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Unreal Engine 4 is available for Win10 UWP app dev now

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  • Actually the problem is elsewhere: AO
    here is a video with stationary light and dynamic shadows at 60fps
    https://www.youtube.com/watch?v=Qa1Qle0kCNw

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    • Originally posted by som3on3 View Post
      Actually the problem is elsewhere: AO
      here is a video with stationary light and dynamic shadows at 60fps
      https://www.youtube.com/watch?v=Qa1Qle0kCNw
      Nice find. Isn't there a way to play with quality of real-time AO ? (maybe have it lower quality, but still have it in the project nevertheless)

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      • Originally posted by motorsep View Post

        Nice find. Isn't there a way to play with quality of real-time AO ? (maybe have it lower quality, but still have it in the project nevertheless)
        Thanks, still thinking for a solution (except bake AO in a different software), tweaking vals doesn't help much, will just make it look bad.
        Maybe source code will help. Will test more when i'll have some spare time and post results.
        Tho, 60fps at 1080p in UE4 on xbox uwp dev mode is pretty awesome (even without AO).

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        • Im using Xbone S and I can definitely get stable 60 fps@1080p with shadows (top down game with 4 local players in an empty level)
          Just try different settings until it runs smooth. Shadow quality, AO, AA, post process, particles, etc.
          https://docs.unrealengine.com/latest...lityReference/

          Maybe you can include 2 settings templates like some xbone games do.. 1 template for 60fps and 1 template for max graphics.
          Also keep in mind that most xbox one games do not run in real full hd. You can also try 900p/720p or some kind of dynamic resolution..

          At the end it depends a lot on your game. Take a look at PUBG.. Optimization is not that simple, even with "full" Xbone dev access.

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          • Originally posted by som3on3 View Post
            ... except bake AO in a different software ...
            Lightmass in UE4 bakes great static AO.

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            • Originally posted by motorsep View Post

              Lightmass in UE4 bakes great static AO.
              Static AO + Temporal AA = 30fps
              Static AO + No AA = 60fps
              Dynamic AO + No AA = 30fps
              Originally posted by OmniMachina View Post
              Im using Xbone S and I can definitely get stable 60 fps@1080p with shadows (top down game with 4 local players in an empty level)
              Just try different settings until it runs smooth. Shadow quality, AO, AA, post process, particles, etc.
              https://docs.unrealengine.com/latest...lityReference/
              Thanks for sharing, that is great to hear, tho, i don't want to scale nothing down, will loose too much quality from "Epic" to "High"

              Originally posted by OmniMachina View Post
              At the end it depends a lot on your game. Take a look at PUBG.. Optimization is not that simple, even with "full" Xbone dev access.
              PUBG is a great game, but let's face it, the look on XB1 (even on X one) can't be compared to PC version and optimization for a game like that is a complete nightmare, tons of foliage, translucent/masked materials and a huge terrain. But the gameplay is what makes the game great, because (in my opinion) Battlefront 2 or Battlefield 1 looks much better.
              Since no "full" XB1 dev access, UWP remains the only option to test on XB1 hardware. I am searching for UE4 reports on UWP since microsoft released branch and since no results,
              i started searching to see what is causing such a big fps drop and sharing results to everyone, in case someone else is looking. I'm pretty sure there something somewhere that can boost performance and quality on XB1

              Meanwhile my hud doesn't show:
              LogLinker: Warning: Can't find file '/Script/LogVisualizer'
              LogLinker: Warning: Can't find file for asset '/Script/LogVisualizer' while loading /Content/SideScrollerBP/Blueprints/HUD_BP.uasset

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              • Originally posted by som3on3 View Post

                Static AO + Temporal AA = 30fps
                Static AO + No AA = 60fps
                Dynamic AO + No AA = 30fps
                Have you tried baked AO + FXAA and baked AO + MSAA x2 ?

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                • Originally posted by motorsep View Post

                  Have you tried baked AO + FXAA and baked AO + MSAA x2 ?
                  Nope, but will try later on
                  tried Forward Rendered instead but the Stationary Directional Light is not included somehow and get only Sky Light

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                  • Originally posted by som3on3 View Post

                    tried Forward Rendered instead but the Stationary Directional Light is not included somehow and get only Sky Light
                    Odd, it seems to be working fine in VR (on Windows). https://docs.unrealengine.com/latest...nceandfeatures

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                    • Originally posted by motorsep View Post

                      Odd, it seems to be working fine in VR (on Windows). https://docs.unrealengine.com/latest...nceandfeatures

                      On windows works fine, but on XB1:

                      Click image for larger version

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                      And no shadow at all

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                      • Originally posted by som3on3 View Post


                        On windows works fine, but on XB1:


                        And no shadow at all
                        Perhaps it's a bug you should be reporting to Epic

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                        • Originally posted by motorsep View Post

                          Perhaps it's a bug you should be reporting to Epic

                          UWP is not Epic's problem
                          and seems is an XB1 bug because i've installed the UWP on local windows and shows correct

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                          • Originally posted by som3on3 View Post


                            UWP is not Epic's problem
                            and seems is an XB1 bug because i've installed the UWP on local windows and shows correct
                            Maybe DX12 bug ? Either way, renderer is in UE4, not in XBOX1, so it could very well be Epic's problem. When you run engine on XB1, it might use different rendering path (even though you run UWP, on Windows it might use one render path, on console it might use another render path).

                            Good example would be something working on Nvidia, but not on AMD.. Assuming there are no issues with drivers, you don't say "it's AMD's problem". You try solving it in the software.

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                            • Crashes if compiled with D312 RHI ...

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                              • Originally posted by som3on3 View Post
                                Crashes if compiled with D312 RHI ...
                                Is your game deployed as a game or an app:

                                https://docs.microsoft.com/en-us/win...rce-allocation

                                If its deployed as an app, the performance will suffer.

                                Apps do not support DirectX 12 but games do. Also with Games you get full access to the GPU and 4 exclusive CPU cores. On your Xbox if you go the details view of your deployed game you should see the App Type.

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