After the recent reveal of Protostar at Samsung S7 Unpacked in Barcelona, we are excited to discuss more about the demo, Vulkan and developing Protostar on the S7. Wyeth and Smedis will be showing the tech demo on a Samsung Galaxy S7 live on the stream, then they will go into even more detail about the new features shown on Protostar.
**During the stream we will be raffling two (2) Samsung Galaxy S7 phones. **All you have to do to be entered into the raffle is attend the stream.
Then, we’ll reveal the March UE4jam theme and start it off. Good luck to everyone who’s entering and make sure to preregister.
Thursday, March 10th @ 2:00PM ET - Countdown]
And while the mobile side of it is also interesting, I would really like to hear about Vulkan in regards to making D3D11 and D3D12 obsolet on PC. No longer being dependent on Microsoft, that’s what’s making me exited about Vulkan. So if someone could make any comments about how far the non-mobile integration of Vulkan in UE4 is, I would love to hear anything about it. Is it already supporting all D3D11 features in UE4 with at least same performance (if the drivers already allow that)?
Is there any way to get an idea of what device profile settings were used for the Protostar project? I’ve ran into a few issues on my S7 Edge using the Sun Temple demo and was curious if it was bad profile settings, material settings, or just a bug.
I know that 1 of them is/was a bug and needs 4.11p6 to get translucent materials to work properly but the others are odd issues with what looks like layered materials simply showing giant pixels instead of the texture itself. oh and if it matters its the Snapdragon 820 variant with the Adreno 530 GPU.
Can someone please post a short summary about Vulkan on S6 and S7 (and how it improves mobile VR performance; if it expands Oculus imposed soft limits for 60 drawcalls and 100k tris) and when it’s coming to UE4 binaries (4.12 ?)
So far, we have only focused our Vulkan implementation in UE4 on the mobile deferred renderer, specifically for the S7. We would of course like to continue with full support for the desktop deferred renderer on PC, but we don’t have firm roadmap for that yet.
Samsung currently only support Vulkan on the S7. Regarding GearVR (or VR in general) - Vulkan is theoretically promising nice things for making CPU overhead much better for VR (more drawcalls), but we haven’t had time to work on that in UE4 yet.