Thanks Grok for the great explanation!The first simply means that the models used are authentic to the films (as seen on screen) because they are the same models. The second means that environments are also more faithful and detailed. The third means that they can respond to feedback more quickly now based on how the scenarios have been constructed in Unreal. The fourth means that, going forward, there will continue to be 1:1 be parity between Star Wars' cinematic endeavors and the attraction because they now have a pipeline to directly import the same assets.
Here’s what those four bullet points actually mean when the attraction is a simulator ride (think Star Tours, Transformers, Spider-Man, Kong, Mario Kart, etc.) that is built in Unreal Engine:
- Screen-authentic models The 3D characters, vehicles, props, and creatures you see in the ride will be exactly the same digital filesthat were used to make the actual movie (or very close derivatives).
- Same polygon mesh
- Same texture maps (often 8K+)
- Same rigging and facial blend shapes In the past, ride studios had to rebuild or heavily simplify everything from reference photos. Now the movie studio just hands over the hero assets straight from the film pipeline. The guest literally sees the identical Spider-Man or Mario that was on the cinema screen.
- Higher fidelity environmentsBecause Unreal Engine can now run in real-time at theme-park frame rates (60–120 fps locked) on modern hardware, the ride can show:
- Massive, fully detailed cityscapes (e.g., hundreds of buildings with unique windows, neon signs, etc.) instead of matte paintings or low-poly backdrops
- Real-time ray-traced reflections and global illumination (water, glass, metal actually look wet and reflective)
- Volumetric fog, god rays, dynamic weather, millions of particles
- Thousands of individually animated background characters or creatures Basically, the environments now look like a $200 million movie instead of a 2010 video game cut-scene.
- Faster development and iterationUnreal Engine lets the creative team:
- See final-quality lighting and materials in the editor in real time (no more week-long test renders)
- Drag-and-drop new assets and instantly see them in the ride sequence
- Do on-set or in-sim “hot reloads” — change a texture or animation and see it instantly in the ride simulator the same day
- Use Sequencer (Unreal’s non-linear cinematic tool) exactly like a film editor instead of custom in-house ride programming tools This typically cuts 6–18 months off a major ride’s media development timeline and makes last-minute director notes actually feasible.
- Direct visual continuity with the film The ride and the movie are now literally rendered by the exact same enginewith the exact same assets and the exact same material/shading model.
- Lighting looks identical because both use the same ray-tracing or path-tracer settings
- Color pipeline is identical (both are mastered in ACES)
- Camera moves and lens effects (depth of field, motion blur, chromatic aberration) are 1:1 When you go from watching the new film in the theater to riding the attraction the next year, it no longer feels like a “video game version” — it feels like you physically stepped into the movie.
- Super Nintendo World – Mario Kart: Koopa’s Challenge (Universal Japan/Hollywood/Epic Universe)
- How to Train Your Dragon – Isle of Berk (Epic Universe)
- The Wizarding World of Harry Potter – Ministry of Magic (Epic Universe)
- Upcoming Universal monsters dark ride and DreamWorks rides