[feature request] - revamping jitter rendering specification with unreal engine 5

tiago morais morgado's icon

Proposal for Revamping Jitter Specifications in Max/MSP

I strongly encourage Cycling '74 to consider a comprehensive overhaul of Jitter's current specifications and functionality by integrating key aspects of Unreal Engine's tech stack into the Max/MSP environment. This would not involve importing the entire Unreal Engine source code or its rendering pipeline but rather selectively integrating its optimized systems that align with the goals of Jitter.

The integration would focus on Unreal Engine's high-performance rendering capabilities and related tools while ensuring that the version incorporated is at least 5 to 8 years old. This is crucial to match the average hardware capabilities of Max/MSP users, ensuring compatibility with a broad spectrum of GPUs and CPUs that are more commonly in use.

However, this integration should not aim to replace Jitter or significantly add to its object count. The goal would be to modernize and optimize the existing Jitter functionalities that are now outdated and underperforming. By selectively updating the core aspects of Jitter’s rendering system, this would breathe new life into the toolset without introducing unnecessary bloat or complexity.

The key objectives of this revamp should be:

  1. Integrating Optimized Unreal Engine Tech: Focus on integrating a version of Unreal Engine technology that is tailored for modern yet widely accessible hardware. This version should prioritize performance optimizations to fit the typical user’s system specs, ensuring the system is both scalable and accessible.

  2. Enhancing Performance without Overloading: The aim would be to use Unreal Engine’s optimized rendering features to enhance Jitter's existing capabilities—accelerating visual rendering, physics simulation, and other computational tasks—without replacing the existing Jitter framework or adding an overwhelming number of new objects or tools. This would maintain the lean, modular nature of Jitter that users value while giving them access to cutting-edge visual and computational features.

  3. Backward Compatibility and User-Friendliness: Any new features or improvements should not disrupt the user experience of existing Max/MSP users. The revamped Jitter should maintain full backward compatibility with current projects and should not create a steep learning curve for users already familiar with the current setup.

  4. Future-Proofing: Although we are focusing on Unreal Engine tech that is 5 to 8 years old, the integration should be done with a clear understanding of future-proofing. This involves ensuring that any new system added can easily be updated or expanded in the future without requiring a major overhaul, allowing Jitter to stay relevant as hardware and software evolve.

  5. Maintaining Jitter’s Core Philosophy: While the incorporation of Unreal Engine technologies can provide significant performance and feature enhancements, it’s essential that the integration doesn’t change the core philosophy of Jitter. It should remain a flexible, user-driven platform for real-time graphics and video manipulation, with a focus on accessibility for artists, developers, and creatives working in interactive environments.

By making these enhancements, Cycling '74 can ensure that Jitter remains a powerful tool for creative coders and artists, offering a significant upgrade to its performance and capabilities while maintaining the simplicity and focus that users have come to love.