Our two core targets for mobile are:
Top-tier visual performance: We want the lifelike dynamic lighting and shadows, and the energy of the urban environment, to come through on a phone screen at a level that genuinely feels next-gen.
Performance and battery life, in balance: Players should be able to explore Hethereau for extended sessions without their phone getting hot or the frame rate stuttering. That means optimizing for energy efficiency across the entire system.
UE5 is critical to achieving both of those:
Powerful open world editor (World Partition): This gives us a solid foundation for managing a dense, expansive urban environment like Hethereau without the engine buckling under the weight of it.
Flexible, open source pipeline: UE5's
Mobile Deferred Shading Mode and its open architecture give us the ability to customize deeply and optimize for the specific demands of
NTE: Neverness to Everness, which is very important for managing the high-bandwidth requirements of a world this dense.
Efficient culling and scene management: Hethereau has tens of thousands of meshes. UE5's octree-based frustum culling, cluster-based light culling, and GPU-driven instancing culling dramatically reduce the rendering load on mobile hardware, which is essential for hitting our performance targets.
Are there any UE features that were particularly useful for creating the game on mobile?
Kee: UE5 offers robust support for mobile platforms with advanced features such as Mobile Deferred Shading, World Partition, PCG,
Niagara GPU particles, GPU scene-based dynamic batching, and GPU-driven instancing culling. These technologies provide a powerful foundation for developing
NTE: Neverness to Everness on mobile.