those features that you mentioned as “not yet supported”, could you maybe give some detail about when those are expected to be supported in the forward renderer, or at least which one of them is actively worked on and which ones are not?
I think this would especially help people who want to roughly know if the forward renderer will have the needed features for their specific game at that time when the game will be ready to be released, or if they have to make sure the game works great even with deferred, a very rough estimate would already help a lot with that.
maybe I’m wrong about that but it appears that enabling forward shading breaks all materials which in the end dramatically affects the feeling of a whole scene. I.e. the example ‘Particle effects’ project with forward shading disabled seems to look appropriate:
It can be seen especially when you look at the water surface. Additionally all the materials in the content browser seem to be a lot darker than previously (which also can be seen in the attached screenshots). Enabling forward shading materials’ options:
doesn’t give any desirable effect too…
Could anybody correct me if I’m missing something obvious here?
This is what I found too. Strangely some reflective materials have gotten brighter, and other reflective materials have gotten darker.
I have to look into it soon but stuck with other things at the moment.
It would be really beneficial if epic would make a demonstration project for lighting / reflections specifically for using forward shading.
I’ve got some of my scenes looking fantastic, others not so much…
They have made the ‘Showdown VR’ demo available. I am pretty sure that should be set-up to use Forward as that’s the example project they used to test forward for vr.
I haven’t checked it myself but it is there on the ‘Learn’ section.
I’m getting very nice fps boost (in best cases from 45 to 90) with msaa and forward rendering on my arch viz VR-project.
Is there anything to do with flickering edges?
When i hit r.MSAACount 0/1 i get rid of flickering, but image is not so sharp anymore on VR.
I have been trying different values on r.MSAACount, r.ScreenPercentange and r.MSAACompositingSampleCount but i can’t get any improvement on quality.
r.MSAACount 1 will force Temporal Aliasing, so no msaa with that set to 1.
I find 2 or 4 cleans up the image nice. If you have flickering it is probably what is referred to as specular aliasing.
Its likely that the materials you are using have this sort of noise in them that the taa is just masking.
You could try use the composite texture feature, Composite Texture | Unreal Engine Documentation, that should help if that is the problem.
(quick test is set all your materials to be very rough…)
Would love to read what someone else has to say.
I’m new to the VR world, and am trying to better understand the performance part of it. As a test, I use the standard VR Template Project (Startup Map) from Unreal Engine, without any changes…
I tried enabling Forward Rendering in UE 4.14, but for some reason, my world becomes much darker then.
Forward Shading Off
Forward Shading On
If I add to the Starter Map (this map) a skybox, then the maps is light again. However, I am struggling to understand why this is not a problem in the Deferred Rendering example.
Any clue why Forward Shading is havind such effect on the lighting? Is there anything that I can do to fix this?
Are planar reflections in VR supported with forward rendering? Planar reflection seems to work fine in PIE, but not in VR with forward rendering on. Supposedly planar reflections are supported in VR as of 4.14.1, but I can’t seem to make them work.
Hi, Planar reflections are working on 4.14.0 forward rendering somehow, but there is issues…
I have scene with “infinity mirror” (3 planar reflections close each other) and there is some problems…
I think somebody else also reported that planar reflections are not working on 4.14.1 (i haven’t updated yet to 4.14.1)
Make sure that you also enable planar reflections from material settings on Forward Rendering tab of your material behind planar plane.
How can I keep track of the numbers form the GPU profiler? - I need some kind of file output that I can put into an excel sheet, so I can see how and where things change.
Keeping track of all stats manually would be inhuman. And screenshots don’t line up side by side under different circumstances.
And the GPU profiler UI is horrible in general. There are no lines or colors or anything to help guide the eye along the dozens of collapsed/uncollapsed rows of stats. (Highlighting one line at a time is nice and all, but when you switch between two tabs back and forth, its tough to quickly compare numbers). How is anybody using this anyways? :mad:
It also doesn’t help that every stat is completely cryptic to anybody but the people who know the source code. It would be great to have a tooltip for each stat.
How am I supposed to google a stat like View 0 (one of 4 of the same name)? TT___TT
Just wanted to come back to this since the 4.15 preview just came out.
So it seems MSAA and alpha to coverage are working in this version which is great :D, however, it seems that MSAA is currently limited to 4x! When I set r.MSAACount to 8 it just disables MSAA completely. Is there a reason MSAA is capped at 4x?
Separate resolve shaders are needed for each MSAA level and currently we only have 2x and 4x implemented. It’s easy to add the rest though. I’ll consider it next time i’m working on that stuff. It’s always nice to be able to crank up the quality for screenshots or some future high end GPU’s.
The forward renderer is currently only supported in PC D3D11.