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Most CPUs are synchronous circuits, which means they employ a clock signal to pace their sequential operations. The clock signal is produced by an external oscillator circuit that generates a consistent number of pulses each second in the form of a periodic square wave. The frequency of the clock pulses determines the ...
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To ensure proper operation of the CPU, the clock period is longer than the maximum time needed for all signals to propagate (move) through the CPU. In setting the clock period to a value well above the worst-case propagation delay, it is possible to design the entire CPU and the way it moves data around the "edges" of ...
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However, architectural improvements alone do not solve all of the drawbacks of globally synchronous CPUs. For example, a clock signal is subject to the delays of any other electrical signal. Higher clock rates in increasingly complex CPUs make it more difficult to keep the clock signal in phase (synchronized) throughou...
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One method of dealing with the switching of unneeded components is called clock gating, which involves turning off the clock signal to unneeded components (effectively disabling them). However, this is often regarded as difficult to implement and therefore does not see common usage outside of very low-power designs. On...
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Another method of addressing some of the problems with a global clock signal is the removal of the clock signal altogether. While removing the global clock signal makes the design process considerably more complex in many ways, asynchronous (or clockless) designs carry marked advantages in power consumption and heat di...
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Rather than totally removing the clock signal, some CPU designs allow certain portions of the device to be asynchronous, such as using asynchronous ALUs in conjunction with superscalar pipelining to achieve some arithmetic performance gains. While it is not altogether clear whether totally asynchronous designs can perf...
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Many modern CPUs have a die-integrated power managing module which regulates on-demand voltage supply to the CPU circuitry allowing it to keep balance between performance and power consumption.
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Every CPU represents numerical values in a specific way. For example, some early digital computers represented numbers as familiar decimal (base 10) numeral system values, and others have employed more unusual representations such as ternary (base three). Nearly all modern CPUs represent numbers in binary form, with ea...
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Related to numeric representation is the size and precision of integer numbers that a CPU can represent. In the case of a binary CPU, this is measured by the number of bits (significant digits of a binary encoded integer) that the CPU can process in one operation, which is commonly called "word size", "bit width", "dat...
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Integer range can also affect the number of memory locations the CPU can directly address (an address is an integer value representing a specific memory location). For example, if a binary CPU uses 32 bits to represent a memory address then it can directly address 2 memory locations. To circumvent this limitation and f...
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CPUs with larger word sizes require more circuitry and consequently are physically larger, cost more and consume more power (and therefore generate more heat). As a result, smaller 4- or 8-bit microcontrollers are commonly used in modern applications even though CPUs with much larger word sizes (such as 16, 32, 64, eve...
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To gain some of the advantages afforded by both lower and higher bit lengths, many instruction sets have different bit widths for integer and floating-point data, allowing CPUs implementing that instruction set to have different bit widths for different portions of the device. For example, the IBM System/360 instructio...
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The description of the basic operation of a CPU offered in the previous section describes the simplest form that a CPU can take. This type of CPU, usually referred to as "subscalar", operates on and executes one instruction on one or two pieces of data at a time, that is less than one instruction per clock cycle ().
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This process gives rise to an inherent inefficiency in subscalar CPUs. Since only one instruction is executed at a time, the entire CPU must wait for that instruction to complete before proceeding to the next instruction. As a result, the subscalar CPU gets "hung up" on instructions which take more than one clock cycle...
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Attempts to achieve scalar and better performance have resulted in a variety of design methodologies that cause the CPU to behave less linearly and more in parallel. When referring to parallelism in CPUs, two terms are generally used to classify these design techniques:
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Each methodology differs both in the ways in which they are implemented, as well as the relative effectiveness they afford in increasing the CPU's performance for an application.
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One of the simplest methods for increased parallelism is to begin the first steps of instruction fetching and decoding before the prior instruction finishes executing. This is a technique known as instruction pipelining, and is used in almost all modern general-purpose CPUs. Pipelining allows multiple instruction to be...
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Pipelining does, however, introduce the possibility for a situation where the result of the previous operation is needed to complete the next operation; a condition often termed data dependency conflict. Therefore pipelined processors must check for these sorts of conditions and delay a portion of the pipeline if neces...
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Improvements in instruction pipelining led to further decreases in the idle time of CPU components. Designs that are said to be superscalar include a long instruction pipeline and multiple identical execution units, such as load–store units, arithmetic–logic units, floating-point units and address generation units. In ...
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Most of the difficulty in the design of a superscalar CPU architecture lies in creating an effective dispatcher. The dispatcher needs to be able to quickly determine whether instructions can be executed in parallel, as well as dispatch them in such a way as to keep as many execution units busy as possible. This require...
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When just a fraction of the CPU is superscalar, the part that is not suffers a performance penalty due to scheduling stalls. The Intel P5 Pentium had two superscalar ALUs which could accept one instruction per clock cycle each, but its FPU could not. Thus the P5 was integer superscalar but not floating point superscala...
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Simple pipelining and superscalar design increase a CPU's ILP by allowing it to execute instructions at rates surpassing one instruction per clock cycle. Most modern CPU designs are at least somewhat superscalar, and nearly all general purpose CPUs designed in the last decade are superscalar. In later years some of the...
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Another strategy of achieving performance is to execute multiple threads or processes in parallel. This area of research is known as parallel computing. In Flynn's taxonomy, this strategy is known as multiple instruction stream, multiple data stream (MIMD).
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One technology used for this purpose was multiprocessing (MP). The initial flavor of this technology is known as symmetric multiprocessing (SMP), where a small number of CPUs share a coherent view of their memory system. In this scheme, each CPU has additional hardware to maintain a constantly up-to-date view of memory...
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It was later recognized that finer-grain parallelism existed with a single program. A single program might have several threads (or functions) that could be executed separately or in parallel. Some of the earliest examples of this technology implemented input/output processing such as direct memory access as a separate...
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For several decades from the 1970s to early 2000s, the focus in designing high performance general purpose CPUs was largely on achieving high ILP through technologies such as pipelining, caches, superscalar execution, out-of-order execution, etc. This trend culminated in large, power-hungry CPUs such as the Intel Penti...
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CPU designers then borrowed ideas from commercial computing markets such as transaction processing, where the aggregate performance of multiple programs, also known as throughput computing, was more important than the performance of a single thread or process.
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This reversal of emphasis is evidenced by the proliferation of dual and more core processor designs and notably, Intel's newer designs resembling its less superscalar P6 architecture. Late designs in several processor families exhibit CMP, including the x86-64 Opteron and Athlon 64 X2, the SPARC UltraSPARC T1, IBM POWE...
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A less common but increasingly important paradigm of processors (and indeed, computing in general) deals with data parallelism. The processors discussed earlier are all referred to as some type of scalar device. As the name implies, vector processors deal with multiple pieces of data in the context of one instruction. ...
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Most early vector processors, such as the Cray-1, were associated almost exclusively with scientific research and cryptography applications. However, as multimedia has largely shifted to digital media, the need for some form of SIMD in general-purpose processors has become significant. Shortly after inclusion of floati...
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Many modern architectures (including embedded ones) often include hardware performance counters (HPC), which enables low-level (instruction-level) collection, benchmarking, debugging or analysis of running software metrics. HPC may also be used to discover and analyze unusual or suspicious activity of the software, suc...
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Many major vendors (such as IBM, Intel, AMD, and Arm etc.) provide software interfaces (usually written in C/C++) that can be used to collected data from CPUs registers in order to get metrics. Operating system vendors also provide software like codice_1 (Linux) to record, benchmark, or trace CPU events running kernels...
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A host is the virtual equivalent of a physical machine, on which a virtual system is operating. When there are several physical machines operating in tandem and managed as a whole, the grouped computing and memory resources form a cluster. In some systems, it is possible to dynamically add and remove from a cluster. Re...
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The "performance" or "speed" of a processor depends on, among many other factors, the clock rate (generally given in multiples of hertz) and the instructions per clock (IPC), which together are the factors for the instructions per second (IPS) that the CPU can perform.
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Many reported IPS values have represented "peak" execution rates on artificial instruction sequences with few branches, whereas realistic workloads consist of a mix of instructions and applications, some of which take longer to execute than others. The performance of the memory hierarchy also greatly affects processor ...
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Processing performance of computers is increased by using multi-core processors, which essentially is plugging two or more individual processors (called "cores" in this sense) into one integrated circuit. Ideally, a dual core processor would be nearly twice as powerful as a single core processor. In practice, the perfo...
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Due to specific capabilities of modern CPUs, such as simultaneous multithreading and uncore, which involve sharing of actual CPU resources while aiming at increased utilization, monitoring performance levels and hardware use gradually became a more complex task. As a response, some CPUs implement additional hardware lo...
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Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game "Unreal". Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has seen adoption by other industries, most notably the film and ...
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The latest generation, Unreal Engine 5, was launched in April 2022. Its source code is available on GitHub after registering an account, and commercial use is granted based on a royalty model. Epic waives their royalties margin for games until developers have earned in revenue and the fee is waived if developers publis...
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The first-generation Unreal Engine was developed by Tim Sweeney, the founder of Epic Games. Having created editing tools for his shareware games "ZZT" (1991) and "Jill of the Jungle" (1992), Sweeney began writing the engine in 1995 for the production of a game that would later become a first-person shooter known as "Un...
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At first, the engine relied completely on software rendering, meaning the graphics calculations were handled by the CPU. However, over time, it was able to take advantage of the capabilities provided by dedicated graphics cards, focusing on the Glide API, specially designed for 3dfx accelerators. While OpenGL and Direc...
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According to Sweeney, the hardest part of the engine to program was the renderer, as he had to rewrite its core algorithm several times during development, though he found less "glamorous" the infrastructure connecting all the subsystems. Despite requiring a significant personal effort, he said the engine was his favor...
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"Unreal" was noted for its graphical innovations, but Sweeney recognized in a 1999 interview with "Eurogamer" that many aspects of the game were unpolished, citing complaints from gamers about its high system requirements and online gameplay issues. Epic addressed these points during the development of "Unreal Tourname...
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By late 1999, "The New York Times" indicated that there had been sixteen external projects using Epic's technology, including "Deus Ex", "The Wheel of Time", and "Duke Nukem Forever", the latter of which was originally based on the "Quake II" engine. Unlike id Software, whose engine business only offered the source cod...
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In October 1998, IGN reported, based on an interview with affiliate "Voodoo Extreme", that Sweeney was doing research for his next-generation engine. With development starting a year later, the second version made its debut in 2002 with "America's Army", a free multiplayer shooter developed by the U.S. Army as a recrui...
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Though based on its predecessor, this generation saw a notable advance in rendering terms as well as new improvements to the tool set. Capable of running levels nearly 100 times more detailed than those found in "Unreal", the engine integrated a variety of features, including a cinematic editing tool, particle systems,...
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Epic used the Karma physics engine, a third-party software from UK-based studio Math Engine, to drive the physical simulations such as ragdoll player collisions and arbitrary rigid body dynamics. With "Unreal Tournament 2004", vehicle-based gameplay was successfully implemented, enabling large-scale combat. While "Unre...
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A specialized version of UE2 called UE2X was designed for "" on the original Xbox platform, featuring optimizations specific to that console. In March 2011, Ubisoft Montreal revealed that UE2 was successfully running on the Nintendo 3DS via "Tom Clancy's Splinter Cell 3D". "The 3DS is powerful, and we are able to run t...
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Screenshots of Unreal Engine 3 were presented by July 2004, at which point the engine had already been in development for over 18 months. The engine was based on the first-generation, but contained new features. "The basic architectural decisions visible to programmers of an object-oriented design, a data-driven script...
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Initially, Unreal Engine 3 only supported Windows, PlayStation 3, and Xbox 360 platforms, while iOS (first demonstrated with Epic Citadel) and Android were added later in 2010, with "Infinity Blade" being the first iOS title and "Dungeon Defenders" the first Android title. In 2011, it was announced that the engine woul...
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Throughout the lifetime of UE3, significant updates were incorporated, including improved destructible environments, soft body dynamics, large crowd simulation, iOS functionality, Steamworks integration, a real-time global illumination solution, and stereoscopic 3D on Xbox 360 via TriOviz for Games Technology. DirectX ...
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While Unreal Engine 3 was quite open for modders to work with, the ability to publish and sell games meant using UE3 was restricted to licenses of the engine. However, in November 2009, Epic released a free version of UE3's SDK, called the Unreal Development Kit (UDK), that is available to the general public.
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In December 2010, the kit was updated to include support for creating iOS games and apps. OS X compatibility followed in the September 2011 release.
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In August 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development for two years. "People don't realise this but we're already two years into development of Unreal Engine 4. It certainly doesn't have a full team yet, it's just one guy and you can probably guess who that g...
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In February 2012, Rein stated "people are going to be shocked later this year when they see Unreal Engine 4"; Epic unveiled UE4 to limited attendees at the 2012 Game Developers Conference, and a video of the engine being demonstrated by technical artist Alan Willard was released to the public on June 7, 2012, via GameT...
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On March 19, 2014, at the Game Developers Conference (GDC), Epic Games released Unreal Engine 4 through a new licensing model. For a monthly subscription at , developers were given access to the full version of the engine, including the C++ source code, which could be downloaded via GitHub. Any released product was cha...
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On September 4, 2014, Epic released Unreal Engine 4 to schools and universities for free, including personal copies for students enrolled in accredited video game development, computer science, art, architecture, simulation, and visualization programs. Epic opened an Unreal Engine Marketplace for acquiring game assets....
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In March 2015, Epic released Unreal Engine 4, along with all future updates, for free for all users. In exchange, Epic established a selective royalty schedule, asking for 5% of revenue for products that make more than $3,000 per quarter. Sweeney stated that when they moved to the subscription model in 2014, use of Unr...
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In an attempt to attract Unreal Engine developers, Oculus VR announced in October 2016 that it will pay royalty fees for all Unreal-powered Oculus Rift titles published on their store for up to the first $5 million of gross revenue per game.
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To prepare for the release of its free-to-play battle royale mode in "Fortnite" in September 2017, Epic had to make a number of Unreal Engine modifications that helped it to handle a large number (up to 100) of connections to the same server while still retaining high bandwidth, and to improve the rendering of a large ...
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With the opening of the Epic Games Store in December 2018, Epic will not charge the 5% revenue fee on games that use the Unreal Engine and released through the Epic Games Stores, absorbing that cost as part of the base 12% cut Epic is taking to cover other costs.
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Effective May 13, 2020, and retroactive to January 1, 2020, the royalty exemption amount is increased to US$1,000,000 in lifetime gross revenue per title.
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Unreal Engine 5 was revealed on May 13, 2020, supporting all existing systems including the next-generation consoles PlayStation 5 and Xbox Series X/S. Work on the engine started about two years prior to its announcement. It was released in early access on May 26, 2021, and formally launched for developers on April 5, ...
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One of its major features is Nanite, an engine that allows for high-detailed photographic source material to be imported into games. The Nanite virtualized geometry technology allows Epic to take advantage of its past acquisition of Quixel, the world's largest photogrammetry library as of 2019. The goal of Unreal Engin...
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With potentially tens of billions of polygons present on a single screen at 4K resolution, Epic also developed the Unreal Engine 5 to take advantage of the upcoming high-speed storage solutions with the next-generation console hardware that will use a mix of RAM and custom solid-state drives. Epic had worked closely wi...
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Additional features planned for Unreal Engine 5 come from Epic's acquisitions and partnerships. The MetaHuman Creator is a project based on technology from three companies acquired by Epic—3Lateral, Cubic Motion, and Quixel—to allow developers to quickly create realistic human characters that can then be exported for u...
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Unreal Engine 5 will retain the current royalty model, with developers returning 5% of gross revenues to Epic Games, though this fee is waived for those that release their games on the Epic Games Store. Further, Epic announced alongside Unreal Engine 5 that they will not take any fee from games using any version of Unr...
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UnrealScript (often abbreviated to UScript) was Unreal Engine's native scripting language used for authoring game code and gameplay events before the release of Unreal Engine 4. The language was designed for simple, high-level game programming. UnrealScript was programmed by Sweeney, who also created an earlier game sc...
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Similar to Java, UnrealScript was object-oriented without multiple inheritance (classes all inherit from a common Object class), and classes were defined in individual files named for the class they define. Unlike Java, UnrealScript did not have object wrappers for primitive types. Interfaces were only supported in Unr...
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At the 2012 Game Developers Conference, Epic announced that UnrealScript was being removed from Unreal Engine 4 in favor of C++. Visual scripting would be supported by the Blueprints Visual Scripting system, a replacement for the earlier Kismet visual scripting system.
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Verse is the new scripting language for Unreal Engine, expected to be first implemented in "Fortnite". Simon Peyton Jones, known for his contributions to the Haskell programming language, joined Epic Games in December 2021 as Engineering Fellow to work on Verse along with long-time colleague Lennart Augustsson and othe...
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Presented by Peyton at Haskell eXchange 2022, Verse is planned to be released sometime in 2023 as an open language for the metaverse.
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With Unreal Engine 4, Epic opened the Unreal Engine Marketplace in September 2014. The Marketplace is a digital storefront that allows content creators and developers to provide art assets, models, sounds, environments, code snippets, and other features that others could purchase, along with tutorials and other guides....
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The Unreal Engine was originally designed to be used as the underlying technology for video games. The engine is used in a number of high-profile game titles with high graphics capabilities, including "PlayerUnknown's Battlegrounds", "Final Fantasy VII Remake", "Valorant" and "Yoshi’s Crafted World," in addition to gam...
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The Unreal Engine has found use in film making to create virtual sets that can track with a camera's motion around actors and objects and be rendered in real time to large LED screens and atmospheric lighting systems. This allows for real-time composition of shots, immediate editing of the virtual sets as needed, and t...
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Among the productions to use these technologies were the television series "The Mandalorian" and "Westworld". Jon Favreau and Lucasfilm's Industrial Light & Magic division worked with Epic in developing their StageCraft technology for "The Mandalorian", based on a similar approach Favreau had used in "The Lion King". F...
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Orca Studios, a Spanish-based company, has been working with Epic to establish multiple studios for virtual filming similar to the StageCraft approach with Unreal Engine providing the virtual sets, particularly during the COVID-19 pandemic, which restricted travel.
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In January 2021, "Deadline Hollywood" announced that Epic was using part of its Epic MegaGrants to back for the first time an animated feature film, "Gilgamesh", to be produced fully in Unreal Engine by animation studios Hook Up, DuermeVela and FilmSharks. As part of an extension of its MegaGrants, Epic also funded 45 ...
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Unreal Engine has also been used by non-creative fields due to its availability and feature sets. It has been used as a basis for a virtual reality tool to explore pharmaceutical drug molecules in collaboration with other researchers, as a virtual environment to explore and design new buildings and automobiles, and use...
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In March 2012, Epic Games announced a partnership with Virtual Heroes of Applied Research Associates to launch "Unreal Government Network", a program that handles Unreal Engine licenses for government agencies. Several projects originated with this support agreement, including an anaesthesiology training software for U...
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The state of the Unreal Engine came up in Epic's 2020 legal action against Apple Inc. claiming anticompetitive behavior in Apple's iOS App Store. Epic had uploaded a version of "Fortnite" that violated Apple's App Store allowances. Apple, in response, removed the "Fortnite" app and later threatened to terminate Epic's ...
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The Sukhoi Su-27 (; NATO reporting name: Flanker) is a Soviet-origin twin-engine supermaneuverable fighter aircraft designed by Sukhoi. It was intended as a direct competitor for the large US fourth-generation jet fighters such as the Grumman F-14 Tomcat and McDonnell Douglas F-15 Eagle, with range, heavy aircraft ordn...
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The Su-27 entered service with the Soviet Air Forces in 1985. The primary role was long range air defence against American SAC Rockwell B-1B Lancer and Boeing B-52G and H Stratofortress bombers, protecting the Soviet coast from aircraft carriers and flying long range fighter escort for Soviet heavy bombers such as the ...
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The Su-27 was developed into a family of aircraft; these include the Su-30, a two-seat, dual-role fighter for all-weather, air-to-air and air-to-surface deep interdiction missions, and the Su-33, a naval fleet defense interceptor for use from aircraft carriers. Further versions include the side-by-side two-seat Su-34 s...
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In 1969, the Soviet Union learned of the U.S. Air Force's "F-X" program, which resulted in the F-15 Eagle. The Soviet leadership soon realized that the new American fighter would represent a serious technological advantage over existing Soviet fighters. "What was needed was a better-balanced fighter with both good agil...
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When the specification proved too challenging and costly for a single aircraft in the number needed, the PFI specification was split into two: the "LPFI" ("Lyogkyi PFI", Lightweight PFI) and the "TPFI" ("Tyazholyi PFI", Heavy PFI). The LPFI program resulted in the Mikoyan MiG-29, a relatively short-range tactical fight...
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The Sukhoi design, which was altered progressively to reflect Soviet awareness of the F-15's specifications, emerged as the "T-10" (Sukhoi's 10th design), which first flew on 20 May 1977. The aircraft had a large wing, clipped, with two separate podded engines and a twin tail. The 'tunnel' between the two engines, as o...
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The T-10 was spotted by Western observers and assigned the NATO reporting name 'Flanker-A'. The development of the T-10 was marked by considerable problems, leading to a fatal crash of the second prototype, the T-10-2 on 7 July 1978, due to shortcomings in the FBW control system. Extensive redesigns followed (T-10-3 th...
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The "T-10S-3" was modified and officially designated the "P-42", setting a number of world records for time-to-height, beating those set in 1975 by a similarly modified F-15 called "The Streak Eagle". The "P-42" "Streak Flanker" was stripped of all armament, radar and operational equipment. The fin tips, tail-boom and ...
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The production "Su-27" (sometimes "Su-27S", NATO designation 'Flanker-B') began to enter VVS operational service in 1985, although manufacturing difficulties kept it from appearing in strength until 1990. The Su-27 served with both the V-PVO and Frontal Aviation. Operational conversion of units to the type occurred usi...
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When the naval Flanker trainer was being conceived the Soviet Air Force was evaluating a replacement for the Su-24 "Fencer" strike aircraft, and it became evident to Soviet planners at the time that a replacement for the Su-24 would need to be capable of surviving engagements with the new American F-15 and F-16. The Su...
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Development of a version for the Soviet Navy called the "Su-27K" (Russian for "Korabyelny" - "Shipborne", NATO designation 'Flanker-D') commenced not long after the development of the main land-based type. Some of the T10 demonstrators were modified to test features of navalized variants for carrier operations. These m...
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At the time the naval Flanker was being developed the Soviets were building their first generation of aircraft carriers and had no experience with steam catapults and did not want to delay the introduction of the carriers. Thus it was decided to use a take-off method that did not require catapults by building up full t...
https://en.wikipedia.org/wiki?curid=65580
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The production "Su-27K" featured the required strengthened landing gear with a two-wheel nose gear assembly, folding stabilators and wings, outer ailerons that extended further with inner double slotted flaps and enlarged leading-edge slats for low-speed carrier approaches, modified LERX (Leading Edge Root eXtension) w...
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Development of the naval trainer, called the "Su-27KUB" (Russian for "Korabyelny Uchebno-Boyevoy" - "Shipborne Trainer-Combat"), began in 1989. The aim was to produce an airframe with dual roles for the Navy and Air Force suitable for a range of other missions such as reconnaissance, aerial refuelling, maritime strike,...
https://en.wikipedia.org/wiki?curid=65580
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In 1991, the production facilities at Komsomolsk-on-Amur Aircraft Plant and Irkutsk developed export variants of the Su-27: the "Su-27SK" single seat fighter and "Su-27UBK" twin-seat trainer, (the "K" in both variants is Russian for "Kommercheskiy" - literally "Commercial") which have been exported to China, Vietnam, E...
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After the collapse of the USSR in 1991, Russia, the successor state, started development of advanced variants of the Su-27 including the Su-30, Su-33, Su-34, Su-35, and Su-37.
https://en.wikipedia.org/wiki?curid=65580
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Since 1998 the export "Su-27SK" has been produced as the Shenyang J-11 in China under licence. The first licensed-production plane, assembled in Shenyang from Russian supplied kits, was flight tested on 16 December 1998. These licence-built versions, which numbered 100, were designated J-11A. The next model, the J-11B ...
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Starting in 2004, the Russian Air Force began a major update of the original Soviet Su-27 ('Flanker-B') fleet. The upgraded variants were designated "Su-27SM" (Russian for "Seriyniy Modernizovanniy" - literally "Serial Modernized"). This included upgrades in air-to-air capability with the R-77 missile with an active ra...
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The Su-30 is a two-seat multi-role version developed from the "Su-27UBK" and was designed for export and evolved into two main variants. The export variant for China, the "SU-30MKK" ('Flanker-G') which first flew in 1999. The other variant developed as the export version for India, the "Su-30MKI" ('Flanker-H') was deli...
https://en.wikipedia.org/wiki?curid=65580