Unreal Engine developer tools get big update for Apple Silicon Macs

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Updates announced alongside Unreal Engine 5.2 include native Apple Silicon support for the Unreal Editor and an iPad app coming soon for the virtual stage production tool ICVFX Editor.

ICVFX controls on iPad
ICVFX controls on iPad


Epic Games-owned Unreal Engine powers a lot of modern 3D applications, from gaming to movie sets. Unreal Engine 5.2 launched on Thursday with some specialized tools around procedural content generation and substrate material mapping, but some Apple news was mixed in as well.

The Unreal Editor now has native Apple Silicon support and is delivered via a universal binary. This means increased performance, efficiency, and stability for the tool.

Unreal Editor is an application that compiles Unreal Engine code. Basically, a tool that builds environments or models using Unreal's code and toolsets.

Another Apple-specific announcement was made for the iPad. Virtual sets are becoming more popular for productions like "Mandalorian" and ICVFX Editor is a powerful tool that brings Unreal to film.

However, as directors move around a virtual set, which is basically a large green room, controls over lighting, color grading, and more are left back at the desktop workstation. A new ICVFX app for iPad will place creative control directly into the filmmaker's hands while wandering the set.

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There are plenty of technical updates for Unreal Engine 5.2 that we won't dive into, like a new ML deformer sample that's available for download. Unreal also provided a Rivian-heavy look at Procedural Content Generation and Substrate material effects.

Get Unreal Engine 5.2 from Epic's website.

Read on AppleInsider

Comments

  • Reply 1 of 12
    jeffharrisjeffharris Posts: 822member
    Does this mean we’ll see some native Macintosh games? 
    watto_cobra
  • Reply 2 of 12
    Does this mean we’ll see some native Macintosh games? 
    Negatory. 
    kurai_kagethtentropys
  • Reply 3 of 12
    kurai_kagekurai_kage Posts: 110member
    Yeah probably not.   Apple hardware will (continue to be) more appealing for a wide variety of creative professionals.  The forest and Rivan shot were impressive right up to the end where it drives away.  The physics looked a bit off, with the vehicle appearing weightless.
  • Reply 4 of 12
    StrangeDaysStrangeDays Posts: 13,033member
    Yeah probably not.   Apple hardware will (continue to be) more appealing for a wide variety of creative professionals.  The forest and Rivan shot were impressive right up to the end where it drives away.  The physics looked a bit off, with the vehicle appearing weightless.
    Considering the mind-blowing photorealism and ease of virtual set creation, seems kinda minor. This thing is boss, and it’s running real time. 
    fastasleep
  • Reply 5 of 12
    chutzpahchutzpah Posts: 392member
    Yeah probably not.   Apple hardware will (continue to be) more appealing for a wide variety of creative professionals.  The forest and Rivan shot were impressive right up to the end where it drives away.  The physics looked a bit off, with the vehicle appearing weightless.
    Have you seen a game engine that looks better?

    fastasleep
  • Reply 6 of 12
    MarvinMarvin Posts: 15,435moderator
    Does this mean we’ll see some native Macintosh games? 
    Games will still be limited by commercial potential but having native tools for deployment helps and it's good for game developers. The Mac is a great platform for content creation and for games, one thing that really sets it apart is the huge amount of unified memory, especially on a laptop. Laptops typically have 4-8GB of video memory, a MBP can have up to 96GB.

    This allows people to have high resolution texture painting apps like Substance Painter (Photoshop for 3D) open alongside the Unreal editor and export right into the editor to preview without running out of memory.

    It's a shame Epic had to poison the water with their lawsuits, the M-series Macs are a great platform for this engine and they could have been a great partner to Apple.

    Some Unreal 5 features haven't been supported on Mac like Nanite and raytracing and likely aren't in this release yet. It says here that only M2 is capable of supporting Nanite:

    https://www.reddit.com/r/macgaming/comments/12jxbq0/experimental_nanite_support_added_for_m2_based/
    https://github.com/philipturner/ue5-nanite-macos
    https://github.com/gladhu/UE5NanitePort

    Nanite is one of the features shown in the car demo (1:56) and allows rendering lots of geometry, hopefully it will be fully supported on Mac in a future update:


  • Reply 7 of 12
    fastasleepfastasleep Posts: 6,450member
    Does this mean we’ll see some native Macintosh games? 
    Do you mean native for Apple Silicon? This article only refers to the Unreal Editor software for macOS, which ran via Rosetta 2 previously, but could already build Universal Binary apps with ARM64 support since Unreal Editor 5.0 a couple years ago, publishing from either Intel or Apple Silicon Macs. Which is, of course, how iOS/iPadOS developers make those games using UE, and anyone building Apple Arcade games using UE have been able to do it since you have to support the Mac with those games. But, those have likely been only UE4-based games so far. 

    I don't know of any UE5-based games on Apple's platforms yet, as it's still pretty new and there are very few so far. This will certainly change.

    Does this mean we’ll see some native Macintosh games? 
    Negatory. 
    LOL why not?
    edited May 2023
  • Reply 8 of 12
    chutzpahchutzpah Posts: 392member
    Does this mean we’ll see some native Macintosh games? 
    Negatory. 
    LOL why not?
    Unreal Editor supported x86 on Mac for a good long while, how many native Mac games were released in that period?
    williamlondon
  • Reply 9 of 12
    cgWerkscgWerks Posts: 2,952member
    Yeah probably not.   Apple hardware will (continue to be) more appealing for a wide variety of creative professionals.  The forest and Rivan shot were impressive right up to the end where it drives away.  The physics looked a bit off, with the vehicle appearing weightless.
    Considering the mind-blowing photorealism and ease of virtual set creation, seems kinda minor. This thing is boss, and it’s running real time. 
    Probably not on a Mac, though.
    But, still, this is a good step. Hopefully Apple will step up with some good hardware soon.
  • Reply 10 of 12
    MarvinMarvin Posts: 15,435moderator
    cgWerks said:
    Yeah probably not.   Apple hardware will (continue to be) more appealing for a wide variety of creative professionals.  The forest and Rivan shot were impressive right up to the end where it drives away.  The physics looked a bit off, with the vehicle appearing weightless.
    Considering the mind-blowing photorealism and ease of virtual set creation, seems kinda minor. This thing is boss, and it’s running real time. 
    Probably not on a Mac, though.
    But, still, this is a good step. Hopefully Apple will step up with some good hardware soon.
    Mac version doesn't support Nanite so it can only run those scenes with a patch. Unreal runs pretty well on M-series Macs though:

    (Rosetta version)



    The M1 Max GPUs run about 1/5th-1/6th the speed of a 4090 comparing the same resolution and settings. M3 Max will likely bring that down to 1/3rd and the M3 Ultra will sit between a 3090 and 4090 in a small form factor.
    cgWerks
  • Reply 11 of 12
    fastasleepfastasleep Posts: 6,450member
    chutzpah said:
    Does this mean we’ll see some native Macintosh games? 
    Negatory. 
    LOL why not?
    Unreal Editor supported x86 on Mac for a good long while, how many native Mac games were released in that period?

    Not sure if this is a comprehensive list, but I get 93 hits for ‘Mac OS’ here:

    https://en.everybodywiki.com/List_of_Unreal_Engine_games

  • Reply 12 of 12
    cgWerkscgWerks Posts: 2,952member
    Marvin said:
    Mac version doesn't support Nanite so it can only run those scenes with a patch. Unreal runs pretty well on M-series Macs though:

    (Rosetta version)



    The M1 Max GPUs run about 1/5th-1/6th the speed of a 4090 comparing the same resolution and settings. M3 Max will likely bring that down to 1/3rd and the M3 Ultra will sit between a 3090 and 4090 in a small form factor.
    Thanks, I'm always looking for more in-app demos, rather than just rendering benchmarks and such. I can deal with 50% longer render times or such, as there are usually even render-farm solutions, and I'm not currently pushing deadlines or in a strict time=money situation. But, if the app isn't usable in the viewports when working on a large project, that is a problem.

    This actually looks pretty usable (especially compared to older software I'm currently using). Hopefully the RT stuff will come with the M3. I've seen people demo'ing stuff on even the M1 Ultra Studio that isn't really all this usable, which is a problem for such a high-priced machine (when even a $1500 gaming PC is just fine). Hopefully some of that will end up being software optimization (and will actually get optimized!).

    Ultimately, Apple needs to do something about this, unless they just intend to lose these markets. At least with Intel Macs, we did have an option to solve these situations.
    muthuk_vanalingam
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