Framerate independent physics in UE4

If you are building a physics based game/application and you have plans of it running in a wide range of computers, you need to fix your physics timestep. Index Understanding the problem Solving the problem Configuring substepping Setting up substepping in code Handling substep physics Understanding the problem Your game may be running fine at 120 fps in your computer, but lower-end computers out there waiting for your game to come out may not be able to even reach 60 fps. »

Custom Engine: Physically Based Rendering

Index Background Physically Based Rendering Introduction Physically Based Shading Image Based Lighting Merging Atmospheric Scattering Rayleigh Scattering Mie Scattering Phase Functions References Background Physically Based Rendering is not a technique, but a collection of graphics techniques aiming to achieve results as close as possible to the physical world. This means that these techniques are highly based on real world physics light behaviour formulas. »