Since I would like to work with semitransparent material, it appears quite impossible to obtain good results with “deferred rendering” of UE4.
I would therefore like to try solving the problem by using “forward rendering”.
Could you tell me where the settings changes are?
Hey satoy11 -
UE4 is built using deferred rendering pipeline and does not currently have any forward rendering capabilities. That being said, what exact is the look you are going for can you give me an example of what you have and where you want it to be and I will be happy to help you develop a semitransparent material that will meet your needs.
Thank You
Eric Ketchum
Any possible way to add forward rendering to UE4? Would be great to use MSAA for VR. The speed up of using forward rendering for content produced with baked lighting only would be a huge deal for VR applications based out of UE4.
Thanks.
Hey Metzger -
The short answer is no, the engine is built around the deferred rendering pathway. I know we are looking at adding some support for forward rendering for translucency beyond that implementation tough I am not aware of any plans to add additional forward rendering support. I can pass along the request though to our leads that the interest is out there.
Thank You
Eric Ketchum
Thank you.
Hello Eric, I just want to follow up on the Forward Rendering/General Optimization update and want your opinion on this :
Would be interested in forward rendering path, specifically for EQ/MSAA for VR application.
just if someone hasn’t seen it. There is a modified source version for unreal with forward rendering for Oculus.
I didn’t have the time to try it yet but I am curios if it will also work for the HTC Vive:
Hi,
I´d download this build but i dont find the option to change forward rendering, ¿Where is?
it seems the real question is : how can the unreal engine deliver the same VR image sharpness as the Lab from Vive with deferrend rendering ?
There is definitely a need for that kind of improvement
I heard that this is becoming part of the main branch in 4.14. So that’s cool.
Sometimes… an answer changes from “no” to “yes”
As of 4.14 you have the option to enable forward rendering.
Project Settings → Rendering → “Forward Shading” Checkbox
(now you can use that silky silky MSAA)
we saw it yesterday. very nice! we’ll give it a try and explore the possibilities asap.
Official documentation here: Forward Shading Renderer in Unreal Engine | Unreal Engine 5.1 Documentation