|
1 | 1 | # 引擎概述 |
2 | 2 |
|
3 | | -<tldr> |
4 | | -<p> |
5 | | -Vite is Unreal Engine 4.27.2 (<code>++UE4+Release-4.27</code>) forked from NvRTX 4.27 Caustics merged fully with UE 4.27 |
6 | | -Plus, NvRTX 5.0 and AMD branch features merged in, plus 300+ backports from UE 5.0–5.8. |
7 | | -</p> |
8 | | -</tldr> |
| 3 | +Vite 是基于虚幻引擎 4.27.2 (`++UE4+Release-4.27`) 的分支版本,它完全融合了 NvRTX 4.27 的焦散效果,并整合了 NvRTX 5.0 和 AMD 分支的特性,此外还移植了 300 多个来自 UE 5.0 至 5.8 的组件。 |
9 | 4 |
|
10 | | -This section explains the reasoning behind Vite's architecture: why the fork is based on Unreal Engine 4.27 |
11 | | -rather than UE5, what performance envelope it is designed for, and where the measured cost differences |
12 | | -between the two engine generations come from. |
| 5 | +本节将解释 Vite 架构背后的原因:为什么该分支版本基于虚幻引擎 4.27 而非 UE5,它的设计性能范围,以及两个引擎版本之间实际成本差异的来源。 |
13 | 6 |
|
14 | | -If you just want to get the engine running, go to [Getting Started](Getting-Started.md) instead. |
| 7 | +如果您只想运行引擎,请前往[入门指南](../GettingStarted/Getting-Started.md)部分。 |
15 | 8 |
|
16 | | -## Base version |
17 | 9 |
|
18 | | -| Property | Value | |
| 10 | +## 基础版本 |
| 11 | + |
| 12 | +| 属性 | 值 | |
19 | 13 | |--------------------|------------------------------------------------------| |
20 | | -| Engine version | 4.27.2 | |
21 | | -| Repo name | `UnrealEngineVite-PhysX` | |
22 | | -| Upstream base | NvRTX 4.27 Caustics | |
23 | | -| Merged branches | UE 4.27 Plus, NvRTX 5.0, AMD GPUOpen engine branches | |
24 | | -| UE5 backports | 300+ in release, 1,000+ in internal staging | |
25 | | -| Physics backend | Vite PhysX | |
26 | | -| Main Path Renderer | Deferred, agnostic DXR Ray Tracing pipeline | |
| 14 | +| 引擎版本 | 4.27.2 | |
| 15 | +| 仓库名称 | `UnrealEngineVite-PhysX` | |
| 16 | +| 上游基础版本 | NvRTX 4.27 Caustics(焦散) | |
| 17 | +| 已合并的分支 | UE 4.27 Plus, NvRTX 5.0, [AMD GPUOpen 引擎分支](https://github.com/GPUOpenSoftware/UnrealEngine/tree/EngineOpt-4.24) | |
| 18 | +| UE5 向后移植 | 发布版本超过 300 个,内部测试版本超过 1000 个 | |
| 19 | +| 物理后端 | Vite PhysX | |
| 20 | +| 主路径渲染器 | 延迟的、与技术无关的DXR光线追踪管线 | |
| 21 | + |
| 22 | +## 章节内容 |
| 23 | + |
| 24 | +### [为何选择 NvRTX 4.27](Why-NvRTX-427.md) |
| 25 | + |
| 26 | +基础版本的技术论证:UE 5.1 光线追踪场景构建的改变、Lumen 耦合为何会使其他全局光照集成更加困难,以及移除 PhysX 为何至关重要。 |
27 | 27 |
|
28 | | -## Section contents |
| 28 | +### [性能目标](Performance-Targets.md) |
29 | 29 |
|
30 | | -### [Why NvRTX 4.27](Why-NvRTX-427.md) |
| 30 | +Vite 针对四种 PS5 级配置进行了优化,从 4K120p 风格化到 1440p30(开启完整光线追踪效果套件)。 |
31 | 31 |
|
32 | | -The technical argument for the base version: what changed in UE 5.1's ray tracing scene construction, why |
33 | | -Lumen coupling makes alternative GI integrations harder, and why PhysX removal matters. |
| 32 | +### [UE4 与 UE5 成本分析](UE4-Versus-UE5-Cost-Analysis.md) |
34 | 33 |
|
35 | | -### [Performance Targets](Performance-Targets.md) |
| 34 | +帧时间实际消耗在哪里:着色器指令数、物理效果、角色移动、内存、Slate、骨骼网格、tick 成本、渲染线程开销、蓝图原生化和体积渲染。 |
36 | 35 |
|
37 | | -The four PS5-class configurations Vite is tuned against, from 4K120 stylised through to 1440p30 with the |
38 | | -full ray tracing effect suite. |
39 | 36 |
|
40 | | -### [UE4 versus UE5 Cost Analysis](UE4-Versus-UE5-Cost-Analysis.md) |
| 37 | +### [发布说明](Release-Notes.md) |
41 | 38 |
|
42 | | -Where the frame time actually goes: shader instruction counts, physics, character movement, memory, |
43 | | -Slate, skeletal meshes, tick cost, render thread overhead, Blueprint nativization and volumetrics. |
| 39 | +当前版本分支包含哪些内容、正在进行哪些开发以及未来计划包含哪些内容。 |
44 | 40 |
|
45 | | -### [Release Notes](Release-Notes.md) |
| 41 | +## 设计原则 |
46 | 42 |
|
47 | | -What is in the current release branch, what is in progress, and what is planned. |
| 43 | +代码库中几乎所有决策都受到三项承诺的影响,值得明确阐述,因为它们解释了那些看似保守的选择。 |
48 | 44 |
|
49 | | -## Design principles |
50 | 45 |
|
51 | | -Three commitments shape almost every decision in the codebase, and they are worth stating explicitly |
52 | | -because they explain choices that otherwise look conservative. |
| 46 | +**久经考验的技术优于自研技术。** Epic Games 为 UE5 构建了一套全新的系统,而 Vite 则更倾向于采用行业标准解决方案,这些方案广泛应用于 AAA 级游戏中:PhysX 而非 Chaos,DDGI 而非 Lumen,硬件曲面细分而非 Nanite,TressFX 而非 Groom。这些选择并非出于怀旧,而是基于对已在众多游戏中得到验证的解决方案的考量。 |
53 | 47 |
|
54 | | -**Battle-tested technology over in-house technology.** Where Epic built a new system for UE5, Vite prefers |
55 | | -the industry-standard solutions that are widely shipped in AAA titles: PhysX rather than Chaos, DDGI rather than |
56 | | -Lumen, HW Tessellation rather than Nanite, TressFX rather than Groom. These are not nostalgic choices; they are choices |
57 | | -about which solutions has been through the most shipped games. |
| 48 | +**原生分辨率优于重建。** Vite 的性能目标设定为原生 4K 和原生 1440p。虽然支持并集成了升频器(Upscalers),但升频器被视为超越目标速度的手段,而非达到目标的途径。 |
58 | 49 |
|
59 | | -**Native resolution over reconstruction.** Vite's performance targets are stated at native 4K and native |
60 | | -1440p. Upscalers are supported and integrated, but they are treated as a way to go faster than the target, |
61 | | -not as a way to reach it. |
| 50 | +**帧时间预算是设计约束,而非优化阶段。** 性能目标决定了产品的最终功能集和用户体验质量。 Vite 为其引入的每个主要功能都制定了迭代优化计划,而不是将优化推迟到项目后期。 |
62 | 51 |
|
63 | | -**Frame-time budgets are a design constraint, not an optimisation phase.** Performance targets define a |
64 | | -product's end feature set and the quality of the user experience. Vite maintains an iterative optimisation |
65 | | -plan for every major feature it introduces, rather than deferring optimisation to the end of a project. |
| 52 | +[引擎编码指南](../Contributing/Coding-Guidelines.md)将这些原则转化为具体的规则,供贡献者参考:禁止递归、禁止无理由创建新的虚函数、禁止破坏 ABI 的更改,以及严格遵守 Clang 规范,并以 ARM 级 CPU 为基准性能目标。 |
66 | 53 |
|
67 | | -The [Engine Coding Guidelines](Coding-Guidelines.md) encode these principles as concrete rules for |
68 | | -contributors: no recursion, no new virtuals without justification, no ABI-breaking changes, and strict |
69 | | -Clang compliance with an ARM-class CPU as the baseline performance target. |
70 | 54 |
|
71 | | -## See also |
| 55 | +## 另请参阅 |
72 | 56 |
|
73 | | -- [Introduction to Vite](Introduction-to-Vite.md) |
74 | | -- [Rendering](Rendering.md) |
75 | | -- [Physics](Physics.md) |
76 | | -- [Engine Coding Guidelines](Coding-Guidelines.md) |
| 57 | +- [Vite 简介](../GettingStarted/Introduction-to-Vite.md) |
| 58 | +- [渲染](../Rendering/Rendering.md) |
| 59 | +- [物理](../Physics/Physics.md) |
| 60 | +- [引擎编码指南](../Contributing/Coding-Guidelines.md) |
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