Render Layers or Per-Component FOV or independent FOV
I requested for this 2 features some years ago here, there are no changes, someone said is not possible cause the deferred render, but now I see this features in Cryengine V and Unity 5 and the both are using deferred render shading.
Not sure why Epic Games not made this yet, played the other day some FPS games made in UE4 and this leak of features make you vomit at play for example Dead By DayLight in FPS mode cause the FOV is too low and the weapon can’t be rendered with other FOV different to the camera one, and if you give a bigger FOV to the camera, the weapon will be gone of the camera or total stretched.
Please Epic Games add this, is needed for all the First Person games…
I can’t give the proper result without this, can’t give zoom in weapon cause the weapon go off screen, and when select a 100 or 120 FOV the weapons start to looks pretty bad
Second this. Also hardware cursors. And there’s still no proper font styling/kerning/etc. in UMG. A lot of bells and whistles get implemented but “normal” things like this just take forever and ever.
And Epic added now Forward Rendering not sure if that changes something…
By the way why all the other engines as Unity, Cryengine etc have it and don’t have performance problems ?
You have images posted you can see how the weapon at change FOV keep with the same Fov
By the way disable depth testing is only for transluced materials and don’t work like that…