I’ve decided to dig deep into the Robo Recall project file to see if there are things we can learn from it, some things that we might have done differently the entire time we were building UE.
This has started as a personal project, but I’m more than happy to share this here with you, who knows it might benefit someone else and this might get some interesting discussions started.
Methodology: First I listed all most common settings that have been tweaked in Robo Recall. The benchmark here is a clean 4.15 project.
I listed all differences in Excel: Green column is the clean 4.15 project, Orange column is Robo Recall.
Followed by some loose remarks about Post Processing volumes, lights and reflection capture actors.
Bonus : I’m also reconstructing the Robo Recall HUB map (where you start in the game) in a 4.15 project. Just the outer walls , the correct settings etc, to get the same setup / look&feel. Possibly using it as a template for future project. Many of the assets - even just the outer walls cannot be easily migrated over to 4.15 since there are a lot of bindings to the Odin project (Robo Recall) - so this may take a while.
Hope this is useful for anyone else.
Box Reflection Capture Actor
- Every room has one, surrounding it completely
- Box transition distance vary from 20 to 100
- Brightness 1.5 on most of them
Planar Reflection Actor
- 2 of them on the floors, overlapping a little bit
Sphere Reflection Capture Actors
- Influence radius on all of them set to 0
- Brightness 1.5 or 2
I think this is a special material trick to get rid of some unwanted MSAA edge jitter
http://imgur.com/a/OfkFj ( -> you 'll find this in “M_Railings”)
Animated shadow of the fan on the floor is actually just a mesh
Animation to show what I mean here : https://www.youtube.com/watch?v=3U5FbrtQ4do
No Atmospheric Fog
- In stead there are Cylinders (check for a mesh called “Cylinder2” for example) with a transparent material near the windows and under the fans to give the illusion of atmospheric fog.
Post Processing Volume
Compared to my usual Post Processing Volumes (which are usually full of tweaks -> not good for performance) there is really not a lot going on here for Robo Recall. Just Tonemapper > Slope and a 0.2 Bloom Intensity