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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    Hey guys I'm currently experiencing this error when trying to generate project files:

    Code:
    Setting up Unreal Engine 4 project files...
    Binding IntelliSense data... 0%ERROR: Unexpected compiler setting when trying to determine Windows SDK folder
    I have Windows SDK 10.0.16299.0 installed so not sure whats going on here.

    Any ideas?

    Leave a comment:


  • replied
    Originally posted by jsyarrow View Post
    I would imagine you're getting a device removed error returned from the CreatePipelineLibrary call in the D3D12 RHI. Right now that's the expected state of things when trying to use UE's D3D12 RHI for UWP on Xbox.

    To your other question: when building a UWP game UE only uses Xbox hardware features that are addressable via the normal D3D interface. ESRAM is not used. If your project needs more then you can always consider applying to the ID@Xbox program
    Thanks for the info, as for ID@Xbox my game is in early progress state
    you can view here:
    https://forums.unrealengine.com/comm...e-scroller-wip
    i have more from the cave part done, but results on XB1 under UWP are around 20fps@720p with 85% resolution scale.
    i loose a bunch of details for those settings ... and since id@xbox is offered for a more complete game, hard to guess what to optimize...

    Leave a comment:


  • replied
    I would imagine you're getting a device removed error returned from the CreatePipelineLibrary call in the D3D12 RHI. Right now that's the expected state of things when trying to use UE's D3D12 RHI for UWP on Xbox.

    To your other question: when building a UWP game UE only uses Xbox hardware features that are addressable via the normal D3D interface. ESRAM is not used. If your project needs more then you can always consider applying to the ID@Xbox program

    Leave a comment:


  • replied
    Also, in "game" mode is ESRAM "touchable" or Unreal only "touches" it with full dev access?

    Leave a comment:


  • replied
    Originally posted by fkrstevski View Post

    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.
    I've changed the details to game, as an App is worthless, all reports i've made are under "Game" settings.
    I choose DX12, compile, browse upload to xbox from browser, go to xbox, change from app to game, launch => crash with error driver crash and some other texts i don't remember now
    but will compile and test again to see exact error

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Crashes if compiled with D312 RHI ...

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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 ?

    Leave a comment:


  • replied
    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

    Leave a comment:

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