The rendering system in Unreal Engine 4 is an all-new, DirectX 11 pipeline that includes deferred shading, global illumination, lit translucency, and post processing as well as GPU particle simulation utilizing vector fields.
Overview of the main features of the rendering subsystem.
Controlling the appearance of surfaces in the world using shaders.
Using Lighting and shadowing geometry, using Global Illumination, and setting up reflections.
Assets the contain any number of particle emitters used to create effects in the world.
Effects applied to the whole rendered scene prior to being rendered.
Using fog to add ambiance to the world and set the mood of environments.
Using Render Targets in Unreal Engine 4.
Overview for HDR Display Output and available options.
Integrated and supported technologies from NVIDIA for use with your games.
An overview of the Dynamic Resolution system used in Unreal Engine 4.
An overview of Screen Percentage with Temporal Upsample for Unreal Engine 4.
Describes how to use the nDisplay system to render your Unreal Engine Project simultaneously on multiple displays.
Detailing which rendering features are supported on which platforms.
The Pipeline State Object (PSO) caching tools help reduce the time it takes to reload an Unreal Engine 4 (UE4) level and it's content.
Describes the advantages of using the Forward Shading Renderer for increased VR performance.
Options for adjusting quality and performance.
Display options and view modes to check on the results of various rendering features.