Engine Features Preview 10/31

btw 13 texture samplers available refers to what an artist has available in a typical material, the other 3 samplers are used up by built-in features (lightmaps, shadowmaps, etc).

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Will the PC OpenGL renderer ever support more than 13 texture samples? In OpenGL, the number of texture samples appears to be limited by hardware rather than an arbitrary limit of 13. The limit appears to be 32 on most cards released in the last few years: GPU hardware info database launchpad
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Hopefully, yes. Bindless textures will remove the limit for future hardware. Newer drivers and hardware support 32 samplers but not all, so we can’t move forward.

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IMO the image for the foliage doesn’t show any foliage, don’t you have a before and after shot of foliage time?
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The trees in that image are using the foliage system, and they have fully static lighting (no shadowmap rendering cost). It’s the LandscapeMountains level.

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Material Editor too ? or always grey checkboard map before see the result…
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Scalar and vector parameter default values can be edited in the material editor and see the result instantly in the 3d viewport. Editing anything else in the material gets the usual grey checkerboard still.

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Naa at OS X its stuck at OpenGL 4.1, even with OS X 10.10, and UE4 is specifically tears down features to support that problematic implementation that the inventor of super expensive graphic workstations brought to the table… When used elsewhere the Engine can utilize OpenGL 4.3 and that is more on par with DX11.
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Yep, the useful GL versions for us are 3.2 (D3D10 SM4 capability) and 4.3 (D3D11 SM5 capability). Latest Mac supports only 4.1, so not good enough, plus the majority of macs are still on 3.2 drivers.

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Static Lighting on Foliage - Does mean, that UE4 will handle with huge amount of foliage with better performance?
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No, static lighting doesn’t scale up to huge levels. It does mean that medium scale levels with foliage can be rendered much more efficiently, because lighting is precomputed.