Of course we’re running the same package. And I’ve tested this package in 5 or 6 different PC’s with no issues. This happens only in my client’s notebook. Murphy rules.
Notice the widget in low-left corner is showing perfect, even when the render is completely burn out. And this only happens in one level. The other level works fine for him. So this is probably not a hardware compatibility or configuration problem but something with the scene.
Looks like exposure control is crazy, as if the postprocess were not working.
But it is working on every CPU I test! How can I fix something that is working for me everywhere I test it?
Anyone has ever seen something similar and give a clue on this?
Is this level just made in the most obvious way ( ie it’s just a level with actors placed in it )?
Or do you have some sort of code for ‘managing the scene’ ( trying to find a good way to express it ), some kind of code that could fall victim to timing issues?
If you do have a ‘level manager’ blueprint, or something like that, it could be that on different hardware things don’t happen in quite the same order, and you get this kind of wacky over exposure.
Actually, yes. Good shot! All that geometry, including light and postprocess, is streamed to a “main level” that holds all the logic.
What I find more surprising is the fact that it’s working fine on every device but this one. And a ZenBook is a pretty standard machine, with the most common INTEL graphics.
Suprising and scary. I’m new to Unreal and RT technology and, man, the idea of a presentation failure on it’s premiere with audience, because it was not tested in THAT exact notebook is frightening.
I could try to divide the post processing in different layers. One with exposure, other with color grading, other with DOF, vignette, chromatic aberration, etc, and test different orders in the stack to see what happens. Kind of blinded search… but I’d need my client’s Zenbook, or an exact equivalent to reproduce the issue and then do that testing.
So very little I can do, other than to take good note of what things can happen in a delivery, and include a few more elements in the standard “project checklist”.
I’m thinking you’re using auto exposure? That might be kicking in before time. Maybe give the scene a few seconds to build, then turn on AE. Just an idea…
It’s manual exposure in the whole game. But, now you mention, I have used two different lightning methods. You are an awesome long-distance shooter!
One level has a sunlight with default intensity at 1 and a huge exposure compensation 12 to raise up light (It goes black as soon as you go Manual).
In the other levels (the one with issues in the Zenbook), it’s more realistic: I applied Physical Camera Exposure, and standard camera settings (F2,8 ISO 100, 1/50), and compensation to 0 (neutral). Then raised Sunlight intensity to a good looking level, around 10-12.
So it seems that particular series of laptops go crazy with Physical Camera Exposure simulation. Would be nice to have one of them here to make some tests. I’ll take care of this in the future.
Thanks again! If you promote your comment to Answer I’d mark this thread as solved.