Real-time, multi-user level building

@AP_Studios The intent is to use this with source control. Perforce will sync the assets, Scene Fusion provides real-time level creation with multiple people. I sent you a PM to chat about some of your questions, and I’m interested in learning more from your perspective.

We’ve seen some massive stuff done in Unity. Scene Fusion does not care about textures or static assets. It does care about terrain heightmaps/UVs, dynamic scene meshes/UVs, objects and their associated components and all the state carried therein.

We have users working on very large Unity scenes already - 8x8km, 64 different terrains at various LODs, the largest at 2k, 26k game objects and over 200k properties being tracked, and it is not particularly taxing. I don’t see a problem scaling to anything that can be created in Unreal. As for user scalability, Scene Fusion handles hundreds of CCUs, though in practice teams seldom exceed 5 on a single level at a time.

The big question though is “why?”.

To us, it certainly felt faster to have a group of people work together directly, but we looked for empirical proof. We did this by offering Scene Fusion for free during the beta. The feedback we received was that studios were able to get their design teams to be more than 2x more productive. Scene Fusion eliminated a need for several activities, such as scene syncing via source control when using multi-scene features (level streaming in Unreal). Everyone gets immediate feedback on what they are doing. What’s more, is that the lead designers are able to jump to anyone’s camera position in real-time to see what they are up to, and to provide immediate feedback. Above all, the design teams actually really enjoy working together in real-time, so I suspect there is some productivity boost from the ‘fun’ factor itself.