Stream node feature in Granite for Unreal used by Funcom for Conan Exiles

Our partners at Funcom just sent us a great video about how they used Granite for Unreal during the production of Conan Exiles. You can watch it below.

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Our take on "A Boy And His Kite" by Epic Games, Powered by Granite for Unreal Engine

It's always a challenge to show our tech in action. I mean, you can read as much as you want on the benefits of Granite, showing our main features like texture streaming, virtual texturing and more concretely how much you can save in video memory, how much more data you can use, etc... It's never easy for us to make you understand how the tech actually runs and why (and how) this could actually help you. We have several games, applications and movies that shipped thanks to Granite and they can testify, but is that enough to convince you?

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Virtual Production to VR with CBS Digital: a case study

Over a hundred of 8K textures have been used in this Daredevil VR experience thanks to Granite for Unreal texture streaming system.

We’ve been working on game engines for many years now and it’s been amazing to see how video game technology and real-time render engines have found their way into completely new industries.

This is why we listened with the highest interest CBS Digital's Craig Weiss and Jim Berndt present their work on stage at SIGGRAPH 2017. After working with them on their virtual production tools for some time, it’s rewarding to see the results being showcased to an audience of highly qualified technicians in this world-leading conference.

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A moment with devs: Depth and Depth VR developers Digital Confectioners

At PAX Australia, Digital Confectioners announced Depth 2, the upcoming sequel to Depth, the successful Shark-vs-Divers multiplayer game. Also announced was Depth VR, a VR experience within the Depth universe. We asked the New-Zealand based studio a few questions to better understand the challenges behind these new projects and why they chose Granite to overcome some of them.

Q: Two years after the release of Depth, you announce not one but two new projects. What are the main goals you want to achieve with these new games and these different platforms?

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Granite for Unreal 4.11 is out

Launched just last week, Unreal Engine 4.11 is a major update that focused a lot on improving the render performance. It’s a critical release for every VR project that is aiming to launch in the next months now that the headsets are out. So we made sure we released just days after the final 4.11.

On top of the performance benefits in Unreal, Granite users will experience an additional major performance increase. We’ve offloaded almost all the Granite work from the render thread saving up to 2 milliseconds in some extreme cases.

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Granite for Unreal 4.10.2: 4GB caches and channel packing

Granite for Unreal 4.10.2 with channel packing banner

We have a new update for Granite for Unreal with two major features: GPU caches up to 4GB and channel packing!

The new features are available in the Granite for Unreal 4.10.2 binary. The update has also been committed to the 4.10.2 branch in Github. And we’ll backport the changes to the 4.10.1 Github branch in a few days. You’ll need to install the latest Granite toolset (3.1) to get access to the channel packing feature.

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Indie license for Unreal

Granite for Unreal is now available with a limited commercial seat license!

The Indie version supports textures up to 32.768 x 32.768 and 21.000.000.000 pixels of texture data per project. That’s roughly 18 to 35 gigabytes of Granite streamed texture data per project!

Granite for Unreal Indie is available for $ 249 per seat. Or, starting from 5 seats, only $199 per seat with the volume discount. You can use and own your seat forever, without any subscription fees. And you get two years of updates, minor and major!

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Granite for Unreal 4.10.1: a major update.

It’s here! The first Unreal plugin based on our brand new Granite SDK 3.0.

Granite 3 is a major update from 2.6. It’s completely redesigned to allow for total material freedom while guaranteeing great performance and minimizing memory usage and loading times. The runtime can handle 3D scenes with incredible pixel densities. The tools can import any texture format: single images, tiled images, UDIM, etc.

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TWO THOUSAND GIGAPIXELS OF TEXTURES, ANYONE?

This article is a crosspost of the article found on the Unreal Engine website.

My name is Aljosha Demeulemeester. I’m the CEO and co-founder of Graphine, a Belgian middleware company based in the city of Ghent. Graphine creates texture streaming and texture compression technologies for the video game and 3D visualization industries. 

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Granite for Unreal 4.9

We have released an update of our Granite for Unreal plugin to the latest version 4.9 of Unreal. Besides just upgrading to the latest Unreal code base, we also upgraded to the latest 2.6 version of our Granite SDK. Major new features of this release are:

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