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Empty material uses 13 of 16 samplers? (OpenGL, Linux, UE 4.18.3)

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    Empty material uses 13 of 16 samplers? (OpenGL, Linux, UE 4.18.3)

    Heyo - I'm trying to set up a material however I very quickly run out of texture samplers. Upon looking into this, it appears that UE4 uses 13 samplers for a newly created empty material! I thought it only needed around 3 or 4.

    I found that I could try setting my sampler parameters to "Shared: Wrap" to prevent then from taking up what limited number of sampler slots I had, but this seemed to do nothing. I was informed that this was probably due to me using the OpenGL renderer over on the Unreal Slackers Discord group.

    Anyways, is this a known issue with Unreal, or does anyone know any workarounds? Any advice would be much appreciated

    Some details:
    - OS: Arch Linux
    - Renderer: OpenGL, using Shader Model 5
    - UE4 version: 4.18.3 (Compiled from source at tag 4.18.3-release)

    Click image for larger version  Name:	13samplers.png Views:	1 Size:	522.9 KB ID:	1458068
    Last edited by CraftedCart; 04-17-2018, 02:41 PM.

    #2
    Hi,
    I'm having the exact same issue.
    When creating a material with more than 3 texture samplers I get the error for exceeding the limit of 16.

    My system configuration is similar:
    - OS: Linux Mint 18.3
    - Renderer: OpenGL3, SM4.0
    - UE4 version: 4.18.3 compiled from source

    By the way, shouldn't the limit for SM5 be 32 samplers?

    Comment


      #3
      Originally posted by Paibotm View Post
      Hi,
      I'm having the exact same issue.
      When creating a material with more than 3 texture samplers I get the error for exceeding the limit of 16.

      My system configuration is similar:
      - OS: Linux Mint 18.3
      - Renderer: OpenGL3, SM4.0
      - UE4 version: 4.18.3 compiled from source

      By the way, shouldn't the limit for SM5 be 32 samplers?
      Ah good to know I'm not the only one with the issue.

      And I thought the sampler count was limited to 16 because of a Direct3D limitation - I didn't think SM5 would increase it?
      EDIT

      Nevermind I found a thing that says the OpenGL 4.3 path should have 32 samplers max (https://answers.unrealengine.com/que...texture-s.html) - but the log does say it's using OGL 4.3 and SM5. Perhaps I'll try merging the PR in that answers page later.


      Code:
      [2018.04.17-18.44.03:438][  0]LogRHI: OpenGL MajorVersion = 4, MinorVersion = 3, ShaderPlatform = GLSL_430, FeatureLevel = SM5
      Last edited by CraftedCart; 04-17-2018, 02:54 PM.

      Comment


        #4
        Originally posted by CraftedCart View Post

        Ah good to know I'm not the only one with the issue.

        And I thought the sampler count was limited to 16 because of a Direct3D limitation - I didn't think SM5 would increase it?
        EDIT

        Nevermind I found a thing that says the OpenGL 4.3 path should have 32 samplers max (https://answers.unrealengine.com/que...texture-s.html) - but the log does say it's using OGL 4.3 and SM5. Perhaps I'll try merging the PR in that answers page later.


        Code:
        [2018.04.17-18.44.03:438][ 0]LogRHI: OpenGL MajorVersion = 4, MinorVersion = 3, ShaderPlatform = GLSL_430, FeatureLevel = SM5
        Hi, have you get working that pr?

        Comment


          #5
          Originally posted by Markusgod View Post
          Hi, have you get working that pr?
          Yeah, the PR works fine for me. Merge in the PR locally, then rerun ./GenerateProjectFiles.sh, ./Setup.sh, and make to recompile the engine (It's a large recompile, around 1000+ steps)

          You may need to run "export TERM=xterm" first if you get a magic number error to workaround a mono bug

          Comment


            #6
            Thanks for the info! I find out that my shader actually uses something like 40 samplers, so I switched to Vulkan, that seems to work even better than OpenGL. (Some geometry is lost and etc)

            Comment

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