Ribbon Trails Dont Look As Good as in Beta4, Packaged Game For Your Testing

#My Packaged Game for You To Test This Issue

Congratulations, packakging works awesomely well for me as rocket user!

You can test the issue I’m discussing here via:

NathanLyer/VictoryPackaged.rar


I have logs full of 90% of only this:

Does it matter?

It is occurring every tick when I do a particular swing anim montage that has a ribbon trail attached to it.

It’s spamming my log :slight_smile:

#Related to Ribbon Trails

I definitely think it’s related to ribbon trails because whereas before my ribbon trails would spawn off the sword nice and continously,

now in beta5 they sort of pop in and out of existance randomly

exactly as if some buffer is getting over filled

how can I increase the buffer size so ribbon trails look as good in beta5 as they did in beta4?


My Project if You Want

if you want a project you can easily compare the difference between beta4 and beta5, just let me know

In my game ribbon trails spawn off the sword as the sword is swinging

used to look really good in Beta4


Beta5 ribbon trail buffer issue overall effect is decidely worse


but so much other stuff about Beta5 is awesome btw :slight_smile:

Rama

#Increasing Vertex Buffer Size so Ribbon Trails Look Better

I see ParticleHelper.h

and

virtual void InitRHI()
 {
 // create a static vertex buffer
VertexBufferRHI = RHICreateVertexBuffer(sizeof(FParticleVertexDynamicParameter), NULL, BUF_Static|BUF_ZeroStride);
 FParticleVertexDynamicParameter* Vertices = (FParticleVertexDynamicParameter*)RHILockVertexBuffer(VertexBufferRHI, 0, sizeof(FParticleVertexDynamicParameter), RLM_WriteOnly);
Vertices[0].DynamicValue[0] = Vertices[0].DynamicValue[1] = Vertices[0].DynamicValue[2] = Vertices[0].DynamicValue[3] = 1.0f;
RHIUnlockVertexBuffer(VertexBufferRHI);
}
 };

I see it is virtual

but how in Heaven would I create a custom PSC class that uses my ribbon trail and over ride InitRHI to use a larger vertex buffer?!

:slight_smile:

Rama

#Packaged Multiplayer Game Video

This is a video showing that actual real Multiplayer works via IP with the packaged version of my game!

In the video you can see that when the players are swing swords the ribbons are not showing up as fast or as much as they did in Beta4, and I’ve not changed any of that code, its this issue I’m describing in this thread.

you can compare with beta4 video here:

starting at about 1:20


Rama

#This issue is really important to me

Ribbon trails looked better as part of swinging swords or other fast moving objects in beta4, please address this :slight_smile:

Hello Rama,

We’re working towards responding as soon as possible. Thanks for your patience.

Sean

There is an internal limit on the maximum size (in MB) that an individual particle system can upload to the GPU per frame. I can look at exposing this as a per-project setting in the INI.

In short though, you have a crazy tessellated ribbon :slight_smile:

“I can look at exposing this as a per-project setting in the INI.”

ahhh!!

“In short though, you have a crazy tessellated ribbon :)”

ooooo…

:slight_smile:

Thanks Nick!!!

Rama

how do I get LogRenderCore to not flood my log with the msg?

cause I dramatically changed my ribbon tessellation distance factor and I have what is still nice

but it is still more than LogRenderCore likes

a per particle system adjustable limit would be really nice

for what I am going for, very smooth following of a rapidly moving sword

the standard amount just doesnt seem to be enough :slight_smile:

thanks Nick!

Rama

I seem to have finally snuck by at

tessellation distance 2
factor = 7

even just 8 was causing the logs

so the limit for my ribbon goal was realllly close

#per-particle system limits would be awesome :slight_smile:

In your project’s DefaultEngine.ini, add this section:

[Core.Log]
LogRenderCore=error

That will cause render core to log only errors.

thanks for taking the time Nick!

#:heart:

Rama