect specular reflections at scales ranging from kilometers to millimeters. All programming code is written in C++ code, where Lumen is used as rendering systems that achieve fast real-time graphics rendering. Key Words: Unreal Engine 5, Open World, Lumen, Nanite, Real Time Rendering, Action-Adventure Game 1.INTRODUCTION Gaming has become a cultural phenomenon with computer and video games evolving from simple titles like Pac-Man and Tetris to advanced and immersive experiences enjoyed by players of all backgrounds. Advanced rendering systems like Lumen have replaced traditional systems like Eevee, providing high-quality graphics in real-time. Lumen is a fully managed, high- performance render engine that offers complete control over frame budget and CPU, allowing for the best results in all types of games. The engine was created by thousands of artists and developers worldwide and includes advanced Turbulent Direct Image Synthesis technology for flexibility in game engine design. Game engines are software frameworks primarily used for the development of video games, and include relevant libraries and support programs. Game engines are versatile tools that enable the creation of video games for various platforms, including video game consoles and computers. These engines offer a range of essential features, such as a rendering engine for generating 3D or 2D graphics, physics engine for simulating physical interactions, collision detection, multiplayer support, animation, AI, networking functionalities, memory. Together, these features form the core functionality of a game engine and allow game developers to focus on designing and implementing game mechanics and content, rather than having to build the underlying technology from scratch. Our game engine was built using Unreal Engine 5, which allows for classic PC games to be played on gaming consoles, making the experience more immersive. Unreal Engine is a 3D computer graphics game engine that allows developers to create their own games. Its source code is available freely, but it also has proprietary extensions that allow for customization. The engine includes a visual editor that provides an intuitive interface for designing games in 2D and 3D using Unreal Script. The project was made using Blender, a 3D modeling tool used by professionals for film and video game animation. With Blender, 3D models, virtual reality, game environments, and video games can all be created. It is a free and open-source development tool. This software allows you to model 3D objects, use UV mapping, texturing, rigging and skinning, simulate fluids and smoke, run particle simulations, simulate soft bodies, and sculpt objects. The Lumen global illumination and reflection system on Unreal Engine 5 is designed for next- gen consoles. With Nanite, Unreal Engine 5 renders high object counts, pixel-level detail and high object counts with a new mesh format and rendering technology. It International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072 © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 603
  • 2. intelligently works on only the detail that can be perceived and is highly compressed without losing the texture quality and visual appeal. 2. LITERATURE REVIEW A. Primanita, M. N. A. Khalid and H. Iida’s study [1] explores the idea of "indicator" in the context of search in the domain of games, using the scalar versions of the original conspiracy number search (CNS) framework. Researchers found that domain-independent indicators were useful in understanding and solving search-tree computations, which are strongly influenced by information uncertainty in game states. According to the research, conspiracy numbers are also reflected in a concept known as stability change of the root node (SCN), which provides a sense of thrill and long-term engagement. PPNS and SCN, domain-independent indicators for game-related computing, may provide useful directions, especially for saving time and preserving valuable resources while addressing high-stake decision making and planning, according to the study. Future research should explore how PPNS and SCN can be applied to multiplayer games and non-game contexts as well as establishing search and entertainment in a multidisciplinary perspective. In summary, the author argues that Leibniz understood the idea of creating sophisticated games that mimic nature’s mechanism, and that games that follow this design principle will be played with great pleasure as the human experience becomes closer to nature. The author is suggesting that game design is not only an entertainment but also a way to simulate and understand the natural world, and that sophisticated games that replicate the laws of motion found in nature will provide a more realistic and engaging experience for the player. The author implies that this would lead to a greater level of enjoyment for the player, and that the overall game experience would be closer to the natural world. H. Iida and M. N. A. Khalid, The authors also suggest [2] that future research efforts should focus on exploring the relationship between games and nature further. This could include investigating the feasibility of using AI algorithms for global optimizations, such as evolutionary computation, in determining the optimal solution in long term planning and risk minimization in decision-making. Additionally, the author suggests that future research should also aim to establish search and entertainment in a multidisciplinary perspective, bridging information and computation with psychological study and affective sciences. This would allow for a better understanding of the relationship between games and nature and how they can be used to simulate and understand the natural world. Additionally, future research could also explore the potential for using games as a tool for education and training, specifically in areas such as risk management and decision-making. Studies could also investigate the effectiveness of using games as a tool for learning and understanding complex systems and phenomena found in nature. Furthermore, the impact of incorporating elements of nature in game design, such as realistic environments and naturalistic AI, could also be studied in relation to player engagement and immersion. Another area of research could be studying the effects of gaming on human nature, specifically how video games impact cognitive development, decision making, and social behavior. Tom Andersson and Hampus Stromsholm’s [7] thesis contributes to the research on immersion in video games by studying features that contribute to overall immersion. The evaluation produced a range of comparable data based on an artifact that was created, tested, and evaluated. There has been a combination of confirmations and modifications of theories derived from related work. It suggests that fear can be used as a tool to enhance other immersive experiences, regardless of whether fear should be considered a feature. Many players tended to ignore graphics because they were considered forgiving by the average player. The overall immersion of the artifact was found to be influenced by flow. In addition to purpose, objectives, rewards, and audio, researchers are considering other immersive features and intend to map all the connections between these features so that game developers can understand where to start. A. S. Bastos, R. F. Gomes, C. C. dos Santos and J. G. Rodrigues Maia [9], the authors investigate the specific features that confer the quality of immersion to an electronic game. They draw upon literature to gain a theoretical background, but also aim to provide practical guidelines for developers to help them create immersive experiences. To do this, the authors analyzed titles that the audience considered to be immersive. They then developed a prototype game based on the features they identified in their analysis. After evaluating their prototype game and the titles selected, the authors conducted a comparative analysis. A game's immersive experience was determined by six specific features. In light of the recent advances in consumer-level virtual reality hardware, the authors contend that modern electronic games are notably immersive media. Developers need more than just theoretical background to create immersive experiences; practical guidelines can also help them. Through identifying specific features of electronic games that contribute to immersion, the authors aim to provide these guidelines. In order to develop the prototype game, they analyze titles that the audience finds immersive and develop a version based on these findings. In subsequent evaluations of the prototype game, they determine that six features provided an immersive gaming experience. © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 604 International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072
  • 3. 3. METHODOLOGY The different modules in the proposed system are discussed in Fig-1. Fig -1: System Architecture Traditional games use EEVEE as their render engine and use Unity or other gaming engines for development. We use Unreal Engine 5, which is superior to other gaming engines in every way. When it comes to rendering, unlike other engines, Unreal engine uses Lumen as their render engine and with the use of nanite meshes, the quality of the game would be increased significantly with less power consumption. Lumen as its default system for global illumination and reflections. Lumen is an advanced and dynamic system that is optimized for next-gen consoles and is capable of handling vast and intricate environments. It offers diffuse inter-reflection with infinite bounces and specular reflections on a wide range of scales, from millimeters to kilometers. Additionally, Unreal Engine 5 incorporates Nanite, a geometry system that is virtualized and utilizes a proprietary mesh format and rendering technology to achieve high object counts and pixel-level detail. There is an emphasis on only working on the details that can be seen, not on anything else. With Nanite's data format, you can automate streaming and get fine-grained detail while also reducing the amount of data. Additionally, Unreal Engine 5 supports ray tracing, allowing for more realistic lighting and reflections in games. It also includes a new animation system, which allows for more realistic and fluid movement of characters and objects in the game. The use of Unreal Engine 5 also provides developers with more flexibility and control, since it allows easy integration of other tools and technologies, such as AI and machine learning. Overall, the use of Unreal Engine 5 in game development allows for a more immersive and realistic gaming experience for players, as well as more efficient and effective development for game developers. 4. RESULT AND DISCUSSION Nanite is a revolutionary virtualized geometry system that is integrated into the latest version of Unreal Engine, UE5. This system utilizes a new mesh format which is internal and rendering technology to produce high levels of details and a large number of objects in a scene. The goal of Nanite is to make the process of rendering 3D models in a game engine as efficient as possible. It does this by working intelligently, only rendering the details that the player can see and compressing the data to conserve memory. A Static Mesh is a typical format for 3D models in gaming engines, and it includes Nanite meshes. Enabling Nanite for a Static Mesh is as simple as flipping a flag. The process of creating content for Nanite is similar to creating content for traditional meshes, with the exception that Nanite can handle orders of magnitude more instances and triangles. This allows for the construction of more complex and realistic environments, and when the camera is brought up close to a Nanite mesh, the imported triangles from the original source will be generated. Nanite mesh also support multiple Vertex colors and UVs, which allows for more intricate and detailed textures. Different parts of the mesh can be assigned specific materials, each of which can use a different shading model and dynamic effect. This is done in the shaders, and just like with any other static mesh, the material assignment can be changed dynamically. Nanite eliminates the need for an additional baking procedure to decompose materials. Another feature of Unreal Engine 5 is Virtual Textures, which allows for the effective streaming of massive amounts of texture data. Virtual Textures are intended to accomplish similar objectives for texture data as Nanite does for mesh data. Although they are not necessary to use Nanite with Virtual Textures, they are strongly recommended to achieve the best results. By utilizing both Nanite and Virtual Textures together, game developers can create highly detailed and realistic environments that are optimized for performance and memory usage. It is a powerful tool for game developers that allows for the creation of highly detailed and realistic environments. It is easy to use and highly efficient, making it a valuable addition to the Unreal Engine. When combined with Virtual Textures, the results can be truly breathtaking, By pushing the boundaries of graphics and gameplay, game developers can create innovative games. 5. CONCLUSIONS In conclusion, Nanite is a revolutionary virtualized geometry system that is integrated into Unreal Engine 5. It enables game developers to create highly detailed and complex game environments by using a new internal mesh format and rendering technology. The system is designed © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 605 International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072
  • 4. to be highly efficient, only rendering the details that the player can see and compressing the data to save on memory. Nanite meshes, which are a type of Static Mesh, allow for greater levels of detail and complexity with minimal additional effort from the developer. They support multiple UVs and vertex colors, enabling the creation of intricate and realistic textures. Additionally, Nanite eliminates the need for an additional baking process for materials, making the development process more streamlined. While not strictly necessary, it is highly recommended that developers utilize Virtual Textures in conjunction with Nanite to achieve the best results. Overall, Nanite is a powerful tool that allows game developers to create more immersive and realistic game worlds, pushing the boundaries of what is possible in the gaming industry. In addition, Lumen and Nanite in Unreal Engine 5 allow for improved performance and power efficiency. The Lumen global illumination which is a dynamic and reflection system optimized for next-gen gaming consoles and capable of rendering large, detailed environments with minimal power consumption. Nanite's virtualized geometry system, on the other hand, is designed to be highly efficient, only rendering the details that the player can see. The use of Nanite meshes also reduces the need for an additional baking process for materials, further streamlining the development process. Game developers can create highly immersive and realistic game worlds using Unreal Engine 5 and its advanced rendering capabilities. The use of Lumen and Nanite in particular allows for improved performance and power efficiency, making it possible to create more detailed and complex environments than ever before. The advanced technology integrated into Unreal Engine 5 pushes the boundaries of what is possible in the gaming industry and allows for the creation of truly next-generation gaming experiences. REFERENCES [1] A. Primanita, M. N. A. Khalid and H. Iida, "Computing Games: Bridging the Gap Between Search and Entertainment," in IEEE Access, vol. 9, pp. 72087- 72102, 2021. [2] H. Iida and M. N. A. Khalid, "Using Games to Study Law of Motions in Mind," in IEEE Access, vol. 8, pp. 138701- 138709, 2020. [3] F. Kharvari and W. Höhl, "The Role of Serious Gaming using Virtual Reality Applications for 3D Architectural Visualization," 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VSGames), Vienna, Austria, 2019, pp. 1-2. [4] H. Zhang, L. Jiang, S. Huang, J. Wang and Y. Zhang, "Attack-Defense Differential Game Model for Network Defense Strategy Selection," in IEEE Access, vol. 7, pp. 50618-50629, 2019. [5] W. Höhl, "Game-Based Learning -Developing a Business Game for Interactive Architectural Visualization," 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Vienna, Austria, 2019, pp. 1-4. [6] D. Perez-Liebana, J. Liu, A. Khalifa, R. D. Gaina, J. Togelius and S. M. Lucas, "General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms," in IEEE Transactions on Games, vol. 11, no. 3, pp. 195-214, Sept. 2019. [7] T. Andersson and H. Strömsholm, ‘Immersion, Make and Break the Game - a Study on the Impact of Immersion’, Dissertation, Malmö universitet/Teknik och samhälle, 2018. [8] B. Kutun and W. Schmidt, "Rallye Game: Learning by Playing with Racing Cars," 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Würzburg, Germany, 2018, pp. 1-2. [9] A. S. Bastos, R. F. Gomes, C. C. dos Santos and J. G. Rodrigues Maia, "Assessing the Experience of Immersion in Electronic Games," 2017 19th Symposium on Virtual and Augmented Reality (SVR), Curitiba, Brazil, 2017, pp. 146-154. [10] J. Jacob, R. Nóbrega, A. Coelho and R. Rodrigues, "Adaptivity and safety in location-based games," 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, Greece, 2017. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 10 Issue: 04 | Apr 2023 www.irjet.net p-ISSN: 2395-0072 © 2023, IRJET | Impact Factor value: 8.226 | ISO 9001:2008 Certified Journal | Page 606