disguise releases new features to further enhance integration of Unreal Engine

disguise has announced new features for its Extended Reality (xR) software to further enhance its integration of Unreal Engine and address the continued demand for immersive content.

The latest features introduced include Academy Colour Encoding System (ACES) colour management, DirectX12 (DX12) and Deep Learning Super Sampling (DLSS) support from Nvidia. Together, they will allow users to deliver images of the highest quality via 10-bit HDR processing of Unreal content through disguise RenderStream.

RenderStream is a proprietary IP protocol that enables the hosting of Unreal content on dedicated disguise hardware.

Joe Bleasdale, product manager at disguise, commented: “This approach of scale-out rendering in conjunction with features such as DX12 support, DLSS and the ACES colour management workflow allows Virtual Production customers to pursue truly photorealistic scenes and content without compromising on creative delivery.”

ACES is a colour management systems used in the film and VFX space, and its integration means that users can access its workflow end-to-end through the disguise system.

“In my last shoots I’ve been working with the ACES workflow, and the results have been really good,” reported David Monguet of MO&MO Films. “This feature is a great tool for all of us in the production process, the VFX team has less work to transform the plates, and I have more dynamic range to adjust in the screens. I’ve been doing some tests with a colourist to compare and the conclusion is that it is working perfectly.”

disguise has also implemented a pipeline that supports Unreal Engine running DLSS, an Nvidia technology that enables content to be rendered at a lower resolution then up-sampled using a GPU-accelerated deep learning model to reconstruct the image at the higher resolution. It also recently added DirectX12 support for Unreal Engine, unlocking advanced rendering features such as ray tracing allowing users to capture high-quality reflections, refractions and accurate shadows to deliver best-in-class photorealistic content.

Peter Kirkup, global technical solutions manager at disguise, added: “Our users are always looking for ways to deliver images of the highest quality, highest detail and highest frame rate but this is often constrained by the finite GPU power of their rendering system. Our next release will introduce users to cluster rendering, an integration solution for Unreal’s nDisplay. With this, we aim to do two things, simplify the configuration of render clusters and separate out the render clusters from the final pixel delivery machines. By separating those two, we are able to scale them independently so you can add more render nodes for more render power or add more output nodes if you just have a bigger canvas.”

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